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Diplomacy Improvements

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3 years ago
Nov 18, 2021, 8:24:17 PM

1. Puppet States: When liberating a city they become Puppet States instead of Rebels of that state.

A puppet state is similar to a vassal but they can never split from their host, must always declare war on your enemies and part of their income and all of their influence is paid as tribute

Vassals in turn should have the option to deny going into war for their overlord and split from them

Puppet states do not get the rebel grey color but the same color as their host but in a 50% lighter tone


Goal: Liberating cities is not a true setback as all the important benefits are still there: resources are shared and some income and influence is provided. The only downside is loosing full control which we would prefer anyhow to cut down on micro MGMT so these would always be a preferred option to vassals whereas currently they need to be won over to trade again which is strange and they are called rebels even though you liberated them...


2. Supporting Rebels: If a rebellion breaks out all neighbouring empires have a decision if they wish to support the original ruler, the rebels or if they want to stay neutral

If rebels are supported, grievence is generated, all your resources are shared with the rebels as well as x% of your income and you enter a type of war with the other faction with a few special conditions:

If rebels win, they become that faction and the surviving citites (if any) become the rebels

If rebels win, their society will have the opposite allignment to the original empire, they will break all existing trade deals and alliances but will be very friendly towards the supporting factions(s) if any

If rebels loose the supporting factiosn loose a bunch of influence (beyond the income they have also lost during supporting the rebels) and the winner will of course have additional grievence towards them that needs to be settled


Goal: Make rebellions meaningful and a real threat to the faction against which rebellion occurs. Even if the rebel stack is not too strong, they can be come a real pain if supported by some super powers in the neighborhood ;)


3. League of Nations: New tech "Foreign Relations" placed in the middle of "Early Modern Era": if researched the nation enters an exclusive diplomatic circle called the League of Nations

Members of the League of Nations can form claim on other factions that are not members by paying influence and money aka colonisation.

If other member attack a claimed nation, the owner will have grievence against them.

If the owner attacks their claimed target, they gain a lot of  base war support

If the target country looses there is a new state instead of Vassal: Colony. A colony is the same as a puppet state above but pays even more money and also 50% of their research output

If a target country reaches the necessary tech to enter the Leage of Nations they throw off all claims placed upon them

If a colony reaches the new tech it can declare war on its master declaring its war of indepdence which otehr nations can support just like rebellions

Every 10 turns there is an assembly where each member of the Leage can vote on rules and on each vore another nation can propose what to vote on. Such rules could be limiting the military or naval power for all to a ceartant level, the abolishment of slavery, or a ban on nuclear weapons, or even reactors

If a member does not keep to the rules that have passed, everyone get grievence against them


Goal:

1. Large base war support against claimed states enables leading nations to form world-spamming empires quickly as they can enter into war much easier against weak nations and can colonize them easier (colonizing takes a lot of war support just like when vassals are created) instead of having to slowly chip away at their cities (that they dont want to own directly anyhow) one by one with many wars

2. Thanks to the research tribute of a colony to its master, it takes a lot of time for colonies to reach the research that can enable them to become independent again serving as a mini-goal for players in such a situation as well as having to win their war of independence from a technological disadvantage (getting other rival empires to support ones independence helps making diplomacy vital at this stage)

3. Spice up late game by creating two layers of diplomacy and two types of nations: one that is hunting the other. Empires and Colonies

Votes are to create friction between the members and large-scale war where several nations group together to fight another group (to emulate 30 years war, 7 years war as well as WW1m WW2 and ColdWar

4. If the player happens to lag behind they can fight a war of independence against dominant powers that wish to colonize them and even if they loose they can try to manage their nation now oppressed as a colony (all influence goes to the colonizer and a large chunk of your income and research). Playing as a colony can be considered even harder then competing as a major power but more interesting in that diplomacy is more important and the player likely scheming to gain their independence instead of keeping up with the big empires. If they win their independence the game becomes even more exciting as a fresh new largely unaligned nation is now having to catch up with the big players or align wit ha big alliance if they can before they can steamrolled - all organically forming realistic conflict scenarios that the player can navigate out of but with great difficulty causing wars and stories

Updated 2 years ago.
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3 years ago
Nov 19, 2021, 2:56:38 AM

Disagree with the Puppet cities goal.  Liberating removes the downsides of being over city cap.  So it should also remove some upsides.(they should eventually be able to break from you and only join wars in certain cases.

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3 years ago
Nov 19, 2021, 6:54:39 AM
Krikkitone wrote:

Disagree with the Puppet cities goal.  Liberating removes the downsides of being over city cap.  So it should also remove some upsides.(they should eventually be able to break from you and only join wars in certain cases.

Yes liberating cities and creating puppet states would be more advantageous as today.

There would be still be some downsides:

- No direct control over their military

- No direct contro over their economy (building infra, districts and mines)

- Leading to puppet states falling behind in tech and infra and loosing value over time which is good e.g.: they will have valuabe new strategic resources that we cannot buid for them and it will take time till they can exploit these themselves (unless the main faction has the invest into resource faction trait which instantly creates teh exploitation)


Most important benefit would of course be that they are not visualised and called as rebels but are visually and mechanically a part of the main factions zone of control


They could furhter be allowed to not join the war of their master yes - if this could be integrated in a way to streamline their secession then it would be great

How about this:

- Whenever player is in war (declares or is declared war upon), all puppet states can choose a side at any time (even well within the war)

- Puppet states are allowed to choose any side and turn against their master

- If puppet state chooses to side with its master they automatically gain economic support from them (x% of income) so in this regard they are worse then vassals as the more there are the weaer your economy gets at times of war ;)

- If puppet state sides against its master a war of independence state is triggered between them which is the same as the above one for colonies fighting their overlord to become independent (war of independence is not triggered for vassals)


This way vassals would be roughtly equally usefull as puppet states:

- They both provide all luxury and strategic resources and usully join their masters wars but

- Puppet states provide additional influence and money income while in peace but consume income when in war

- Vassals do not provide influence not income bonus nor o they consume any when assisting with war


I can see the value in having the two options be roughtly equal so as to not over incentivise one over the other

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2 years ago
Jan 9, 2023, 2:00:36 PM
Zolobolo wrote:

2. Supporting Rebels: If a rebellion breaks out all neighbouring empires have a decision if they wish to support the original ruler, the rebels or if they want to stay neutral

If rebels are supported, grievence is generated, all your resources are shared with the rebels as well as x% of your income and you enter a type of war with the other faction with a few special conditions:

If rebels win, they become that faction and the surviving citites (if any) become the rebels

If rebels win, their society will have the opposite allignment to the original empire, they will break all existing trade deals and alliances but will be very friendly towards the supporting factions(s) if any

If rebels loose the supporting factiosn loose a bunch of influence (beyond the income they have also lost during supporting the rebels) and the winner will of course have additional grievence towards them that needs to be settled

It should also be possible to incentive rebellions (spending money on an enemy territory should decrease its stability; this action should be more effective when the territory in influenced by a foreign culture and even your if its in your sphere of influence)

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2 years ago
Apr 1, 2023, 10:16:53 AM
A1y0sh4 wrote:
Zolobolo wrote:

2. Supporting Rebels: If a rebellion breaks out all neighbouring empires have a decision if they wish to support the original ruler, the rebels or if they want to stay neutral

If rebels are supported, grievence is generated, all your resources are shared with the rebels as well as x% of your income and you enter a type of war with the other faction with a few special conditions:

If rebels win, they become that faction and the surviving citites (if any) become the rebels

If rebels win, their society will have the opposite allignment to the original empire, they will break all existing trade deals and alliances but will be very friendly towards the supporting factions(s) if any

If rebels loose the supporting factiosn loose a bunch of influence (beyond the income they have also lost during supporting the rebels) and the winner will of course have additional grievence towards them that needs to be settled

It should also be possible to incentive rebellions (spending money on an enemy territory should decrease its stability; this action should be more effective when the territory in influenced by a foreign culture and even your if its in your sphere of influence)

Exactly: The possibilities here are endless as both units, districts, wonders, civics, religion, leaders and diplomacy can integrate with the concept naturally and seamlessly

Buildings can reduce or increase the chance of rebellion, units can have different suppression or actives/passive traits when fighting rebels etc etc

Yes Diplomacy could open up like a flower here as rebellions could effect anyone at any time they can play a role everywhere even the most mundane trading deal can be altered by the fact how the participants relate to the rebels of each other: supporting proxies covertly or openly, or helping the nation combat their rebels and yes grievances tie in just like many others are a no brainer


Just like in real life support for various rebel factions can generate endless amount of grievances and wars which is needed in a combat heavy strategy game

Updated 2 years ago.
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