The diplomacy system in the game currently is pretty harsh. It was designed that way for two reasons, first to make up for the weak AI by mercilessly attacking the player whenever it is beneficial, and second for flavor reasons (ultimately this is a game where only one can survive).
However, the AI is now playing far too well and this is starting to become a serious flaw instead of a feature. It's pretty much impossible for the human player to deal with fighting multiple wars on the higher difficulties - two might still work but 3 or 4 are close to hopeless. It also makes slower strategies weak or outright unplayable, and encourages rush tactics which is exactly the opposite of my preferences.
Here, I'll make a list of diplomacy features that are related to this problem and try to come up with solutions for them.
1. Militarist/Expansionist war declaration
The greatest culprit. On a high difficulty it's usually impossible to avoid this due to the advantage the AI has in their military power in the early game and the chance to have at least one enemy wizard with these objectives is high. This war declaration is often devastating even in the early game, if contact is made with the Militarist wizard at a bad timing.
Possible solutions :
1a. Remove the difficulty modifier from the formula. The additional troops the AI has already makes it more likely to trigger on higher difficulties.
1b. Limit the first turn this can happen to the human player to turn 150 or later. This gives the human player enough time to build up their military or make friends with the AI and raise relation to the point where war won't be declared.
1c. Both of the above
1d. Both of the above but make the military modifier part scale linearly based on turn count instead of being limited to 150 of later. Meaning at turn 150% it has the original effect, at turn 75 it has half, at turn 300 it has double, etc. Doing this can make the militarist backstab weak allies in the late game, while still making it easier for the early game.
2. Generic war declaration
This triggers if the human player has military power close to what the AI has. Unlikely to become a major problem on high difficulty and easy to avoid by being careful not to raise military too high.
2a. No changes needed
3. AI Alliances
An Ally of an AI being at war with the player also declares war unless they cannot for some reason. Lawful and Peaceful wizards are the most likely to form alliances with others, who rarely declare war for other reasons. If the human player can avoid being at war against their will with other AI players, this type of war is also automatically avoided.
3a. No changes needed, the player should avoid picking a fight with other members of the alliance.
3b. The personality modifier's effect should be lower, peaceful and lawful wizards make alliances too easily.
3c. The threshold for forming the treaty needs to be higher but the formula should be the same.
3d. The personality modifier for Lawful and Peaceful should be lower (+40 ->+30 and +80 -> +50). This has a global effect on all diplomacy.
3e. The difficulty modifier in AI to AI diplomacy should be lower or removed
4. Difficulty+Relation war check
Wizards with a low relation automatically declare war on the player if the player is in fewer wars than the difficulty level. This needs a very low relation, so it's unlikely to have any wizards start in this range unless playing 10+ books of the same alignment, usually the cause of this is the player angering the wizard with spells or attacks.
4a. No changes needed. If the player angers a wizard, they should declare war.
4b. The number of wars/difficulty should be replaced by a constant 2. If the player is already in 2 wars, no one should declare war on them just for having a low relation score.
4c. No changes needed. However, settlers should not have a higher penalty to relation when killed than other normal units. Most early wars break out when the AI sends a settler to their territory. (the attack still triggers hostility anyway so this wouldn't mean much)
5. Tribute efficiency
The player can choose to offer gold as tribute based on the treasury of the target. On higher difficulties, the AI has vast riches, so offering gold to them is impossible. The only other way to raise relation, offering spells, depends on having shared realms so it's often also impossible.
5a. No change needed.
5b. Gold tributes should be based on the turn count, not the treasury of the target. It should be X gold/turn for the lowest offer, and 4 for the highest. (turn 100 = 100-400 gold for example)
5c.Same as above but the amount is also scaled slightly by the amount of gold the target wizard has, for example +25% for each times they have the amount of gold already (so turn 100 costs 100-400 but if the wizard has 800 gold then it's 125-500 instead, at 1600 it's 200-800 etc.)
6. War Weariness/ Peace Treaty
Currently, War weariness starts to happen only if the player has at least half the military power of the enemy. This means the only way to get out of such a war is by offering 3-4 spells at the same turn and then ask for peace. This is unlikely to be an option for the player in most cases, and definitely not repeatedly, as a stronger enemy usually has more spells known.
6a. No change needed. The player should avoid getting into wars, instead of getting an easy way out.
6b. No change needed. Doing 5b or 5c ensures the player can buy peace if necessary, although at a cost of several thousand gold.
6c. War weariness should start happening at 25% army strength or higher instead of 50% or higher.
7. Offering treaties
When the player offers a treaty, military power is considered. This makes it very hard to make allies on higher difficulty. All of the changes here also affect Peace Treaty offers and DoW/Break Alliance requests.
7a. No change needed. Forming a WP or Alliance is a huge advantage and should not be easily accessible. When the AI makes their offers, they ignore military anyway.
7b. The military modifier should have a halved effect in the formula.
7c. The difficulty modifier should be removed from the formula. Higher difficulties mean more military advantage for the AI so there is no need for an additional modifier.
7d. The difficulty modifier should be removed from the formula and added into the AI's treaty offers to the human player. On higher difficulties, the AI should offer less treaties on their own but there should be no penalty to offers made by the human player.
I think that's all the related features. I believe the ideal solution might be 1c or d, 2a, 3a or d, 4a, 5c, 6b, 7d but I'd like to hear opinions.
However, the AI is now playing far too well and this is starting to become a serious flaw instead of a feature. It's pretty much impossible for the human player to deal with fighting multiple wars on the higher difficulties - two might still work but 3 or 4 are close to hopeless. It also makes slower strategies weak or outright unplayable, and encourages rush tactics which is exactly the opposite of my preferences.
Here, I'll make a list of diplomacy features that are related to this problem and try to come up with solutions for them.
1. Militarist/Expansionist war declaration
The greatest culprit. On a high difficulty it's usually impossible to avoid this due to the advantage the AI has in their military power in the early game and the chance to have at least one enemy wizard with these objectives is high. This war declaration is often devastating even in the early game, if contact is made with the Militarist wizard at a bad timing.
Possible solutions :
1a. Remove the difficulty modifier from the formula. The additional troops the AI has already makes it more likely to trigger on higher difficulties.
1b. Limit the first turn this can happen to the human player to turn 150 or later. This gives the human player enough time to build up their military or make friends with the AI and raise relation to the point where war won't be declared.
1c. Both of the above
1d. Both of the above but make the military modifier part scale linearly based on turn count instead of being limited to 150 of later. Meaning at turn 150% it has the original effect, at turn 75 it has half, at turn 300 it has double, etc. Doing this can make the militarist backstab weak allies in the late game, while still making it easier for the early game.
2. Generic war declaration
This triggers if the human player has military power close to what the AI has. Unlikely to become a major problem on high difficulty and easy to avoid by being careful not to raise military too high.
2a. No changes needed
3. AI Alliances
An Ally of an AI being at war with the player also declares war unless they cannot for some reason. Lawful and Peaceful wizards are the most likely to form alliances with others, who rarely declare war for other reasons. If the human player can avoid being at war against their will with other AI players, this type of war is also automatically avoided.
3a. No changes needed, the player should avoid picking a fight with other members of the alliance.
3b. The personality modifier's effect should be lower, peaceful and lawful wizards make alliances too easily.
3c. The threshold for forming the treaty needs to be higher but the formula should be the same.
3d. The personality modifier for Lawful and Peaceful should be lower (+40 ->+30 and +80 -> +50). This has a global effect on all diplomacy.
3e. The difficulty modifier in AI to AI diplomacy should be lower or removed
4. Difficulty+Relation war check
Wizards with a low relation automatically declare war on the player if the player is in fewer wars than the difficulty level. This needs a very low relation, so it's unlikely to have any wizards start in this range unless playing 10+ books of the same alignment, usually the cause of this is the player angering the wizard with spells or attacks.
4a. No changes needed. If the player angers a wizard, they should declare war.
4b. The number of wars/difficulty should be replaced by a constant 2. If the player is already in 2 wars, no one should declare war on them just for having a low relation score.
4c. No changes needed. However, settlers should not have a higher penalty to relation when killed than other normal units. Most early wars break out when the AI sends a settler to their territory. (the attack still triggers hostility anyway so this wouldn't mean much)
5. Tribute efficiency
The player can choose to offer gold as tribute based on the treasury of the target. On higher difficulties, the AI has vast riches, so offering gold to them is impossible. The only other way to raise relation, offering spells, depends on having shared realms so it's often also impossible.
5a. No change needed.
5b. Gold tributes should be based on the turn count, not the treasury of the target. It should be X gold/turn for the lowest offer, and 4 for the highest. (turn 100 = 100-400 gold for example)
5c.Same as above but the amount is also scaled slightly by the amount of gold the target wizard has, for example +25% for each times they have the amount of gold already (so turn 100 costs 100-400 but if the wizard has 800 gold then it's 125-500 instead, at 1600 it's 200-800 etc.)
6. War Weariness/ Peace Treaty
Currently, War weariness starts to happen only if the player has at least half the military power of the enemy. This means the only way to get out of such a war is by offering 3-4 spells at the same turn and then ask for peace. This is unlikely to be an option for the player in most cases, and definitely not repeatedly, as a stronger enemy usually has more spells known.
6a. No change needed. The player should avoid getting into wars, instead of getting an easy way out.
6b. No change needed. Doing 5b or 5c ensures the player can buy peace if necessary, although at a cost of several thousand gold.
6c. War weariness should start happening at 25% army strength or higher instead of 50% or higher.
7. Offering treaties
When the player offers a treaty, military power is considered. This makes it very hard to make allies on higher difficulty. All of the changes here also affect Peace Treaty offers and DoW/Break Alliance requests.
7a. No change needed. Forming a WP or Alliance is a huge advantage and should not be easily accessible. When the AI makes their offers, they ignore military anyway.
7b. The military modifier should have a halved effect in the formula.
7c. The difficulty modifier should be removed from the formula. Higher difficulties mean more military advantage for the AI so there is no need for an additional modifier.
7d. The difficulty modifier should be removed from the formula and added into the AI's treaty offers to the human player. On higher difficulties, the AI should offer less treaties on their own but there should be no penalty to offers made by the human player.
I think that's all the related features. I believe the ideal solution might be 1c or d, 2a, 3a or d, 4a, 5c, 6b, 7d but I'd like to hear opinions.