Diplomatic Victory
Posted: Tue Jan 24, 2017 9:23 pm
With influence coming down the pipeline, a "diplomatic victory" seems like something that will peobaly be in inclusion in Free Orion at some point. With that in mind I wanted to share my thought and start discussion on what a diplomatic victory should look like, and more importantly should do.
First, lets talk about what it shouldn't do:
Now let's talk about what it should do:
Here are some things I would like to see:
Option 1:
Ideological Victory
This option is predicated on the introduction of government forms into Free Orion: You must have an alliance of players (Human and/or AI) and they must all share your government type. Also if we are going to have "government techs" that give us successively "more advanced" forms of government you should all have the most advanced form of your government type. This would probably require that all other players either had your government type, or were allied with you. However the victory, and any reward for it, would only go to the players that both had your government type and were in an alliance with you. At this point you would be able to achieve a "true utopia" (or distopia) and you and your alliance-members would become immune to outside influence, effectively "ending" the influence game. Possibly through some final "influence project" to end them all.
Option 2:
Trade Victory
This option is predicated on the introduction of NOT gates in the tech tree, and actually comes form a civilization-building game concept I've toyed with on my own: You must use diplomacy to acquire "forbidden" tech to construct some project that symbolizes your supremacy in this area. Basically there would be a number of mutually exclusive techs, that would however all be prerequisites for a victory-based tech that you would need for the project. The only way to have all of the prerequisites would be to obtain the prohibited techs through a technology trade with another empire. Probably an influence project each member of the alliance would need to complete, or a single project they would all have to contribute to in order to claim victory. This would possibly be something that would grant an alliance-wide (IE: mutual empire-wide) boost to defense or stealth (maybe both, maybe a choice of options), that would effectively make your alliance unable to be (successfully) attacked by other players.
First, lets talk about what it shouldn't do:
- Nothing: this should not just be a "victory message", that leave the player and game is just the same state as it was before.
- Conquer: this should not just be conquest/elimination by another name.
- Remove the Player: you've built your peaceful "galactic federation" you should be able to be around to enjoy that.
Now let's talk about what it should do:
- Control the Board: like conquest, diplomacy is about controlling the board, so that should be a requirement or effect.
- Promote Cooperation: conquest is all about competition. Diplomacy should be about cooperation.
Here are some things I would like to see:
- Required Shared Victory: this is not just an allowed shared victory. You would need to have allies.
- Galactic Peace: you cannot be at war with anyone to achieve this victory. Perhaps with a turn requirement.
- Cement Alliance: the one concrete victory effect I think is appropriate: you alliance is now permanent.
- Shared Everything: your alliance should share vision, tech and supply. Maybe a prerequisite, maybe a victory result?
Option 1:
Ideological Victory
This option is predicated on the introduction of government forms into Free Orion: You must have an alliance of players (Human and/or AI) and they must all share your government type. Also if we are going to have "government techs" that give us successively "more advanced" forms of government you should all have the most advanced form of your government type. This would probably require that all other players either had your government type, or were allied with you. However the victory, and any reward for it, would only go to the players that both had your government type and were in an alliance with you. At this point you would be able to achieve a "true utopia" (or distopia) and you and your alliance-members would become immune to outside influence, effectively "ending" the influence game. Possibly through some final "influence project" to end them all.
Option 2:
Trade Victory
This option is predicated on the introduction of NOT gates in the tech tree, and actually comes form a civilization-building game concept I've toyed with on my own: You must use diplomacy to acquire "forbidden" tech to construct some project that symbolizes your supremacy in this area. Basically there would be a number of mutually exclusive techs, that would however all be prerequisites for a victory-based tech that you would need for the project. The only way to have all of the prerequisites would be to obtain the prohibited techs through a technology trade with another empire. Probably an influence project each member of the alliance would need to complete, or a single project they would all have to contribute to in order to claim victory. This would possibly be something that would grant an alliance-wide (IE: mutual empire-wide) boost to defense or stealth (maybe both, maybe a choice of options), that would effectively make your alliance unable to be (successfully) attacked by other players.