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Diplomacy

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13 years ago
May 21, 2012, 5:20:57 AM
I would love a modifier based on the difference in your alignment for example good races get a bonus with other good races and a smaller bonus to neutrals and a slight negative to the evil races.
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13 years ago
May 18, 2012, 8:56:57 PM
I was debating this with myself. Obviously having more variable (or things to do to help diplomatic relations) is needed.



One hand I never liked when you could 'cheese' your way through diplomacy. So having powerful negative modifiers that are sensitive to certain conditions is a good thing. However I do find that either some penalties come in too quickly or too hard (if not both), and some seem to be too sensitive as well. Also it is sometimes too late to perform any positve modifier actions because by the time you researched them your relations are way too low.



Example, if you start too close to another race, you are going to get some tensions fast and by the time you get Offer Peace and Open Borders your will have enough negatives built up that the AI won't accept and the negatives will just continue to grow unchecked. Another tech that when does work can give a decent boost is kind of deep in the tree and most of the time doesn't seem to be usable. Cooperative Agreement. I only had it work once, all the other times I would get "Invalid Diplomatic Status" (note: Not 'Insufficient Attitude'), I could be Warm, Very Close, Friendly, have 12 trade routes with them... and I still get "Invalid Diplomatic Status".



Basically, I find there is not enough early actions you can do to help offset starting too close or crawl out of an initial negative start. Also, the later actions seem too difficult to pull off and can be difficult to get before the negatives overshoot the 'early game positives'. Lastly, the early ones like Open Border and Peace only seem to work when you have a 'positive total' already, and it is all too easy to have a net negative modifier in an early encounter.



Another quick example, Weak Military, in the Early Game is way too sensitive. I once lost a fleet to Pirates and bam! I fell to -80 right way, I was lucky and a few ships came off the production line 2 turns later and the -80 was gone. It happened in another game, except there is lasted long enough that the AI broke all existing treaties and then declared war on me. Then my fleet rolled out of production and wiped him out in a few turns. Yeah... 'Weak Military'....



Overall the core mechanic of the modifiers is fine, it is just that it is tweaked a little too sensitively and reacts too quickly or harshly, Also we seem to lack diplomatic actions we can use to help us out when things are less than ideal. I also notice the lack of positive effects for gifting and I kind of miss how the AI would demand tribute that you tend to see in other 4X games.
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13 years ago
May 18, 2012, 10:38:26 PM
Thumpy wrote:
and how exactly do i improve relations with them?




Minimize negative relations as much as possible. So far i have noticed 3 major relationship breakers.

My biggest problem is usually lack of military strength. soon as i build up enough I usually can talk them into some form of agreement.



Second would be concerning the border issue:

A theory I have with the borders that I haven't completely tested out is removing my military presence away from the borders and seeing what happens. I usually park my fleets right on the border and it tends to anger my neighbors.



third and least worrisome is the score. They should just rename it score jealousy... 8) no ideas other than maybe bribing them a few times or just improving everything else
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13 years ago
May 18, 2012, 10:54:02 PM
Gilleous wrote:
Another quick example, Weak Military, in the Early Game is way too sensitive. I once lost a fleet to Pirates and bam! I fell to -80 right way, I was lucky and a few ships came off the production line 2 turns later and the -80 was gone. It happened in another game, except there is lasted long enough that the AI broke all existing treaties and then declared war on me. Then my fleet rolled out of production and wiped him out in a few turns. Yeah... 'Weak Military'....




This is a fairly common problem in 4x games; the way AI factions tend to look only at your existing military assets, and not your reserve production capacity if you throw it into war mode. Or if you're between campaigns and building your military back up. The AI in GalCiv2 was easy to fake out that way too, because it only looked at existing military assets, not your reserve capacity.



It's the classic failure of WW2 Japanese strategy; thinking it would be easy to control the Pacific with a few quick strikes on existing assets, without invoking the huge (and largely dormant) production capacity of U.S. industry. Yamamoto saw it coming, but the higher-ups wouldn't listen. In games like this, the AI needs a Yamamoto subroutine... something that reports on the player's actual reserve capacity for cranking out ships, not what's currently out there. Unless it actually can win with a lightning strike, but that might only be possible in the very early stage of a game.



On second thought, maybe not every AI faction needs to act prudently. There's always room for the impetuous "strike before we're ready" faction (like Niven's Kzinti, which is why the humans were always able to beat them). A few should be more cagy though, because otherwise this is a very good exploit for the human player to run.
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13 years ago
May 19, 2012, 12:24:20 AM
When I first encountered the 'Aliens hate you because you have a weaker military' thing, I assumed that this was simply something related to the fact that the Cravers, Hosshi and Empire are 'Evil'. But then I noticed that Horatio and the Sophons also hate you for having a weak navy.



Personally, I would expect a 'good' aligned Star Nation like the Sophons to be more friendly towards other Star Nations with a weak military. After all, a nation with a weak military is less likely to start wars and more likely to be in need of help (or at least to be willing to be friendly with its more powerful neighbours).



Likewise, there's a big discrepancy between being at war with a nation and being allied with them: When you're at war, they hate your guts (relationship permanently -200), but if you're allied... Well... I'd expect a nation to be happy that its Ally is strong and powerful, that there are plenty of mutual borders preventing attacks from that side and that you're kicking their enemy's ass.



But no. If you have higher score, your Ally dislikes that. If you share a border, they dislike that too (even when the entire map's been colonised and they're much more responsible for you having many shared borders than you are). If you're steadily wiping out your shared enemy (instead of letting your Ally take over all of the enemy's colonies on his own), they get 'worried about the rate at which you're expanding'.



Essentially, the current system is rigged to prevent peaceful relations with your neighbours.

And you're especially screwed playing Sophons, because your advantage in tech, but disadvantage in construction means that you're likely to have a smaller fleet and still more likely to have a high(er) score (because Techs are worth a lot of points and tend to result in higher early FIDS and Influence scores).



So yeah, I'd say there's room for improvement.
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13 years ago
May 19, 2012, 2:39:36 AM
The system is going to be improved prior to release - the devs have already said that.



The major problem there is now, in my opinion, is the major negative you get from bordering someone, especially early on. It means there is _no_ possibility for peace with them.

I like playing in a medium galaxy with 7 others, so I guess that doesn't help.



The military weakness negative mod is also annoying... I understand the rationale behind it, though.
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13 years ago
May 19, 2012, 5:55:54 AM
Aye, the reasons and the core mechanics behind the modifiers are fine and actually make a lot sense. Personally I like having those checks, I have seen my share of Diplomacy Cheese in my days (like giving huge gifts that for you was nothing because of your economy, while building up a map eating navy... you can imagine what happens next). So yes it is good to have the AI throw a wrench in your 'subtle' plans for a Supremacy or Expansion Victory, or taking advantage of weakness.



As stated by others the problem is with either the magnitude of the numbers, or how quickly or early they can hit that causes War becoming way too common especially with your 'first neighbor'. I brought up Military Weakness as an example of one that was too finiky. Concept behind it is great but its implementation is a little wacky at times. I seen it bounce from 0 to -45, back to -10, then plummet to -80 and rise back up to 0 in a span of a few turns. This is especially true in the early game, where the AI reacts very quickly to it as well (usually to its own detriment no less).
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13 years ago
May 19, 2012, 4:24:30 PM
The latest change to diplomacy, the one that prohibits any trade negotiations until peace declaration, should be revised, maybe even in a hotfix.



As it stands now, as soon as your borders touch another empire, it gets degraded to "craver" mode and you can only helplessly await their inevitable declaration of war.

For some races this would be a nice flavour but does not fit for a general mechanic.



For a later change, i would like to see the trade values examined too.

Last game before the patch i gifted somewhat around 15000 dust (half of my treasury and way more they had at that time) to an -14 AI and their appreciation only rose by a miniscule amount.

But that's something to tackle in the beta, the issue mentioned before that is much more important now IMO.
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13 years ago
May 21, 2012, 12:28:19 AM
Solymer89 wrote:
Just throwing my two cents in... I find it ridiculous that your relations can be negatively effected, essentially from first contact, due to your excess or lack of military. To me, this is strategic information that you and the AI should strive for, and not to be an initial determining factor in whether a race likes you or not. Upon first contact it doesn't make sense that the other player gets a generalized idea about how strong your military is. This also plays in to the fleet CP's and total ship amounts as to the rankings. That should be sensitive information unless you have the abilities to gather such information. Maybe this is nit picky but I think removing the military power from the diplomatic process early on would help in improving the ability to gain favor instead of lose respect.



In my last full game I played as sophons. I started next to cravers and by turn 75 we were at war. The next civ over was the Hissoh who eventually went to war with me due to all of craver space becoming mine. On the far side of the galaxy was the UE. Because of the two wars I was in with Cravers and Hissoh, upon first contact, I had a +20 or so relationship with them. This then turned in to cooperation across the board until I knocked the Hissoh out finally. My point is, this is the only time in the dozen or so games I've done so far that I've seen positive relations with another faction that wasn't derived from my Military power or my expansion or close boarders. It required I be two civs away from them plus two wars to get a +20 relationship bonus that I could then build on. I've not had this opportunity with any other race in any other games I've played so far. It is far to easy to fall behind the diplomacy curve right now as there are too many negative aspects to meeting a new civ, and not enough to garner favor.




+1



Couldn't agree more.
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13 years ago
May 21, 2012, 2:20:51 AM
I agree that the negative penalty for close borders is a total bummer and one should be able to improve relations through certain buildings, projects, bribery, etc....
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13 years ago
May 18, 2012, 5:59:14 PM
I think many people in these forums (who have played and loved the game!) can agree that diplomacy is the weakest area of the game right now. If the developers really take the time to expand and polish diplomacy (into the vein of Galciv2 or something), it will be an instant classic 4x imho. We are still in Alpha 2, let's see where they go with this...
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13 years ago
May 21, 2012, 7:20:41 AM
Solymer89 wrote:
Just throwing my two cents in... I find it ridiculous that your relations can be negatively effected, essentially from first contact, due to your excess or lack of military. To me, this is strategic information that you and the AI should strive for, and not to be an initial determining factor in whether a race likes you or not. Upon first contact it doesn't make sense that the other player gets a generalized idea about how strong your military is. This also plays in to the fleet CP's and total ship amounts as to the rankings. That should be sensitive information unless you have the abilities to gather such information. Maybe this is nit picky but I think removing the military power from the diplomatic process early on would help in improving the ability to gain favor instead of lose respect.



In my last full game I played as sophons. I started next to cravers and by turn 75 we were at war. The next civ over was the Hissoh who eventually went to war with me due to all of craver space becoming mine. On the far side of the galaxy was the UE. Because of the two wars I was in with Cravers and Hissoh, upon first contact, I had a +20 or so relationship with them. This then turned in to cooperation across the board until I knocked the Hissoh out finally. My point is, this is the only time in the dozen or so games I've done so far that I've seen positive relations with another faction that wasn't derived from my Military power or my expansion or close boarders. It required I be two civs away from them plus two wars to get a +20 relationship bonus that I could then build on. I've not had this opportunity with any other race in any other games I've played so far. It is far to easy to fall behind the diplomacy curve right now as there are too many negative aspects to meeting a new civ, and not enough to garner favor.




Could not agree more. I always play peacefully, that means I have only defense fleets, yet most AI players start to tell me, that I am pathetic. Hello, one of my fleets can defeat ten of yours, so who is pathetic?

What also bothers me, that AI starts to hate me the moment we have a common border. Last time, AI declared war on me because it wanted to colonize systems in my sphere of influence. Hello, how about to ask me before going to war? I would agree as I am a good neigbor. But no, it is better to declare war, colonize the system and let me take it in two turns...

Another thing is that it seems impossible to increase realtions. I can give AI 100k dust and it does NOTHING. I can defeat an enemy fleet trying to conquer their home system and the effect is zero.

And finally, let me END the war. So far I have not been able to end a single war. All I get is insufficient military power. You must be joking. I just conquered 4 or 5 enemy systems, I really do not want to conquer them all, I am a PEACEFUL player. Hell I even offered to PAY for the peace and give those systems back. But no, insufficient military power.

I understand this is alpha only, but I am affraid that the final AI will end up like the Civ 5 one, which means there will not be an AI at all.
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13 years ago
May 21, 2012, 7:53:50 AM
I agree with the essence of the criticisms here: there needs to be a way to overcome the catch-22 of being unable to positively influence the other factions to open borders because you can't make gifts to them because the borders aren't open. As noted, military build-up seems to be about the only means of doing so right now.



However, that raises an important question: how (in the game universe) does the other faction know your current military strength, when you don't know his? I'm always leery of asymmetries of information and options between AI and human factions; it's a form of design cheating/laziness, IMHO. If you have no way of 'seeing' all through, say, Craver space and knowing their current ship count and strength, then the Cravers shouldn't be able to do the same to you.



In much the same way, you get notices from the AI factions about how they feel towards you -- which can very much influence what you choose to do -- but you have no way of conveying the same information about how you feel back to those AI factions and thus influence what they choose to do. I'd like to be able to express anger or friendship towards another faction in an effort to manipulate them.



Of course, the real danger here is that the developers will make some great changes to the diplomacy system and we'll all lose our jobs, significant others, etc., as ES becomes even more addictive. ..fritz..
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13 years ago
May 21, 2012, 9:24:50 AM
I am just finishing my second game. And I must say diplomacy this is something what needs some love.

All what was said up it is true. During this two games I only manage to make agreements once. In my first game. It was nice. I was bigger and stronger, we got common enemy, so my fellow AI was quite polite. And this last till the game end despite shared border.

On my second game I was quite surprised when AI refuse any form of contact from beginning. It was/is really annoying.



Maybe devs should look at Civilizations for some inspiration? On my first game I really wanted "offer" option form Civ (I have X resources, and what You can give me in exchange). On my second option missing even possibility to talk/bribe/”please don’t shoot, we came in peace!”.
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13 years ago
May 22, 2012, 7:22:51 AM
luki wrote:
I am just finishing my second game. And I must say diplomacy this is something what needs some love.

All what was said up it is true. During this two games I only manage to make agreements once. In my first game. It was nice. I was bigger and stronger, we got common enemy, so my fellow AI was quite polite. And this last till the game end despite shared border.

On my second game I was quite surprised when AI refuse any form of contact from beginning. It was/is really annoying.



Maybe devs should look at Civilizations for some inspiration? On my first game I really wanted "offer" option form Civ (I have X resources, and what You can give me in exchange). On my second option missing even possibility to talk/bribe/”please don’t shoot, we came in peace!”.




Well Civilization yes, but 1-4 only. The joke they call AI in Civ 5 is something that should never be released.
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13 years ago
May 22, 2012, 8:35:42 AM
K1ller wrote:
Well Civilization yes, but 1-4 only. The joke they call AI in Civ 5 is something that should never be released.




Well I did not play on Civ 5 yet. Too may games, too little time. I thought about Civ 4 where diplomacy was quite fun and rather reliable. Often there was pacts which last whole game, AI was quite mad sometimes, but real diplomacy is crazy too.
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13 years ago
May 22, 2012, 9:10:01 AM
Do we know what trading functionality is not in yet?



For example, I'd like to trade map knowledge and systems and things like that.
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13 years ago
May 23, 2012, 10:38:16 AM
Zenicetus wrote:
That can be avoided by only selling off your lower-tier techs. If it's a good design, the enemy won't sell you their most strategically important techs either. I think tech trading can add an interesting dimension to the game. Unfortunately the current overabundance of dust makes it a moot point. There is no need to sell tech when you're swimming in gold (er, I mean dust).



Tech trading also needs to be carefully balanced when it's done between other factions. I remember a persistent problem in GalCiv2 was the way other factions seemed like they were trading techs much more freely among themselves, than they would with the player. Many people just turned off tech trading as a result. Which brings up another point: it would be a good idea to have tech trading an option in the galaxy setup, rather than a fixed part of the diplomacy design. Some people may want to play a Sophons game where they can maximize their research advantage, and avoid having other factions trading tech among themselves to reduce that advantage.







I keep saying this in other threads, but I think a big problem right now is that we don't have any default ability to trade or negotiate treaties on First Contact, when you run up against another faction very early in the game.



You have to specifically research those skills, and many people will go for other parts of the tech tree in the first few turns of the colony rush. On smaller maps, it's too easy to get into a cold or hot war through territorial conflict, before you've had a chance to set up trade relations or treaties.



I think diplomacy would work better if the left-side tech tree items for trade and diplomacy were designed to enhance a baseline diplomacy ability, rather than to allow diplomacy at all.



Of course there should still be certain factions that would be less interested in diplomacy than pure conquest on First Contact. Like a Kzin-type race, where they assume any other race they find is food or slaves. Shoot first, ask questions later. But they shouldn't all be like that.




Haven't had a game yet where I didn't trade tech. More often then resources. Sometime I buy tech with resources tho. I never trade dust, me to them, I mean. I need every bit of it to pay for ship refits.
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13 years ago
May 23, 2012, 10:54:38 AM
jordanjay29 wrote:
What bugs me is when the AI colonizes close to MY borders and then gives me a penalty for it.




Oh good old Civ 5 references smiley: smile
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13 years ago
May 23, 2012, 3:12:05 PM
ArrowLance wrote:
Open borders.




I am amused by this post.



"I'm having trouble creating peace because the AI empire is too close to mine."



"So make an open borders treaty."



Lolwhat.



You need peace before open borders, and you need posititive relations before peace. You can't use open borders to get positive relations.
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13 years ago
May 23, 2012, 10:38:25 PM
Just want to throw my hat into the ring here. I agree with what being said here, Diplomacy has some real fundamental problems right now and is probably one of the weaker parts of the game. The core system is good, and I really like the amount of direct and immediate feedback you get (being able to see the modifiers), but it's impossible to forge friendships right now with any faction that impacts you (why would I want a friend on the other side of the galaxy?) and it's really lacking in character.
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13 years ago
May 18, 2012, 10:35:20 AM
Photon_Ventdesdunes wrote:
I suppose advanced diplomaty and creation of whole political systems will be a the main feature of a dlc after release on the final version.

Like spying and advanced sabotage another one.



I think I read it somewhere.




I hope not. Putting something as essential as a decent diplomatic system in DLC would be a total d*** move and would lost this game fans fast. If they don't have the time to implement it by release then fair enough, but in that case they should either release it as a free update or wait and create an expansion-pack similar to what SOaSE did. The diplomatic system as it stands is relatively useless and needs some improvement before the final release IMO.
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13 years ago
May 18, 2012, 2:26:28 AM
The new alpha only allows those diplomatic actions when you are at better than cold war with someone. You've got to get peace before you trade.



If that's not your problem, I dunno...
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13 years ago
May 18, 2012, 3:24:49 AM
You wait...



As far as I can tell, that's it. If you're bordering them, you're out of luck because they're gonna get mad no matter what.



Gradually their opinion of you will go up, generally, and if you're above 0 diplomacy you should be able to offer a peace deal.
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13 years ago
May 18, 2012, 3:43:30 AM
yeah, thanks for the clarification. i always get a huge minus on relations for 'close borders'. but i play mostly small maps, and always have close borders.. so i don't know.



guess i'll just keep playing and figure things out. good thing is i love this game. haha! :P
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13 years ago
May 18, 2012, 4:40:47 AM
What bugs me is when the AI colonizes close to MY borders and then gives me a penalty for it.
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13 years ago
May 18, 2012, 4:44:28 AM
jordanjay29 wrote:
What bugs me is when the AI colonizes close to MY borders and then gives me a penalty for it.
That's pretty realistic.
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13 years ago
May 18, 2012, 6:23:42 AM
The massive negative penalty for being neighbors is massively annoying. It makes diplomatic play, even in very large maps, a total crap shoot. If that penalty simply has to stay in, there should be options for countering it like certain structures, diplomatic ships or just straight up bribery.
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13 years ago
May 18, 2012, 6:54:38 AM
HSTiberius wrote:
The massive negative penalty for being neighbors is massively annoying. It makes diplomatic play, even in very large maps, a total crap shoot. If that penalty simply has to stay in, there should be options for countering it like certain structures, diplomatic ships or just straight up bribery.
Open borders.
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13 years ago
May 18, 2012, 8:30:59 AM
There should be more diplomatic options you can engage to build a better relationship with your neighbors.

Now there is only heaps of ways to lose standings and not regain it.



Relief Efforts, if they have a new colony next to your space. You can transfer X amount of food per turn to a agreed planet.

Transfer X amount or % of Sci per turn to another race. Same can be done for Dust.

And reversed, where you can rent Production/Science.



Defense Pacts, share relations.

All building up standings over time.
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13 years ago
May 18, 2012, 9:01:49 AM
I suppose advanced diplomaty and creation of whole political systems will be a the main feature of a dlc after release on the final version.

Like spying and advanced sabotage another one.



I think I read it somewhere.
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13 years ago
May 18, 2012, 2:22:32 AM
so i havent played in a little while but when i started playing today i couldnt do anything diplomatic like; give dust, trade planets, research, or resources. Is this a bug? And before you ask yes I have researched in diplomatic and trade all the way to the 7500s unless it is farther ahead, and if thats the case that is stupid all of the other races are "intimidated" of me and im fighting on 4 fronts without being able to do anything.
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13 years ago
May 18, 2012, 11:19:22 AM
There is already a diplomaty system in the game. It needs some corrections as the game is an alpha but already there and will be decent. When I talked about advanced, it meant a chapter including much much more extra-stuff.

After, I should find where I thought I read this smiley: smile
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13 years ago
May 18, 2012, 2:45:03 PM
I posted a very similar question regarding diplomacy and trade and the apparent AI schizoid relationship options in another section of this forum and one of the moderators replied there that the future Alpha 2 release should resolve some of these diplomacy issues and allow for the ability to possibly meet these endgame scenarios.
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13 years ago
May 18, 2012, 2:49:19 PM
VARRAKK wrote:
Relief Efforts, if they have a new colony next to your space. You can transfer X amount of food per turn to a agreed planet.

Transfer X amount or % of Sci per turn to another race. Same can be done for Dust.

And reversed, where you can rent Production/Science.





I agree, but I'd much rather transfer dust than science. You don't want your enemies to gain a technological edge.



There needs to be some way to improve relations effectively.



Here are some of my suggestions (+ to plus relation; - to minus relation):

+ Common enemies: Destroy ships/fleets of common enemies; break siege on target player's colony

- Non-common allies: destroy ship/fleet of target players ally (when their ally is your enemy)
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13 years ago
May 18, 2012, 2:52:41 PM
I think the ability not to negotiate anything before your relations go above 0 is not realistic or anyway game improving. In the classical age the diplomatic relations between the Roman Empire and the then Han Chinese Empire was concluded through exchange of both economic and cultural gifts (Silk for example). These 2 empires were as alien against each other as the current view human-alien would be.



EDIT: But of course you could let certain diplomatic options be available dependent on the race characteristics.
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13 years ago
May 18, 2012, 3:26:08 PM
supersoaker9 wrote:
I agree, but I'd much rather transfer dust than science. You don't want your enemies to gain a technological edge.




That can be avoided by only selling off your lower-tier techs. If it's a good design, the enemy won't sell you their most strategically important techs either. I think tech trading can add an interesting dimension to the game. Unfortunately the current overabundance of dust makes it a moot point. There is no need to sell tech when you're swimming in gold (er, I mean dust).



Tech trading also needs to be carefully balanced when it's done between other factions. I remember a persistent problem in GalCiv2 was the way other factions seemed like they were trading techs much more freely among themselves, than they would with the player. Many people just turned off tech trading as a result. Which brings up another point: it would be a good idea to have tech trading an option in the galaxy setup, rather than a fixed part of the diplomacy design. Some people may want to play a Sophons game where they can maximize their research advantage, and avoid having other factions trading tech among themselves to reduce that advantage.



There needs to be some way to improve relations effectively.




I keep saying this in other threads, but I think a big problem right now is that we don't have any default ability to trade or negotiate treaties on First Contact, when you run up against another faction very early in the game.



You have to specifically research those skills, and many people will go for other parts of the tech tree in the first few turns of the colony rush. On smaller maps, it's too easy to get into a cold or hot war through territorial conflict, before you've had a chance to set up trade relations or treaties.



I think diplomacy would work better if the left-side tech tree items for trade and diplomacy were designed to enhance a baseline diplomacy ability, rather than to allow diplomacy at all.



Of course there should still be certain factions that would be less interested in diplomacy than pure conquest on First Contact. Like a Kzin-type race, where they assume any other race they find is food or slaves. Shoot first, ask questions later. But they shouldn't all be like that.
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13 years ago
May 18, 2012, 3:51:10 PM
If you are in need of a quick diplomatic boost, you can always just give them resources that you don't need more of. I have no idea if it matters how many to them though :/
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13 years ago
May 18, 2012, 4:02:28 PM
Just throwing my two cents in... I find it ridiculous that your relations can be negatively effected, essentially from first contact, due to your excess or lack of military. To me, this is strategic information that you and the AI should strive for, and not to be an initial determining factor in whether a race likes you or not. Upon first contact it doesn't make sense that the other player gets a generalized idea about how strong your military is. This also plays in to the fleet CP's and total ship amounts as to the rankings. That should be sensitive information unless you have the abilities to gather such information. Maybe this is nit picky but I think removing the military power from the diplomatic process early on would help in improving the ability to gain favor instead of lose respect.



In my last full game I played as sophons. I started next to cravers and by turn 75 we were at war. The next civ over was the Hissoh who eventually went to war with me due to all of craver space becoming mine. On the far side of the galaxy was the UE. Because of the two wars I was in with Cravers and Hissoh, upon first contact, I had a +20 or so relationship with them. This then turned in to cooperation across the board until I knocked the Hissoh out finally. My point is, this is the only time in the dozen or so games I've done so far that I've seen positive relations with another faction that wasn't derived from my Military power or my expansion or close boarders. It required I be two civs away from them plus two wars to get a +20 relationship bonus that I could then build on. I've not had this opportunity with any other race in any other games I've played so far. It is far to easy to fall behind the diplomacy curve right now as there are too many negative aspects to meeting a new civ, and not enough to garner favor.
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13 years ago
May 18, 2012, 4:10:45 PM
i completely agree with this. i don't think that you should be able to trade etc with anyone from the get-go. but the penalties are definitely too harsh and it is way too difficult to improve relations. i finished five games or so and diplomacy played in all of them a very marginal factor.
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13 years ago
May 18, 2012, 4:50:15 PM
well that seems really difficult. Im not even near 2 of the 5 AI players and im already -30 and theres nothing for me to do to make them happy they just keep getting more and more suspicious of me
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