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To: Arkadiusz Danilecki <szopen@xxxxxxxxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: War/Peace
From: Tomasz Wegrzanowski <maniek@xxxxxxxx>
Date: Tue, 7 Mar 2000 16:08:03 +0100

On Tue, Mar 07, 2000 at 02:29:21PM +0100, Arkadiusz Danilecki wrote:
> 
> Hi there!
>       
>       I want to hear your opinion about few things before i will start
> to change code. At the end of this letter there is alos a list of things
> which will need to be changed if we introduce war/peace concept.
> 
> in struct player i would add following fields (names does not matter now)
> 
>       int war_peace;
>       /* (the same way as embassy - 0 at n position means war
>           with n, 1 means peace) */
>       char *state; 
>       /* i am not sure about this; idea is it will be game.nplayers size
> array with enum from set ALLY, NON_AGGRESIVE_PACT, FRIEND, NEUTRAL,
> ENEMY or similar. it is somewhat redundant with other fields; it's future
> use is for advanced diplomacy between players - like alliance, formal
> non-aggresive parts, etc.*/
>       char *reputation;
>       /* it reflect our attitude to other civilisations. 0 means we hate
> them and want them all die. 255 means we love them want to be in eternal
> friendship. */
>       char pacifism;
>       /* this is additional proposition. it is global attitude for war
> in our civilisation. rationale below */
> 
>       If you will attack, if you are at peace, client should display
> ,,are you sure you want break peace'' dialog. Then if you press ,,yes,
> wiped them out'' you decision could be overruled by senate. Senate
> decision would be based on victim reputation (this could be implemented
> that in despotism, monarchy etc reputation had to be below 255, in
> republic below 100, in democracy below 50 or similar (so in modpacks you
> could set that in monarchy you have senate also who could overrule your
> decision), or only for democracy and republic) or, as i would prefer, on
> reputation and level of pacifism. Pacifism would reflect that we don;t
> want be at war with anybody, even if we hate them; or we are at war with
> three civs so although we hate fourth we don;t want be at war with them.
> 
> Now explanation for pacifism : 
>       Losses of units, cities, hunger during wars could raise level of
> pacifism. That would mean that after long, bloody war people in your
> country want stop the war, start the demonstration ,,one two three four,
> stop this .@#$ war'' ,,make love not war'' etc. This could count only for
> democracies and (less) for republic, so if you had democracy, you had to
> play fast wars with minimal own losses - sth like desert storm etc. Loss
> of some units (stealth bomber eg.) could not raise pacifism level. So in
> democracy you would prefer not use land wars with using vast armies. This
> would definitely balance game. 
> 
> Changes needed for first glance:
> 
> 1) score. Additional pts for peace periods? Sometimes we forgot that in
> civ should be three ways of winning: wipe all civilisations, reach alpha
> centauri, _or_ having bigger score at the end of game.

Don't do it. Score should be only about *present*state*of*the*world*,
and have nothing to do with civ's history.

> 2) new position in diplomat dialog (propose peace or sth similar)
> 3) changes in ai so it would be possible to be at peace with ai, ai should
> also propose peace if it is ,,civilised'' or if opponent is larger.
> 4) display ,,are you sure break peace'' dialog in
> request_move_unit_direction in client/control.c
> 5) add can_attack to server/unithand.c and adding one ,,if
> (can_attack())'' statement to handle_unit_move_request - 
> 6) what about diplomat actions? i can;t remember how it was in paycivs.
> 7) In treaties, add ,,propose peace''
> 8) when someone propose you peace, and you don;t agree, you can be
> overruled by senate too. i have no idea how to do it with using treaty
> dialog.
> 9) can't make peace with barbarians, you always at war with them
> 10) format of savegames will change a little, because we will store
> information about peace, pacifism, reputation (player_save in plrhand.c
> 11) mess with autoattack, goto etc.
> 
> What else?

12)
make ai breaks treaties as often as necesary
13)
Do not make `buy city (x2)' option.
If someone wants to buy your city, he can do it by negotiation
14)
Do not make any reputation mechanism
This fools ai only
15)
Make diplomacy optional.
Ai is *always* stupid about diplomacy in every game I know,
because it needs medium and long-term planing, and
it plans only next movement
And diplomacy between players is best solved w/o any
state-of-the-world support.



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