Goodmorning all,
Geoff the Medio wrote:
This is not the same as proposals that have two empires work out a treaty, and then submit that treaty to automated arbitration based on some measure of empires' or populations' opinions of eachother, or dipolomats' skills. I also don't like this, but it's not a veto on principle.
Fair enough, My hope is that such a Diplomat methodology could Remove the NEED to tinker and play, or guess weather a treaty will go through, or even care if what your presenting will be accepted.
Instead, you simply write your dream treaty
"They give me some food each turn *without specifying how much*, they give me these three techs, they give me *a, a few, some, many, lots of, all their* ships, and two planets *by name*" *in that order of importants*
The other party(ies) would do the same thing.
Before sending in Diplomats each leader would get the dream list of each other leader, and re-order them in acceptability. (this would be pre-initiated to something sane, so the user doesn't HAVE TO do this.)
in my example, the other teams dream aggreement might be
"They give me pp each turn, they agree to a mutual research plan for tech B[of the type Krikkitone proposed, 100 RP by me is 100 RP for me 30 for him ]' (this player is probably AI, so by programming doesn't include Stupid Requests).
Clause lists can update in real time, or semi-real time, because it's not so important what you put on the wish list.
Second phase (can be done in parallel just separating into phases for describing):
The AI looks at my list, and I look at theirs, or a fellow humans.
now the AI is easy, They AI is going to move my last three request to the Vedo list, and indicate that the food is acceptable in principle. (These would be simple things, a veto list or a red X, a green check for 'ok as is', green up arrow for 'I want this or more as well', and a yellow down arrow for 'our diplomats have low exact numbers/less powerful clauses in mind, but this idea is ok')
On my side,
I don't have many pp's so i might give the pp trade a red X or move the AI's research treaty above their pp trade, and, if more serious about not giving them up, give the pp trade a nice yellow down arrow *moving above would indicate more willing to give then anything below* {hopefully the game would be able to look at my PP situation and minimum pre-rearrange the two demands so that pp's is lower because I'm less likely to be willing to give them.}
then we would launch the Diplomats.
The Diplomats would then compare the amount of food Empire B has spare /turn, the amount of pp/s i have per turn, and (perhaps if we want) the current going trade rates of these, and weather or not either team put green or red arrows to set Abstract 'value/commodity' values for each side, In a sense converting each offer into a price, then it would convert the research clause into the same value scale, based on the relative size of each teams research budget.
Then it would calculated any trade bias, *based on Diplomacy choises at race pic time, populations opinions from each side*, special buildings, all the various factors which could make one of the two empires 'profit' more from an agreement then the other.
After the trade bias is worked out, it would adjust the free variables how much food/pp/research% per turn, until equilibrium is reached.
Now all empires would be presented the conclusions. With Number filled in, in place of abstracts.
"Some Food"/turn becomes 13 food/ turn, And the biggest reason why any clause was left out *the snaglres veto'ed your request for* *probably simply an x and who from*.
you would look at the results, and accept/rearrange priorities and rerun, or refuse to sign*without penalty*.
If i had put at the top of my list, something that they Veto'ed there would be an additional chance that talks would fail.
So quickly I'd like to touch on WHY this system is good:
One, I think we want Diplomacy ability to be a race pick able trait. As such natural consequences of high and low diplomacy skill is higher/lower probability of accepting clauses you propose, and higher/lower returns for trade.
If we want a trade system of X food, Y PP/ per turn in exchange for O money, and P research %/turn. we need SOME method of re-including those race benefits.
if we don't use *some* form of algarhythmic processor to ballance the trade automatically and take into account ratial pics, population happyness, yadda yadda. . . the only option i see is having all incoming trade multiplied by some set amount. *Trade Wizzes, All incoming money via trade is increased by 15%* which seams far too basic and unfun for FO.
Also, let's say you've got 10 food/turn you don't need. Either you can go to each group, and make demands and offer your 10 food, and play around with demands to see what each will give you, then half an hour later, choose which group gave you the best offer . . .
or you can open up the trade window to all your neighbors (no reason not to do so in parallel), Input what you want back, pp and money, and what your willing to give food, or 10 food , and have the diplomats return the various possible trades with various empires including the rates they are willing to give you of each pp and money for your 10 food, and the political consequences of each treaty. And in the end you chose that which wet your whistle the most.
Two; With the proposed system you know your always getting the best possible deal you can get, never any NEED to relaunch the trade request asking for 1 more food to see if they accept it, unless you fundamentally change the incoming parameters *add remove clauses, veto.unveto clauses, or move clauses* the results will remain constant and optimized.
Three; Human to Human trade managed in the same way as Human to AI trade. *Moo2, Repulsive species COULDN'T trade even human to human. Seams a bit binary that system, compared to FO's metered systems*
four: super versatile, if well made intuitive, and powerful, but with minimal micromanagement required and minimal benefit for micromanaging.
I'm sure i could ramble more, but i'll stop.
Best wishes, Robbie