|
Author
|
|
Topic: DIPLOMACY: Managed by Rollo |  |
|
Octopus
b.02-15-99
|
 |
posted July 16, 1999 10:43
 |
 |
 |  |
Civilizations should have multiple "names", some respectful and some derogatory, to "spice up" the diplomatic text. For example, "I demand you declare war on Red China immediately!" vs. "I humbly request that you cease your trading agreement with the People's Republic of China". SMAC did this to some extent (with the various adjectives for the different factions), but I think connecting it to social engineering settings would be a good idea.
|
SnowFire
b.02-15-99
|
 |
posted July 16, 1999 14:01
 |
 |
 |  |
"Join me in an alliance against Nazi Canada!""Friend, both of us have seen the virute of a communistic society. Let us crush the bourgeoise, the evil Imperialist and Mercantilist Sioux!" Somehow those just don't sound right... but definitely a good suggestion, I'd enjoy getting a laugh out of a few of those statements. |
The Joker
b.02-15-99
|
 |
posted July 16, 1999 14:33
 |
 |
 |  |
I think civ3 need far more advanced diplomacy than ever:Examble: I am at war with the Germans and the Germans are asking for peace. I agree. There should now come a peace conference, at wich the detailes are discussed (each side can come with multiple suggestions, and it should be like a discussion, that will go on untill we agree or one part leaves - the latter should only happend after a very long time). We agree that i give back Kiel (wich have conquored) but keeps Hambourg and Lübeck as selfgoverning provinces. For that the Germans give me 1000 gold, the tech electricity, limites its military to one unit per city and trades their coal with me for 10 gold per coal unit and doesn't break that tradeline for the next 100 turns. They also swich SE from monarchy to democracy and give the zulus (wich they have conquored) self governance. Example 2: I and my trustfull allies the Russians have conquored most of our lethal enemy the Aztechs. We have conqoured almost all its cities and its now offering us peace at all terms. We could now just divide the country evenly between us, but this would give us a lot of nationality problems, with riots, revolts etc. an we don't want any more war at the moment. Also, the Planetary council want a stable development and no more wars, so it could give us problems (trade embargo etc.) if we just took the land. Therefor we divide the land between us and turns the conquored cities into self governing provinces for the next 50 turns, and then gives it its independance back, but still with restrictions on its military. I would also like a Planetary council like in SMAC, but with way more options - possibilities to make trade embargoes, joint wars against nations conquoring its nabours and far more. |
jit
b.02-15-99
|
 |
posted July 30, 1999 18:41
 |
 |
 |  |
I agree with you on the peace-conferencing part. It should be incorporated in CivIII as well as that worldwide organization thing. It could be a revamped UN for all I care.What I would generally like to see is something liek the negotiation type of things that's possible in FreeCiv. You can arrange package deals like 'I give you this city, and such and such tech as well as some resources in exchange for your help against that other civ and several of your techs' or some such. Not just for peacenegotiations but for all diplomatic, and possibly even trade, conferences. And last but not least. Have the AI bee a little easier upon the diplomatic units. I can sometimes not even establish an embasy without fighting a war to get my diplomats into their city. Spies should furthermore be capable of moving 'cloacked' only to be uncovered by some sort of anti-spy unit (possibly a spyunit of the country invaded). All, of course, related to the difference in techstate of both nations and possibly the governmenttype used. |
The Joker
b.02-15-99
|
 |
posted August 08, 1999 09:40
 |
 |
 |  |
I think embassies should be made as an option when you talk to a civ leader. There could be an option like "Let's exchange embassies" or something. The system in Civ2 where you needed to move a diplomat to an enemy city was really annoying, and i usually only built an embassy with the strongest civ (next to me of cause ;-)), as it took so long and was so much trouble doing it. I know this isn't a big thing, but i think it would add less micromanagement and therefor more fun to the gameplay. |
Ville Sipinen
b.02-15-99
|
 |
posted August 09, 1999 03:23
 |
 |
 |  |
I don't know if someone has already suggested this, but I think that it should be possible to have proper negotiations. I mean that it should be possible to discuss terms of treaties instead of being forced to say either 'yes' or 'no'. Sometimes it is annoying when a computer player makes an outrageous ultimatum which is almost impossible to be accepted, and although I might be ready to offer something less to avoid war I cannot do it. I think that in those kind of situations it should be possible to refuse the original demand, but offer something else and then the computer player could either accept it, demand something else or eventually declare war or give up demanding.And I should have equal possibilities when making demands to others. Especially I should be able to declare war if my demands are refused. Currently it can be really annoying that only way to start war is either sneak attack, refusing some demand or making outrageous demands and hope that the other civilization get angry enough to declare war. Why I cannot simply declare war (if it is permitted in my current form of goverment or othewise justified) ? The reputation penalty should be much less severe - or maybe there should not be that at all at least at the early stages of the game - when the war is started with a formal declaration. On the other hand the war declaration should take a turn or two in which time one couldn't attack (except sneak attack). That would give the opponent chance to prepare. [This message has been edited by Ville Sipinen (edited 08-09-1999).] |
Rollo
b.02-15-99
|
 |
posted August 10, 1999 10:40
 |
 |
 |  |
Please forgive my lack of attendance to the thread lately. I have no internet-access as of now, for matters unknown to me when i accepted this thread. If anyone is interested in "taking over" please e-mail me. The list should be properly maintained, and i am not the man for it right now. |
Q Cubed
b.02-15-99
|
 |
posted August 16, 1999 11:54
 |
 |
 |  |
<--------bump!up this goes. ====== rollo, until someone else picks this up, i'll bump it and try to keep it active... but with the traffic here being limited... ------------------ Q Cubed Renaissance Q • Q-of-all-trades Thread Discussion Facilitator for Wonders "Logic must dictate my stance." |
Rollo
b.02-15-99
|
 |
posted August 19, 1999 09:21
 |
 |
 |  |
Q Cubed; Thanks for your help! I appreciate it. Hopefully there will be some traffic soon. I'll be back.
|
Alfonso
b.02-15-99
|
 |
posted August 20, 1999 03:02
 |
 |
 |  |
I think that there must be diferent diplomatic options depending on if the nation is a minor/major civ. The idea of minor civs is so good, cause allows you to have more than 7 civs in a game. The sense of a minor civ for me is like if you divide the "neutral" civ of many civilization II scenarios in several independent civs. They are not expansionistic, they cant found new colonies outside a number of squares from the first one, and they use their army as defensive. My idea is that this civ could be asimilated without war. There are many examples in history (Germany unification, Texas entering USA,...). A minor civ could feel attracted to you by cultural admiration, similar ideology, another great power threat, blackmails, intense trade relations,...This way non-militaristic players could expand their territory. And you could have different options or levels of assimilation of these civs: -Defense pact: You can deal with the army of the minor civ and move your troops freely inside its territory, but the minor civ would remain independent in other ways. -Trade colony: You can have a preference right to sell/buy products to this civ. -R&D agreement: The research points of a minor civ could be added to yours. -Protectorate: You can deal with the diplomatic options of the minor nation. -Join your empire: The minor civ could finally fusion with yours. And all this without war!. |
The Joker
b.02-15-99
|
 |
posted August 23, 1999 12:03
 |
 |
 |  |
Alfonso:I like those ideas a lot. Although i don't think there should be any difference between large and small civs. As i see it the game should start out with about 30 or 40 civs on a large map. This way, a lot of these would be conquored by others and others would never amount to anything beyond a few cities. Later on in the game civs should emerge if there is a large land mass wich is unpopulated, or if an old empire breaks up (due to civil war caused by nationalistic differences, revolutions only supported by a part of the empire or if the empire consists of two different parts far from each other). This way, new civs would come and go troughout the game. I know having this many civs would give problems with the colours, but i'm sure Firaxis can solve it. Another way to take over a smaller neighbor would be to say to it's leader: "if you don't give up i'll crush you". This way you could force it to be a part of your empire. Also, i think it should be possible to have semiindependant provinces. These would have it's own cities and units, but you could move your army into it's cities and see how they were doing. Also, it would give a certain percentage of it's taxes and science to you, and you could force it to trade certain goods with you at your price. you could use this for many things, for instance in the examble above, where the civ would stay semiindependant, or if you have a colony that want's independance, you could give it this to avoid war. Your civ could also end up being a part of a larger empire. You would then try to regain independance by building an army, making terrorist units tosend to the controlling civs cities and blow up improvements etc. or by seeking allies (unofficially, of cause) with whom you could plan a war for independance. |
Alfonso
b.02-15-99
|
 |
posted August 24, 1999 03:03
 |
 |
 |  |
Joker:Thanks for your reply. I think that the sense of have major/minor civs is mainly technical, cause minor requires less AI (they dont expand so much or attack others) and this means less time for the computer to move. I guess that Civ III won´t get much more farther in technology than SMAC (I hope I could play in a Pentium 166), so if the game has 30 civs, you have to wait a lot for all of then to move every turn. With 6 major and 12 minor civs, maybe you have to wait the same time as if you have 8 or 9 civs (if possible) in SMAC or CivII. And minor civs, as they are not going to invade others, could also have the same color, avoiding the color-spread problem. I like your idea about join and empire and become independent later. I posted this about the multiplayer topic: "I also would like new diplomatic options, and the option that more than 1 player could manage 1 civ (from the begining of the game or by fusion of 2 civs). I think this could be easy to make, cause all units have a supporting city, the player who owns the city which is supporting the unit would control it. This would also eliminate other problem: as the CIV2 games are so long, you begin a game with some players and many of them retire at 2-3 and a new one arrives or sometimes they are controled by AI for some turns (which is a serious disventage),... This way, if 2 or 3 players have control of 1 civ, if 1 retires, the other/s could take control of their units while other player joins, making the "sucession" problem less decisive. It could be also funny that as player can join their civs in a federation, they also can declare independence of the cities they control, so the other player/s of the same civ could have the option of declare a civil war with no diplomatic cost to make the independentist rejoin their empire, or the option of recognize independence of the new civ/country." The idea is that you can be forced to join an empire (or you can join it at your will), but as you remain the control of your cities and their military units (if the player/AI who controls the empire agree) under the flag of the empire, you can make a revolt and start an independence war. The AI could give you allways an oportunity to serve under the flag of the empire, but detaching some troops controled by it in your cities. When you declare independence and lost the independence war, it won´t give you a second oportunity. When you declare independence, a battle would be fought in every city with units controled by both you and the empire, to determine the definitive owner of the city. Units controlled by you outside of the territory of your cities would pass to empire control. Of course, this would work better with no distinction beetween major and minor civs, but I don´t think this is technologically possible now. PS: sorry for my poor expresion/language, I´m not english speaker. |
The Joker
b.02-15-99
|
 |
posted August 24, 1999 08:09
 |
 |
 |  |
In my opinion the game graphics really don't have to be better than in Civ2. This way, With more computerpower than back then, it should be possible to have the AI control 30-40 civs without needing much more time compared to Civ2. I must say that my computer is so lousy it will not in any way be able to run Civ3. So i think i'll buy a knew one when Tiberian Sun comes out (wich should be within a few weeks). Therefor, i have no problem if the game will only run on a P2.About the joining an empire idea, it would be really cool if it includes nationalism. Examble: If you are joining an empire as a semiindependant province, the inhapitants of your cities will still be your nationality. The leader of the civ you've joined would want to "convert" them to his nationality, and he could also have some of his people migrate to your cities, in order to get the majority in your cities to be his nationality. However, you could also do things to try to keep your people being your nationality (how i'm not sure of). If you start a civil war, cities he controls of wich the majority is your nationality would give huge unhappyness, wich he would have to suppress by force. If you attack the city his troops in the city would get a penalty, as the people would be against them. It would be the same thing if you conquor an enemy city. |
Alfonso
b.02-15-99
|
 |
posted August 24, 1999 09:18
 |
 |
 |  |
Pretty good idea, Joker! I think that nationalism could be implemented like in colonization was. In col you had "liberty bells" in every city under your control. The more people you employ in political activities and the more city facilities like printing press or newpaper, the more "liberty bells" you product. I think this can be done with propaganda facilities like newspaper under your control or, later in time, radio emisors or TV channels. Other factors like high taxes or excesive troops concentration could increase independentist sentiment. Wonders of the world related to independence could also affect (mind "the human rights declaration" or something so). Building the palace of the new nation in a city could also increase the independentist sentiment of that city.This could mean that any city/province at any time should had a number of "loyal" citizens and "independentist" city. If the number of independentist is so high, a revolt could become, and if the revolt is sucessful, then they will create an new independent country. |
The Joker
b.02-15-99
|
 |
posted August 25, 1999 08:38
 |
 |
 |  |
Alfonso:Great ideas! Maybe you could also have a certain specialist (converter or something) that could make more people loyal to you. However, it shouldn't just be divided into loyal and independist. Is should be divided into the distinct civs, so one of your cities could be 60% supporting you, 20% supporting the Germans, 15% supporting the Americans and 5% supporting the British (this would require some migration between civs - most often from poor civs to its more wealthy neighbors). In this case you don't have a very high majority supporting you, but as the other people in the city support different civs, it's not a big problem. If 40% of the pop supported another civ, it could give you massive unhappyness problems. But i also think people could live in another civ and be happy about it. The happyness of foreigners living in your cities would be determined by things like your diplomatic relations with that civ. This way, when you conquor an enemy city, 100% of the pop would be supporting another civ. But they're not neccesarily unhappy. Cause if you are a wealthy democratic country, and the other civ is a poor dictatorship, most of the people in the city would be happy about the change. If not, you would need a lot of troops and converters in the city for some time (maybe 40 or 50 years) untill you have converted the its citizens. |
eNo
b.02-15-99
|
 |
posted October 16, 1999 22:11
 |
 |
 |  |
BUMP! |
bleet
b.02-15-99
|
 |
posted October 17, 1999 00:46
 |
 |
 |  |
Interesting. I really liked that SMAC added borders to the CIV genre, but I'd like to propose a totally different way to implement them.Quite simply you can claim any square that you see (the borders naturally follow the outline of those areas you have claimed). This has a few corollaries: 1. At the beginning of the game you can claim no territory at all. Mapmaking allows claims, but all territorial claims must be contiguous and water cannot be claimed. 2. Technology advances will later allow you to designate territory as a colony (a non-contiguous claim). Colonies function like part of your empire, however cities are more likely to have a greater number of dissatisfied citizens and the income for trade and research is proportionally reduced. 3. Further advances will allow non-contiguous claims which are directly part of your empire (hawaii) as well as claims over water (initially close to land, later (e.g. w/ geosynchronous orbit) to any part of the ocean. 4. Your units and cities can use any land which is *not* claimed by a recognized treaty or truce partner or ally, etc without causing any type of diplomatic backlash. So they will go ahead and use land that is not claimed by anyone or by your enemies. Thus pre-map civilizations will just flow wherever they desire, but will have no mechanism to effectively stop the claims of more sophisticated civs. (e.g. native americans). 5. You cannot view the claims of any civilizations which you have not yet contacted. This means that once you make contact you may very well discover overlapping claims. Resolving these issues will be of utmost initial importance. 6. You may not know when someone is violating your claim if it is not in view of your units. 7. You can at any time both cede or gain exclusive claim to certain territory through diplomatic negotiations, and you can at any time lay claim to land which is already claimed by another power. The longer a power has had claim on the land the more antagonistic other nations will be to your claim, but claims on land which are within the development area of one (or more) of your cities are always more acceptable. 8. Maps and views of the game show borders, as well as disputed regions, but these exist only as agreed upon by the parties involved. On the surface it seems like this could be really difficult to implement, and I imagine there might be some challenges related to having the AI deal with counter-claims well. On the other hand it would (to me) provide the bones for most of the remaining diplomacy to occur in the game. Land is a good part of almost any deal... | |