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IDProjectCategoryLast Update
0014644The Last FederationGameplay IdeaApr 25, 2014 10:30 pm
Reporterconductorbosh Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version1.005 Beta (Holy Smokes It's Big) 
Summary0014644: More logical forming of non-player federations, AI federation points
DescriptionNon-player races should also have to have high influence with each other to form a federation. That way you wouldn't get suddenly blindsided as I often am, by races with <10 regard for each other suddenly federizing out of the blue.

My main suggestion here involves separate AI federation points to skip to the last paragraph I'd you haven't time to read all this.

Maybe if a planet on which you have an informant was thinking federally, you could get some kind of warning (the evucks and and or a love each other but dislike you, and the evucks are weighing the pros con's of forming a federation in the future" or something like that) and work towards damaging relations to prevent that happening.

You should also be able to seed disarray in established federations. Killing all but one shouldn't be the only way out except in specific cases. For example: Skylaxians and Andors are in a federation and you make the Skylaxians hate the andors, they may leave the federation. But Peltians will never leave a fear empire because they're too afraid to.


***Main Point***
This could be easily accomplished by having separate federation points showing how likely a race is to join a non-player federation. They could only be visible if you have an informant or friendly spy probes or something. This would serve two purposes: 1. You could see if a race is thinking about joining a federation and try to stop it. 2. If a race is thinking of leaving their federation, they would weigh the benefits of that federation (I.e. their points) against their dislike of the race.
TagsNo tags attached.
Internal WeightNew

Activities

conductorbosh

Apr 25, 2014 7:26 pm

reporter   ~0036801

This would make endgame more interesting, as you're also trying to keep people in your federation.

Killing a race can be more boring to some than deep politics manipulation, and this idea would give players who prefer to be shadowy advisors more varied opportunity to disband AI federations.

Think of the possibilities!
(The Evucks like me but as they grow more powerful, the benefits they get from the federation are dropping, making them more likely to leave... Better secretly mess with their economy and keep them dependent on me.)

Chris_McElligottPark

Apr 25, 2014 7:31 pm

administrator   ~0036803

There are pretty distinct rules for why all those things form. It tends to do with "allies of circumstance." Aka, Britain and Russia teaming up against Germany despite not being best of friends otherwise, etc. The Solar Axis Pact, as one example, forms when multiple races find themselves in possession of multiple planets, and want to exploit that. The conditions for all of the other alliances are similarly logical, but attitude is not factored whatsoever (as often allies don't much like one another, but still work together, even in the real world).

conductorbosh

Apr 25, 2014 7:33 pm

reporter   ~0036805

Then attitude doesn't have to be factored in, it could be based only on what is gained from being in the federation.

The influence aspect is the smallest part of my total suggestion, a bit miffed to find this closed already.

conductorbosh

Apr 25, 2014 7:35 pm

reporter   ~0036808

Last edited: Apr 25, 2014 7:38 pm

Miffed isn't angry though; obviously I love you and all of Arcen.

Its fine if the reasons they federize are not influence based, but we could still use some visible feedback on the reasons why the races are federizing, even if it represents the Hydral's thinking "Okay, who in the galaxy has the most to gain by forming a federation?"

Or how about this: just make the AI logic for joining up less transparent. Think about it: if the Peltians and Andors hate each other and the Andors only join because the Peltians have a huge army, we should know.

Then what if I destroy that army?

Chris_McElligottPark

Apr 25, 2014 7:39 pm

administrator   ~0036810

I've been on the fence about how much to show in terms of why races do those sorts of alliances. The rules are all really clear-cut, but telling the player in advance is something that I think is a bit immersion-breaking and makes it less of a "this is how the story unfolds" thing. Almost always these alliances are based around several races becoming powerful in a bad way, and then depending on circumstances one of the things forms. Quite a lot of design went into it.

I'm open to more types of alliances in the future, too, incidentally, so if you have suggestions for those I will not close them immediately. ;) But the rules on the existing alliances are good.

The other question that you raised, about increased visibility of why they happened, is a good question. I'm not sure if that's something that should just be explained in the tooltips for those alliance types after they form, or what. Might be a good forum topic to see what others think.

conductorbosh

Apr 25, 2014 7:40 pm

reporter   ~0036811

Last edited: Apr 25, 2014 7:45 pm

Ive edified my post on the forums to remove the aspects of my suggestion that you (rightly) took issue with.

http://www.arcengames.com/forums/index.php/topic,15427.msg170361.html#msg170361

Keep on truckin' Chris. I've bought every game you all have released, and I've enjoyed every one (particularly avww 1+2 and bionic dues), but TLF may be your crowning achievement.

It's a fucking triumph, and I hope you guys are taking at least some time to celebrate, as much as we all love the constant support.

conductorbosh

Apr 25, 2014 10:30 pm

reporter   ~0036819

I've refined and significantly simplified my original proposal based on your input.
http://www.arcengames.com/mantisbt/view.php?id=14663

Issue History

Date Modified Username Field Change
Apr 25, 2014 7:24 pm conductorbosh New Issue
Apr 25, 2014 7:26 pm conductorbosh Note Added: 0036801
Apr 25, 2014 7:31 pm Chris_McElligottPark Internal Weight => New
Apr 25, 2014 7:31 pm Chris_McElligottPark Note Added: 0036803
Apr 25, 2014 7:31 pm Chris_McElligottPark Status new => closed
Apr 25, 2014 7:31 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 25, 2014 7:31 pm Chris_McElligottPark Resolution open => won't fix
Apr 25, 2014 7:33 pm conductorbosh Note Added: 0036805
Apr 25, 2014 7:35 pm conductorbosh Note Added: 0036808
Apr 25, 2014 7:38 pm conductorbosh Note Edited: 0036808
Apr 25, 2014 7:39 pm Chris_McElligottPark Note Added: 0036810
Apr 25, 2014 7:40 pm conductorbosh Note Added: 0036811
Apr 25, 2014 7:40 pm conductorbosh Note Edited: 0036811
Apr 25, 2014 7:45 pm conductorbosh Note Edited: 0036811
Apr 25, 2014 10:30 pm conductorbosh Note Added: 0036819