Here I resume a GameSpy article (resumed below) about EA2 (Empire Earth 2; don't be afraid, there isn't a Electronic Arts 2).
I think that Civ could learn from this. Just a FEW little possibilities can truly reach the vast reality of diplomacy, as long as the few rules are well chosen. Diplomacy needs an overhaul, and such a simple but complete way to look at things could seemingly make little miracles.
To resume, the options of diplomac agreements are:
1- durations
2- LOS sharing (so you see other's armies)
3- border permission, and
4- ressource tariff
But from this few and simple rules... so much fun and so many strategic options come in:
After getting an idea of this, do you disagree with me that so much can be done from so little and simple? Only FOUR little things, and it becomes a game with diplomatic depth (batteries and backstabbing included). From so little...
Comments? Wouldn't these simple 4 rules apply well? Are there other simple rules which would complement well?
I think that Civ could learn from this. Just a FEW little possibilities can truly reach the vast reality of diplomacy, as long as the few rules are well chosen. Diplomacy needs an overhaul, and such a simple but complete way to look at things could seemingly make little miracles.
To resume, the options of diplomac agreements are:
1- durations
2- LOS sharing (so you see other's armies)
3- border permission, and
4- ressource tariff
But from this few and simple rules... so much fun and so many strategic options come in:
"I'm gonna mess you up, but not now. " This is typically a timed alliance I make with someone I don't fear. I'll let them move through my base, because I want to move through theirs, and I don't really care if you see my stuff. In fact, it may help to scare you away from doing something dumb. Beware, though. Your erstwhile "ally" could have another alliance and be feeding info to a more powerful foe.
"I respect your power, and I need to work with you to kill someone even bigger." This is a timed alliance with no border permissions, because you don't want a surprise army waiting in your base when the alliance expires. Give LOS from units so you can coordinate troops, but why reveal where all your buildings are? Remember, you can still use spies on allies!
"I'm gonna mess you up at any moment." This alliance is not timed, and does not reveal LOS, because I don't want you to see the massive army I'm sending your way to break the treaty.
"I am but a submissive dog; this is my belly, please don't eviscerate me." When I'm seriously in trouble, I'll offer up untimed, full LOS, full border permissions, lots of tributes treaties to whoever will listen. By being so clearly helpless, you can often be thought of as a pawn by a more powerful player, and this can buy you time -- or kill you.
"I respect your power, and I need to work with you to kill someone even bigger." This is a timed alliance with no border permissions, because you don't want a surprise army waiting in your base when the alliance expires. Give LOS from units so you can coordinate troops, but why reveal where all your buildings are? Remember, you can still use spies on allies!
"I'm gonna mess you up at any moment." This alliance is not timed, and does not reveal LOS, because I don't want you to see the massive army I'm sending your way to break the treaty.
"I am but a submissive dog; this is my belly, please don't eviscerate me." When I'm seriously in trouble, I'll offer up untimed, full LOS, full border permissions, lots of tributes treaties to whoever will listen. By being so clearly helpless, you can often be thought of as a pawn by a more powerful player, and this can buy you time -- or kill you.
After getting an idea of this, do you disagree with me that so much can be done from so little and simple? Only FOUR little things, and it becomes a game with diplomatic depth (batteries and backstabbing included). From so little...
Comments? Wouldn't these simple 4 rules apply well? Are there other simple rules which would complement well?
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