Krikkitone wrote:
Simple... I'm a new player to FO, I have a Tech I want to trade, How do I know how much I Should ask for it?
If the AI is going to react to significantly bad/good offers by changing what they think MY position is, at least I should have SOME idea what a good deal is.
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The point is Guessing games/micromanagement is a bad thing. While we could simplify the Economic system so that the Guessing games would be unnecessary, we can't simplify the Diplomatic system beyond a certain point because Players are a key part of the Diplomatic System.. one that we can't simplify.
So we either
1. Simplify the AI players (making them easier to manipulate than Human players, and almost Totally predictable diplomatically)
OR
2. Give the player some assistance in dealing with the AI Players. (and if the AI Players are any good+the Assistance is any good, that will be useful for doing the Human Players)
......
This is the sort of thing i'm trying to solve with the diplomat system.
essentially, the goal of the system is to simplify diplomacy *functionally* to the point where offer-counteroffer-countercounteroffer is no not a valid tactic.
Instead of offering your tech in exchange for a set amount of money, then seeing their response and raising or lowering that amount to maximize profit. . . the option for doing that is gone,
In place the system is simplified to "I have this tech, and i need money" they agree in principle, then you get a bartering result. "they will trade $218 and 73 cents for your tech". It's auto optimized and so you DON'T have to barter, the bartering is automated *and depends on your race pics/status/empire/weather your trustworthy or not/. . .*
In effect the AI is going to have to DO 90% of the work anyway, to find if it wants to accept or reject.
The only difference is that instead of returning a yes or a no, all parties are returned 'A possible treaty [which all AI's WILL accept], which has been optimized for each involved player {to the degree that thier diplomats could manage}.'
Regarding things Krikkitone wants to avoid:
Micromanagement: Nolonger possible solved
Penalty for trying out ideas... : This could or could not be implemented, (my current vision does have a chance for total failure, and negative results for total failure to further suppress micromanagement, but if sufficiently well made this should be redundant. . .)
Exploiting AI: ok, here my system is a bit weaker. . . admitably this system will provide a manner of quantitatively evaluating how ready/willing a AI is to go to war. (and even how economically, militaristic ready a human player is to go to war *since the AI would evaluate at diplomacy time using the AI's reasoning weather the player would be willing unless the player veto's the war request*)
but, I can't easily envision a system where this is easily avoidable, *one could make it a risky endeavor to even ask about going to war, a chance based on the target {and targets allies / friends} spy ratings in both of your empires to learn of the under the table war negotiations, and a very large chance that if you ask empire A if they want to attack empire B, and in the end Don't agree to do so, that Empire A will tell Empire B that you approached them regarding war plans [clearly you didn't agree to a mutual attack . . . so why not win some browny-points with B, since your not going to be attacking them : - D]* That should prevent that sort of abuse to some extent.
What I want to avoid is ever having to wonder if I'm getting the best deal. my diplomats wouldn't just be guides, but would be tools returning a valid final response.
In kirktons example...
Krikkitone wrote:
Red gets
Peace from Blue
Peace from Yellow (25 turns)
Fusion power tech [doesn't matter from who as long as someone in this Treaty has it]
Blue gets
Peace from Red
Defensive Agreement from Yellow (50 turns)
Peace from Yellow
Mars (from whoever has it)
Yellow gets
Peace from Red (25 turns)
Peace from Blue
100 Minerals from Blue
50 Money from Red
6 PP/turn from Blue
4 Minerals/turn from Red (10 turns)
I would have that be the final result from the negotiations.
the input to negotiations would be
WANT:
All want peace (red-yellow 25 turn) (blue-yellow Mutual defense) (red-blue 'no time limit')
RED Yellow Blue
Fusion power tech Minerals(deposit)(blue) mars
Money (deposit)(red)
PP(installments)(blue)
Minerals(installments)(red)
HAS TO OFFER:
RED Yellow Blue
Money(Deposit) PP(install)
Mineral(deposit/install) Fusion Power Minerals(install,deposit)
Mars
Other things Might have been on any of the players WANTS lists, but not on another players have list *or veto-ed by both players before sending the diplomats*
Other things may have been on the HAS TO OFFER lists but were not included in the final results because they were not desirable
The goal would be that no player needs to Define how much of anything, (save booleans yes or no to tech yes or no to planets)
Also note that the final results are rather heavily wighted in Yellow's favor, one can assume then that for some internal/ historical/ race pics, reason yellow is diplomatically dominant.
This result would be accepted or rejected by human players (on account of AI's having 'accepted' it via their diplomats)
NOTE, this system DOES limit the variety of Possible treaties to approximately N! (where N is the number of possible clauses/variations), but since N is larger then 25, this is relatively speaking infinity.
Also note that this does somewhat limit human to human players as well, while two people might want to trade 10 pp/turn for 10 food/ turn, the diplomacy AI might return 5 pp for 9 food, or 11 for 8. (personally i think this is a BENEFIT of this system if a human playing against humans chooses a low diplomacy race or history, they should suffer from their low diplomacy EVEN when dealing with fellow humans) [If circumventing this is truly desired it would be possible to include a 'gift' option which is ignored by the calculations]
Lastly regarding 'breaking' treaties; I've always supported a system of semi-automated treaty review, essentially at the end of any given N turns, the treaty is recalculated with the same parameters, and all users are presented with a news point for the turn, *treaty up for Negotiation* which they can then access the treaty, and change parameters, accept, or reject the continuation of the treaty. Treaties broken/renegotiated between re-negotiation times would suffer a penalty to the one who initiates the re-opening of talks(or in breaks suffer political consequences ).
In the end, I have not seen an alternative solution which addresses the two major concerns i brought up specifically.
How else to incorporate diplomacy pics / trade pics into a system where concrete numbers resources are passing between empires?
Two
how to make human to human trade as similar and intuitive, without being overly restrictive as AI trade.
OK, enough, best wishes all,
Robbie