Brazilian_Joe Brazilian_Joe

It's too easy to make peace, AI can be gamed too easily, more mission types.

It's too easy to make peace, AI can be gamed too easily, more mission types.

I think that the current diplomacy system still needs to be tweaked. 

I have started an all-fast game on a huge map against hard AIs (unlocked teams of course). 

While I had some fights initially, the game quickly evolved to a state where most AIs were happy with me.

I picked a single empire to fight, which quickly got  4 AIs to get happy with me as a collateral bonus to my actions. I by basically defending from another one's attacks, I got 2 more to befriend me by doing nothing. 

I got peace treaties and all basic pacts with them all, and the other AIs were basically ganged upon by everone else.

I got the game to a state where 6 AIs were fighting each other, and I was allied with everyone. It certainly didn't feel hard to do, it was just a collateral accomplishment by my actions. 

In this state, it's also easy (though slow) to colonize without fighting. AI is exceedingly slow to send a colonize vessel once a planet is razed. Since i was allied to everyone, I placidly watched the fight between the AIs for a planet, and stationed a colonize vessel close to the planet. as soon as it was razed, my vessel took it over. The AI can leave a gravwell uncolonized for several minutes before sending a vessel to it.

I think that it all needs to be more fleshed out. I have already suggested to have the possibility of bargaining, which s currently nonexistent. Military cooperation should also have more if's, as the current glaring exploit. 

I think that military cooperation should be a treaty, and one hard to accomplish, since it's so crucial for the game. This would open the doors for setting military missions. Without a military cooperation treaty it would not be possible. Empire A (AI) should be able to plan long term and set an objective to 'colonize planet X', and correspondingly ask empire B to help. But if empire B sneakily colonizes first, this should be seen as treachery and carry a heavy relationship penalty. 

The empires should also be aware of military actions against third parties. If A is allied to B and at war with C, and B is allied with both, A attacking C would carry a penalty to A. If there is a military treaty between B and C the penalty is worse. If C asks for help from B and B refuses, their relationship would also deteriorate. 

I also think that without a military cooperation treaty, jumping ships to a gravwell of another empire should carry a penalty, even if both empires are at peace.

I would like to have the option of trade and diplomatic missions. 'Send a diplomatic envoy to planet X in Y minutes', for instance, or 'do a commercial embargo on empire A to pressure him to stop attacking me'. Or 'send a convoy of at least 500 metal and 500 crystal to planet Z'. That would give interesting uses for trade ports and refineries. I could have buttons to build convoys, each ship holding 100 of one resource  type, and setting a target for it. the player would have to escort it (or not, but that would be risky). Some would be trade missions with a primarily monetary bonus, while others could be answers to distress calls to help colonizers. the player could spend the cash by himself to help the gravwell, or set it as a mission to another empire - in the case of success it would carry a diplomatic bonus.

Other trade/diplomatic missions could be 'help planet X colonizers to develop infrastructure to house more people'. Translating: ask another empire to pay for a planet upgrade in exchange for a relationship boost. 

Another thing is that I just can't use tactical and logistic slots if there are leftover structures from an friendly race. I am A, and allied with B and at war with C. C attacked B and colonized one of his planets, and after I razed the planet, B seemed uninterested in reacquiring it. I would like to be able to help an ally 'liberate' a planet i.e. getting it back to him. I got fed up of waiting and colonized it, but then there were some structures from B, my ally, taking up several logistic slots, and I couldn't attack them without breaking the alliance, nor scuttle - and they were still taking up logistic slots. Maybe foreign structures could cost no slots, or would gradually deteriorate. As a last option, having structures on the gravwell would have an 'ownership' connotation, thus colonizing a gravwell with structures of an ally would carry a penalty, because I should have left it for him to retrieve for his empire. 

 

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Reply #26 Top

Edit: Double post ftl.

Reply #27 Top

While it's clear that a TBS has some advantages over a RTS in this regard, explaining the poor AI decisions by this would be make-believe. The issues I see are not ones that would be consuming a lot of computational ressources - they're about how the game is built in the first place. Darvin's example showcases this, to name just one instance: A missing option for 'there can be only X' and the AI's missing understanding of this concept has nothing to do with being a RTS.