I'm really curious about civ7 approach to diplomacy. Similarly to gov system struggles of flexibility vs consequences, civ games diplomacy struggles to balance human agency and AI agency.
In civ4 AI diplomacy was fairly transparent, numerical and rational, so it was easy to understand. But it was deemed to be too transparent and making AIs too predictable and easy to manipulate, so civ5 made its diplomacy much more opaque and volatile, and gave its AIs very complex personalities. So in this game AI leaders have a lot of will, agency and flavour... so much in fact, that it is really hard in this game for human player to influence their damn mind about anything, they are
too wild.
Civ6 attempted to solve this dilemma by essentially giving its AI leaders autism
(I hope its not offensive, I am on the spectrum myself
). AIs here are utterly obsessed with their binary fixations, but also very open and predictable about them, so they are wild but you can also tame them a bit. Success!
But then another set of problems has risen. Agendas don't make AIs rational political players but render them irrational, unstable and self-sabotaging. Agendas are also often frustrating to deal with and immersion breaking due to how clearly they are designed with gameplay in mind, not making in-universe sense.
Some time ago I have dug out this interview in which civ6 designers IIRC admitted they would like to see diplomacy being more about battle of wits between political players, and their dissatisfaction with civ6 diplo was visible, so we can assume some new angle here. Perhaps this time there will be effort to make it more about intrigue, cunning, self preservation, action and reaction? It would also facilitate espionage being integrated with diplomacy (and reworked yet again, which is obligatory at this point)