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Why Diplomacy Sucked in Endless Space 1 and how to make it Awesome in Endless Space 2

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9 years ago
Oct 23, 2015, 1:03:17 AM
It might not be on topic for a discussion about diplomacy, but I was thinking it would be interesting if you could have an administration where new positions are unlocked as you advanced through the tech tree and/or meet other requirements. Like if you get a hero with minister of propaganda you can assign them to establish a ministry of propaganda that improves empire wide approval, also after say 20 turns (each election) the new department no longer needs the hero to continue its function. It could also add a few unique departments of government to each faction.
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9 years ago
Oct 22, 2015, 3:02:11 PM
Slashman wrote:
This still requires a Galactic Council/UN mechanic. And for the same reasons you are trying to list as making my proposal invalid, that doesn't make sense. Why would the Harmony sit on a council with people who use Dust?





I am not saying your proposal is invalid, I am saying it is insufficient, imo, to make it feel like actual diplomacy. Espionage is not enough to make it feel like diplomacy, without political negotiation and institution building. As for why diplomatic victory should lead towards the banning of war, it's because I find it interesting and because the diplomatic victory screen in Endless Space 1 implied that. I find it to be a good climactic end for a diplomacy based play through. That does not mean that throughout the game, a diplomatic power can't have others end and start wars as it pleases (perhaps manipulate others into eliminating the only faction able to challenge their position in the council).



Harmony can succumb to institutional pressures. If Harmony sees that the galaxy is organizing itself into an institution capable of coordination, they are not going to be suicidal. It thus makes sense for Harmony to join the council and try to advance their anti-dust agenda through it, if it becomes too powerful to defy militarily. Whereas Cravers not waging wars is literally suicide for them, as they will consume each other.



I disagree that there is too much assymetry. I think it is what makes Endless games stand out from the crowd and why they are interesting, both gameplay wise and lore wise. I think these differences can be maintained while still having alternate victory conditions. And in any case, Cravers are confirmed, so we need to make proposals with that sort of assymetry in mind.
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9 years ago
Oct 22, 2015, 5:40:30 PM
Since whoever is trying to win diplomatic victory needs the Harmony to join the "Galactic UN" in order to win, but the Harmony does not need to join the "Galactic UN" it then becomes part of the challenge of obtaining victory to convince the Harmony to join. Most likely to get them to join the diplomats would have to make significant concessions to make joining appealing to them.



Also keep in mind the Galactic UN (or whatever its called) is supposed to serve the needs of the galaxy not just promote peace. Each race involved will be vying for their values to be promoted above all others, not just for the advancement of pacifism. Some might even oppose galactic peace. After all galactic peace means that someone else won.
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9 years ago
Oct 22, 2015, 5:58:46 PM
Crismore wrote:


Also keep in mind the Galactic UN (or whatever its called) is supposed to serve the needs of the galaxy not just promote peace. Each race involved will be vying for their values to be promoted above all others, not just for the advancement of pacifism. Some might even oppose galactic peace. After all galactic peace means that someone else won.




Of course, several laws and agreements can be reached through the institution, on economic, cultural, and military affairs (like banning certain weapons), which would be voted on depending on interest. The banning of war would be the culmination of all the institution building and negotiations that had happened throughout the game, made only available once the Galactic council has reached a certain level of legitimacy and strength, and once a particular faction is influential enough to propose that edict. It would be part of the challenge to establish a diplomatic hegemony of sorts, using espionage, public opinion, manipulation, concessions, bribery, military or economic threats...etc to get one's way.



I find such a mechanic to suit Endless Space and to be an interesting way to both play and win diplomatically.
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9 years ago
Oct 22, 2015, 6:10:39 PM
KnightofPhoenix wrote:
I am not saying your proposal is invalid, I am saying it is insufficient, imo, to make it feel like actual diplomacy. Espionage is not enough to make it feel like diplomacy, without political negotiation and institution building. As for why diplomatic victory should lead towards the banning of war, it's because I find it interesting and because the diplomatic victory screen in Endless Space 1 implied that. I find it to be a good climactic end for a diplomacy based play through. That does not mean that throughout the game, a diplomatic power can't have others end and start wars as it pleases (perhaps manipulate others into eliminating the only faction able to challenge their position in the council).




OK I may have misunderstood what you were trying to say. Sorry if I did. But I just want to point out that making a more complex diplomacy system usually results in AI ineptitude. I would not want to keep piling more conditions and mechanics on top of a reasonably efficient framework if that can be achieved.



I disagree that there is too much asymmetry. I think it is what makes Endless games stand out from the crowd and why they are interesting, both gameplay wise and lore wise. I think these differences can be maintained while still having alternate victory conditions. And in any case, Cravers are confirmed, so we need to make proposals with that sort of assymetry in mind.




That standing out is a large part of the reason why we have such a poor AI in the current EL. I'm not saying don't make races different, but there is a reason why the games with the best AI do not generally have factions that are so different from each other that they are truly alien. And when one of those games introduces a faction like that, it is inevitably the poorest performing one out of all the rest. Take a look at the Dead faction in Legendary Heroes or the Undead faction in AoW 3. Amplitude can, of course, do whatever it wants. But I would strongly advise them to take a long, hard look at asymmetrical differences between factions and consider the AI early on in the process. I am personally very sick and tired of having to wait more than a year for any sort of competent AI in a 4x game I buy on launch day. It means I don't need to buy it on launch day.



For an example of this, take the Roving Clans. Why can they NEVER declare war? Why not implement some severe penalties for declaring war instead? (triple the influence cost, increased upkeep) This would be a strong disincentive to having a warlike play style for the human player and still allow the AI to declare war long enough to take out a very weak enemy. It did not have to be a hard coded never.
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9 years ago
Oct 22, 2015, 6:21:05 PM
Slashman wrote:


That standing out is a large part of the reason why we have such a poor AI in the current EL. I'm not saying don't make races different, but there is a reason why the games with the best AI do not generally have factions that are so different from each other that they are truly alien. And when one of those games introduces a faction like that, it is inevitably the poorest performing one out of all the rest. Take a look at the Dead faction in Legendary Heroes or the Undead faction in AoW 3. Amplitude can, of course, do whatever it wants. But I would strongly advise them to take a long, hard look at asymmetrical differences between factions and consider the AI early on in the process. I am personally very sick and tired of having to wait more than a year for any sort of competent AI in a 4x game I buy on launch day. It means I don't need to buy it on launch day.





Oh I agree, if complex diplomacy is to be implemented, than the AI needs to be worked on very early on in development, with a lot of resources devoted to it, in addition to quick patching after release. From what I understand, Amplitude has hired several AI specialists entirely devoted to that, so perhaps we won't have a poor AI at launch. I share your annoyance at the trend.



I do understand your concern that more complex mechanics result in AI ineptitude, but I'm inclined to hope that if resources and time are properly devoted to it in addition to creating AI personalities (which other quite older games have done), that it would work. But of course, my perspective is that of a layman who does not know the details of AI programming.
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9 years ago
Oct 22, 2015, 6:54:31 PM
There is something unique about this games asymmetry, I feel that if done correctly the UN could offer more benefit to this game than it does to other games that have implemented a similar system. Many other games take the functionality of a unified council as a given, but I think it would be interesting seeing different outcomes for the UN in different games. It would make each game feel like an alternate history of the same galaxy. In one game it may fail to get off the ground, in another it might unify the galaxy and bring about galactic peace, in yet another it might succumb to corruption and greed.



That being said you have a point, if the Amoeba don't work towards eliminating war, and the United Empire doesn't try to corrupt the galaxy, and the Sophons don't show any interest in establishing a galactic technocracy, then the UN mechanic is pretty much just wasted effort.
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9 years ago
Oct 22, 2015, 8:37:16 PM
I'd just like to add to this conversation that, it would seem to me, that the proper implementation of this council idea where players have to win the hearts of the peoples, including their own, COULD be a viable way of solving the end game issue that has long plagued 4x titles.

Let's say the game is rigged in such a way that the end game is practically guaranteed to be filled with galactic conflict as players try to prevent one another from winning.

With this in place, if we now add in the "influence" mechanic, we now have something that gets in the way of doing that. We could have situations where one's army is constantly fighting on low morale because they want no part in this war... this in turn could lead, perhaps, to certain units going rogue. Perhaps colonies would become upset with the war and start being much less productive, maybe they rebel and join another empire.

To put things in practical terms, a king (the player) must have the hearts and support of his people, otherwise he is just somebody standing on a hill yelling at those around him. If everything is rigged to end in war, but declaring war has suddenly become a bit more complicated in terms of pros and cons, well that COULD solve the endgame issue in my opinion.

In a way, this line of progression serves as a realistic culture victory as it is intimately involved with traditional diplomatic victories. If the people of a nation like you a lot, that limits what the leaders can do diplomatically. You can have all the culture in the world, but if other people groups dont like you at all, it means little in terms of your global/galactic standing.



This line of reasoning actually made its way over to the EL forums as a sort of suggestion for a future dlc. Perhaps the mechanic as a whole could be tested out in EL to see if its truly viable?
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9 years ago
Oct 22, 2015, 11:22:08 PM
I like KnightofPhoenix idea of winning diplo victory through galactic peace.



BTW, how diplo victory work in other 4X games ? GalCiv, Civ5, SMAC, MoO2, DW, etc ? Perhaps there is some idea that's escaping us and could serve as inspiration for ES2.
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9 years ago
Oct 23, 2015, 12:11:08 AM
I am one of those people that sit's in the "diplomacy doesn't HAVE to be the pursuit of galactic peace" camp. I would like to see diplomacy grow to encompass not just civilization to civilization treaties, but diplomatic actions/opportunites with specific colonies, hero's and governers. Introduce a loyalty slider for hero's and governers and suddenly the diplomatic game can turn into you negotiating directly with the enemies heros and trying to convince them and their fleet/colony to flip sides. Whilst colony flipping seems very much like a culture victory in the Civ series, it will be different if you don't make it rely on the influence you project from your own systems, but rather your diplomatic actions with their governer/hero.



The diplomatic game now becomes keep your colonies and hero's happy (or fearful - make the slider range from fearful of repercussions through to completely loyal so that game-play wise you don't HAVE to be nice to your people, as long as they fear you more than they love the enemy) or they may flip, possibly at a very bad time. For example, say your colonies are strong, your fleets are winning, you are paying good wages to your hero's (upkeep) - everything is great. Your neighbour is trying to diplomatically contact and flip your colonies but because they love you so much (or fear - you get the point) they report it. Now you can open civilization to civilization diplomacy and say "stop contacting my people" etc etc.



On the flip side, your colonies are doing poorly, morale is down, your fleets have suffered some significant losses and your hero's are disillusioned. Your neighbour contacts Hero01, leader of Fleet01, and offers them a significant bribe (upkeep on that hero is X times normal for X turns and they can't be dismissed for the duration kind of thing) and because of low morale your hero, and the fleet, switch sides. Your neighbour also starts to contact your border colonies and offers to build and invest in the colony in return for loyalty (must raise morale to X level within X turns, or control of the planet flips back to the original owner and the population no longer trusts the diplomatic player).



This presents some interesting new dynamics, gives options for new hero skills and new espionage type actions (ie, you can focus espionage internally as well as externally to root out potential traitors). You may have a fantastic hero, excellent colony management skills - but with a low loyalty value. You had best make sure that if you do use him, you use him on a planet well back from the borders and you keep an eye on what he is doing.



Whilst I don't have any solid ideas on how you could turn the above into a diplomatic victory, perhaps someone else could run with it and think of some things?
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9 years ago
Oct 23, 2015, 12:42:39 AM
Darkscis wrote:
I am one of those people that sit's in the "diplomacy doesn't HAVE to be the pursuit of galactic peace" camp. I would like to see diplomacy grow to encompass not just civilization to civilization treaties, but diplomatic actions/opportunites with specific colonies, hero's and governers. Introduce a loyalty slider for hero's and governers and suddenly the diplomatic game can turn into you negotiating directly with the enemies heros and trying to convince them and their fleet/colony to flip sides. Whilst colony flipping seems very much like a culture victory in the Civ series, it will be different if you don't make it rely on the influence you project from your own systems, but rather your diplomatic actions with their governer/hero.




I'd be interested in having heroes and planetary governors play a larger role in the diplomatic manipulation of a civilization as well. This is interesting.



Some of your other ideas are present in Total War: Shogun 2. Specifically using agents to bribe enemy armies over to your side and monks to sway the hearts of people in enemy provinces.
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9 years ago
Oct 22, 2015, 2:37:42 PM
KnightofPhoenix wrote:
The problems with making diplomacy and diplomatic victory rely on winning the hearts and souls of people are the following: firstly it is too much like a cultural / influence victory and it doesn't have enough of a diplomatic flair to it, secondly it doesn't work entirely in a setting marked by vast differences between species. How does one go about becoming popular among Cravers? They have no individuality and are a hive mind, save for those infected by dust, and they are too hungry to care. What about factions like the Sowers or Harmony that are obsessed with one goal? I would find it bizarre for one to become popular with Harmony while still using dust.



I believe diplomatic victory should definitely have a cultural facet, but I think it needs to be institutional as well. In Nobunaga's Ambition: Sphere of Influence, one could win a diplomatic victory by becoming Shogun and then passing a law banning warfare. Now while this is too easy, I think ES2 can be inspired by the concept.



What if diplomatic victory leads one to the route of first establishing a Galactic Council, and slowly but surely increasing the legitimacy of the institution in the public mind through passing laws, regulating violence (banning certain weapons / tactics), providing aid (players can decide how much dust they want to devote. Those who don't devote anything at all would lose legitimacy in the eyes of their people), and brokering ceasefires and peace. And as the Galactic Council becomes more and more legitimate, so too would the influence cost of defying it increase. Only someone who has massive influence and massive popularity can defy the council without much repercussions, other than a diplomatic fallout with the others.

All this would ultimately culminate into the banning of warfare, and thus a diplomatic victory.




This still requires a Galactic Council/UN mechanic. And for the same reasons you are trying to list as making my proposal invalid, that doesn't make sense. Why would the Harmony sit on a council with people who use Dust? This is why it makes more sense to have to individually win the favor of each faction's citizens. Your cultural victory comparison has no validity because unless I am mistaken, there is no cultural victory condition announced for ES2. Also I have no idea why a diplomatic victory means the banning of war. All it should mean is that the faction with greatest diplomatic influence can coerce other empires to stop or start a conflict on their behalf. That's the Drakken's unique power in EL in fact.



I think such mechanic would combine both popularity and influence among the public, with the political negotiations that need to exist for it to feel like diplomacy. And in such an arrangement, I can see factions like the Sowers and Harmony cooperating, not out of public pressure, but out of institutional pressure.




Even without a council you can still have this occurring. That should be where espionage and other methods of influence become necessary.



Of course the anomaly will always be the Cravers, but that's fine. Perhaps one of the acts a Galactic Council can pass is the creation of a coalition against the Cravers, as a "rogue state." It would also add a cool gameplay feature of the Cravers, in that they could never be part of the Galactic Council, which on one hand frees them from all obligations and allows them to do as they please without cost, but it would increase the risk of coalitions forming against them as it should be.




I think the Cravers is another example of a flawed design culminating in a too asymmetrical race. When you make factions that cannot engage in an activity no matter what, you create problems for the overall game design. A race that cannot be at peace tends to work more as a larger, independent threat to all other factions that must be united against rather than as a fellow galactic race, vying for their spot in the galaxy.
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9 years ago
Oct 23, 2015, 1:08:17 AM
There is a difference between diplomacy in general and a diplomatic victory. A diplomatic victory needs to have the player reach a certain threshold / achieve something for it to be a victory condition, and I think galactic peace would be an interesting and challenging objective. But of course, diplomatic mechanisms should be varied enough to support different play styles, including expansionism and war mongering.



I like the idea of heroes being used as diplomatic agents, systems like that exist in Nobunaga's Ambition (or most Koei games). I'm not sure however how much importance the devs will give to heroes, but I support the idea.
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9 years ago
Oct 23, 2015, 1:15:42 AM
vini_lessa wrote:
I like KnightofPhoenix idea of winning diplo victory through galactic peace.



BTW, how diplo victory work in other 4X games ? GalCiv, Civ5, SMAC, MoO2, DW, etc ? Perhaps there is some idea that's escaping us and could serve as inspiration for ES2.




In Galactic Civ, a diplomatic victory is reached if you are allied with every empire on the map (that does not preclude you from killing those that aren't your allies).

In SMAC, diplomatic victory is achieved by getting enough votes (based on population) to become the leader of the Planetary Council. If the vote goes through but some factions oppose the decision, they need to be beaten militarily.



While SMAC has a better diplomatic victory than GalCiv, both of them tend to be military at the end of the day. I would prefer a diplomatic victory conditions where it is possible and feasible (but not necessary) to complete it entirely peacefully.
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9 years ago
Oct 23, 2015, 3:05:38 AM
KnightofPhoenix wrote:
There is a difference between diplomacy in general and a diplomatic victory.




I completely agree with this, it's why I said that I couldn't really come up with a concrete way of turning my idea into a diplomatic victory condition. Perhaps it needs a bit of everything from multiple ideas to determine how it can be leveraged into a fun diplomatic victory.
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9 years ago
Oct 23, 2015, 7:15:41 AM
There's a difference, in SMAC anyone could tell Planetary Council too "№;% off and refuse their decisions. You would end in war with every council member but you COULD resist.
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9 years ago
Oct 23, 2015, 2:02:46 PM
Crismore wrote:
It might not be on topic for a discussion about diplomacy, but I was thinking it would be interesting if you could have an administration where new positions are unlocked as you advanced through the tech tree and/or meet other requirements. Like if you get a hero with minister of propaganda you can assign them to establish a ministry of propaganda that improves empire wide approval, also after say 20 turns (each election) the new department no longer needs the hero to continue its function. It could also add a few unique departments of government to each faction.




Government Department/Ministries sound like an awesome idea, though I feel like they'd make huge empires even more OP and smaller one even more weak compared to big ones, and it might make heroes more OP.
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9 years ago
Oct 26, 2015, 6:32:03 AM
Main goal, IMO, is to make Diplomacy screen worth it. In my playthroughs I tend to ignore diplomacy screen alltogether, mainly because it was not worth it ot spend my time to get some meager profits from diplomacy, so better not bother it at all aside from peace treaties.
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9 years ago
Oct 26, 2015, 11:55:53 PM
^ This. I made a custom sowers with the no peace trait and never looked at diplomacy again, in any of my games - there was just no need.
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9 years ago
Oct 29, 2015, 2:05:19 PM
Let me say that while I like the concept of involving the opinion of both populations in diplomatic deals, the implementation can have serious consequences for gameplay.

Anybody who has played EUIV will know the feeling when you can't strike a deal with another nation because your opinion of them is a few points short, but they show no interest in improving relations with you, even though they stand to gain a lot.

And when I played Stardrive 2, I often had the AI suggest unacceptable trades, often literally suggesting treaties beyond either our people's tolerance, and every rejected deal decreased their opinion, quickly leading to a spiral in which "declare war" was the only option left.



However, I believe Endless Space 2 has a great basis for implementing the opinion of your people without causing such frustration. If ES2 uses the same Influence currency for diplomacy as EL (and we have seen the Influence symbol in some screenshots), then the cost of diplomatic treaties could change depending on ruling party: The scientists are in charge, war declarations are more expensive, cooperation agreements cheaper. Pacifists? War declaration is ridiculously expensive in influence.

For anything other than war declarations, the enemy senate composition could play into it as well. (Not for war declarations, as there's no reason for it to be harder to declare war on a pacifist nation.)
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9 years ago
Nov 11, 2015, 5:15:31 PM
The-Cat-o-Nine-Tales wrote:
Let me say that while I like the concept of involving the opinion of both populations in diplomatic deals, the implementation can have serious consequences for gameplay.

Anybody who has played EUIV will know the feeling when you can't strike a deal with another nation because your opinion of them is a few points short, but they show no interest in improving relations with you, even though they stand to gain a lot.

And when I played Stardrive 2, I often had the AI suggest unacceptable trades, often literally suggesting treaties beyond either our people's tolerance, and every rejected deal decreased their opinion, quickly leading to a spiral in which "declare war" was the only option left.



However, I believe Endless Space 2 has a great basis for implementing the opinion of your people without causing such frustration. If ES2 uses the same Influence currency for diplomacy as EL (and we have seen the Influence symbol in some screenshots), then the cost of diplomatic treaties could change depending on ruling party: The scientists are in charge, war declarations are more expensive, cooperation agreements cheaper. Pacifists? War declaration is ridiculously expensive in influence.

For anything other than war declarations, the enemy senate composition could play into it as well. (Not for war declarations, as there's no reason for it to be harder to declare war on a pacifist nation.)




That is a good way to keep players looking at every move for the end-game.



Diplomacy involves other players as well, so I think it would be great if multiple players decide to spend the influence(perhaps per turn) to target single player to maybe embargo or put some kinda empire-wide debuff on that specific player. I think this would help put some kind end to prolonged wars as well as give diplomacy more uses.
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9 years ago
Oct 18, 2015, 11:01:25 PM
Just by reaching a certain threshold of points, regardless of the size of the galaxy and its total population.
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9 years ago
Oct 18, 2015, 3:15:10 PM
In other words, an updated/more developed version of Alpha Centauri Planetary Council. This is a neat, and well needed, concept for Endless Space indeed.



Another thing that can make diplomacy more "alive" is giving the factions more personality. Ditch the "Good, Neutral and Bad" axis and swap it by a wider set of behaviors. Perhaps something like this:



War-tendency: Aggressive, Neutral, Peaceful



Expansion-tendency: Expansionist, Neutral, Defensive



Pacts/treaties-tendency: Honorable, Neutral, Dishonorable



Values-tendency: Approval, Tech, Money.



..or something like that. Perhaps give each faction fixed values in 1 or 2 of these to represent its ethos, and randomize the rest for each new game. Make these values drive not only the AI factions own behavior but also its opinion of the neighboring factions. So a money-valuing faction would have natural good relations with a neighbor that builds more Money-making facilities, while being wary of neighbors that focus more on approval. The same faction would be easier to accept Dust in diplomatic deals, and less prone to accept tech as payments.



Another option is to bring Civ and Alpha Centauri political models, only adapted to the sci-fi setting of Endless (democracy, autocracy, plutocracy, etc). This would make it even easier to channel the AI behavior into certain directions. eg:



United Empire:

Agenda: Corporation-based Plutocracy

Abhors: Democracy



Sophons:

Agenda: Academy-based Democracy

Abhors: Plutocracy



Amoeba:

Agenda: Pacifist Democracy

Abhors: Autocracy



Etc.
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9 years ago
Oct 18, 2015, 3:45:49 PM
Personally the whole galactic UN idea seems kind of bland. For some inexplicable reason all of the game's factions managed to get together into a galactic body with wide judicial powers? It seems incredibly unlikely given the lore of these games that the factions would either agree to abide by the decisions of or even attend the senate. The goal of building an anti weapon as well on all planets the senate controls seems too easy a way for basically every player to win. It lacks competition and just doesn't seem satisfying as a victory condition. On the other hand, what if you cut out the whole galactic UN idea and just attached the idea about resolutions and influence to alliances between factions? It seems to me that it would allow for far more diplomatic actions between individual empires, making diplomacy a stronger part of the game through economic and military treaties. I don't have an idea how to expand this into an actual diplomatic victory, but what do you think about applying such a concept to treaties between individual empires?
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9 years ago
Oct 18, 2015, 6:18:00 PM
I guess I should have added that I don't believe that every faction should be able to achieve every victory type. For example the Amoeba could be designed to be able obtain the diplomacy victory but are unable to invade other systems their goal is to pacify and bring harmony to all races. They will help other races achieve their goals as long as it coincides with their goal of galactic peace. Where as the United Empire would try to take advantage of this and try to corrupt the galaxy with their vast wealth if they do not outright conquer the galaxy. I was also thinking that the senate should not be a mechanic that even exists in every game. It requires great effort on behalf of the founder to get other races to join, like striking a deal with the Sophons agreeing to share discoveries with them or outright bribing the United Empire to join. If they cannot even manage to get any other members to join they cannot make any progress towards diplomatic victory. In this way diplomatic victory would be a game long commitment.



The Senate does not exist merely as a way to obtain diplomatic victory other factions could very easily subvert the council to serve their goals. I believe this would provide a fun and interesting challenge to those that wish to win diplomatically, it is a challenge catered to them and no other player has to go along if they don't want to it's the diplomatic players job to get the others to go along. The senate might also be formed by another faction to exploit the benefits of its other resolutions with no intention of ever winning the diplomatic victory, of course if they are the only member the resolutions will have no effect so they still have to convince others to work together... for the time being.
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9 years ago
Oct 18, 2015, 6:33:30 PM
And perhaps you are right about the Galactic peace ending being too "easy" it needs to be the hardest victory type to feel like an accomplishment. I may be wrong but I think making it harder than other victory types will make it more engaging for the people who choose to win that way. I know I at least wish it was that way.
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9 years ago
Oct 18, 2015, 6:35:14 PM
Adventurer_blitz,



Diplomatic councils hapenned on Earth everytime two or more cultures/peoples met together, be it a moot of clans, or a federation of gaulish tribes, or a council of nations. Why would it be any diffrent in space ?



Also, if the idea of a "United Nations" like council feel artificial for you, then make it so traties and alliances between two or more factions form diplomatic "blocs". (which, at long game would be the same as single council anyway, only would make things more complicated).



And really, if you think the idea of a council would only serve the purpose of allwoing a diplo victory, you should take a look at games that already implement the concept like Alpha Centauri or GalCiv2. It will blow your mind.
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9 years ago
Oct 18, 2015, 7:35:49 PM
I think Blitz's point is more that a Galactic UN is boring because most games that have implemented something like it take its establishment as a given. I propose that the difficulty of establishing it be part of the challenge of the game, a challenge that is not guaranteed to be overcome. I believe that if implemented in such a way the game would be more enjoyable for everyone. Because it is possible to sabotage the council any player that deplores diplomacy gets another way to play against the other players.



Also perhaps the abolish war galactic edict should require multiple special late game technologies of which each race only has access to one?
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9 years ago
Oct 18, 2015, 8:27:24 PM
I agree with that. So perhaps the alternative would be my diplomatic "blocs" idea. When more than 2 factions form a peace treaty it would open up the option to form a council with those factions. From there it would be possible to implement rules encompassing all member factions based on votes or something. Eg: voting for prohibition of atrocities (razing and pillaging planets, assassinating populations, etc), prohibition of chemical/biological/nuke weapons, or prohibition of covert actions/espionage between members, signing Pacts of mutual protection, Pacts of commerce (perhaps increasing the value of trading luxuries), etc. This could be used strategically by some members to win a situational advantage over others, or be used to strengthen its members in regard to external factions. It should even be possible to buy out other players votes so they support your proposal in the council meeting. In other words: it would give depth and nuance to the game political layer.



Aaaaand if a particular faction don't see the need to engage in such diplomatic blocs, they don't need to.



For more ideas on inventive multi-party rules, just take a look on Civ4/5, GalCiv2/3 or SMAC.
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9 years ago
Oct 18, 2015, 9:44:40 PM
I never really liked how those games did things. They were too formulaic, the institutions always existed and always had the same predetermined structure and always had the same proposals available to them. So perhaps you are right about allowing this system to flow organically from coalitions.



Upon founding you could decide the rules for voting. You could for example choose: one nation to lead the coalition, all founders to have a vote, all members to have a vote, votes to be assigned by population, or votes to be assigned by how much each nation funds the coalition. Also as the game progresses and technology increases new edicts become available, where at first it may just be a basic military alliance in the end it could be a galaxy wide super government with vast control over the way its members run themselves.



However I think one of the most important things about this idea is that there remains a way to undermine and block the progress of these coalitions, from both inside and out. The only idea I can come up with now is being able to blockade the planet that they are meeting on. Maybe a second espionage mechanic could be used to sabotage the effectiveness of the council but that requires the addition yet another new mechanic just to make it feel like players aren't being forced into just putting up with a mechanic they don't want to use which just gets us back where we started, only this time more effort was used and the game is more complex.
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9 years ago
Oct 18, 2015, 10:50:04 PM
What about cumulating influence points equivalent to "buy" all planets populations hearts in the entire galaxy ? If I remember right, this was how economic victory worked in Alpha Centauri, only in that case it was calculated on buying all cities and their structures together. It was only possible after a late game tech was developed, and you had to agressively pump your economy through radical measures (in that game case, Free Market and Luxury domestic policies), that capped your capacity in other areas like warfare.



By the way, how diplo and econ victory are achieved right now in ES ?
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9 years ago
Oct 18, 2015, 12:30:19 AM
Diplomacy in Endless Space sucks, it really sucks, but it doesn't have to. I bring this up because not to rail on it but because I think that it can be improved in a way that will make a good game better, otherwise i would just play a different game. In this post I will outline how diplomacy can engage the players and how to make diplomatic victory feel more like a victory for the player who obtained it, and also how it will feel more like a defeat to those that wish to conquer the galaxy.



In the first Endless Space game Diplomatic Victory was obtained by acquiring enough diplomacy points throughout the game by being at peace and having alliances and through various other means, eventually a certain threshold was reached and the game declared that the player just won, it did this regardless of the power of the remaining factions. To me that was never as satisfying as a military victory. Mainly because it doesn't really build to any significant objective like the military victory does. With the military victory your empire grows, expands, and conquers until no other faction exists in any meaningful competition to your own. Either by way of you conquering all other factions home planets or by acquiring 75 percent control of the galaxy. While the game ends before outright extermination it is still a satisfying resolution because by the time these objectives are accomplished it should be evident that no player has any capacity left to obtain victory by any other means the victor can be you only. On the other hand diplomatic victory only requires that you get a certain number of points before the game just ends and declares the player that acquired those points the winner. As you can see there is no satisfying resolution (the economic victory has the same problem and I will try to get to it in a later post).



So the question is how do we fix this? I propose that the final objective of the diplomacy victory is achieving through cooperation, dedication, technological development, and infrastructure throughout the galaxy the means to prevent war from ever occurring again in the galaxy. This is a long term goal that satisfies what it means that diplomacy regins victorious, But It has a number of prerequisite objectives along the way that build to galactic peace slowly making it harder and harder to conquer, and will make peace more and more widespread. One of the first steps being the establishment of a Galactic Senate that will represent all the factions of the galaxy (except the Cravers of course because they are confused by the concept of diplomacy and would not attend and may in fact try to disband the Galactic Senate).

At first the Galactic Senate would hold less binding treaties that grow in power over time until the final one where the aforementioned galactic peace ensues, but in the beginning the council mostly offers bonuses to factions to entice them to join, for example funding Sophon scientific endeavors and, guaranteeing open boarders to the United Empire's trade consortium. This means that the different factions will have to participate to remain competitive, but they will try to use their own influence the council for their benefit. Over time the various Factions will purchase resolutions with their influence resource, and perhaps bribe or extort other factions to vote a certain way. Resolutions can have various effects. like increasing resource output, increasing the popularity of a certain faction, or ejecting members for starting wars with other members. I also believe that the pacifists should gain power and the military becomes more expensive and harder to build with every peaceful resolution until finally no weapon may ever be forged again and all existing weapons destroyed. (for members of the senate that is you can leave at any time but remember you lose if the diplomat develops the "anti-weapon" and gets the council to build it on all planets)



Anyway that is the overall idea of how I think diplomacy should work and I am convinced that it will make the game way more fun and exciting. I will continue writing my ideas based on the feedback I receive from this post, but for now I just want to know what you think.
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9 years ago
Oct 19, 2015, 8:57:17 AM
I also think that the diplomatic victory in ES should have some improvement. My favorite faction was the amoeba, but when I try to get a diplomatic victory, it's so boring to see the percent grown up slowly, so it usually end by a giant fleet of amoeba who go annihilate all those inferior species who don't understand what mean the word "peace (like the cravers or the sophons).



I think this victory would be more attractive with a more interresting type of diplomacy, even if it become more difficult to reach this victory.
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9 years ago
Oct 19, 2015, 1:20:44 PM
Right what I'm saying is that if the "good" path to overcome evil is the path of least resistance then going about it that way isn't really much of a choice it's just the obvious strategy. If winning by meeting evil with evil is the typical strategy then it makes your decision not to do so actually meaningful.



Still it is fun to watch the galaxy burn as the Cravers.
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9 years ago
Oct 21, 2015, 1:12:15 PM
vini_lessa wrote:


Diplomatic councils hapenned on Earth everytime two or more cultures/peoples met together, be it a moot of clans, or a federation of gaulish tribes, or a council of nations. Why would it be any diffrent in space ?





Keep in mind that in these occurrences you speak of, the nations in question were of the same species. Cultures in the Endless universe can be so different as to make even basic communication difficult, by the sheer difference between the concepts underlying their society (with the exception that many ES1 races were of humanoid descent, or UE-related).
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9 years ago
Oct 21, 2015, 3:33:41 PM
Frogsquadron wrote:
Keep in mind that in these occurrences you speak of, the nations in question were of the same species. Cultures in the Endless universe can be so different as to make even basic communication difficult, by the sheer difference between the concepts underlying their society (with the exception that many ES1 races were of humanoid descent, or UE-related).




In the Endless Space galaxy people use sentient dust as currency, so I'm pretty sure fun takes a higher priority than believably in Endless Space.
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9 years ago
Oct 21, 2015, 3:55:46 PM
Frogsquadron wrote:
Keep in mind that in these occurrences you speak of, the nations in question were of the same species. Cultures in the Endless universe can be so different as to make even basic communication difficult, by the sheer difference between the concepts underlying their society (with the exception that many ES1 races were of humanoid descent, or UE-related).




And this is why diplomacy in SotS 1 was so brilliant. First you figure out how to even talk to each other and that requires increasing levels of cultural penetration and research. Then you base diplomatic interaction around the fact that you are competing galactic species.



I said this before in the AI thread. Diplomatic victory should not occur because you(the leader) are friendly with all the other leaders. It should occur because the citizens of the other races hold you in such high regard that their leaders cannot act overtly against you. That means there needs to be racial tolerances and dispositions that can be affected by various types of action and manipulation. It means you can't just buy the affection of another nation by offering them all your best stuff unless/until your people allow you to make such deals. This also acts to prevent the AI from selling their souls out for a few credits.



A system based on this should simplify a lot of the mess that bogs down overly complex diplomacy systems in so many 4xs and makes them unfun and unfulfilling. It would absolutely make espionage something meaningful, with actions like spreading favorable propaganda about your people to other races instead of just sabotage and tech stealing.
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9 years ago
Oct 22, 2015, 3:12:59 AM
What Slashman says is spot on. All of it. In fact, so many games already do that (having to study other races before establishing contact; and leaders with distinct agendas and bias towards each other). I dont know why ES2 couldnt do that. Its doesnt sound like a difficult thing to implement, even.



One thing that dont make sense is having heroes from different factions before even meeting those factions for the first time. Initial heroes should be limited to your faction only, with the exception, perhaps, being inter-human factions (Eg: hiring a Vaultes hero as the Empire)
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9 years ago
Oct 22, 2015, 9:25:05 AM
Slashman wrote:
It would absolutely make espionage something meaningful, with actions like spreading favorable propaganda about your people to other races instead of just sabotage and tech stealing.




Now that's a fun idea!
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9 years ago
Oct 22, 2015, 2:00:04 PM
The problems with making diplomacy and diplomatic victory rely on winning the hearts and souls of people are the following: firstly it is too much like a cultural / influence victory and it doesn't have enough of a diplomatic flair to it, secondly it doesn't work entirely in a setting marked by vast differences between species. How does one go about becoming popular among Cravers? They have no individuality and are a hive mind, save for those infected by dust, and they are too hungry to care. What about factions like the Sowers or Harmony that are obsessed with one goal? I would find it bizarre for one to become popular with Harmony while still using dust.



I believe diplomatic victory should definitely have a cultural facet, but I think it needs to be institutional as well. In Nobunaga's Ambition: Sphere of Influence, one could win a diplomatic victory by becoming Shogun and then passing a law banning warfare. Now while this is too easy, I think ES2 can be inspired by the concept.



What if diplomatic victory leads one to the route of first establishing a Galactic Council (needs at least 3 founders), and slowly but surely increasing the legitimacy of the institution in the public mind through passing laws, inviting new members, regulating violence (banning certain weapons / tactics), providing aid (players can decide how much dust they want to devote. Those who don't devote anything at all would lose legitimacy in the eyes of their people), and brokering ceasefires and peace. And as the Galactic Council becomes more and more legitimate, so too would the influence cost of defying it increase. Only someone who has massive influence and massive popularity can defy the council without much repercussions, other than a diplomatic fallout with the others.

All this would ultimately culminate into the banning of warfare, and thus a diplomatic victory.



I think such mechanic would combine both popularity and influence among the public, with the political negotiations that need to exist for it to feel like diplomacy. And in such an arrangement, I can see factions like the Sowers and Harmony cooperating, not out of public pressure, but out of institutional pressure.



Of course the anomaly will always be the Cravers, but that's fine. Perhaps one of the acts a Galactic Council can pass is the creation of a coalition against the Cravers, as a "rogue state." It would also add a cool gameplay feature of the Cravers, in that they could never be part of the Galactic Council, which on one hand frees them from all obligations and allows them to do as they please without cost, but it would increase the risk of coalitions forming against them as it should be.
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