Goodmorning all;
Firstly, it seams i posted to the wrong place, on the 15th post of
viewtopic.php?f=6&t=2005&hilit=
I suggested a trade / diplomacy model.
In brief,
Starting a new treaty:
Select treaty type, Trade, research, Peace ... select Who . . . one other, more.
Then the Diplomacy screen would pop up with a semi-standard semi-dynamic list of clauses for that type of treaty. and the specific list of desired/unwanted clauses by the other people your diplomacy-ing with.
You can then fiddle with the order of various clauses, moving them up or moving them down, increasing their values, strengths, durations (only if you want to fiddle), adding them and removing them. As you change the list of clauses your going to present as desirable/undesirable a list of all major races at the side auto-updates how they will feal about you if the exchange goes as you hope. (possibly with both leader values and populous values taking into account all the things previously mentioned in the 40 or so posts)
you would then click *send in Diplomats* and the various clauses would be compared, going rates, diplomacy skills, geographic locations, . . . and a result would emerge. (the result could of course be total complete failure(possibly due to populations not liking each other) blocking diplomacy for some turns). you would then accept this result or modify your original parameters (adding removing clauses [the system could help by having some kind of indication of which group(s) most strongly effected each clause being/not being included (which you ex/in-cluded) so that you can move other things they want up/down to get them to agree with you{perhaps some indication of weather this will be enough}]). This system would be Deterministic, and each resending of the diplomats would increase the chance of total failure. Also diplomatic failures would reflect poorly on involved empires to greater or lesser degrees depending on the situation.
Therefore as proposed, people who want to tinker can, to get the best deal, but if you try to tinker too much you get nothing. (so it can't get micromanage abused), but if you don't like micromanaging dipomacy, clicking a "trade treaty, go, and accept" would yield 90%(hopefully more) of what you would hope for anyway (sell what you have excess of, get in exchange what you are lacking + perhaps some money).
Geoff the Medio wrote:Krikkitone wrote:
Of course I would Charge money to maintain these Treaties (as well as to maintain the Overall "Level of relationship" or rather Treaties that you paid money to keep would help to rise and maintain the level of relationship)
Charge money from whom? Where does this money go? Why would money be charged if an empire makes a treat that the populace likes? Why would we automatically charge money if a populace dislikes a treaty, but the player who made it is willing to deal with that unrest and wants to spend available money (influence) on something else?
I agree with Charging money/ recourse/pp's whatever when building treaties.
Primarily because I want to have these treaties have clauses for mutual protection with ships controlled by third party AIs who build ships using these resources.
Secondarily to provide another way of tilting treaties to your favour (if you've invested more when it comes time to review *Which i think should be included. Semi-automated review* {your going to start building a new colony soon, review comes up, choose to reduce the amount of food your going to supply so you can use it yourself sort of thing} then you have more clout when it comes to sending in the diplomats.{Makes investing somewhat more then they rest of the people a strategic option}).
Thirdly, these resources could be accumulated to invoke special events. *If you have enough money, a type of Review session comes up with a single new clause "Should we all invest in Mutual advertising for the next three year using our money and collected money by this body(-1000 money each empire this turn,4000 from pre-collected pot, +30% monetary profit from trade for next N years){each empire would be able to define the amounts they want for each + and - side of the proposal, and diplomats would hash out semi-final a clause in the same way as above}" and things like that (see almost any other 4x game with a multi government council for better/worse proposals)*
I think that about wraps it up for me. best wishes
Price