Overhauling the Diplomatic Victory

Spatzimaus

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From a discussion in Sullla's walkthrough in the general forum:

There are currently, IMO, two major drawbacks to the Civ4 Diplomatic Victory.
1> It distributes votes purely on the basis of population and territory. This completely favors the aggressive warmonger civ over the small, builder civ. Besides not reflecting reality (China doesn't have far more power in the U.N. than the U.S. does, not to mention the U.K., France, or Germany), it also means that once a civ has 40% of the land it can't lose diplomatically.
2> It completely neuters the Domination Victory. Once the U.N. has been built, any civ going for a Domination would simply find it easier to vote themselves into a win. Once you have 60% of the land, you don't need any sort of diplomacy to win the Diplomatic.

While I don't want to go back to Civ3's one-vote-one-civ system, something in-between would be nice. One suggestion was to change from straight population/territory to Score, which would include things like culture, but IMO that's not enough. I want to change how the U.N. gives votes entirely, to give fewer votes to the massive empires and more to the small culture-heavy civs that have kept on good terms with everyone else.

Each civ would get a number of Diplomacy Points (DP) based on many factors. The factors I have so far:
3 points per non-angry population
-5 for each point of net unhealthiness in each city
1 point per tile within your borders, +1 if it's got a resource of any kind
100 points per Holy City
25 points per World Wonder
+100 points for the person who built the U.N. itself
5 points per technology you possess
1 point per 3 GP/turn you get from trade routes
1 point per city improvement
1 point per 200 culture accumulated to date
5 points per relationship point you have with each other civ. (This can be positive or negative. Add your points for all other civs together.)
-25 points for each civ you're at war with (on top of the above)
-50 for each civ you've eliminated
-200 if you ever used nukes
+100 if you're currently the U.N. General Secretary
So, the peaceful builder would lose out on population and territory, but would pick up points for all that other stuff. The aggressive civ would have plenty of population and territory, but would lose tons of points for relationship points, wars, and eliminated civs.

Out of a flat 1000 total votes, each civ would get a number of votes based on its fraction of the total DP. You could do it linearly, possibly with a hard cap at an arbitrary level (I'd favor 33.3%). I probably won't do it linearly, though; I'm trying to work out a function that'd asymptotically approach 50%, with it very rare that any civ ever has over 40%.

Anyway, feedback? Remember that "too complicated" isn't really applicable, since this is something that'd happen completely behind the scenes anyway; the player doesn't need to know WHY the game gave him 274 votes, as long as it "feels" about right.
Do most people think the current system works? What other factors would you add in?
 
I agree with the need for an overhaul. Diplomatic victories are only fun to work at if you have Permanent Alliances enabled and then separate into two or three voting blocs. I was most excited about the new Diplomatic and Cultural options, but they don't really stand up to Montezuma rolling in from the south with technologically inferior but more experienced units. Not to personalize it or anything...
 
True. The bigger headache, though, is that there's simply no rational reason for the Diplomatic victory to exist at all, and this problem has existed in all the MoO/SMAC/Civ games so far. Think about it. Why would anyone ever vote for anyone other than themselves, knowing that if someone wins the election, the game is over? This isn't a game where you get something for coming in second place. Even if you think it's not likely, you'd be better off continuing the game since there's still a small chance you'd win some other way.

So, if actual people were involved (i.e., multiplayer), the only people who wouldn't abstain (outside the two candidates, obviously) would be people who were tired of playing and just wanted the game to end, even if it meant a loss. Since humans wouldn't vote for you if it meant losing, the AIs shouldn't, either. This brings us right back to where we started; the only way to win a Diplomatic in MP would be to have all the votes yourself.

To fix this issue, in addition to the changes in my first post, you'd have to have two things:
1: Remove the ability to abstain. Everyone MUST vote for one of the candidates. (Possibly increase the number of candidates to 3?)
2: All votes must be cast "blind", not knowing how everyone else voted. Otherwise, each voter would just vote for whichever candidate has fewer votes at the moment, simply to keep both candidates below the cutoff. (This was a problem in some of the earlier games.)
You'd probably need to up the win threshold to 67% or something to compensate for the lack of abstaining, or else it's practically guaranteed the first vote would result in a winner.

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One thing I forgot: In the original post, I noted that Diplomacy Points would be given for civ-civ relationships (5 points per). I haven't tried the multiplayer yet; does it keep track of these points when two human players interact? If not, we'd need to add that.
 
I would like to see the bribe option abailable that we had in SMAC. I wanna buy folks votes. That makes for a fun game.
 
I thought about that. It'd solve two problems at once: first, it's something that a rational player might agree to (after all, you might believe that even with your votes the person won't have enough to win, in which case you've just made free money). Second, it can be implemented just as easily on the humans as on the AI; simply remove the ability for them to decide. Oh, and it was just fun.

I also thought of another change you could make, that'd get around the illogic of voting for someone else. It's insidiously simple:
For any victory condition (other than Conquest, obviously), the game doesn't end until 10 turns after you meet the winning condition. If within that period someone else meets one of the victory conditions, both civs are considered the winners. And if during that time some other civ can undo the winning condition (like taking back land from a Domination victory, or destroying a city you needed for the Cultural) or capture the winner's capital (in the case of a Space Race or Diplomatic), the 10-turn timer aborts and you go back to normal.
So, if you've already won, OR you think you'll win within the next ten turns, OR you think you can kill off the person who wins the vote before the 10 turns are up, you might vote for someone even knowing it'd be enough for them to win.
 
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