A number of 4X and TBS games put a lot of emphasis on Diplomacy. They create systems, UI, etc that dictate what these stances are and how they operate. In my opinion, this does not emphasize player input in a multi-player environment.
My "ever-referenced" game of choice, VGA Planets, had a different approach.
It allowed to transfer content of a ship to another ship and back using friendly codes. The systems that allowed to move goods and ships were so permissive that you could be at war with someone at one position and be friendly at another. This allowed players to deal however they wanted, regardless of stance. This also allowed them to "lie" on a stance and get away with it, which is a big part of real life.
A good diplomacy system will inevitably result in "real life behaviors" sinking in (as was witnessed during the Big Heist in E.V.E.).
I'm currently trying to build a 4X game following the same concepts, and I need help defining / validating my approach.
So far, here is how I envision diplomacy:
"Declared Diplomacy State"
Each empire has an official state declared with each other. These are:
- War (Ships will engage when they come across one another unless specifically declined by ship's orders, static defenses trigger)
- Neutral (Ships won't engage when they come across one another unless specifically engaged by ship's orders, static defenses trigger) *Default stance which prevents other players from entering your territory.
- Non-Aggression (Ships won't engage when they come across one another unless specifically engaged by ship's orders, static defenses do not trigger) *Improved relationship that grants access to your territory (for trades namely, or safe passage of troops through your borders)
- Alliance (No engagement is possible unless overridden. Any such engagement automatically breaks the alliance and requires some form of prompt).
"Individual Actions"
- Ships can transfer cargo from their ship to any other ship at location if they both engage in a "non-belligerent docking" procedure
-- Also applies to bases / planets
-- Troops / Crew transfered in a non-belligerent docking procedure are handed over as crew or prisoner, willingly.
-- If either ship makes a belligerent docking procedure instead, troops will fight one another for control of the ships, cargo may get stolen, etc.
--- This can be particularly dangerous if this results in a base invasion as it could be taken down by ground forces without benefiting from its orbital defenses. Could give players reason enough to bring a ship for these trades instead.
- Ships cannot "ask" for anything. A trade becomes an act of good faith: if you give what you've advertised but the other player does not, you've been cheated! sulk it up and deal with it!
- Removing all crew from a ship (voluntarily) leaves it open for the taking. If a ship at the same location makes a belligerent docking procedure, they will take control of the ship (though perceived as a hostile boarding, can also be used when you want to give a ship to another player). Cargo remains onboard unless removed by original owner.
- Ships, Planets, Bases and Static Defenses' "orders" can choose to engage in combat regardless of declared diplomacy state. This requires player prompt, especially in an alliance state.
With these, I believe I cover a few "default" stances:
- Alliance (military)
- Trading (goods or ships, one-time or ongoing)
- Non-White peace treaties accompanied by tribute (vassalage for ongoing relationships)
- Sufficient support for traitorous factions (negotiate safe passage, and engage ships and planets or perform belligerent docking procedures).
Am I missing anything?
What other diplomatic stances might players seek?