Diplomacy model / Diplomacy AI

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PL_Andrev
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Diplomacy model / Diplomacy AI

#1 Post by PL_Andrev »

This is my proposal of AI relationship based on several games, especially GalCivII game.

I. Relationships
1. Basic relationship
2. Toleration
3. Supremacy

II. Intelligence
1. Passive scanning
2. Secret data transfer
3. Espionage and counter-espionage

III. Co-operations
1. Relations
2. Gifts and requests
3. Non-aggression pacts
4. Cooperation pacts

IV. Extermination
1. Rebellion
2. Revolution
3. A nnex

V. Intergalactic government
1. President
2. Laws
3. Barbarian races



I. Relationships
1. Basic relationship


Basic relationshp (or core / backgrounded relationship) is a main relation value which determinates long-term effects between races. The basic idea of it is a copy form real world relation between nations: friendly like USA-UK or hostile like both Koreas.
The key feature of this value called 'morality' or 'ethics' is that the predefined race have random value of it (value is generated when game start) and human race can select his morality be random events (0.7 roadmap of FO). For example:
On one of our planet we found extra rich ore which can boost planetary production. Unfortunately ore is very dangerous and can kill our people during explorations. What can we do?
GOOD - Protect our people (no effect)
NEUTRAL – Explore this ore very carefully (-10% people, +10 production points)
EVIL – Explore this ore at the all cost (-30% people, +30 production points)

Based ot these events player can choose his morality. For example AI races named 'Hooverons' can choose GOOD, but at next game NEUTRAL, because morality is defined by random value when race enters to game.
Now we have three moralities in game world which build base relationships between players. If moralities are the same, race is friendly, can help for free on help on war. If moralities are similar is very small chance to get something for free. Normal situation is interchange f. e. one technology for one technology. Different moralities (evil/good) build very hard conditions to speak/trade. These races do not trade together or make non-ballanced trade (f.e. two technologies for one).
Basic morality is unknown, but can be known with special level of espionage.


I. Relationships
2. Tolerance

Tolerance is build by current relationships between races. Requests, demands, tributes or gifts have a pressure with can change basic relationship (morality, ethics) between races. With this value race with this same morality can be your enemy, but with different can be your friend. So, total relationship is morality corrected by tolerance.
The key feature is that the tolerance is known as current relationship and can be described as friendly/neutreal/hostile, and this value pursues slowly to base morality - the races forgot slowly about your gifts or "diplomatic mistakes".


I. Relationships
3. Supremancy

Last one value which affect for relationship is current supremation. Supremancy should have high effect on relationship but this value bases on intelligence so can be incomplete, uncorrect or false.
To calculate current suprmency AI should know number of enemy planets, population, production power or current fleet. Some (all) of these information can be unknown so is possible that empire is weaker or stronger that AI calculated.
After supremacy calculation AI knows how to play to win.
if the neighbour is very strong - no trade with him but trade with his opponents.
if the neighbour is very poor and have no allies - attack him.


II. Intelligence
1. Passive scanning


Passive scanning is main source of intelligence data - ships scan planets, current population, when battle number and kind of attacking ships. This method is very dangerous if there are hostile relations with other race or second empire has close borders for ships.


II. Intelligence
2. Secret data transfer


One of good solutions in Stars! game was a intelligence data file. There were three types of file:
- map data which allow send known galaxy map between players,
- planetary data which allow send known planetary status map (occupation, kind, population) between players,
- fleet data which allow send known fleet map (location, number, kind) between players
It was very primitive (cooperation between human players only, external file, source file had data about all races) but can be good background to develop intelligence cooperation between players.


II. Intelligence
3. Espionage and counter-espionage

Espionage and counter-espionage can be supplied by total empires planetary production. It help to copy real situation when big countries like USA can use intelligence forces at many countries. Two slicers manages the cost (production points) for real planetary production and for espionage (1st slicer) and counter-espionage (2nd). Next group of slicers should be dedicated to manage resources between other empires to spying.
There are some levels of spying:
1st: simple information like current tolerance and number of spotted ships and visited planets.
2nd: known galaxy map, location of colonized planets and number of population on planets
3rd: morality, known technologies, technology in research, current planetary buildings
4th: current ships construction data (and known enemy construction)
5th: current ships location and current planetary production
How to calculate infiltration level - this is no important for this post yet. But with better level of espionage race (AI) has better information about real power of other empires and can calculate supremacy level more accuracy.


III. Co-operations
1. Relations


There are possible three relations (arrangements) between players:
- enemy - this player is described as enemy and will be attacked when spotted
- neutral - this player is acceptable, will be attacked when he attacks first or if spotted on star systems with colonized planets with 'close border' status,
- friend - this player is supported with supplies by our planets,

This status is changed automatically: enemy at war, neutral at peace time, friend at alliance.

III. Co-operations
2. Gifts and requests

There are some options to cooperate between players like food or minerals (I think that minerals level is connected with industrial production). Money is needed to trade, but there are something like money - it is industrial production. Maybe is possible to arrange trade routers between players to exchange minerals/food for industrial production which will be immediately added or subtracted for general industrial production? In this case each planet require a checkbox like "use planetary production to trade". If not checked the planetary production is allowed to current production or research.

Some other goods to trade:
- border status
- votes in next poll (if race belongs to Interstellar Government)
- technologies
- ships/fleets
- planets

Requests:
- declare war with other
- case fire with other
- peace with other
- delete pacts
- make a embargo with other


III. Co-operations
3. Non-aggression pacts


Special pacts which give term between war declaration and direct attack. For example NAP-5 means that after war declaration attack will be start after 5 turns. Is possible to break a NAP but it makes negative opinion for attacker.
Get notice about end of NAP is not a war declaration. But after that you can be attacked unexpected.


III. Co-operations
4. Cooperation pacts

Cooperation pacts are made between two races. These pacts are more helpful for poor empires than stronger. For example research pact boosts both empire with this same value of research points. Formula: 10% of research of each is added together, divided by 2 and added extra to each empire research:
Example: 1st empire produces 1000 research points, second - 500.
100+50 (10% each) = 150 / 2 = 75.
Boost for 1st empire is 1000+75 = 1075 (7.5%)
Boost for 2nd empire is 500+75 = 575 (15%)
This same story with the economy pact: it boost trade of both empires but poor empires are boosted more than stronger.
Military/defence pact is official defence pact by two or more races. Attack for one of members allow to declare war with aggressor. Good solution was spotted at GalCivII, when attacked race request help according to military pact. Player can agreed and declare war or disagree (with downgrading his opinion).


IV. Extermination
1. Rebellion

After human's race extermination the human player ends of game. But there are a 'rebellion' race which uses marks of destroyed empire. Rebellion is created when last planet of dying race is captured. All undestroyed ships of this race are a part of rebellion controlled by AI. Rebel ships does not need a supplies and are invisible during jumps. They are visible inside starsystems only. Rebellion is dying when all rebel ships are destroyed but rebel can be still sponsored by other races by "gift/ship transfer" to increase rebel forces with technology and ships.


IV. Extermination
2. Revolution


This idea is evolved from CivilizationII game. It is a kind of protection of dying empire when race do not see a chance to win - when homeworld is captured dying race is at revolution. There are some options to do it:
- all planets intake to random empires excluded attacked empires (it depends from morality and tolerance)
- all planets create a new nation / new race
- all planets create a new nation / new race but some planets (for example with enemy fleet in system) merge / surrender to attackers empire


IV. Extermination
3. Annex


It is a global message about protection dying empire by other. In fact all planets of dying empire merge immediately to one selected empire. It can be realized by giving planets to other like a gift or set surrender option.


V. Intergalactic government
1. President


Next good solution at GalCivII was a 'interstellar translator' technology which allow to speak between races. Only one race should have this advice to cooperate with others. Now. First race which have diplomatic contacts with all other races creates a 'interstellar government' and is 1st president of 'intergalactic government'. Next
president is changed by 10-15-20 turns by public voting.
The question about voting: 1 race = 1 vote, population = votes, square root from population = votes? (this last solution promote small races).

Why is good to be president?
- president gives proposals per term (or doesn't organize IG meetings),
- president has double voices (only proposal, 1st condition is very strong)

Why good solution is be in interstellar government?
- all empires collected in interstellar government have bonus to their production
- is chance to help your economy (by establish culture capital or economy balancing law)
- is chance to stop war against you by political pressure for your attacker

Why good solution is not be in interstellar government?
- no taxes
- no penalties
- you can declare war or attack when you want

Bonus from membership of IG (interstellar government) is a option:
- constant value - for example 5%
- value depend from number of IG members (for 8 races in IG the bonus of production boost for each is 8-1 = 7% each)
- inversely proportional to planet numbers or empire population (20-15-10, reversing is 0.050-0.067-0.100, percentage depends from reversing and boost value:0.1 is 5% so for all empires boost equals 2.5%-3.3%-5%)


V. Intergalactic government
2. Laws


Some laws can be establish by president proposal and races voting. In peace times:
- value of taxes (percent of current planetary production will be collected to "store" and can be used for boost economy of all IG planets or only one empire,
- location of technology capital (doubled research boosting for winner's homeworld by 3 turns)
- location of industry capital (doubled production boosting for winner's homeworld by 3 turns)
- location of nature capital (food production boosting for winner's homeworld by 3 turns)
- economic balance (collect percentage production from all planets, divided by empire numbers and put back to all planets in one empire)
- technology balance (each empire select two last technologies, which can be developed by this empire, all these technologies are gives back to all empires)
- make a member of IG
- make embargo (no treaties, no 5% production bonus)
- delete embargo

Some laws can be establish in war times:
- penalty for attacker race (if attacker is IG member)
- special tax for defender (if attacker is not IG member)
- case fire for some turns between races
- keep case fire based on non-aggression pact (if NAP is broken)
- exclusion from IG


V. Intergalactic government
3. Barbarians


Barbarians are all races that are not member of IG or have not homeworld: pirates or rebellion.
All pacts are possible with races with planets.
Only non-aggression pact is possible with pirates.
No pacts are possible with rebellion, but rebellion attacks specific player only.

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eleazar
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Re: Diplomacy model / Diplomacy AI

#2 Post by eleazar »

On it's own, it's not especially useful to write a big long list of the features you want to see. Though diplomacy hasn't been nailed down, there's been discussion on the topic for instance: here.

Your ideas will make a bigger impression if you explain why they are more fun, more understandable, and/or more achievable than previously presented ideas.


I believe the most important principle for diplomacy is this:
Diplomacy is simple and concrete enough that AI players don't seem like idiots. I haven't played GalCivII (no Mac version) but if any of these features you suggest aren't well used by the AI, then you probably should rethink them.

P.S. Your attention to clear hierarchy/formatting is appreciated. To many posters just make a massive single paragraph. You might also want to use the {list} tag, to further enhance readability. Of course it's really uses the plain brackets, not the curly ones.

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PL_Andrev
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Re: Diplomacy model / Diplomacy AI

#3 Post by PL_Andrev »

eleazar wrote:On it's own, it's not especially useful to write a big long list of the features you want to see. Though diplomacy hasn't been nailed down, there's been discussion on the topic for instance: here.

Your ideas will make a bigger impression if you explain why they are more fun, more understandable, and/or more achievable than previously presented ideas.
Thank you Eleazar for this link and a few words. I read this topic and your wiki page about it... I agree that main feature of diplomacy is simplicity. Too many options in diplomatic can kill this idea. I'll try to explain my ideas based on previous diplomacy topic.
  • Communication
    • 1. Techs (first contact)
      • As I wrote at first post of this thread very good option is a special tech to communication similar to GalCivII game. In original to communicate between races one one race with this tech is needed. It is very good solution because races can use different way to communicate.

        It is a big shock and frustrating situation when you find another race in deep space and you cannot speak with it because you do not understand alien langauge...
        Advantage of this solution: very simply to implementation.
  • Realtionships
    • 1. Base
      • There are many post about "how AI should work" but no methods to solve it. There are some wishes about AI behaviour but no answer "how to realize it". I give you answer: supremacy-tolerance-morality build different option depend from other race's supremacy-tolerance-morality.
      2. Supremacy
      • Supremacy when calculate power of other races answers on key questions:
        • - attack or not, for example:
          • 1. UK, 1939 did not attack German because UK had no military forces,
            2. Germans, 1941 attacked USA because USA was most powerful country and was at war with German ally,
            3. Germans, 1938 attacked Czechoslovakia because it was poor country and no allies/no friends
          - cooperate or not, for example:
          • 1. USA, 1946 stopped nuke research pact with UK because UK was a weaker country in research,
            2. West Europe, 1946 started to cooperate with USA to protect and stop military power of USRR.
            3. West Europe, 1952 started research pact to pursue USA and USSR science progress,
        The key feature of supremacy is that races can cooperate if his power is ballanced.
        • If enemy is weaking will be attacked, if is growing will be isolated or attacked by group of enemies.
          If friend is weaking will be sponsored by friends, if is growing will be attacked by group of enemies.
        Last adventage of supremancy is going to balance.
        • When hostile or enemy races are going to eliminate, friendly races going to:
          • - stop war with friend after degeneration his power,
            - diplomatic pressure for enemies at war,
            - sponsoring to keep power,
            - declare war to enemies,
        Similar situation was happened to me at GalCiv2 - I sponsored dying race with technologies and ships. This race conquered his enemy and be most powerful with my gifts, he attacked... me!

      3. Morality and tolerance
      • After reading last idea you can ask: who is my friend? who is my enemy? Answer for this questions is at morality and tolerance values. As I wrote, "ethics" which is build based on random value for AI races and human selection at random events. Now you can describe each race by three variants:
        • Friend
          • - frinedly races
            - nautral races with cooperations, sponsoring by gifts
            - enemy races with gifts
          Neutral
          • - friendly races after balanced war with you (no colony destruction)
            - other neutral races
            - enemy races with gifts
          Enemies
          • - friendly races after war with you (territory conquest)
            - weaker neutral races
            - enemy races
        In fact it is only morality and tolerance effect. Now AI should look on your and its power and re-define relations with you.
        For me it is very good solution to build background relations between players.
        • 1. There are basic 'emotional' relations between players (morality)
          2. Basic relations can be changed by race behaviour like be friendly or hostile (tolerance)
          3. But they can be revised based on current race's power in galaxy (supremacy)
          4. Self-balancing system (AI does not allow to create a monster-race)
          5. Supremacy can be connected with intelligence level (espionage and counter-espionage)
          6. Trade ability can be connected with current relations and known supremacy

      4. Intelligence
      • Ok, you have 5 planets and you found during space exploration a enemy planet. There are enemy fleet and destroy all your scouts. You don't know how many planets are colonized by your enemy. 1? 10? What about its research power? Production? Fleet? Intelligence helps you select who is more powerful - you or your enemy.

        I thought about espionage and counter-espionage and think that good idea is:
        • counter espionage power is ESP=A+B*C
          • A - current planetary production,
            B - current expenses for counter espionage,
            C - technology modifications,
          espionage power is cumulative and equals E=E+B*C (is growing by each turn)
          • E - new/last espionage value,
            B - current expenses for espionage,
            C - technology modifications,
        Current level E/ESP defines final intelligence level which helps better calculate enemy supremacy. With it you can see that he have 8 planets (more than you), 2x more people than you, but his productivity is 3x less. So you can attack him... if he has no powerful allies, of course. Don't you know it? More resources for espionage, please!

        Why I describe intelligence, espionage and counter-espionage? On my morality-tolerance-supremacy model the supremacy is last value to change relationships between players. So, to correct supremacy calculations you and AI want to know more and more information. To avoid situation when AI (or player) give weapon tech to monster-race or protect 'for all cost' extremelly weak race with one planet only.

      5. Final game: when race is dying
      • What happens if race is dying and have no chance to victory? Of course AI can play to "last planet" and "last ship" but at GalCiv2 were interesting solutions.
      • Annex
        • Imagine this situation: your enemy is at corner position and have no chance to military support. Planet will be captured - your invasion fleet is coming. Now AI selects political suicide and select annex to other, most powerful empire.
          Now this wonderful world belongs to other empire. Frustrating?
          Now you decide: attack and create new, maybe more powerful enemy? Or accept it...
          This situation can change the situation at galaxy map.
        Revolution
        • This situation is known at Civilization series. When HW is captured empire is broken - this is revolution time and new race is created. This situation can change the galaxy situation dynamically. At second side players should protect his HW at all costs. Of course this situation should be available for several planets. Especially big empires can be risked with it.
        Rebellion
        • You are the winner player - few turns ago you finally destroyed last planet of your enemy. You empire is gigantic now. But... there are few ships with marks of destroyed empire which attack you civil ships, your planets etc etc. You should protect your planet in your deep territory by build small ships and patrolling systems.
          You destroyed one, two, ten ships... but at one moment the big battleship appears which destroys you patrol boats. You know that destroyed race did not have battleships... WTF?
          Rebellion is very similar to pirates but other race can supply rebellion to attack you and split your fleet and rebellion attack only you (as partisans). Now you look at rebel hull and you see who supports rebellion...
          Nice? For me - yes.

      6. End game
      • I want to propose synthesis of best victory conditions:
        • - total domination (no more enemies)
          - X% supremacy (the best player have X% supremacy than second in planetary production)
          - best result after X turns (best planetary production after X turns)
          - technology victory (maybe not all technologies discovered but final weapon technology or other special technology?
          • For example like in GalCiv2: Deeper Knowledge -> Galactic Understanding -> Near Omniscience -> Beyond Mortality -> Technology Victory
          - transcedency
          • For example like in GalCiv2: by collection random transcedency sources on inhabitant planets - one source is one point, 100pkt is winner.
_____________________________

Basic diplomacy with trade and Interstellar Government ideas will be shown at next posts.

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PL_Andrev
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Re: Diplomacy model / Diplomacy AI

#4 Post by PL_Andrev »

  • Trade
    • 1. Goods to trade
      • At this forum is many many posts about "how to trade" but no list of goods to trade. But what is a "trade"?
        Trade is for me diplomatic offer with goods exchange. But we can prepare other diplomatic offers - so the trade as goods exchange is a special situation in diplomacy. Next issue is simplicity - is second side accepts that current offer is done (pacts or request are realised, good change the owner). If you want make long-term offer like exchange good by 10 turns - send new offer each turn again and again.

        This is my proposals and summary note from other posts and topics:
        • Basic resources
          • - money (credits, etc)
            - food
            - minerals
            - votes (when International Government or United Planets or Galactic Senate etc. etc. exists)
          Knowledge:
          • - technology
            - galaxy regions (part of intelligence data)
            - empires data (part of intelligence data)
          Treaties:
          • - non-aggression pact (notice termination about peace time)
            - research pact (research cooperation boost research at both empires)
            - economy pact (economy cooperation boost trade at both empires)
            - defence pact (war declaration when partner is attacked)
            - alliance (ally ships will be supported from our planets)
          Political declarations:
          • - open borders (no attack, alien units can travel across empire)
            - close borders (attack alien units at own territory)
            - leave system (all units should leave specific system)
            - peace
            - cease fire (no attack enemy ships by 5 turns)
            - declare war
            - surrender (all planets / ships / resources merge to selected player)
            - notice (end of treaty)
          Massive goods:
          • - ships (ship transfer)
            - planets (planet transfer)

      2. Basic diplomacy screen
      • To most simple trade the diplomatic screen should be minimalized to one sentence:
        • [What you need] and [what you offer]
        ...and it is all. If you want to send options - create many offers. With this minimalized sentence are possible different options like gifts, requests or trades.

        For example:
        • I need 100kt food and I offer you nothing - it is a request,
          I need nothing and I offer you laser technology - it is a gift,
          I need Cerberus IV system and I offer you money - it is a trade proposal with question "how much?",
          I need 10kT minerals and I offer you laser technology - - it is a trade proposal with specified conditions,
          I need war declaration for Hooverons and I offer you whatever - it is a trade proposal with question "what do you want for it?",
        Proposals for possible answers:
        • Agree/disagree
          - What it is a laser technology? - race does not know this technology or does not want to speak with you,
          - (-) (none) - race does not want to speak with you,
          - We can offer you 100kT minerals for laser technology and plasma technology - couter-offer with payment changes (more technologies).
          - We can offer you 30kT minerals for laser technology - couter-offer with offer changes (less minerals).

      3. Public offers
      • Maybe good idea is public offers creation like "Our empire needs 100kT food". Others maybe can help with counter-offerting like:
        • Empire A: We can offer you 50kT food for nothing (gift),
          Empire B: We can offer you 100kT food for laser technology,
          Empire C: We can offer you 100kT food for plasma technology and 50kT minerals,
          Now the offerer can choose the best offer for him.

      4. When trade is possible?
      • Well, the more correct question is "Why they will trade with me"? Trade can be depend from four critical conditions:
        • How much are you dangerous for my? - check supremacy status,
          How much do you need this item? - with this idea you can trade with your enemies too,
          How much do I need this item? - if I have starvation on my planets I will not sell the food,
          How much do I like you? - condition depend from morality+tolerance parameters
          How much are you dangerous for my enemies? - enemy of my enemy is my friend, option especially good for ranged empires,
        As you see chance to satisfactory trade depend from supremacy, morality, tolerance, range, costs and stored goods.

      5. What about prices?
      • Dynamically created prices are not possible. This is not free global (galaxy) market. Of course is possible to sell food when you are in starvation times for money, technologies, planets... but it isn't a global market. Second thing is supremacy - do you imagine when US sells his top military secrets to China or Russia? Or when Saudi Arabia sells Mekka holy city of Arabic world to Israel? Or when you clean your boss'es home for free because you like him? In theory it is possible, but not in real world.
        There are three possible options:
        • If you are stronger:
          • - possible unprofitable trade (for example for 100kT minerals they requests planets or few technologies)
            - possible pacts (my pact proposal gives more boost for weaker partner)
          If you have similar power to partner:
          • - trade is possible
            - pacts are possible too
          If you are weaker:
          - possible very profitable trade (gifts) with your friends
          - possible unprofitable trade with your enemies (for example for 100kT minerals they requests planets)
        Now you can see the advantage of morality-tolerance-supremacy system again:
        • Everybody avoid most supremacy races,
          Races with similar power keep together,
          Waeker empires can be sponsored by friends or enemies of their enemies,
        Sounds good.

        OK, what about prices?
        Now we have no price idea (it can be balanced in future). At 1st point of this post I put some goods to trade. How to change it to money? Let's took about real example: This is public offer from Hooverons:
        • We need Pulse laser technology, and we offer everything what you want.
        For example cost of Pulse laser is a 450 research points. Base is 1RP = 1$, so the cost is 450$.
        Now see point 4 of this post: Berserker race (AI) is thinking:
        • How much is he dangerous to AI? - at current knowledge Hooveron is 0.7 times weaker than Berserker
          How much does he need this item? - everything it means that AI can give 2x higher price
          How much does AI need this item? - this is not strategic resource so AI can give it to Hooverons
          How much does he like AI? - no contact between races, no morality and tolerance experience - it means that neutral with price 1.5x
          How much are you dangerous for my enemies? - Hooverons empire is ranged so he will first attack other races, price can be lower 0.7x
          • Final price calculation: 450 x 0.7 x 2 x 1.5 x 0.7 = 660$
        But Berserker race (AI) needs minerals. 2kT = 1$ so at the final Berserker re-send counter-offers to Hooverons:
        • We need 1220kT minerals, and we offer Pulse laser technology.
        But How to calculate current price of resources as self-balancing method???

      6. Embassy
      • There are idea about embassy. Unfortunately I don't found description how to create a embassy at another player. But in fact embassy can help to make a diplomatic meeting with other race.
        • Embassy can be created:
          - at enemy planet (when planet will be captured embassy will be destroyed)
          - with special technology by owner (?)
          - auto-establish embassy at enemy planet with special cost f.e. 1000$?
          - auto-establish embassy at enemy planet with ship (merge to planet?) or with special module (?)
        Embassy allow:
        • - diplomatic meeting with other race at all time (in other case diplomatic meeting is available when both ships are at this same system or at colonized system by other race)
          - prepare a special pact like:
          • - research pact (research cooperation boost research at both empires)
            - economy pact (economy cooperation boost trade at both empires)
            - defence pact (war declaration when partner is attacked)
            - alliance (ally ships will be supported from our planets)
      In fact the embassy idea destroys my idea of "public offer". But maybe it can be solved by:
      • - No embassy issue
        - No public offering
        - Public offering only to players where embassy are
      I think that the best model was implemented in GalCivII and Stars!, where player or AI sends message to other race (and to all races as public offer) like radio message into deep space. To protect idea of embassy - embassy can be still useful to create advanced pacts (research, economy, defence, alliance) between players.


      7. Dynamical model of prices
      • In fact, FreeOrion does not need money to trade. Unfortunately nowhere is information about game economy. For example what people do? Taxes are planned? Which good are planned to spend as espionage and counter-espionage?

        In not real money... so what?
        The key feature is industry production. If it is stopped that the empire cannot build ships, planetary constructions, have no points to spend for espionage or research.
        But the industry needs minerals... and these are "money" in game.
        • If stored minerals are decreasing then empire wants to buy them.
          If stored minerals are growing then empire wants to sell them.
        Next issue is mineral production/consumption:
        • If there are no minerals at big empire that this empire is poor: no production, no research...
          If small empire has big mining industry and collect many resources... is really huge because this empire can buy anything. But how to create a prices?
_____________________

At next post I try to find and show you supply/demand law based on materials.

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