All I really want from Diplomacy is...
All I really want from Diplomacy is two things:
- More robust and strategic diplomacy system
- New content that makes the civic tech path dangerous
Oh sure, there are plenty of other things I'd like. I've already made my rant about how the AI needs improvement, I'd like to see more cunning pirates, and there are countless other little things. However, these two priorities above all else are what I want to get out of Diplomacy.
I've been discussing my concerns about the diplomacy system for some time now. The problem currently is that there is never any reason to backstab someone. Oh, sure, you can backstab someone and the AI does have an arbitrary relationship number that might encourage it to break alliances, but rationally speaking there is no reason to ever do this when you could just remain allies all game. I like the new mission system in concept, but in practice so long as we can safely form large and permanent alliances there will be no real political subterfuge.
There have already been many players calling for a limit to the number of winners in unlocked teams. This is one way of ensuring that large teams have to break up at some point, but so long as there is something that gives rational reason for breaking alliances.
Secondly, I want to see something that makes the civic tech path dangerous. Currently there is virtually no threat presented by civic tech. Oh yes, you can improve your economy which lets you buy more military units, but let's be clear: the threat is the military units that your economy is feeding, not the economy itself. Culture does present a minor threat, but it's easily mitigated and takes a long time to do anything anyways. The only exceptions are Vasari with phase stabilizers (now THOSE are dangerous) and Advent that has PJI's on the harmony tech path for some reason.
What I want to see are technologies that present a threat; something that can seriously undermine an opponent's strategic position. Technologies that increase extractor income or pacts that increase weapon damage don't count; these are just scalar bonuses to your military, either enabling you to make it bigger or stronger. Want I want to see is a civic technology that presents a threat in and of itself.
Right now, if I build 2 military labs and 5 civic labs, I will get murdered by someone who built 5 military labs and 2 civic labs. The simple fact is that the technology made accessible by the military labs (heavy cruisers or repulse for instance) are extremely difficult to counter with low-level military techs. There is nothing in the civic tech tree that even begins to match up to the power offered by those military technologies. What I want to see are civic technologies that present strategic threats to the enemy that are difficult to counter with low-level civic technology.
Anyways, I've rambled enough. That's all I really want out of Diplomacy. I could care less how this is done, but that's what I want to see