It isn't going to prove your point because it's anecdotal evidence. You can't cherry pick examples. I could find specific examples when Civ5 diplomacy works very well, when Civ4 diplomacy works very well, and when Civ4 diplomacy is complete rubbish.
The examples which I gave are not "anecdotal examples" as anybody can prove it by himself.
Wait for the next time when an AI asks you not to settle close to its borders.
Then come back and tell me what this means:
- Is it only related to founding new cities?
- Does it include extension of your borders by culture?
- Within what range (in hexes) aren't you allowed to settle by the terms of that treaty?
- Does that only include the current area, or does the treaty include any other areas on the map as well?
- Does an agreement in this matter in 3000 BC stand valid 1500 AD, still?
- Constitutes the settling of the AI next to YOUR borders a violation of said treaty?
- Is the AI (A) then considered a double-dealer by other AIs (B, C, D, ...)?
If you're playing a board game with friends and can't predict the outcome of another player (because human beings are free agents with free will), does that mean the game can't have any diplomacy? This is not entirely the best way to put it. You can still predict their response to some extent, but there is nothing stopping another player in a board game of doing something completely unexpected, especially in context of how they should be reacting given their past negotiations with you.
To this I agree and this is exactly why the attempt to mimic "human" players fails so bitterly.
- With humans you typically always will have some kind of feedback. You see their facial expressions change, you can see (and interprete) their body language, you hear the tone of their voice change and after all, you LEARN a bit about how their reactions in total are changing due to your actions.
- "Players". Humans in a game act very differently from how they would act in real life, since after all it is just a game.
Some are just backstabbing you for the fun of seeing the surprise and anger on your face, although such things they wouldn't do in a real life situation.
To do so in a game comes at no costs. To do so in a real life situation can spoil relationships for a lifetime.
I have to admit that I cannot interprete Monte's body language nor his tone when he is dancing in front of these fires. Bismarck is completely opaque as well, although in general I understand his words. But not his tone.
And so on.
You don't know what impact it has? Use your imagination a bit.
No, I don't know which impact which answer has. All I can IMAGINE is that the more polite answer MIGHT extend the time until they declare war on me.
Have you played the game with the latest patch? Those are now listed in the political overview.Argument by intimidation: state something is obvious, despite not having proof.
I am referring to these items here:
a) deal history
b) global policies
I agree and stand corrected, the cooperation pact is displayed.
This makes it an UI problem, because now I have to check to screens to get the information.
Still, I don't have any chance to retrieve such information when being in "diplomatic negotiations" (especially not if dealing about a third nation). I have to have an external overview at hand (or to keep my games from the last two weeks with all their different aspects in memory). Once again, an UI issue.
Again, let's wait til the AI code gets released and we can have a look at this stuff. You think it will not factor into AI decision making at all?
I don't have any clue what factors into AI's decisions. I don't have any clue to which degree certain actions of mine factor.
And I am pretty sure you don't know either at the current moment.
What I know is that I have been confronted with all kind of remarks:
- Your military is weak, so I declare war on you
- Your military is strong, so I declare war on you
- You have settled next to my borders, so I declare war on you (after I have settled)
- You have settlede next to my borders, so I declare war on you (after THEY have settled)
- You are so puny, so I declare war on you
- You are so big, so I declare war on you
End of story: "Whatever you've done, I declare war on you"
Well, that's a funny, interesting and compelling diplomacy, offering me so many options to influence the other nations, isn't it?
Then we have other things like me asking say Suleiman to war with me against say Monte, which he declines. So far, so good.
The very next turn Suleiman declares war on Monte. Hm hm... sounds like a very logical and comprehensable way of acting, doesn't it?
The same it is when meeting another leader for the first time. Ever tried to form a pact of cooperation with him? Doesn't work THAT turn, yet the very next turn he may show up and offer what? A pact of cooperation!
What kind of "diplomacy" is this?
No, that just suggests a poor UI or lack of easily viewable information about your diplomatic interactions. It doesn't prove they have no impact.
Once again: if I as the human player am not supported by feedback there isn't any difference to random choices. Behind those there would be impact as well, but still I don't know it.
It looks like you're basically suggesting that if a variable or factor is not present in the UI, then it can not possibly be considered by the AI in its decision making. Let me ask, are there any parts of your decision making that would not be obvious to the AIs? Does that mean that the AIs would be fair to claim (if they had a true voice) that diplomacy with you was meaningless, because you weren't telling them everything about how you made those decisions?
Do either of us know if our actions are really taken into consideration by the AI?
As you said in your previoius posting, we might know after checking with the coding. At the moment, we are left in the dark and wondering what is going on.
What about the occasional scout claiming your troops at the other end of your empire to be a thread to them?
Does this have an impact on their decisions (apart from being so ridiculous)?
Just because diplomacy involves more guesswork, doesn't mean that diplomacy is non-existent.
Once again: yes, it does mean exactly this.
There may be an impact of my actions, but I don't have any chance to identify that impact, thus rendering my actions as meaningless as random choices.
Diplomacy is not about random choices. It is about "I give you this, you give me that" with the chance to evaluate both parties' actions.
Ok, now I think we have revealed what your argument really is. You want feedback, and I do too. I think good feedback is just good game design. Games at their most basic level are about rewarding a player (via feedback) for the actions they take and the decisions they make. In civ5 diplomacy does not provide much tangible feedback from diplomatic interactions, and the ties between action and effect are too delayed or too mysterious to feel meaningful to the player. As a result, the system feels frustrating and the player is likely to simply not bother with considering diplomatic consequences because other aspects of the game do provide more tangible feedback and are more enjoyable to play.
Exactly.
Diplomacy is ALL ABOUT getting feedback.
I don't mind to have frauds in the game. I don't mind being backstabbed from time to time (and preferrably not by all leaders in almost the same way).
What I do MIND is having no clue what is going on, not getting feedback. This renders "diplomacy" obsolete as I don't have any meaningful way to learn about the impact of my actions.
At the current state I could as well throw a coin.
EDIT
Perhaps something that would help the discussion here, is if you could state explicitly in no uncertain times what it is you would change about diplomacy in civ5. In other words, don't just say "make it more transparent". Things like, you want to see the + or - modifiers with reasons for each leader you have diplomatic interactions with.
The very least which I would expect is to have my "advisor" pop up and telling me: "Sir, we have an agreement not to settle next to the [insert name]. If you proceed, it may make them angry with us, thus making deals more unlikely or even leading to a declaration of war [based on an "estimation" of the current relationships]"
This would be some kind of indirect feedback allowing me to consider my planned actions.
Furthermore, I would like to see some modificators for such settling in case of grabbing important resources by doing so.
For instance, if I would have agreed not to settle next to Ramses, but by doing so I grab the first iron resource (while he already would have say 5 iron) then he should show up with a message like "We have observed you breaking our no-settlement agreement to get vital resources. Although we respect that, the violation of our agreement makes us concerned about your trustworthiness"
Napoleon under the same conditions might come up with the message "The Grand Nation consideres your action of settling next to our borders a violation of our agreements. We therefore consider all current agreements obsolete"
... and so on.
Do you want AIs to be one dimensional in the sense that all interactions either cause a + or - effect on the AI's 'state'. Humans don't work this way of course. They might consider other players to be more or less trustworthy, or cunning vs. foolish, or aggressive vs. friendly, or generous vs. greedy. Would it be OK if diplo interactions affected all sorts of different dimensions of an AI's opinion, or must they all effect just one universal (and unrealistic) number, all modifiers adding and subtracting to the same thing (which is essentially what civ4 boiled down to)?
As I tried to explain already (and I stay with the settling), such an action by me should have some impact to any other leader.
The way in which they react according to this action should be considered differently based on the "individual" nature of the leader, our current diplomatic relationship, whether I am blocking him or whether he's still got much space to expand, whether I take a vital resource which he hasn't got yet and so on.