Goodmorning all.
Firstly, Yes, your right, it is possible that the game could be coded in such a way as to have multiple channlers be inpossible. Most/all of the proprties i can think to include in a channler are extendable to a multi channler modle, But that doesn't mean that the code as written is changeable. However only frogboy knows the code, so this we'll have to let drop.
Secondly, some clarifications;
1. The 'merger' is a suggested replacment for the option to surrender. Thus all the reasons to include a 'don't allow surrender' are valid concerns. Your suggestion that if a surrender/ merger option is allowed it aught have a 'don't use this for my sanario' option because it does make certain types of mods impossible i 100% agree.
2. There is only one situation where a faction would offer a meger, and only two situations where a faction would accept a merger.
If a faction calculates is chance of winning, (numerically or qualitatively) and arrives at the conclution that no conventional tactics can concivably result in it's victory it would then be enabled to propose a merger. (mods or faction by faction thresholds of 'I've lost' are possible). The key is that no mergers are proposed untill at least one team has already lost (but still has units on the board).
A faction will only accept a merger proposal if :
The proposing faction is very small compaired to itself and the channler personalities are simular. For all intensive purposes surrender.
The recieving faction is also destined to loose (perhaps or very very close to destiend to loose), and good agreement.
If a faction can not find anybody willing to merger, they may choose to simply surrender, and loose the normal way. (or fight on till somebody will accept, or they are eliminated forcefully ofcourse.)
3. Because the merger option replaces a surrender option. All the problems of how a lone AI deals with aquiring a significant number of towns which may or may not be apptly adapted to how it has been playing. If surrender is impossible to code, meger is more so. Thus I shall assume that surrender is possible and that the AI problems of a surrender situation are 'resolved'. This assumption may be invalid, depending on the setup of Elemental (Heroes 3, 4 surrender was a silly option, the maps we're too small to mater. for example.)
4. Why someone would ever reject a merger. For mergers to work, some mesure of aggreement would be needed. (I called it a coefficent_of_agreement( CoA )), given the mechanism i've proposed there would be a CoA for both factions. The CoA would be between 0 and 1, and the 'strenght' of a merged channler would be, for sake of simplicity, Their_original_strenght * Thier_CoA. So when a merger is porposed CoA's would be calculated [to say pricely how would require more understanding of the game mechanics then we know], and both sides would see them. When choosing to or not to agree.
If one AI by far outstrenghts the other, then the CoA would be almost 1 for the strong AI, regardless of the CoA of the other. In this situation the merger behaves almost identically to a surrender. The smaller channler has little to no say in the politics/desissions, hence the larger nations CoA is close to 1. The Larger empire might still reject the merger if the weaker CoA is too small, the Small AI's strength is weaker, then reduced sigginficantly , the result is a unit weaker then the strong AI's hero's. . . rejected. For example Team A may have CoA of .97, and Team B a CoA of .08. If the big team accepts the merger their channler would be reduced by ~ 3% of it's strenght, and in exchange would only get 8% of a far weaker channeler. . . not worth it. Better to refuse and demand a complete surrender, or just concur them completely. If however the two AI's are very simular in how they want to run things, the smaller AI's CoA may be in the .6 - .8 range. Then the AI's would defiinately agree to the merger, 97% of one Channler and 75% of another is much better then 100% of one only. [Some additional Merger penelties can be included for balance reasons, such as CoA's can not exceed 0.80 for example to make them somewhat undesirable.]
If however the two AI's are almost the same strenght, Both AI's will have a CoA which can be anywhere between 0 and 1. The question then becomes, which is better, an new empire with twice the size and strenght, but with two slightly crippled chanellers, or finding a different merger partner. For the merger to go forward both sides have to agree that the merger is benificial.
Now direct responces:
Capital location: but if the best location or at least second best location is not chosen during a merger then the new empire will be weaker than what could be possible.
*Shrug* This is a technical problem, not really relivant to good idea or not, it's just a matter of proper coding, and if surrending is allowed then it will have to be solved in the surrending code.
Also what happens to the personalities of the two channellers which have merged? One channeller was an aggressive warmongering necromancer personality and the other was a friendly nature merchant personality? Does this new nation change the personalities of these previous channellers into the mold of the new nation personality effectively having lost the previous personalities? How could the necromancer channeller generate his undead armies from towns when the merchant channeller needs them to support his economy?
Firstly the pairing is unlikely, If the two don't agree enough they would have found better merger mates or been crushed. Secondly If you did manage to get a merger between two equal strenght empires with those different personalities then they would rightly suffer the penelties of the miss-match. The technical question of how one empire of merchant runs a new empire with necromantic troops and a medium-large standing army/production [remember already have to be loosing to accept the merger, so really won't be a successful war monder {if it is a successful warmonger then the strenghts are not equal, and the stronger dominates therefore no problem}].
The new nation doesn't loose the old personalities, they are still there, it just chooses actions based on the suggestions of both parties, and thier strenghts. In the worst case sanario, two completely differnt channlers would somehow merge with equal strength, Both would have terrible CoA's. They will probably loose. This makes sense.
So you're suggesting the creation of a new mixed empire which takes place during a game yet this coding does not take into consideration the game maps current events, units, technologies, spells, heroes, items, terrain, buildings, etc., etc., ? Such a change during the game without taking current game variables into consideration could produce a weaker nation. As a result the new nation could try using a strategy of ice units and a research victory on a map which has a global heat spell, few magic sources and several active volcanoes.
I really don't think we've managed to communicate there at all.
The individual AI's take into consideration all the varibles (just as they would if the enemy had surrendered to them, and no mergers exist. See assumption 3.) Both AI's will propose the BEST route to victory they can calcuate. So the situation your worried about isn't a merger problem it's a surrender problem (or just a very very stupid AI problem which is somewhat insulting to the programmer to imply such neglect). The merger AI then only needs to compare the two best stratagies and by an itterative process find an executable merged stratagie.
It is worth pointing out that if a merged entity starts to win, both AI's will start to agree more and more. Two turns before casting the spell of making both AI's are going to be agreeing that casting that spell is the best way to win. (unless one of them is dead set against winning by magic, at which point that channers CoA would be ~0, and nolonger relivent.)
The umbrella AI dosn't need to take into account all the details because the individual AI's do that step for it. Very much differnt from what you seam to think i'm going for.
Also what happens if one nation has spent 14 turns researching a spell and another nation has spent 17 turns researching a different spell... what happens to the research during the merger? Also what happens to quests which provide high rewards such as conquer town xyz when the town xyz was acquired from the merger? Is it a painful lost quest or a super easy victory quest?
The researching spells problem can be solved at least a donzen ways, study both once half research going to each, sum the total investment to a new spell picked the first new turn, always have studing two spells at once. record the invested RP, finish one, then pick up the second from where the it was left.... just a technical problem that.
Regarding quests. not actually a problem, If you request a merger because otherwise you'll loose, then you've given up on the quest and it's gone. If you accept a merger, because your stronger then them by a lot, and happen to fufill your quest bonus. Yes this is somewhat a freebe, but, only in time not in substance. If they are surrendering, it's because they've lost. If they have already lost, you've already won, Therefor you are as predestined to finish the quest as they are to loose the game. So you get it a few turns early, bonus. Getting them to beg for a merger in the first place was just another way to complete the quest. The only issue is when two equally strenghted teams merge, and the AI accepting the merger has a quest in the lands of the AI proposeing the merger. . . but if my quest is to capture your towns, we are probably not the best of friends, therefore would have a low CoA, therefore wouldn't merge in the first place, or are going to suffer for the merger quest success or not.
In short, asking somebody to accept you as a merger partner looses you the option to complete quests (if the merger goes through) . .. the stronger party keeps it's quests.
Both personalities could not remain independent... ... and any combination could cause a conflicting problem.
Both remain in existance, but only the Umbrella AI makes final choises. The desires can conflict, hence the CoA's, but the actions won't because the AI's only suggest things to best meet the Goals they have been told to meet. AI A may want to trade for ore, and AI B may want to run an army in and steal it. Both would send the suggestions to the umbrella AI, and the Umbella AI would choose one of the two options. If it chose to Steal then it would tell AI A and AI B that the Goal is to Steal the ore, and AI A would propose the best way to steal, as would B. A would nolonger suggest trading, Because AI's would have the ability to accept limitations and expectations from outside [because mergers are a free bonus for having an AI UI, the code for finding the best way to do arbitary things will exist.] The result is that AI A's CoA would drop, and AI B's CoA would rise, but under no circomstance would the AI's *act* counter-purposes, since only the Umbrella AI acts.
... sad ending for the merchant channeller.
Only if the necromantic AI was stronger in the first place, if the tables were turned the Necromantic troops would be gradually replaced with less anti-capatalistic units and the land undead soils would be revitalized to produce sale-able goods. . . sad ending for the necro. In either case the one AI gets a smaller and smaller CoA, and eventually seases to be relivent. That's what you get if you choose to merge with a empire you have a poor compatablity with, so they wont do it. + with ther small CoA's to begin with they probably would not be strong enough to win anyway and would end up loosing do to picking a bad merger partner. In short this isn't a problem, it's a feature.
You are of course right about AgeofWonders:SM, the surrender code was not good, and it was easier to turn it off then to work around it. With an python, moddable, UI enchanced AI. . . it is doable. It is doable and it would add a lot of playablity to the end game which traditionally is painfully painfully dull, long and tiresome.
Regarding storyline campaigns or guided storyline maps, obviously both merger and surrender would be turned off.