The concept of diplomatic capital as a resource came from the beta community and WOW does it provide a lot of use.
Diplomatic Capital can be earned through the diplomacy tree as well as certain very rare resources on the map.
If you hold onto it, you gain advantages in the value of trading things.
Now, when trading with the AI, you never get a 1 to 1 ratio (you can’t trade 10 materials for 20 materials). But what happens is that as players get better diplomatic capital ratios, they get better and better deals.
But on the other hand, if you need the money right now, you can spend it:
I think there’s a lot we can do with this concept as we go forward. It definitely gives diplomacy some teeth, especially when we get into getting various players to declare war on each other.
No, I don't have to play a despot to ignore commands of other nations. I just need to be someone who does things out of self-interest - who isn't doing things out of self-interest? The altruistic leader who offered peace when they were winning without needing to be cajoled into it.
This entire notion strains my suspension of disbelief.
The problem here is that a "diplo victory" as stated is nonsensical. With a nation under my absolute domination (and with the magical equivalent of nerve-stapling, this is quite possibly literal truth), I do not hold to the idea that Bilbo has any serious capacity, short of planet-wide mind control (which is really more of a magic branch thing) to force victory based on his shiny new title as El Presidenté. If I choose to send my undead armies out to beat him over the head with a meat-stick, I should be able to - just like Master of Orion 2 - even if I have to take on the combined forces of the world.
This makes this form of diplomatic victory rather silly, since it's only a victory if everybody else agrees.
I'm actually rather favourable to the idea of diplomatic victories in general however - I believe all five corners of game mechanics should have a win condition, for AI or Meatbag, but this just isn't it.
Potential win versus another player with diplomacy: Amass enough diplomatic clout to force the player's towns to gradually revolt and join your leadership. Legitimate, avoidable (the player has warnings as his people become less happy to produce happy-buildings and lower taxes - a population with a totally benevolent leader would be effectively immune to uprisings without manufacturing them expensively one by one). You could actively convert every single town this way, until finally the leader was exiled by his own people. Worst case, a bunch of troops in an uppity town works wonders for quelling the populace, even though a riotting people will still cripple the economy and eventually break the player in the end if they don't handle it.
Potential win #2: Assassination. Get enough assassins into an empire to basically murder your way into the heart of the ruler's tower and knife him a lot. Replace him with a body-double AI who loves you, is fairly neutral to everyone else and does everything you ask him to without question. Never declares war against you, and is your total subordinate - though only a canny player would notice, and wouldn't know which faction did him in if you were careful about it. Again, defensible - A paranoid ruler can invest in his own body doubles so that in the event of an attack, he survives, in his offshore beach hut, surrounded by max-level heroes defending him.
Both are actual diplomatic "attacks", subtle ones to be sure, but they can be defended against, are not arbitrary, and the only time the player is forced to do anything is when he's forced to lose something to the attack he failed to defend against - just like every other method.
Note that both would be end-game level techs, just as other game-winners would be. A diplomat has to invest to win by diplomacy, and they have to stay on reasonably good terms with everyone else to survive in order to do it.
Until/Unless your target has their own spy network, no? Again - this is an attack, and something that can be defended against, ignoring the arbitrary notion of "reputation" with another nation which would have to be totally oversimplified to manipulate in this crude fashion.
Odd, I think what I'm suggesting is giving a purpose to diplomacy. Are you saying that only if diplomacy is a concrete, binding force is it worth having?
What is the purpose of diplomacy?
To get something from someone else.
1: By trading for materials and goods.
2: By making friends and then asking for favours.
3: By stealing it with your spy network.
So a diplomat is, notionally: Good at trading. Good at making friends. Good at spying.
Bossing people around with force-action commands is not friendly. Force-trading people with fake materials is a) not friendly, not trading, and, since stealing it with the spy network seems legit, and harder to trace back to you: c) not smart. Finally, attaining leadership and then asking everybody to do you the favour of letting you win is.... Well, slightly silly.
If DC can be used:
Directly - You ask someone for a favour, and offer raw DC, you're basically giving them access to your contacts, friends and alliances to ask a favour later on for a variety of effects (and the game handles this all for you in the background). So you need to ask your neighbours to threaten to attack this "Kholai" guy if he doesn't agree to a peace treaty (and agree to follow through on that threat if he doesn't), you can spend DC to buy the favour, and the other empire can then use that DC however they please.
For Trade - You amplify what the other player receives from your trade attempt by adding DC - because you're calling in on your contacts, friends blah blah blah for better deals. These favours are used up, but your trade is better because you can exchange your improved offer with someone else who will judge it based on that improved offer and offer an equal exchange.
For Espionage - You spend out DC - contacts etc etc you get it now - to insert and hide spies into surrounding areas. These spies consume DC to operate and can do sneaky spy things.
DC is a resource now, not abstract, largely irrelevant metagame nonsense. This gives diplomacy teeth, it makes diplomacy actually work both in and outside of the metagame by making it actually achieve things.
This is on top of standard diplomatic behaviour - this doesn't stop you from making allies, NAPs, war or peace. This doesn't stop trading without it or asking for a variety of favours.... It just gives you an intangible resource you can use to back it up. Your ally might renege on an agreement and not attack Kholai for failing to agree to a peace agreement, but that's diplomacy too, and his DC production will take a hit for being at war with you.
Maybe we're misunderstanding one another, please explain in detail how fulfilling those three aspects of diplomacy destroy it in your mind, or what you think I'm suggesting, and I'd be happy to discuss it further.
Producing DC
This came up, and it's interesting.
DC in my mind is favours, contacts, good relations and the like, quantified. It isn't necessary to spend this on every action you do in your kingdom - It's diplomatic capital after all, not political capital, and so I must disagree that it is the respect of your people. You don't spend DC to update your tax system, or write legislature, you spend it on other people, to call in favours to achieve things. DC is a measure of your ability at networking for success.
Gain: Size, as was correctly stated, generates more favours. So does ongoing trade agreements, alliances, NAPs, shared borders (interchange of population) and all other friendly interactions with others. City buildings, completing quests and becoming famous, naturally more contacts open up to you allowing bigger favours to be called in. Conquering towns and winning wars give sizeable, but one-off bonuses.
Surplus DC when it's not in use means people are nicer to you - not just the AI, but people your ruler meets will probably know someone who owes him something, and thus get the idea that he's a nice guy, or that he knows something about them, and thus get the idea they better not cross him.
Either way, this makes for lower upkeep costs and hero hire costs. This all by itself is enough of an advantage for unspent DC, and justifies a lot of the diplotech tree. DC helps Imperialism, Conquest and Adventure directly, and even Magic through making it easier to maintain libraries and the like and trade-swap for spells.
A diplomatic leader has to balance the idea of keeping people owing her something, whilst using those favours tactically for her greatest advantage, especially since DC caps off, it's a use it or lose it scenario. Having a lot of DC makes the diplomat leader have something really valuable that other players might rarely get to benefit from in large quantities (certainly, I'd suspect the average player would run at a slight net loss over time without investment into diplotech). The diplomat is encouraged by game mechanics to be sneaky, friendly and offer favours (DC) in exchange for Favours (declare war on this player) in hopes of eventually manipulating the capitulation or removal of rivals through mob-ties.
Loss: War, any war, consumes DC in an ongoing rate - war polarises people, and when people either love or hate you, they're less likely to ask you for favours that can later be cashed in. Ongoing espionage actions require favours and contacts to enable them. Breaking treaties should cost DC as well - you're a deal breaker, and this finally gives some teeth as to what that means.
This means that, naturally, a warlike nation will have very little in the way of DC. Winning wars might give them a bonus here and there, but usually there's not much they'll be able to do, and life will be expensive without DC to grease the wheels. Negative DC inspires the opposite effect of positive DC, and increases upkeep - in effect, War Weariness given mechanical explanation by the existence of Diplomatic Capital.
A warlike ruler can invest in diplomacy tech simply to offset the penalties his warlike nature is giving him, and is encouraged by game mechanics to give weight to diplomatic nations offering DC to offset their terrible upkeep problems in hopes of eventually conquering the world with angry mobs.
To summarise: I believe that as one of the five corners of the game mechanics, Diplomacy should provide a clear advantage on its own (pure diplomacy and linked diplomatic victories) as well as an advantage to every other corner of the mechanics, whilst it's neglect can cause penalties to those aspects.
This is the fundamental requirement for design priciples as given: Equal investment leads to equal advantages, and both Imperialism and Diplomacy currently fail this requirement.
D.C as a useable resource in the ways described however makes a giant leap to its potential for equal standing in the five, whilst a viable win condition is also required.
Breaking a peace treaty that is approved by the others, would signal your disregard for them. This should, and would, rightfully move you up the list of threats. As for having gameplay "forced upon you?", I see this as no different as someone rushing you. That's forcing a military game on someone. If you're being overmilitaristic, you should expect a hard response from those who can resist, and those who can't will do what they can behind the scenes. if someone wants to win by that scenario, they should and would be able to go for it, but there would be consequences, and realistic ones (AI dogpiles would be reasonable, a human would do the same thing, and I have in games of GCII when the Torians go on a rampage)
Breaking an enforced peace treaty via DC should have moderate diplomatic consequences, and make the AI more likely to dogpile you as a threat. AIs should do it if they need the resources, or think they can crush everyone, or at least make it a 2-person game. I don't see this as overly gamey at all.
I don't mind the AI being a bit "stupid" when it comes to Diplomatic victory. If you earn the win this way, you earn the win.
i don't think the EU3 causus belli system needs to be implemented- this isn't EU3, and there is no "formalized balance of power" It only makes sense in Paradox games really. Also, when I said going to war should be easy- the option should be. Dealing with the consequences is a different matter.
I don't think war should bleed DC, I mean, it's a bleak world, and war is probably common. DC should be buildable by buildings, resources, heroes, trading (you could get DC for helping someone out with a war), enchantment, sovereign charisma, and maybe gold spent for it.
Laws and such, those should be part of the civilization tree, perhaps with a crossover into diplomacy. I don't see them as a function of diplomacy. Good idea, but wrong tree.
One modifier: factional modifiers, DC should be less efficient across factions, maybe half as effective (value should be moddable but default to half as effective). Maybe it could even be racial. The Human Empire might have full DC adjustments with the Human Kingdoms, but the Trogs won't care in the slightest (5%)
A bit long-winded here, but I hope you guys can see what I'm trying to suggest in terms of a working system.
Some of this stuff should be optional in MP.
This seems like a bad idea. Diplomatic capital shouldn't just be another resource to trade.The spiteful disregard the developers show for multiplayer also tells me that MP in this game will suck. That would be bearable if I thought the SP game was shaping up nicely. It doesn't really matter to me when they release the game because I've pre ordered and therefore my money is already in the pile, but I do hope before they send it off they'll examine the product very carefully and be able to say "I'm proud of this. This is worth showing off."
Well if it is just a Human game whith no AI's then it shouldn't have much of an affect. However if you have AI players too then it could be a great way of getting the AI to ruin the others players day. I like that. Keep up the good work
I want the MP to be the SP game but with Humans playing. I don't want "Balance" to ruin the game.
So you're saying that you believe DC should be able to not only force the target player into a peace treaty, but also force every other player into backing/approving that treaty, without providing benefits to any of them? I'm been talking about persuading people with diplomacy and negotiation, you're talking about magically coercing them to your will. Methinks you are treating "diplomacy" more like something I would consider "conquest".
Equally, this is redundant in multiplayer. A human will be happy to lose a rival if that rival doesn't help them, but wary of the military rival whether they break peace treaties or just happen to be very big. The notion only exists as a metagame concept. Give an in-game entity reasons for their actions and this ceases to be purely a metagame consideration.
Last point: Now you've made diplomacy into a tool for losers. If you're losing, be diplomatic so you can take them with you!.. what? No. Make diplomacy a tool for winners. Use diplomacy to beat opponents, not just beg them into leaving you alone. Giving them a forced peace treaty to break doesn'tmake your imminent loss any less pathetic.
Certainly, it's forcing a defence to be created or you suffer the loss of a particular type of resource - cities, territory and the like. This doesn't force a "military" response, however, so long as the game mechanics are sound. Imperialists can construct city fortifications - early units have little hope of penetrating even basic city walls or dealing with arrow towers; Spellcasters can summon up some defences, or blast them to ashes; Adventurers can allow their fledgling heroes to cut their teeth on the invaders.... Even here, no action has been forced - just because you put someone on the defensive does not mean you control their actions.
How might a diplomatic player deal with a rush without forcing the player to do something?
Well, there's the already mentioned diplomatic approach of buying the leader off by offering them tribute - persuading them to stop. Any branch of the five game mechanics can attempt this, and every branch has something to offer. Diplomats have an easier time however.
Secondly, there's the potential for bribing a unit, sending an Ageny to them before they reach you - this isn't automatic, a unit might kill the agent, keep the bribe (giving it to the controlling player) and stay loyal, or turn the agent away.
First of all: to switch sides. This wouldn't work against a large force, but it has a good chance when dealing with a small one, where you've basically removed a significant fraction of the threat.
More easily, the diplomat can send an agent to bribe the stack to leave. These bribed units will "grey-out" and auto-move back to their home city, unless they're attacked or blocked on the way.
Even more easily, the agent can coerce them to simply grey out and stay still for a few turns or until attacked/a non-grey unit joins them. This gives time to sue for peace or request allies to help you, and an attacking player may agree, just so he can get his military back from being paralysed by red-tape and corruption.
The more experienced, value and high morale a unit has, the harder they are to bribe. Heroes are hardest of all (but shouldn't be able to conquer cities by themselves anyway so aren't appropriate for "rushing") and virtually never switch teams. This puts the diplomat at war into improving their diplotech to get better at bribery to keep a decent chance of paralysing and removing approaching armies... But this isn't easy, since diplomats are also supposed to have a good reason to keep them around in the first place - being more valuable alive than dead through trade and good relations.
This ignores the stated five-corner principle of the game mechanics. Over-militarisation is not an auto-win if Conquest is only one, equal, component of the game. In Civilization, there are really only two aspects of the game - Construction and Conquest. Construction allows access to resources, research, "votes" and basically everything of value; Conquest is the means by which those resources are claimed or defended and is otherwise worthless, but not balancing both aspects is costly, because Conquest can only be countered by Conquest in Civ; what do you expect from such a simplistic game? You're always looking to see if they're conquerable, because it's one of the only actions you can perform.
With Elemental's proposed system, if someone is hyper-militant and has armies bigger than every enemy combined, then they're simply focussed on Conquest over the other four paths. Specialisation has its advantages, but in general with perfect game balance they won't be better off than an equally advanced player dedicated to another path, or much better off than an equally advanced player who generalises across the five.
Who can resist? Everyone can resist, but they do it in different ways.
This is at odds with the idea that other leaders will support a peace treaty. Either war is common, and the people apathetic, or war is unpleasant and disliked enough to offend people about it.
Possibly another name for DC could be "Goodwill"? Goodwill comes from peace, stability, fair dealings and the like. War does not promote goodwill, indeed, probably loses you some, but agreeing to peace might.
So long as there's a non-stupid diplomatic victory, I don't see a problem. I think the primary disagreement here is that I want diplomacy to be equal to the other five - not something that only exists in single player and is ignored anywhere else, because that isn't in the spirit of the design principles given.
I would prefer a diplomatic system that makes sense in both multiplayer and single player, not one that you "switch off" because it's unrealistic and end up with a completely different experience that you may as well not be playing the same game. Diplomacy has techs related to it, an entire tech tree for potentially massive investment. It should be just as worthwhile investing in for any game - single player, sixteen player, or even one versus one.
It's possible to do, it would be fun to achieve, it would make single and multiplayer better, and it would make Elemental stand head and shoulders above its competition.... why chicken out of making it happen?
To this end, what needs to be considered is:
Equality in game mechanics.
In a way, basic diplomacy is open to everyone, and this basic diplomacy is simply going onto the trade screen and saying "I want X, what do you want in exchange?". X can be anything, from 5 golds to trade sanctions to "ask Player Two to do this for me". Basic diplomatic activity is automatic, just like basic imperial activity (build cities, gain resources), basic conqueror activity (build spearguys and swordguys), basic magical activity (at minimum cantrip spells and assumed magical talents), and basic adventurer activity (low level heroes will seek you out). This is zero investment standard game mechanics available to everyone.
What does investment offer?
For Conquest, this is obvious. A conqueror has better units. A conqueror gets special units that can do things far beyond the understanding of a basic swordguy. He gets sappers, demolition experts, kung fu monks...
Is this all? No. He benefits everywhere. He pays less for his armies than other people, and he can even send his special ops in to handle situations that usually would need a hero. He can lend weight to requests in basic diplomacy thanks to his sizeable armies. He can clear out monster lairs to help out his spell research, and he can go out and conquer other peoples' cities and raid them for resources.
Conquest has a win condition - By... uh.... conquest, that can be resisted by not being conquered.
For Adventure, this is obvious too. Heroes get better, get more potential to improve, open up new quests to go on....
And gets? The same thing - The base-line of everything improves. Heroes get you unique stuff to offer in trade, make AI guys to like you, a hero leading an army of basic swordguys can actually be a dangerous conquering force, dungeons contain all kinds of resources, cash, military units, spells.... And a hero can always retire and become the governor of a town to make it better in all sorts of ways.
Adventure has a win condition by ganking the Forge of Whatever. Players can stop you here too, whether they're competing for the victory type same as you are, or not.
Magic has it easy, magic does a little of everything by default anyway through its spells and mage-type units and summoned units, I barely even need to mention it.
Magic has a win condition, but it's hard to disrupt it without seriously interfering with the mage's activities. As a result, magic's win condition is late game and ties up a lot of resources.
Notably for both Adventure and Magic, their win conditions are auto-wins against all players at once, so their activities are defended against by all players at once. Conquest has a slight advantage and disadvantage both that it's win condition is single-target specialised, so it's pitting its resources against each player directly, and must divide its resources if it wants to do more.
Imperialism has it a little harder - Imperialism lets you build up cities for better resource management, lets you construct buildings that help each individual corner - libraries for research, training centres for faster military unit production, better mines for superior unit equipment, and lots of gold for bribing people in basic diplomacy.
Imperialism lacks a win condition, and city fortification hasn't been defined. Imperialism also has the problem of being purely defensive. This means imperialism is not a game winning strategy, and doesn't have any way of dealing with other branches of the tree without investing in the other aspects - this is a design flaw, but not one this thread is concerned with.
Finally, the presently discussed:
Diplomacy - Hasn't got any real benefits in most games - It's better to use your military to conquer that guy and thusly get his stuff directly than it is to leave him in charge and barter for it. So diplomacy is only used as a delaying tactic or for basic trading. In multiplayer, there's no benefit to being "nice" like this, and people aren't programmed to be nice for the sake of it, so there's no diplomacy.
Now diplomacy can have great effects because of DC. This can reduce upkeep for all types of resource, make trading for resources easier, stealing them from your enemies with spies and create your own military by stealing other people's. People do get tangible benefits to being nice, because being nice generates DC, and players can offer DC to each other in exchange for them "being nice". Diplomacy can be used as more than a glorified "I'm not conquering you yet" holding pattern.
In fact, Diplomacy, like Conquest, should have a one-target at a time victory condition, not a universal win condition, if only to make a pleasant change over the other sweeping victories in the other two branches with current win conditions. Diplomacy is between you and me, after all.
Even in a 1 vs. 1 game, a diplomat can send in their spies to attack an enemy player - as mentioned, by paralysing their military units, sending them false quest information to tie up their heroes, steal their resources, destroy their storage utilities, cripple their defences, ruin their spell research and countering their spies with your own counteragents - and without having to spend it on trade or asking for favours, they have plenty of DC to fuel these illicit attacks whilst it works on removing the other guy from power or flat out assassinating him.
Diplomacy can be equal to any other path if handled properly. If it's handled the same way it always has been in other games, with DC as just some pointless gimmick, it will remain irrelevant. It needs a mechanically viable means of harming other players, helping them, and a method of winning in its own way, with the resources associated with it.
And don't think of it as being long-winded, think of it as being thorough!
Or rambling. Rambling is a fun word.
Diplomacy can be equal to any other path if handled properly. If it's handled the same way it always has been in other games, with DC as just some pointless gimmick, it will remain irrelevant. It needs a mechanically viable means of harming other players, helping them, and a method of winning in its own way, with the resources associated with it.Diplomacy can be equal to any other path if handled properly. If it's handled the same way it always has been in other games, with DC as just some pointless gimmick, it will remain irrelevant. It needs a mechanically viable means of harming other players, helping them, and a method of winning in its own way, with the resources associated with it.
Frogboy and others, what do you think about these very important ideas?
Best regards,Steven.
Diplomacy is obvious a tool for a weaker player to compete against a stronger player. A stronger player wouldn't need diplomacy. A bigger player would out-DC a smaller one in the end if they gave diplomacy the same focus.
If the smaller player puts all their focus into diplomacy, they'll fall behind in other areas.
Diplomacy can be used to beat opponents, buying you time to get better units up, forcing the enemy who rushed to wait a while longer, tanking his economy, etc... It's soft power. Soft power isn't meant to be used as hard power- it's meant to be subtle and roundabout in its execution.
bribery is an economic solution- you need to get the gold, not a diplomatic one. Being able to use DC to get disloyal troops or neutral troops to switch sides- that's a legit use there.
I really don't see your concerns.
This is the wrong attitude. Exactly as I've said: Holding Pattern and a delaying tactic is not what diplomacy should be. Diplomacy as a tool for losers is not what diplomacy should be. I agree that diplomacy is "soft" and subtle, I disagree that this means it doesn't work against, or achieve as much as, hard power.
I'm a diplomatic player, I'm sure as anything not weak. I'm strong. My information network means I know everything everyone else is doing. My spies are subtly slowing down everything everyone else does. My allies are pathetically grateful to me because my mastery of trading allows me to give them incredibly favourable deals without fuss. Nobody can attack me because they're terrified that I'll pay one of my more militant allies to attack them whilst simultaneously using my own forces to paralyse their military so they can't resist.
Now I'm just killing time until I've got my assassins in place to take out my enemies one by one and replace them with puppet kings for a nice easy diplomatic victory for me and my allies... The ones I like and trust enough to let live of course.
Meanwhile, my enemies are desparately trying to bring together enough resources to oppose my rule, creating new cities in the hopes I can't have spies everywhere, resorting to magic spells and coded messages to protect their units from my spies misinformation, cursing the fact that I was allowed time to consolidate my empire, that they didn't realise I was so powerful until I had one of my spies hand them a letter explaining it. In person. In their private bed chambers.
This is the diplomatic player as the strongest player in the game. They do need diplomacy, because it's diplomacy that makes them strong - their "soft" power is used in "soft" ways.
They've never conquered a city. They've never had to have much more than a token army.They've not invested in gathering together resources for a war machine - they just traded for it.They've potentially never even cast a spell, or hired a hero.
If a player puts all their focus into any one area, they shall receive the benefits and disadvantages associated with specialisation versus generalism.
This is the foundation of design. Equal investment gives equal gains. You don't see my concerns? My concerns are that this doesn't happen. That diplomacy stays as a tool for losers. That it gets ignored by players who want to win and embraced by players who don't or can't.
Bribery is a broad term. Yes, I was thinking DC would be the primary resource used to do this, whilst Gildar is a viable sub-use. This falls under espionage, and also represents other actions under the same umbrella - Fake orders from high-command to return to base immediately since they're under attack, news of a fake peace treaty... These paralyse a unit just as assuredly as an outright bribe.
And this is "soft" power at its finest. You're not hurting them. You're not hiding behind towering walls. You're paralysing an enemy with what ultimately boils down to words.
Pens may not be mightier than swords, but they can be equal.
Thank you, that makes posting it worthwhile.
Careful what you ask for...
Always impressed with this game's community. Developers that ask for feedback and pay attention to it, and Beta testers who will give 5+ pages of ideas to rummage thru. I have played many a horrible games that might have been playable if they took on a similar strategy.
That is well said!
Holding and delaying can be part of a winning strategy, especially if you have other resources to leverage. If you're behind in military, you should be ahead in other areas. Diplomacy makes those areas matter more.
I am not seeing this as a tool for losers at all.
If you're winning in other areas- you'd have the option of using those, or using diplomacy yourself to save your resources for something else.
This is amazing and made me tear up. Best of all, it makes sense in both MP and SP (though in MP I would imagine that a smart player would attack you before you reached this point).
However, the more and more people chime for a "forced peace" option the more I think it's a bad idea. The idea of "paralyzing" a stack is a much better way of doing it.
No problem, let me break it down for you to clarify.
You say: "Diplomacy allows you to delay people so you can catch up in military" (I hope I'm not misunderstanding you on any of this, so let me know if I'm wrong, okay?), "Holding and delaying (diplomacy) is part of a winning strategy", and "Strong players don't need diplomacy".
So:
Diplomacy is a catch-up tool. A tool that lets you hold and delay your opponents whilst working on the actual tools you need to win (like military). It's use lets you divert these winning resources against one player at a time using diplomacy to hold and delay other players.
So diplomacy is - a tool for the weak player, the Loser, to buy time to shore up their military/research/resources - the tools of other players who are Winners, because these Winners have already invested in their military/research/resources and are, therefore, in your mind, "ahead" of you.
These players already have tools to hold and delay with - they have their military units, spells to slow and divert your armies, mighty heroes and unassailable city walls, and they can still use those tools as leverage in basic diplomatic actions if they want to, so they can do everything they want to without needing diplomacy, because they're Winners.
Your way: Diplomacy can be part of a winning strategy, but not a winning strategy in itself.
I say that Diplomacy is a win-tool. A tool that lets you brutalise your opponents all by itself because Diplomacy is a tool you can use to win that is just as strong as military. DC itself is a winning resource,
So diplomacy is - a tool for any player, regardless of strength, to use either alone, or in tandem with other strategies, that will directly lead to the player's advantage and eventual victory. It can be used to hold and delay, like any other path. It can be used to win, like any other path, against other players who are also actively trying to win.
So if a player is strong in diplomacy, they are "behind" in military or magic. But this doesn't matter, because being "ahead" in diplomacy has the same degree of advantage and disadvantage against other players as being "ahead" in Military does. People may dogpile a diplomatic player, or get an early alliance and go for an end-game allied victory, or keep a careful distance, fearful of their spy expansion...
Diplomacy can still be part of a winning strategy and a winning strategy by itself.
Excellent! Frogboy, what do you think?
"A tool that lets you brutalize your opponents all by itself because Diplomacy is a tool you can use to win that is just as strong as military."
Now that is incorrect as I see how Diplomacy should function. If you have Diplomatic "clout" but no means to back it, be it my own Military, or I can call upon my Friend, whom I helped earlier, who does, then Dlipomacy itself is a purely defensive mechanism to try and offer up what spare resources/wealth you have in order to stave off elimination.
Diplomacy should create a symbiotic relationships between the other Trees and in combination with any other allow for a Winning scenario.
Diplomacy has many faces. It can be a sign of kindness and generosity to neighbors in their time of need (but they owe you), or it can be subterfuge to suck some poor slob into your trap.
The biggest thing about how Diplomacy is done would be how can I either make my Diplomacy known to ALL (I help all who seek my help) or hide it from everyone I have no Diplomatic ties with currently.
What good is Diplomacy if I get 3 of 4 nations to ally with me, and have #4 open a screen that tells them that and thus there goes the chance to lure them the last of them as well, thus completing my Diplomatic conquest. So I lied about my standing with Faction 1 & 2, you Lost, get over it already
Same goes for breaking up a strong Alliance between 2 or more faction that together can threaten me but as singles cannot. I should have to use Diplomacy (subterfuge) to find out about the Alliance, then any attempt to break it up can/should be made to look like another faction was the reason and thus have a possible third party hear about it and say, "well I am outta here to" thus ending what was a viable alliance for them, but untenable to you, and thus your Diplomacy (subterfuge) prevailed.
I still don't understand.
If all 4 nations ally with you, that means that you ally with them too. I don't see how it could be said that you win and they loose.
They don't ally or not to allow you or deny you allied victory since obviously they are part of it.
Is there something I miss?
Then I fear we will find outselves unable to agree, half because your statement flies in the face of equality of game mechanics, and half because it shows a misunderstanding as to how many ways diplomatic nation has to back itself up, none of which are dependent on military and all of which are very much in the sphere of "diplomacy".
Espionage is not just being able to move your spy into a location and "poison the waterhole" or "steal tech A".
Economic mastery isn't just "trade X for Y slightly better".
Diplomatic victory isn't just about being friends and allies with everyone.
Espionage covers, among so many other things: Long and short term agents - fermenting criminal activity, faking build-orders in the city, arranging for city gates to be left open, and flat out assassinating the governor of a town and replace him with your very own Manchurian Candidate who'll hand you the keys.
Espionage also covers misinformation - decoding your enemy's messages and replacing them with your own is diplomatic in nature, and can change the situation from "your enemy's army walking through your undefended city gates" to "your enemy's army walking through the undefended entrance... of a nearby basilisk nest". Armies need supply lines, they need a chain of command, and they also need paying. Disrupt those things, and the armymen desert, defect, surrender, or give up and go home. It wasn't military might that stopped King Henry V from conquering all of France - He had annihilated most military opposition already, what stopped him was low morale, homesickness, and hunger.
Economics also covers not only friendly trade but hostile business - That criminal activity can swiftly become organised crime, crippling the economy of nearby towns who are only too happy to believe its their own population to blame. A crippled economy builds units slower, or produces fewer resources, even loses population sent to "sleep with the mermaids". Even insider trading and price gouging "honest" merchants are tools available to a diplomatic player.
Just because the "clout" isn't from someone holding a sword doesn't mean that getting clouted doesn't hurt.
As a counterpoint: Equality in game design:
Where a diplomatic player with zero investment anywhere else has played equally well compared to a military player with zero investment anywhere else, both players are an equal match for one another.
This means that a diplomat's tricks combined with the completely unupgraded abilities of the other four trees (Imperium, Conquest, Magic and Adventure) is on equal footing with the warlord's might combined with the completely unupgraded abilities of Magic, Adventure, Imperium and Diplomacy.
Clever symbiosis of any tree with any other should produce its own advantages and disadvantages over specialism, but no path should exist solely to improve other trees, or it becomes a wasteful tool compared to those that do allow specialism.
There is no possible reason why being in the alliance of super-friends makes you win the game for absolute domination and/or destruction of your rivals. Alliance =/= boss. Nobody cares who else you're allied with unless it's the meta-game win condition, where it makes everybody reluctant to ally with anybody else.
It's also inherently silly mechanically - You can't have two adventurers getting the whole forge of the overlord. You can't have two mages finish casting instantly. You can't have two players simultaneously conquer everyone. You can have at least one other player also in an alliance with everyone else - the last you ally with. This is a poor design decision.
You don't even "win". You're not in a position of power, you're just popular - for now. Nothing in the game has changed. You still have to balance relationships with everybody, but a military player could do the exact same thing simply by saying "I will invade you if you are not my ally". Ultimately this is just a way to invalidate diplomacy.
Quoting Mandelik, reply 142Quoting John_Hughes, reply 141What good is Diplomacy if I get 3 of 4 nations to ally with me, and have #4 open a screen that tells them that and thus there goes the chance to lure them the last of them as well, thus completing my Diplomatic conquest. So I lied about my standing with Faction 1 & 2, you Lost, get over it alreadyI still don't understand.If all 4 nations ally with you, that means that you ally with them too. I don't see how it could be said that you win and they loose.They don't ally or not to allow you or deny you allied victory since obviously they are part of it.Is there something I miss?
As noted before. A Diplomatic Victory is a victory for ALL parties involved. Now how to convince a Human of that may be more difficult than the AI, but if it is a choice you can offer them, ALLY! or DIE! then it is up to them right?
It may seem a bit Bullyish (under certain circumstances) perhaps but when faced with losing your Lunch money or your your 3 front teeth...
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