A lot of potential in the diplomacy domain and lots of good ideas here.
I’ll make some comments/suggestions/old games analogies, hoping it can be useful to someone though not very coherent. (Thanks to people for their quotes!).
Sorry if it’s very long but as a non-native English writer I like to illustrate my text with quotes to relate with what others think.
But first a general comment:
why would you want to help your enemy?
My enemy?
I took your quote but there have been a few others like that these days saying “why would a nation accept to be destroyed in Diplomatic Victory?” or things like “by allying with him, you’ll just hand him a diplomatic victory”. IF I’M NOT MISTAKEN (and the more I read other posters the more I wonder if I’m not mistaken), it has little sense. Since Diplomatic Victory here doesn’t mean “Elect me as supreme ruler” but “all allied kingdoms win”, I believe that THE ALLIANCE WINS, not one player but all those who allied together. The idea of an AI winning a diplo victory alone seems (?) impossibleThus, if Diplomatic Victory is enabled, an alliance with another faction (AI or player) can be fully trustful. Of course, people wanting competitive games would not enable this victory condition and so wouldn’t be subject to this problem: they’ll know that the alliance will eventually come to an end and that the time of reckoning will happen for there can be only one!
Note to Frogboy: Make the AI factions (the big ones, not the minor ones) aware which conditions victory are enabled! They must ‘know’ what game they play. Nothing more ‘cheesy’ that being allied with AIs who can’t foresee an impending treason. If Diplo Victory isn’t enabled, the AIs must prepare to face you, and also must be ready to strike decisively when they learn that you’re nearing completion of Master Quest or Spell of making. Usually, the AI doesn’t know that it must win. Make it know! It must feel the sense of emergency when there is one.
I’ll finish by saying that I wouldn’t want to see some UN Council implemented in Elemental.
And now to the diplomatic system. In fact, I see two distinct domains: the Diplomacy Technology Tree and the techs and abilities it will provide, and the concept of Diplomatic Capital, how it works and what it enables.
DIPLOMACY TECH TREE:
There were a lot of good ideas to make this tech tree as competitive as the other ones.
How about if Diplomatic Capital could be used to enact certain laws in your Kingdom/Empire? I'm thinking of something similar to the National Decisions in EU3 and its expansions. As an example, I could spend Diplomatic Capital to enact a Kingdom-wide policy that attracts more adventurers/champions (the kingdom hosts a series of tournaments), or enact something that increases immigration (the kingdom hosts a series of festivals).
Though I never played Europa Universalis 3 (only 1 and 2, and I’ll talk about it later), I see what you mean and find it fine. That could be fairly high in the tech tree and you could have to make a choice between a few options excluding one another. Some other ideas for these:
- Gunboat diplomacy: you can use some blackmail without hurting diplomatic capital, getting some same advantage as an evil ruler but keeping getting seen as a rightful one (Our cause is just…Means to an end…)
- Manifest destiny: you won’t have population backlash when attacking factions of same allegiance (sort of getting Casus Belli against everybody).
- Protector of Life (or Death): you can enter war without penalty against any faction attacking a faction of your allegiance even if you’re not allied with. Think about: "If an attempt were made to change the situation by force in such a way as to threaten Polish independence, that would inevitably start a general conflagration in which this country would be involved."
Diplomatic Capital could easily be thought of as respect of the people. But it could also represent knowledge of others; the better you know their culture, the better deal you can offer.
But it could also represent misuse of that respect or knowledge against a target empire. Or.. Espionage.
- Trade sanctions (reduced income).
- Inciting civil disobedience (reduced production).
- Suborning (buying) units.
- Bribing scholars (reducing/stealing tech).
- And of course, defending your own empire. The more you hoard, the harder enemy actions are, with a 'cost' when you successfully defend against an operation.
Or, you could keep it simply as it is, and add yet another resource for Espionage.
A lot of posters have come with putting espionage units in the Diplo tech tree. That would be a good way to “give it teeth”: those actions remember me of those of the probe teams in Alpha centauri and it was a good alternative to be at the same time a builder (a turtle) making lots of cash, having just a minimal defensive military but able to wreak havoc on an enemy with just a few of those teams. So, yeah, make the tech tree enable them by giving a building Like, say, the Spying School, and different tech along the tree would give more powerful actions. Most simple would be “Steal maps” and you could have a map of your opponent at the time. Then something like “Infiltrate diplomatic circles” would let you know in real time all agreements between this opponent and someone else. Then all the other nasty stuffs…
(
Note to Frogboy: We need some diplomatic graphic like the one in Galactic Civilizations where there were the 5 blasons and lines of colors binding them to indicate war or trade treaty or alliance. Of course, it’s impossible for 32-player MP so you could put the limit at 8 factions. It’s a very useful tool.)
I wouldn’t spend Diplomatic Capital to make actions, rather Gildars, but we could nevertheless tie Diplomatic Capital to it by making it assume the role of the “Probe level” in Alpha Centauri: the highest the Diplo-Capital, the more chances you have the spy succeeds (because he finds people willing to help his cause) and the less money it takes (people would be more motivated by ideology). That would be another reason to keep Diplo-Capital high.
Other thing out of the tech tree can be this “knowledge of others” thing. Like here on Earth, the good diplomat is the one knowing the culture of his interlocutor, how he thinks, what he likes and dislikes. Some powers are/were very successful in diplomacy and even colonization/vassalization because they were respectful and curious of the other’s ways. Some other powers are/were just…blunt! That could be mirrored by getting some ‘Cultural Institut’ out of the tech tree that would help in diplomacy (like the diplo techs in GalCiv).
Another concept that could be imported from Europa Universalis 2 (from now referred to as EU2) is the use of diplomats. According to your religion and some historical conditions, you could get more or less diplomats/year and every attempt at diplomacy consumed one. If you had none and were at war, you couldn’t make a peace offer: only wait for your next diplomat or wait till the enemy makes his own offer. Thus you had to be able to gauge what you wanted with what you could get:
- I’m in war. Do I demand 1 province for sure as tribute or do I try to demand 2 and risk 4 more months of war while my population has already begun to rebel somewhere?
- Am I in enough good terms with this kingdom to propose them a royal marriage?
- Do I use my diplomats now for some treaties or do I keep them for launching that war I’m preparing for?
In a medieval world without phone and emails, it has some sense. So there could be another diplo-tech enabling the building of a Diplomat Academy, allowing you to get more of them. But you wouldn’t be able to spam the enemy with peace offers anymore.
In EU2, the diplomats were abstracted. But to give you the sense that each diplomatic talk was like sending some emissary in mission, you had to wait one month after you sent an offer to a nation before you could try again. So, between that and the finite number, you wouldn’t be able to spam the enemy with peace offers anymore, especially if you’re at the brink and each turn counts.
DIPLOMATIC CAPITAL
That will be more complex…
First thing, I don’t like the idea that it’s just another resource and could be converted to gildars. For me, it can be much much more than.
1) Why get DC?
I see Diplomatic capital (DC) as being treated in the same manner as Essence (while being a totally different thing). We are told that either essence can be spent to gain immediate advantage or it can be accumulated by the sovereign to make it more powerful: I see DC as following the same path. It could be spent to “force peace” or other such actions but one should be able to play a very different game by accumulating it. What do I mean? I’m referring to the exact rationale Frogboy told us years ago for Galactic Civilizations (Off-topic: I played it out the box, it gave me days and days of fun and I didn’t get leprosy!) and that was the difference between Evil and Good in the game. We had a lot of random events to determine our standing and most of the time the choice was between choosing Evil and getting a clear advantage (a better planet, ships improvements, some tech, money) or choosing Good and don’t getting anything particular (even sometimes losing quality). People then asked why would someone choose the Good options systematically since it would put them at a disadvantage. What would it bring? The Great Frog explained: you could be the powerful evil Yor Empire but you would be practically alone during the game; even if you were allied to the Drengin, you couldn’t trust them and they wouldn’t trust you since, hey, you’re evil! You could be betrayed, or not, but there weren’t trust or gifts or whatever. On the other hand, being Good means that your Good allies will always stay by your side, will help you, you can count on them and the sum of all parts is worth it. (some analogy with WWII: one could say that Allied countries coordinated their actions closely while Axis ones were doing what they wanted on their own and more often than not put their foot in the mouth of the others). Accumulating DC would help you immensely with trade, treaties, alliances, agreements with minors. One could turtle AND use diplomacy to become powerful. Of course, there will always be some war to wage against someone; I can’t see DC alone forcing a diplomatic victory against factions of different allegiance.
2) How to get DC?
I don’t like the idea of getting DC from rare resources on the map. It’s neither gold nor metal nor wood, it’s something intangible: reputation, respect…
Diplomatic Capital = The respect of the people
This implies that your words (or that of those who speak for you less so) has added weight.
Respect, you can’t find or buy it, you must earn it. I propose the following:
- you can get some DC by some random events (ala GalCiv) or quest options
- any action adding stability gives you DC: royal marriage, treaties, alliances
- any action decreasing stability takes you DC: breaking a treaty, going to war without justification (Casus Belli in EU2), blackmailing (you can get what you want but lose DC)
Going to war should be easy and shouldn't cost capital.
Ha ha! It’s not in today’s world and it never was. Of course Saddam Hussein or Kim Il Sung could launch a war without fearing rebellion but what about their international image? THAT is also DC. A war without Casus belli or justification (allegiance, ethnicity, emergency of Master Quest finish…) makes you a maverick in the eyes of others; they think “When he’s finished with annexing Capitar, will it be my turn? Better arm myself and refuse to help him by agreeing to trade, better ally with the other guy who’s trustful, he’ll help us”
- you get +1DC by turn when you’re at peace, 0 when you’re in one (or more) war you didn’t start (you have the Right with you) and -1DC when you’re in one (or more) war that you started (aggression).
Maybe you could "bleed" your own DC's as long as you're in war (lose DC's every turn?).
Exactly! And the DC scale wouldn’t start at zero but could of course go well into the negative if you’re really bad:
That also means that you can give penalties for actions. And maybe a negative value can not be used to buy.. but could be used as a fear factor.
Yes ! If you’re going negative, then the less DC you have (or the more negative to say it differently) the more frightful you become. Of course you can't ask that trades and agreements last long but at least you can get them…if you have an army to threaten the guy you’re talking to.
3) How is DC useful?
Out of the occasions to use it forcefully or to see it spent while launching a war, how would DC be useful to someone who would keep it jealously? For that, I’d like the notion of DC to encompass a few other concepts:
a) Prestige. It makes sense that for every, say, 100DC you can get a positive modifier (negative if negative DC) to your cities’ Prestige. (if your nation is at peace and has treaties, people are more willing to come and settle than if you’re at war and me and my children can be drafted to go to every war or be murdered by a foreign army).
I don't think DC should be a resource, per se, as it is, like one person put it, the respect of the people - but it's the people of ALL THE WORLD instead of just your people. High DC would mean that people in some far flung corner of the random generated world know about your great nation. A very negative diplo would mean that those same people hate you, even if they never actually met you yet.
Now, that mechanism should be adjusted for Empires since most are not human and could not share human values and I can't see the population of Trogs going to Capitar…
Charisma. Again, if you’re a rightful ruler and don’t betray your neighbors, you could get a modifier to your Sovereign’s charisma. Champions and leaders are more willing to work for you than for the evil-doers from James Bond movies who would throw them to sharks when their job is done!
c) Stability (taken from EU2).
Personally, I don't see that the use of DC against another player to "force a peace" requires too much of a stretch of the imagination. In monarchies or empires, the sovereign rarely rules unimpeded. Typically, they are surrounded by powerful families that are kept barely under control by the sovereign. The use of DC to force a peace on another player could represent the assembly of a coalition of forces within his government to force him to back down. I like this idea a lot. In fact, it adds another dimension to preparation for war: you need to trade for DC with other players to build up a stockpile if you wish to prevent the use of DC against you... to prevent mutiny in your own empire.
In a nutshell, it’s also what says the EU2 manual. A better stability (from -3 to +3):
- gives you more taxes from your provinces
- reduces the risk of rebellion, particularly during the war exhaustion when a war drags on and on
- has less chances to make others attack you thinking you’re feeble.
And stability works the same way as I described DC above: you attack a country of the same religion (allegiance here, one could say)? -1 stability. Attack without Casus Belli? -2 stability. Attack someone you have a royal marriage or very good relations? -1 stability. That helps preventing the über-cheese of allying with someone just to be able to better stab him in the back. You betray a friend, you pay a heavy price! If you dishonor an alliance by refusing to go to war? -1 stability.
d) Bad Boy rating (also from EU2). It’s somehow related to the same foreign policy events of stability but more focused on how threatening you are for the others. So we have again war without Casus belli and annexing provinces or (even worse) entire nations without having claims on their lands. When the BB rating reaches some limit, other nations and alliances start to attack you in chain to bring you down, perhaps not by brute force but by exhausting your country, forcing rebellions and forcing you to peace at bad conditions.
That would be my vision for Diplomatic capital: it helps Prestige, it helps Charisma, it encompasses Stability and Bad Boy rating and thus you’d like it to be high if you want to play turtle or puppet master. And you just don’t care if you want to play Sauron and destroy your enemies one by one with “an army worthy of Mordor!”
A little long but I hope some ideas can be useful to someone.