Red, although the title of this topic is "Regional Diplomacy", I think the thread started with a discussion about war. I quickly checked the first post and that is what I understood was being discussed. I may use the word diplomacy and then discuss DOW... but it's a starting point. I do hope to take the discussion further.
From the first post I understood, some actions on the part of the AI were expected and for 2020 we started talking about ways to enhance AI actions.
Currently most people may agree that a DOW is the AI answer for any situation. I have discussed before many ways to stretch this out before the AI pushes the big button.
As for bigger picture items such as agendas and not attacking as soon as the AI can, I have discussed this. I've detailed that right now the AI decides when it can attack, and then through the use of very few variables declares war. To quickly recap... I am working on a way to distinguish between when the AI "can" attack, and when it "should" attack. The main difference comes down to the resulting consequences that could arise. Obviously if the AI attacked a region with 10% belli, like we do often during test games, the result would be chaos for that AI region. So, generally it waits until it has a high cause to attack, and then it does plan coordinated war declarations. In many ways the AI stops there.
On one hand the AI should at times attack with low belli, and at other times it should not attack when it has high belli. Further to this, I am working on a series of rules where the AI prepares for war to one degree or another. Step 1. The AI determines that it wants to attack a region. Step 2. In what ways can it prepare?
Step 1 - should I attack a region???
- how many allies and enemies do I have now?
- what are the threat levels of regions around me?
- how many border regions do I have?
- is the region in question a border region or is their passage through an ally region.
- if there is passage through a neutral region - can I get transit treaties?
- compare regions?
- how many are allied and at war with the target region
Step 2 - I have my target, let's prepare...
- increase military wages
which will increase unit efficiency
- deploy troops
- position troops
- communicate with allies and other regions
- get transit treaties
- determine if I can get help to attack
- determine if I can get other forms of help through diplomatic trade
These items in the above steps are only a few of the things we are working into the DOW model...
Now to expand on this... the premise is that the world is going to do some fighting. Regions don't like each other etc. Of course you then have agendas of AI regions. Without mentioning too many of those details... you could have a region who will not want to ever declare war unless every single criteria is met to make conditions perfect. Other regions may have their agendas tied to expansion part of which may include declaring war and shortly determining if the war effort was successful and offer peace to allow the smaller weaker region to survive. (don't do this if playing against George our lead programmer). Beyond attacking other regions the AI has to determine a defensive strategy in case they are attacked.
While conducting activities that lead to building up defenses as
required or building up an offense as
desired, the AI will also conduct other forms of diplomacy. We have also touched on many planned improvements to this part of the game. The AI should elicit offers. And the player may even be able to communicate to the AI that they wish to see more offers. More ongoing trades will strengthen relationships between regions too.
As for other desires... beyond being a "fragfest", I think the bigger picture leads us to further discuss other victory conditions - other than "Complete Victory". Otherwise we are back to DOW... if victory is complete, war is inevitable.
Current Victory Conditions
Complete Victory
Unification Votes
Victory Hex (escort command unit to target hex)
Capture the leader - kill the command vehicle
Time duration games
- survive so long
- get to a hex by a certain date.
Are there other victory conditions that people wish to see?
One suggestion is a diplomatic victory of alliance forming...
Another relates to the border and setting up a form of border creep.
Specific Goal - reach a desired technology level
Specific Goal - acquire 5 alliances
Specific Goal - watch relations and prevent anyone from declaring war on you for 2 game years...etc.
Specific Goal - etc
Perhaps by adding to the types of victory it would allow more styles of gameplay.
Thoughts?