Behner_Civ
Chieftain
- Joined
- Jan 23, 2019
- Messages
- 5
I’ve been playing Old World with friends as a single player game in which we share the responsibilities and make decisions together (by the way, this is a great way of playing the game in a “couch co-op” style). The balance between 4X, grand strategy and role-playing is nicely done in this game and the historical atmosphere is captured very well.
Initially we thought the diplomacy and its opinion mechanics were actually one of game’s highlights, with frequent and dynamic changes in leader and civ opinions due to various events and decisions. Each civ has an opinion of the other civs in the game, and you can see each opinion by hovering over each civ and checking what they think of the other civs they’ve encountered. The view that a given civ has of another civ can be different than the other way round. For example, Babylon might have an opinion of +50 of Persia, but Persia might have an opinion of -20 of Babylon. And that’s fine because it depends on each civs’ actions towards the other.
However, we have noticed major oversights in the opinion mechanics when it comes to the interplay between human and AI civs. There seems to be only one opinion in the relationship between a human player and each of the other civs. The other civs’ opinions are displayed when hovering over each civ. But when hovering over the human player’s civ the opinion values are exactly the same as the opinions of the AI players of the human player. So there's no dedicated opinion value that human-controlled civs have of the AI-controlled civs. That makes no sense. The logic described above (that civs can have divergent opinions of each other) suddenly no longer applies to the human player. Surely, the human player civ’s opinion of the AI players matters at least as much as the other way round. For example, other civs stealing research or money from the human civ and doing other bad stuff to the human civ has no consequence on opinion: only when the human player does that to the AI it's reflected in opinion. The human player can’t even react when such an event happens to them (there’s only a notification that research was stolen, for example) or when clicking on the other civ. That way, the AI has no incentive to send an ambassador or send gifts to the human player to improve relations or initiate trade to improve relations. This may be similar in other 4X games like the Civilization series, but for a game like Old World which puts a lot of emphasis on opinions of characters, families, religions and civs, it’s quite an annoying oversight that takes immersion, logic, balance and fairness away from diplomacy. In our view this is the most glaring issue with immersion in an otherwise wonderfully immersive game.
A related issue we noticed is that an AI civ that broke a peace treaty with the human civ did not get a -20 opinion penalty with all other civs and tribes, while the human player’s civ actually did get that penalty when breaking a peace treaty. This adds to the illogical asymmetry of the diplomacy mechanics.
More broadly, we also observed that any civ that is friendly with another one can break the peace and declare war in the same turn. Surely, that’s too much in just one turn. For example, we had brilliant relations with one civ (more than +300; the best relationship among any of the civs in the game) that decided to declare war on us without any clear justification other than greed or the fact we hadn’t defended our borders with them well enough (which isn’t all that surprising given the great relationship and the fact we were fighting wars elsewhere). The barrier for this kind of thing happening should be much higher, for example by having to go in steps (break peace one turn, declare war the next).
We're keen to hear what other players think of these issues. We've seen that some of the devs actively take part in this forum so it would be awesome if this feedback reaches them as we hope these diplomacy and opinion-related issues can be addressed in a future update. We're very appreciative of the frequent updates and the responsiveness of the devs, who keep improving the game. Keep up the good work!
Initially we thought the diplomacy and its opinion mechanics were actually one of game’s highlights, with frequent and dynamic changes in leader and civ opinions due to various events and decisions. Each civ has an opinion of the other civs in the game, and you can see each opinion by hovering over each civ and checking what they think of the other civs they’ve encountered. The view that a given civ has of another civ can be different than the other way round. For example, Babylon might have an opinion of +50 of Persia, but Persia might have an opinion of -20 of Babylon. And that’s fine because it depends on each civs’ actions towards the other.
However, we have noticed major oversights in the opinion mechanics when it comes to the interplay between human and AI civs. There seems to be only one opinion in the relationship between a human player and each of the other civs. The other civs’ opinions are displayed when hovering over each civ. But when hovering over the human player’s civ the opinion values are exactly the same as the opinions of the AI players of the human player. So there's no dedicated opinion value that human-controlled civs have of the AI-controlled civs. That makes no sense. The logic described above (that civs can have divergent opinions of each other) suddenly no longer applies to the human player. Surely, the human player civ’s opinion of the AI players matters at least as much as the other way round. For example, other civs stealing research or money from the human civ and doing other bad stuff to the human civ has no consequence on opinion: only when the human player does that to the AI it's reflected in opinion. The human player can’t even react when such an event happens to them (there’s only a notification that research was stolen, for example) or when clicking on the other civ. That way, the AI has no incentive to send an ambassador or send gifts to the human player to improve relations or initiate trade to improve relations. This may be similar in other 4X games like the Civilization series, but for a game like Old World which puts a lot of emphasis on opinions of characters, families, religions and civs, it’s quite an annoying oversight that takes immersion, logic, balance and fairness away from diplomacy. In our view this is the most glaring issue with immersion in an otherwise wonderfully immersive game.
A related issue we noticed is that an AI civ that broke a peace treaty with the human civ did not get a -20 opinion penalty with all other civs and tribes, while the human player’s civ actually did get that penalty when breaking a peace treaty. This adds to the illogical asymmetry of the diplomacy mechanics.
More broadly, we also observed that any civ that is friendly with another one can break the peace and declare war in the same turn. Surely, that’s too much in just one turn. For example, we had brilliant relations with one civ (more than +300; the best relationship among any of the civs in the game) that decided to declare war on us without any clear justification other than greed or the fact we hadn’t defended our borders with them well enough (which isn’t all that surprising given the great relationship and the fact we were fighting wars elsewhere). The barrier for this kind of thing happening should be much higher, for example by having to go in steps (break peace one turn, declare war the next).
We're keen to hear what other players think of these issues. We've seen that some of the devs actively take part in this forum so it would be awesome if this feedback reaches them as we hope these diplomacy and opinion-related issues can be addressed in a future update. We're very appreciative of the frequent updates and the responsiveness of the devs, who keep improving the game. Keep up the good work!