How should diplmacy be revamped for Civ6?

Psychotronics

Tribune of the Plebs
Joined
Jul 26, 2013
Messages
194
Location
Brazil
When Rising Tide was announced, I was very excited that they'd revamp diplomacy. While I am yet to play it, reading about the changes they made disappointed me a lot.
It seems to be a very fixed system, and that's precisely what I think is wrong with Civ5's diplomacy. The values are all fixed. If I'm selling a resource, I know how much gpt it's worth. Sure, if the AI hates me they won't pay that much, but that's the price, regardless of the avaliability of that resource elsewhere or how much they need it.
Now, I know there are many other problems with Civ 5's diplomacy, but that's the one that ticks me the most. I feel values should be based on avaliabily of that resource in general (improved, not on the map), number of players controlling that resource, GPT/gold reserves of both players involved (if I'm buying a resource and I know the other player is bleeding money, I won't pay as much, since I know he needs whatever he can get), how much that particular country need that resource (Japan should pay more for iron than India, even if only when they're building samurai) and only then the relationship between the two players.
What would you do to make diplomacy in Civ6 better than Civ5's?
 
market simulation is a very hard topic. its not likely they will put so much effort in this particular aspect of the game.

i think promises is the main improvement made in civ5 and it will be further developed in civ6.

and city states should be more like other civs in diplomacy, e.g. if you pledged to protect one and it was conquered, you get attitude hit with everyone else (CSs and civs) as a bad partner.

there should also be a casus belli system to declare war w/o diplo hits, 3+ side alliances etc
 
The AI needs to play to win, not play to be manipulated. War ought to be an inevitability, something you can't easily worm your way out of. The AI's bad tactics are more difficult to deal with, but modifiers like shared religion and whatnot are really bad.
In general, resource trades are something the AI should only do if it REALLY needs a resource, and won't even consider otherwise. I wouldn't hand out iron or gold willy nilly, the AI shouldn't be exploitable enough to guarantee so much gold for excess luxuries/strategic resources.

Again, things like 1UPT limit this, because the AI will always be bad at 1UPT, and 1UPT is inherently flawed and stifles tactics and strategy. If you are able to play an actual game instead of this 1UPT garbage, the AI can be better just because it's playing a more coherent game. Civ5 is incoherent and makes mistakes earlier games in the series and other 4x games have long since ignored.
 
Back
Top Bottom