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Elmaz

Corporal
Community Ambassador
Dec 18, 2019
39
312
Greetings, citizens.
It is my pleasure to provide you with the last SPQR ranking for 2020!

This week's first-place goes to a familiar fellow of SPQR, I named IsaacCAT, whose thread "Rulers' Diplomacy" got 11 votes.
Preface: this suggestion arises from this thread from @Mr.Wiggles asking to improve the diplomacy part of the game

Observation: the game negates the characters importance on diplomacy and only considers national variables to decide the possible outcome.

Suggestion:

Diplomacy shall represent a negotiation table where the nations' current rulers decide about their relations. Thus, I suggest adding personal factors from rulers to the decision process. Moreover, I suggest that negotiations become an uncertain event that will make diplomacy riskier for players:
  • Players will have to prepare the negotiation table considering national factors but also its current leader and the other nation leader attributes and relations.
  • The outcome is not determined beforehand, there is a chance of failure.
  • This system creates unexpected developments as other nations proposals will be decided by negotiation, challenging the player to disentangle unwanted diplomatic relations.
For clarity, diplomacy does not include the following actions: Declaration of Wars, Demand Military Access, Covert Actions and Relation Actions. Because these actions do not require a negotiation between parties.

View attachment 661858

How:

When a nation ruler makes a diplomatic proposal to another nation ruler, there are three outcomes that are mutually exclusive:
  • The ruler accepts and a treaty/agreement is achieved P(A)
  • The ruler does not accept and will not listen to the same proposal for five years or until there is a new ruler P(B)
  • There is no agreement and negotiations are broken P(C) until next time
Depending on each proposal, each outcome will have a probability function of different variables. First, I will explain every variable. Second, I will give two examples with different scenarios.
  1. Variables:
The variables involved in diplomacy can be summarized in personal and national factors:

Personal factors:
  • Charisma: represents the character’s ability to charm and persuade others. This factor adds +0.01 * (Charisma points of the ruler making the proposal) to the P(A).
  • Popularity and Prominence: represent the fame of both characters and their ability to sell the deal to their people. These factors add +(Sum of Popularity and Prominence of both rulers)/8000 to the P(A)
  • Friendship: if both rulers are friends add +0.1 to the P(A).
  • Personality Traits: same traits add +0.01 to the P(A). Opposite traits add +0.01 to the P(B).
  • Health Traits: if the ruler making the proposal has any health trait, add +0.01 to the P(B) except for Fair trait that adds +0.01 to P(A)
  • Status Traits: any status trait adds +0.01 to P(A)
  • Fatigue: represents the tiresome feeling to listen to the same proposal. This factor adds +0.05 * (5 – years since last time this proposal was submitted) to the P(B). After five years since the same proposal was presented for the last time, fatigue is 0 and it cannot go negative.
  • Corruption: is a measurement of the character’s willingness to engage in underhanded practices and creates distrusts to both parties. This factor adds +(Sum of Corruption of both rulers)/2000 to the P(B)
  • Rivalry: if both rulers are rivals, add +0.1 to the P(B)
National factors:
  • Influence: represents the power of successful past dealings between the nations. This factor adds +0.01 * (number of successful past treaties between the nations) to P(A).
  • Diplomatic Reputation: increases the likelihood that other nations will consider your diplomatic proposal, add +0.01 * (Diplomatic Reputation of the nation making the proposal) to P(A)
  • Different Rank: smaller nations will be intimidated by larger nations, add +0.01 If Positive Rank difference to P(A). However, bigger nations will dismiss smaller nations, add +0.01 If Negative Rank difference to P(B).
  • Culture and Religion: Same religion add +0.01 to P(A), different religion add +0.01 to P(B). Same Culture Group add +0.01 to P(A), different culture group add +0.01 to P(B).
  • Opinion: it is easier to sell an agreement to a favourable public opinion, but it can be done against it, too. Add + (If Positive Sum of both nation opinions)/8000 to P(A) or add + (if Negative Sum of both nation opinions)/8000 to P(B)
  • Common Threat: united against a common enemy, add +0.05 to P(A).
  • Diplomatic Relations: if our nation has paved the way before with improved opinion or send gift, it can help on the negotiations, add +0.01 to P(A). On the contrary, if we have sent an insult, add +0.01 to P(B).
  • Competing power: we have the same interests and working an agreement will be more difficult, but possible. Add +0.05 to P(B).
  • Has Border: in some proposals having a common border will factor in the decision, add +0,01 if positive to P(A) or add +0,01 to P(B) if negative.
  • Capital distance: in some proposals this can be of importance to decide, add +0.01 * (Capital Distance)/200 to P(B).
  • Relative Strength: like different rank, it is an indicator or military might that can intimidate smaller nations but not bigger nations in some proposals. add +0.01 If Positive Relative Strength to P(A). Add +0.01 If Negative Relative Strength to P(B).
  • Exceeding Diplomatic relations: exceeding the number of available diplomatic relations will add +0.01 * (Exceeding Diplomatic relations) to P(B).
  1. Examples:
We will use the same scenario for two examples:

Personal Factors: Our ruler has 12 Charisma and 195 Popularity + Prominence points. The other ruler has 7 charisma and 125 Popularity + Prominence points. They are not friends nor rivals and share no traits. However, one ruler is lazy and the other one is Energetic. Both have one negative health trait, gout and Depressed. No status traits. The proposal has been submitted already this same year and it was dismissed but not refused. The sum of both leader's corruption is 15 points.

National Factors: we have had no other treaty before; thus, influence is 0. Our nation diplomatic reputation is 3, theirs is 0. There is a positive difference of rank. Culture and Religion of both nations are different. Sum of Opinions is negative 126 points. There is a common threat. We have not improved opinion, send a Gift nor Send and Insult. We are not competing power. Capital distance is 50 but we share borders. Relative Strength is positive. They will exceed their Diplomatic relations limit.

Example 1:

Offer Alliance From our ruler to the other ruler.

The resulting probabilities for each event are the following:
  • P(A) = (All Personal Factors + Influence + Diplomatic Reputation + Different Rank + Culture and Religion + Opinion + Common Threat + Diplomatic Relations) = 12*0,01+(195+125)/8000 + 0+0,01*3+0,01+0,05 = 0,25
  • P(B) = (All Personal Factors + Culture and Religion + Opinion + Competing Power + Exceeding Diplomatic relations) = 0,01+0,01+0,05*(5-0) +15/2000 + 0,01+0,01+126/8000+0,01 = 0,32
  • P(C) = 1-P(A)-P(B) = 0,43
View attachment 661856

Example 2:

Request for Help from the other ruler to our ruler:

This other example is a new diplomatic action suggested by @Mr.Wiggles in this post that allows a country engaged in a war to try to call in another country to help win the war in exchange of some sort of vassal relation. Because this system is not deterministic, this option will not always produce an escalation to Ancient World War I.

We will consider the same factors as in Example 1, and the resulting probabilities for each event are the following:
  • P(A) = (All Personal Factors + Influence + Diplomatic Reputation + Culture and Religion + Opinion + Common Threat + Diplomatic Relations + Has Border + Capital distance) = 7*0,01+(195+125)/8000 + 0+0,01*0+0,01+0,05+0,01 = 0,18
  • P(B) = (All Personal Factors + Culture and Religion + Opinion + Competing Power + Has Border + Capital Distance + Exceeding Diplomatic relations) = 0,01+0,01+0,05*(5-0) +15/2000 + 0,01+0,01+126/8000+0,01+0.01*50/200 = 0,33
  • P(C) = 1-P(A)-P(B) = 0,41
View attachment 661857

Implementation:

We have two scenarios:
  • The player can make a proposal to another nation. The game tooltip will inform the player with the current chances calculated using the above factors. If the player decides to bring forward the proposal, the system will generate a number [0,1] and inform about the outcome to the player in the next screen.
  • The player receives the proposal from another nation. The game can present the odds before the outcome with a nice portrait of the two rulers and nation flags. Then, the system will generate a number [0,1] and inform about the outcome to the player.
Strategies:

Because Influence and Charisma are very important, player will have to pay attention to their ruler and other rulers to increase the chance of success. Also, player will be able to achieve higher rates of success by working over time the influence factor.
The other national factors do not escalate, except for the capital distance for obvious reasons.

Acknowledgements:

I have taken ideas from this thread:


Other players have identified this issue and have ideas about improving diplomacy here:


Then comes Gatkramp's thread , "Scripted historical characters", which proposes some historical characters are scripted to appear throughout the game. He got 8 votes.
To add historical flavour to the game, it would be nice if some historical characters are scripted to appear throughout the game.

Examples of possible character include Julius Caesar, Pompey, Crassus, Gaius Marius, Hannibal, Spartacus. Admittedly these are a bit Roman centric!

For some historical characters, they would appear (in a particular place, if certain triggers/conditions are met) with their scripted stats and traits (as children or adults) and that would be the end of it. For others, there could be event chains linked to their appearance (e.g. Spartacus), their lifetime, or if certain conditions are met (e.g. power base, loyalty, wealth, job, particular country conditions). The goal would be mostly having historical flavour characters with no or few events, and then have a few characters with more substantial or significant events/event chains.

It would also be nice to have a graphical/UI marker to identify historical characters (that emerge and at game start).

The third and last place in the ranking goes to Slavicist and his thread entitled "Depict government bonuses in the Select Government window" which got 5 votes.
View attachment 663005

Please add to this window the option to see which bonuses the province would get; either as a separate information or in the party affiliating popup to the bottom left of the character.

I may be making it a bit of a stretch, but it would be very nice if we could search through the window better; e.g. arrange them by party affiliation, or add the option to type (in case of specific traits). A small thing at first sight; a major QoL improvement in practice.

That's all for this week, dear citizens! I remind you that the SPQR will be on break next week. Don't hesitate to take advantage of this opportunity to fine-tune your suggestions to post them starting December 28th ;)

Once again, I wish you a wonderful holiday season, and I'm already looking forward to some exciting reading when I get back! :)
 
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