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Multilateralism

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5 years ago
Sep 27, 2020, 6:06:39 AM

Multilaterism is a mechanic in which we are doing deals with more than 1 civ. I suggest this because it will be a good strategy. 

By this we can make large group of an alliance and participating civ will get new deal which will decide working of the group like: 


Classification of civ based on power: like founding civ can declare war and veto but new members cannot.


Leadership: The group will have a dedicated leader or there will be group of major civ.


Elimination or giving membership to civ from alliance.


Anti tarrif law: participating civ cannot impose tarrif on each other.


There can be treaty of dismantling of alliance group.


Voting power of members can also be decided by it.


Declaring war


Non agression pact: Members cannot declare war on each other.


Veto: Removal of proposed treaty.


Special power to leader of group of alliance to remove enacted treaty.


Removal of enacted treaty.

   

Enacting ideology of alliance: The civs who does not have designated ideology cannot join.






Updated 5 years ago.
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5 years ago
Sep 27, 2020, 9:32:21 AM

Multilateral deals and treaties are often weak or non existent in 4x like civ, could be nice to be able to do some of that


It might however be harder to balance with few player number to avoid being wrecked, but i guess maintening a powerful alliance would be costly in influence

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5 years ago
Sep 27, 2020, 9:40:06 AM
In humankind there is one victory goal so the civ may have different behaviour then other 4x game. They can rival each other mostly on reliegion, military and ideology.
So i thought multilateralism can be possible and effective.
Like if a civ oppose our ideology so it can avoid the alliance or if it joins because of an aggressive civ.
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5 years ago
Sep 27, 2020, 3:29:21 PM

I believe that this kind of mechanic might already be in place, not directly though, but indirectly, via Religion and Ideologies systems. It has been said that both Religion and Ideologies will be impactful on the others civs (mainly in single player games, versus AI players).

For instance, if you share a common ideology or religion with one or more civs, these players will be more keen on you, while the opposite may lead to war eventually.

These mechanics haven't been detailed much yet, but some infos and short glimpses were given in their respective Feature Focus videos : religion / ideology


But the examples you give on your first message are interesting, and could be great items for alliances if they're implemented ingame.

Updated 5 years ago.
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5 years ago
Oct 8, 2020, 3:25:55 AM

Sadly, mechanics like this end up ignored by 90% of players, and the 10% are probably capable of executing such protocols themselves from a discord call. That's for the best I think. Mechanics like this have a bit of a learning curve, especially given that players only interact with them briefly compared to the hours and hours of other things they're doing in the game (not to mention pvp players often ignore each other and/or leave before the game gets far enough for this). And until someone masters the learning curve, the mechanics will just seem like an overcomplicated and arbitrary impediment. Seems better to just let the players figure it out among themselves, in terms of dev resources and mechanical simplicity.


Now a mod on the other hand, maybe someone will make something good enough to be standardized for pvp. That would surprise me though.

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5 years ago
Oct 8, 2020, 11:12:51 AM
SpacesuitSpiff wrote:

Sadly, mechanics like this end up ignored by 90% of players, and the 10% are probably capable of executing such protocols themselves from a discord call. That's for the best I think. Mechanics like this have a bit of a learning curve, especially given that players only interact with them briefly compared to the hours and hours of other things they're doing in the game (not to mention pvp players often ignore each other and/or leave before the game gets far enough for this). And until someone masters the learning curve, the mechanics will just seem like an overcomplicated and arbitrary impediment. Seems better to just let the players figure it out among themselves, in terms of dev resources and mechanical simplicity.


Now a mod on the other hand, maybe someone will make something good enough to be standardized for pvp. That would surprise me though.

Here fact is humankind came up with a different concept. If i have powerful rival to damage him we can go for alliance and come up with operations to counter it like stop trading, trade blockade, etc.

In humankind there is expand limit after crossing it we can face penalties. 

I think who have a strategic mind can have greater advantage because we only have 1 victory type.

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5 years ago
Oct 11, 2020, 1:22:38 PM
Abhi2410 wrote:
SpacesuitSpiff wrote:

Sadly, mechanics like this end up ignored by 90% of players, and the 10% are probably capable of executing such protocols themselves from a discord call. That's for the best I think. Mechanics like this have a bit of a learning curve, especially given that players only interact with them briefly compared to the hours and hours of other things they're doing in the game (not to mention pvp players often ignore each other and/or leave before the game gets far enough for this). And until someone masters the learning curve, the mechanics will just seem like an overcomplicated and arbitrary impediment. Seems better to just let the players figure it out among themselves, in terms of dev resources and mechanical simplicity.


Now a mod on the other hand, maybe someone will make something good enough to be standardized for pvp. That would surprise me though.

Here fact is humankind came up with a different concept. If i have powerful rival to damage him we can go for alliance and come up with operations to counter it like stop trading, trade blockade, etc.

In humankind there is expand limit after crossing it we can face penalties. 

I think who have a strategic mind can have greater advantage because we only have 1 victory type.

tbh I haven't heard any indication of there being such a limit on expansion? Where did you get that information?

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5 years ago
Oct 11, 2020, 1:54:35 PM
Alice99 wrote:
Abhi2410 wrote:
SpacesuitSpiff wrote:

Sadly, mechanics like this end up ignored by 90% of players, and the 10% are probably capable of executing such protocols themselves from a discord call. That's for the best I think. Mechanics like this have a bit of a learning curve, especially given that players only interact with them briefly compared to the hours and hours of other things they're doing in the game (not to mention pvp players often ignore each other and/or leave before the game gets far enough for this). And until someone masters the learning curve, the mechanics will just seem like an overcomplicated and arbitrary impediment. Seems better to just let the players figure it out among themselves, in terms of dev resources and mechanical simplicity.


Now a mod on the other hand, maybe someone will make something good enough to be standardized for pvp. That would surprise me though.

Here fact is humankind came up with a different concept. If i have powerful rival to damage him we can go for alliance and come up with operations to counter it like stop trading, trade blockade, etc.

In humankind there is expand limit after crossing it we can face penalties. 

I think who have a strategic mind can have greater advantage because we only have 1 victory type.

tbh I haven't heard any indication of there being such a limit on expansion? Where did you get that information?

In every amplitude game there is and ih live stream they were talking about it.

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5 years ago
Oct 12, 2020, 3:37:32 AM

I'm not sure what you mean by "expand limit". Founding outposts, attaching territories, and building cities becomes more expensive as you get more, and there is an administrator mechanic so when you have more cities than administrators the unadministrated cities face penalties. This type of mechanic has been changed several times already and the devs have not yet settled in on how exactly they want it to work.

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5 years ago
Oct 12, 2020, 3:55:23 AM
Eulogos wrote:

I'm not sure what you mean by "expand limit". Founding outposts, attaching territories, and building cities becomes more expensive as you get more, and there is an administrator mechanic so when you have more cities than administrators the unadministrated cities face penalties. This type of mechanic has been changed several times already and the devs have not yet settled in on how exactly they want it to work.

I was talking about that.

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