Nor do I see the need for victory conditions at all. I'd like to play a game that is persistent.
Games like that exist. For example, SimCity. Although there are scenarios where you can achieve victory, you can play in sandbox mode and you can develop your city to eternity if you'd like.
But games like Elemental are not conducive to that sort of gameplay. Eventually, there will be nothing left to research, nowhere left to settle, nothing left to build, etc. What would you do every turn? There'd be nothing to do besides press "end turn." Eventually everything would settle down until someone randomly decides to piss off someone else, and then things would heat up a little bit, before eventually cooling back down and you'd be reduced to pushing end turn a hundred times in a row again. World/city/whatever simulation games are typically designed to be indefinite (although not always); and even in SimCity eventually you run out of things to do. A game that literally never ends and also never stops throwing interesting/fun/challenging situations at you requires either an infinite amount of planning, development and foresight, or it requires a genuinely intelligent and creative AI to constantly change the game.
You want what Brad would call SimFantasy (which is understandable, it would be fun indeed) - but that is a completely different game. Asking for them to turn Elemental into that would be asking them to throw away pretty much everything they've done including the creative planning stage, and design a completely different game. It isn't what they set out to do, and they aren't going to change their minds now...
Now, back on topic. I love this discussion! It actually reminds me of several discussions we had way back months ago
The whole idea of "trust" also came up then, and I think it's as good an idea now as it was then.
The plan, as far as I can gather, is for the Dynasty system to carve out meaningful alliances and relationships. Kingdoms whose royal families are heavily intermarried will be bound by those relationships. Historically marriage was often used as an alliance-building tool, and Stardock wants to attempt to mimic that.
But ultimately, what is really important is a mechanism to enforce diplomatic obligations or suffer the consequences. XeronX is entirely correct about it mostly being a stalling tactic, even in games that allow alliance victories. I generally don't really care about my alliances in these games because they don't really offer me anything - I basically use them as non-aggression pacts. There are several underlying issues:
- alliances are typically only good for removing one more potential enemy
- even if an ally actually helps me, if I am better at the game than the AI, I might be better off by... absorbing my ally (or potential ally) via conquest.
The first issue is resolved by making AIs act on their diplomatic treaties. If they are allies with a player, then they should act like allies. If asked, they should either join my (defensive) war, or help me with resources and funding, or even magic - assuming they can afford to of course (they should still prioritize their own well-being above mine obviously). There needs to be intelligence in this, though, which is the challenge. If I am winning easily, they should see no need to help me out with resources or anything; maybe it'd be beneficial for them to go to war - perhaps they could get some easy loot. If I am struggling but not in imminent danger of being destroyed, they should respond with whatever help they can afford at the time. If I am beyond saving, it might be smarter for them to cut their losses. And if an AI goes to war for an ally, it needs to determine how committed to be to that war. Would distracting the enemy on another border be sufficient, or perhaps a full-scale invasion? The strength of their relationship with me (or an AI ally, obviously), their trust in me, and other measures of my worth to them such as trade and geographic location should all be major factors in these decisions.
But then there's the other side: what about why my ally needs my help? It needs to be able to judge how much help I can actually provide to it at a given time. Am I embroiled in other wars? Is my economy doing well? What is the state of my military? And even if I have a strong military, how much of that could actually be spared on offense? If my response to its request of aid falls too short of what it thinks I can spare, our relationship should take a hit. In extreme cases, my ally should be able to terminate our alliance without penalty, and I should lose some trust from every other player. If I don't come through for one ally, who's to say I will for another?
The other issue is in some ways even harder (and that is saying something), and some ways easier. This can't be directly fixed by better AI (it will be a long time before an AI is as good as I am). The only way I can see to solve this issue is via major game mechanics. In Civ IV, GC II, etc, I can manage a massive empire. Even with things like increased upkeep cost for cities farther from my capitol. The way I think this issue should be resolved is to make running gigantic empires really, really difficult. Not fraught with micromanagement - that won't prevent it from happening, it will simply chase people away from the game because they'll get tired of it. In the games I mentioned previously, bigger is better. It sort of makes sense - as your empire grows, the ratio of land to border grows exponentially, meaning an exponentially smaller fraction of your economy needs to be spent on defense. If Stardock can make it so that, at some point depending on your current strategy, location, resources, military needs, etc, growing your empire starts to result in diminishing returns, this problem will be solved.
If I absorb a potential ally and it only boosts my economy, military, magic, etc by a small fraction of what it was as an independent nation, then I am better off with that kingdom as an ally than absorbing it into mine. Although now that I think about it, conquering a potential ally instead of building an alliance would also lose me an allied sovereign and thus lots of magical power, as well as any heroes and champions he would've had; maybe that would be enough.
Either way, diplomacy will be a sidenote, just like in every other game in the genre, unless those two problems are resolved. The first problem seems like by far the hardest to fix. The second just requires clever game mechanics (it can be done with clumsy game mechanics, like corruption in Civ 3, but that just tends to frustrate people). The first requires greatly superior diplomacy AI than anyone has ever been able to pull off - better, probably, than anyone has seriously aimed for. So I wont hold my breath, but I will hold out reserved hope
If Stardock succeeds, watching regional wars break out between alliances of kingdoms that are actually cooperating and helping each other... That would be glorious.
This post ended up about 23 times longer than I intended and it is mostly long-winded... Sorry.