x4player wrote: ↑Tue, 22. Dec 20, 22:30
Well, I'll make a small concept and it's up to you to use it or not.
What do we have in diplomacy. She is dead in the base game.
At 4 0 we have the function to declare war. But factions have no way of asking for peace. Solution path - a faction can submit a request to restore relations to 0 if it suffers a lot of losses from the player. (The player can decline this request) This solves the problem of lack of feedback specifically with the player. To start.
The impossibility of ending the war is an important problem.
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We have 2 diplomacy mods.
1. Reactive factions - factions worsen the attitude towards the player if he works with their enemies.
2. Dead Air dynamic war - Main diplomacy between factions.
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You can simply include them on the highly recommended list, or use their principle of work.
Reactive factions or a similar version is necessary because I think we want to put the player in a real competitive environment and make them make decisions and not be in a diplomatic vacuum.
Dead air is random. Of course, it would not hurt to add any patterns based on military strength, the volume of inter-faction trade and the factor of territorial conflict (the desire to own a sector with resources). But it may not be easy. (I don't know how difficult something is to implement)
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This is enough for the relationship main faction-main faction and player-mainfaction
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Now let's move on to the corps AI relationship.
To understand how to make them "alive", let's return to the principles of reactive factions. Let's simulate the situation. For example, we have the newly born Paranid corporation somewhere in their possession. She is very young and starts looking for ways to earn money. The Teladi and Paranid sectors are nearby and the corporation begins to trade with them. Unfortunately, the Paranids are at war with the sacred order and the Order-Our new corporation relationship begins to deteriorate in proportion to the number of transactions. Soon, this will lead to the fact that the corporation will never seek deals with the Order, and the Order, in turn, will want to destroy the supplier of its enemies. This is a simple game situation that we get thanks to the reactive factions mechanic.
Let's simulate a more non-standard situation that will allow our game to not be static and boring.
Our new split corporation was born in the decrepit skies sector. At first, she begins to carry goods both for splits and in argon. The relationship of our small corporation dynamically changes based on the number of transactions and here we have as many as 3 options !!
1. Split deals prevail (more profitable) and the corporation completely loses the favor of the Argon federation.
2. Our corporation is very smart and manages to balance the deterioration and improvement of relations on an average level and trades on two sides. Begins to develop production both in argon and in splits. Brilliant! I think she has a great future!
3. Our corporation is in big trouble with splits bcz they trade with argon! The Splits are trying to destroy her stations. It will be good if she has time to build 1-2 stations in argon ... Thus, a unique phenomenon appears. Split refugee on the argon side.
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Here we have no possibility of making peace by corporations. Solution - the corporation's relationship with the enemy is improved by a small amount when a deal is made with the enemy's ally.
Example - if a corporation is at war with antigone, then it can improve relations if it trades with argon (an ally of antigone)
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This system of diplomacy can be periodically updated with new input accounted data making it incredibly deep. It all depends on what kind of data you can get from the game. Production volumes, theoretical earnings from transactions, distances between stations, cross-diplomacy, and so on. By adding them little by little, cutting off unsuccessful options over time, you get an amazing live system that will give hundreds of hours of gameplay to all X fans.
It is based on a simple deal-reputation relationship. But it can be infinitely deep with the addition of new inputs. And even in its initial form, it generates non-standard situations.
Here's my little concept. I can think in more detail about a specific balance in numbers, but unfortunately I will hardly help with scripts. This is not my specialty.