To anyone that's been following the LPs coming out, it's becoming clear that war score is broken and could be a big deal breaker for anyone looking to get back into BE with RT. Plus it's a big slap in the face for those of us who've been getting excited about it over the past few months.
In Quill's LPs, he twice tried to make peace with the AI, and both times the war score forced him to demand cities that he did not want and the AI wouldn't give him (likely couldn't give him, since in both cases the AI had to give up all its remaining cities). He got really frustrated that he couldn't change the peace terms to get the AI to take the deal, so he was basically stuck in a war of annihilation.
Beyond the obvious bug that war score shouldn't require AIs to give up their capital, it really highlighted some fundamental flaws in the system:
- The AI assesses whether to accept peace terms separate from its relative score. Even in situations where the alternative is annihilation, the AI will not capitulate -- which means war score doesn't actually make AI decisions any more transparent and they will still appear to be arbitrary from the player's perspective.
- The victor may have to accept peace terms they don't want. Quill didn't want the crappy cities the AI was forced to offer anyway, so he would have happily removed them from the negotiations. He couldn't, and for no justifiable reason.
- War score forces the player to demand too much. One of the big flaws people found with the old system was that AIs would give up cities in odd situations where they didn't seem to be losing that badly. Well, war score doubled down on that. Quill took two cities (technically three, since he lost one of the cities and retook it) and the AI would have had to give him two more for peace. That seems like a huge price to pay for a moderate victory from Quill.
- It looks like war score could be gamed. Quill took a city, lost it on the next turn, and then took it again. For war score this counted as two separate conquests, putting him at three city conquests total even though he only took two cities. Now presumably the AI also got some points for taking it back, so that may have nullified the difference. But if the points are based on the city size, then quill would have gotten more points each time the city flipped since the AI would be taking a lower pop city back. A clever player could deliberately flip the city back and forth to increase the differential and push the AI into worse peace terms.
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So, how should Firaxis fix the problem? The most common suggestion I'm seeing is that war score be changed to reflect the maximum possible peace terms, and the player has the option to remove items they don't want. There's two ways this could be interpreted (and I don't think either of them will work).
- War score peace terms become a "suggested" deal, and the player can alter them until the AI will accept them. This system doesn't make a lot of sense to me since we'll be back where we started before war score: adding and removing terms until you land on one the AI will accept. The "What would make this deal work?" button was actually a better system since you only had to click once to figure out the AI wasn't going to make peace with you for anything.
- War score peace terms are changed to reflect the most favorable terms the AI will actually accept. While this would be a more useful solution, it makes the war score pretty much pointless, since peace terms will now be based on the AI's non-transparent attitude instead of the score differential. The maximum *acceptable* terms could even require you to give up spoils when you have the higher war score. At that point you're back to making the "suggested" peace terms basically an automatic "What would make this deal work?" button.
- If we're going the route of a better-implemented "What would make this work" button, the best implementation I've seen so far is in Endless Legend. There are no suggested peace terms, but you have a bar below that shows you how close the AI is to accepting the deal and gives you a rough sense of how much more you need to offer to make it work. I like that system a lot -- it still leaves some uncertainty about how AIs will behave, and you can still occasionally get frustrated by obstinate AIs, but it makes the dealmaking process a lot more efficient overall. But again, there's no use for war score on this model.
I think you can see where this is going: I think Firaxis should do away with war score entirely. It was a bad idea badly implemented, and frankly it seems like trying to cut corners on the challenge of making the AI better at diplomacy. The real problems -- that the AI doesn't make peace when it's rational to do so (or ever), and gives up way too much for peace in bizarre situations -- need to be fixed by making the AI better at diplomatic decisioning, not some gimmick to make players feel like they're stomping their opponent.
In any case, Firaxis needs to deal with this, and quickly. It's a pretty big embarrassment that a flaw which prevents players from making peace with the AI in a lot of common situations got past play-testing, and it has the potential to create a horsehockystorm of bad reviews once the game is released, which is a shame since there are a lot of other really positive features in RT. It's probably too late to see war score fixed or removed in time for release, but perhaps we can hope for a post-release patch.
In Quill's LPs, he twice tried to make peace with the AI, and both times the war score forced him to demand cities that he did not want and the AI wouldn't give him (likely couldn't give him, since in both cases the AI had to give up all its remaining cities). He got really frustrated that he couldn't change the peace terms to get the AI to take the deal, so he was basically stuck in a war of annihilation.
Beyond the obvious bug that war score shouldn't require AIs to give up their capital, it really highlighted some fundamental flaws in the system:
- The AI assesses whether to accept peace terms separate from its relative score. Even in situations where the alternative is annihilation, the AI will not capitulate -- which means war score doesn't actually make AI decisions any more transparent and they will still appear to be arbitrary from the player's perspective.
- The victor may have to accept peace terms they don't want. Quill didn't want the crappy cities the AI was forced to offer anyway, so he would have happily removed them from the negotiations. He couldn't, and for no justifiable reason.
- War score forces the player to demand too much. One of the big flaws people found with the old system was that AIs would give up cities in odd situations where they didn't seem to be losing that badly. Well, war score doubled down on that. Quill took two cities (technically three, since he lost one of the cities and retook it) and the AI would have had to give him two more for peace. That seems like a huge price to pay for a moderate victory from Quill.
- It looks like war score could be gamed. Quill took a city, lost it on the next turn, and then took it again. For war score this counted as two separate conquests, putting him at three city conquests total even though he only took two cities. Now presumably the AI also got some points for taking it back, so that may have nullified the difference. But if the points are based on the city size, then quill would have gotten more points each time the city flipped since the AI would be taking a lower pop city back. A clever player could deliberately flip the city back and forth to increase the differential and push the AI into worse peace terms.
----------------------------------------------
So, how should Firaxis fix the problem? The most common suggestion I'm seeing is that war score be changed to reflect the maximum possible peace terms, and the player has the option to remove items they don't want. There's two ways this could be interpreted (and I don't think either of them will work).
- War score peace terms become a "suggested" deal, and the player can alter them until the AI will accept them. This system doesn't make a lot of sense to me since we'll be back where we started before war score: adding and removing terms until you land on one the AI will accept. The "What would make this deal work?" button was actually a better system since you only had to click once to figure out the AI wasn't going to make peace with you for anything.
- War score peace terms are changed to reflect the most favorable terms the AI will actually accept. While this would be a more useful solution, it makes the war score pretty much pointless, since peace terms will now be based on the AI's non-transparent attitude instead of the score differential. The maximum *acceptable* terms could even require you to give up spoils when you have the higher war score. At that point you're back to making the "suggested" peace terms basically an automatic "What would make this deal work?" button.
- If we're going the route of a better-implemented "What would make this work" button, the best implementation I've seen so far is in Endless Legend. There are no suggested peace terms, but you have a bar below that shows you how close the AI is to accepting the deal and gives you a rough sense of how much more you need to offer to make it work. I like that system a lot -- it still leaves some uncertainty about how AIs will behave, and you can still occasionally get frustrated by obstinate AIs, but it makes the dealmaking process a lot more efficient overall. But again, there's no use for war score on this model.
I think you can see where this is going: I think Firaxis should do away with war score entirely. It was a bad idea badly implemented, and frankly it seems like trying to cut corners on the challenge of making the AI better at diplomacy. The real problems -- that the AI doesn't make peace when it's rational to do so (or ever), and gives up way too much for peace in bizarre situations -- need to be fixed by making the AI better at diplomatic decisioning, not some gimmick to make players feel like they're stomping their opponent.
In any case, Firaxis needs to deal with this, and quickly. It's a pretty big embarrassment that a flaw which prevents players from making peace with the AI in a lot of common situations got past play-testing, and it has the potential to create a horsehockystorm of bad reviews once the game is released, which is a shame since there are a lot of other really positive features in RT. It's probably too late to see war score fixed or removed in time for release, but perhaps we can hope for a post-release patch.