This thread is some sort of side thread from the following thread:
https://forums.elementalgame.com/381602/page/1/#replies
In that thread, people listed various problems that most 4x strategy games have in diplomacy. Its suggestion is to give diplomacy a finite resource to limit abuses. But I am going to suggest another one.
In board game design, one of the "problem" we can have is the easy change of diplomatic relations. For example, let say that from the beginning of the game, player A and B hate each other and makes a lot of war. If later in the game, player C is in the lead of winning, player A and B can ally each other without any problem to gang on player C.
In real life, 2 nations that hate each other cannot simply love each other in a matter of days. I could be possible that player A and B make a truce and don't attack each other but there will still be hatred between both nations.
So my solutions is that the diplomacy is enforced by the rules of the game rather than by the will of the players.
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To illustrate the concept, I'll use the stat model below which could be anything else. It's just for the illustration. Let say that each player has the following diplomatic stats expressed as percentage:
Relation level: For each ennemy player, you have a relation level. THe higher the better are your relations. The lower, the more you hate each other. This is classic relation management.
Trust: Each player has a trust level. This is how much could you be trusted. Trust is hard to build up and it is easy to lose. In R3K, you gain trust if for example, a player asked for a joined invasion and you indeed fulfiled your engagement without betraying him in the middle of the battle. Betrayal, Suprise war declaration, would lower your trust.
Fame: In MOM, you gain fame from your actions and I would even say that for each large city you have, you should get a minimum amount of fame.
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Example 1: You have good relation with player B but player B has a very low trust since he made a lot of betrayals. So it should be harder to make treaties with player B for example.
A system like this works fine with AI, but how to you do it with players?
Example 1 with players: Player A and B want to make a treaty but player B has a very low trust. Both player will send negotiators and they will negotiate somethings according to they diplomatic stats. For example, since player B's trust is low, the treaty might be negotiated so that player A get's an extra reward in the deal to compensate the fact that player B could break the deal. So even if both player want it, the rule of the game will force player B to pay extra. Still player B will be allowed to refuse the offer.
Example 2: 2 players with really bad relations want to team with each other to fight a common threat. The most they can do is make an non-aggression pact. They cannot make any treaties or alliances since they actually do not trust each other and think they are going to get back stabed at anytime.
With a system like this, it would limit abuses and it will be much easier to manage rather than using a finite diplomatic resource.
It would prevent for example:
That the player always have to pay more when dealing with AI since they never accept fair trade. Now If I make efforts to keep my diplomatic reputation high, he will have to pay more to deal with me.
It will make players and AI no different than each other. It won't be easier or harder to deal with one or the other since they both follow the same rules.
There will be less situation where you will trade a tech with an AI and the next thing you know all players has that tech.
So what do you think?