Rising Tide: Dynamic Leader Traits Discussion

I am really interested in where this is going. Diplomacy in civ games has always been on the weak side (excluding civ4 where it was awesome) existing only to be exploited in PvE(vs AI) and ignored in PvP(vs people, good luck getting any kind of trade, except the trade of bullets at your head :sniper:) so is diplomacy going to be something you can still ignore or will it be like the world congress whereby you want to control it as much as possible?

I know civ:be is in outerspace but why did world congress get removed anyway? I always felt it turned up far too late in civ5 games being almost non existant in PvP since games end fast or it ended up being the players personal ***** in PvE. I would love to be able to play with world congress much more and/or much earlier so I personally would welcome a similar system in a future civ game.
 
I know civ:be is in outerspace but why did world congress get removed anyway? I always felt it turned up far too late in civ5 games being almost non existant in PvP since games end fast or it ended up being the players personal ***** in PvE. I would love to be able to play with world congress much more and/or much earlier so I personally would welcome a similar system in a future civ game.

From what I have seen, a lot of people would like to see the Planetary Council. This would be neat to but in Beyond Earth it would form incredibly fast. I never played SMAC but I know that their Council forms when all players have been met. Much like Civ V's World Congress minus the tech requirement. Since players are revealed on planetfall, the Council would form the moment the last colony ship touches down. I'm curious to know what that would do to balance with regard to Resolutions.

Since it seems like Traits will have an effect on Diplomacy, it might do some interesting things with what resolutions pass. Since you would be able to infer what kinds of motions a given faction would want based on what active Traits they have.
 
I think they will have an effect because certain ones ( traits or cards) may improve relations towards a certain Affinity.

Or improve the x for y resources ( maybe, they will actually make favours worth while. )
 
Posted this elsewhere because I didn't know there was a specific discussion thread for it:

They talk about gaining traits through your actions in diplomacy. Makes me wonder if one day we'll be calling it the warmonger bonus.
They spoke of buffs and special abilities, which makes me think of the traits of civ 4 but getting applied as the game goes on through diplomacy rather than at start. They also said something about solving problems by exchanging power and said if you have a deficit in your civ you can solve it through diplomacy. At first I heard deficit and thought financial deficit which didn't make sense because you can already exchange money but I think he meant deficit in a more general sense of a weak point. So I'm thinking maybe these traits are exchangeable. Like I've gained a financial trait and someone else has gained the much beloved warmonger bonus, but now I need to go to war so we exchange traits. Maybe not specifically exchanging traits but offering aid of a type and it not being a zero sum game where we both give up something to the other, but instead both gain something.

Perhaps the generic cooperation agreement will be replaced with more specific things like military or scientific cooperation. Right now you can be friends with a rich or powerful civ but that doesn't help make you rich or powerful. You could make deals to get their money or invite them to war but they might have their own use for their money and units and they don't want to lose them for what your offering. However if they could buff you without giving up something then being friends has value.

Assuming this is how it work, this would mean you'd have a reason to defend a friend. Currently if a friend is threatened with conquest you likely wouldn't do anything or would jump in against them so someone else doesn't get all the spoils. However if they've racked up several traits you don't have, something that can't just be stolen, then they might be more valuable to you alive. More so than what a few puppet cities of theirs would be worth.
 
I think it might rather be more than if you defend a weaker friend against a stronger foe, you get fear and respect points from that foe, and lots of respect points from your friend and even some respect points from other factions. If you join in, your respect from your friend plummets and respect from other factions goes down as well, but respect and fear from the enemy rises and fear in other factions rises as well. I don't know if those choices ought to be equivalent, but I suspect having an Aggressive, Opportunistic, or Militaristic trait might favor the backstabbing, and having Dependable, Loyal, or whatever traits would favor intervening for your friend's benefit.
 
I wonder if these traits will do anything in multiplayer or will they just be meaningless where other human players are concerned.
 
I wonder if these traits will do anything in multiplayer or will they just be meaningless where other human players are concerned.

Perhaps they will have virtues-like bonuses that guide players down a certain path, like trade with other players or bonuses in conquered cities?
 
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