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« on: February 22, 2006, 03:05:41 pm »
Today I was reading the first Foundation novel by Isaac Asimov for my English class, when I stumbled across something that I found interesting. <SPOILER ALERT> In the book, Hardin saves Terminus from Ancreonian invasion by reminding the other kingdoms of the power of nuclear technology and the inevitable destruction of their nations by the conceptual nuclear-powered Ancreonian Navy. <END SPOILER ALERT>
Well, this got me thinking about all sorts of things. First of all, I thought of how complex yet subtle that strategy was. Then I thought of how to apply this to games. The most obvious genre, of course, is RTS games. I have yet to see such a skillfully-orchestrated diplomatic strategy implemented in a game. Sure, I've seen all manner of military tactics that are pure genius when done by a good player, but it surely would take some kind of thinking to come up with a plot like that. Even if one could think of it, there has yet to be a game that I have played that would have, in theory, the tools to let you do this.
Civilization is the first game I'd think of. Sure, the game is largely a race for technologies as much as it is a race for resources or troops. In fact, Civilization is the only game I have ever played in which I won without a single shot being fired. Through giving out lesser technologies and allowing trade routes and missionaries into my territory, I was able to focus purely on teching up and building a culture unmatched by any of my opponents. However, Civilization still comes up a bit short in the scenario I'm thinking of. Though, if your enemy did try to use military power to get the Fission tech from you, you could inform your neighbors of his intent and have them fight him for you, sure. That sounds about right, but it's still missing the invasion aspect. For example, if you're defeated in Civilization, as far as I know, the enemy doesn't have the ability to absorb your technologies into their own nation.
In Rise of Nations, the broad, sweeping technology tree and use of subtler diplomacy is unusual in a fast-paced RTS game, but it worked so well here. Now, I remember spies being able to inflitrate enemy installations and give you line-of-sight, but stealing technologies wasn't among their powers, if I remember correctly.
Empire Earth 2 had a nice little diplomacy system, allowing people to barter all sorts of stuff, including troops, to get what they wanted. It featured the chat system and the ability to plan strategies on the battle map. All of that was cool and all, but it still lacks the tech-stealing feature that intrigues me.
The game I'm thinking of, to do this right, would be turn-based RTS, but it could be applied to RTS if you wanted a faster-paced game. Now, we take the excellent technology systems from Civilization and RoN and combine them. First, we have the broad categories of techs, each level of which must be unlocked RoN-style. After that, individual techs must be researched by themselves. However, along the way, a bit of subtlety will help a crafty player. Let's say that one of the other players posesses nuclear technology. You have unlocked the atomics section of the tech tree, but have yet to invest in nuclear missiles. The number of turns and resources consumed seem unusually high to you. So, you build a spy unit and send him into enemy territory, where he can take up residence in the nearest research station or nuclear silo. There, you can activate his power to smuggle documents about the selected technology, in this case nuclear missiles, to you. So, with this new information, the number of turns and cost to produce the nuclear weapons tech are dramatically reduced. Or, if you're really in need of the nukes, you can have the spy attempt to smuggle a working model across the border to you, thus giving you one free nuke to either use or dissect for its secrets.
In another scenario, let's say you have just conquered an enemy that possesses the secret to nuclear power and weaponry. Now, being a smart opponent, you destroy his armies and capitols, but you leave his infrastructure intact, as it will soon belong to you. In most games, I see a disturbing trend of massacring every building. Buildings that, in a realistic setting, are now yours to keep and yours to plunder. While farms and barracks won't get you much, an intact research station is valuable indeed. Looking through it, you can send in your own researchers to unlock the secrets of your former enemy's technology. Having saved these technologies, you are now in possesion of valuable secrets that will put you far ahead of any remaining opponents.
Now, in the same scenario, let's say you are the one with the nukes. However, having neglected your ground troops, you find yourself under attack. Pulling a Hardin, you warn your neighbors of what will happen if your warmonger enemy gets control over your nuclear secrets. Then, in a temporary union, your enemies ward off the attack of your neighbor to save you and themselves. However, now they'll want something in return, something tangible. Passing off some other technologies might save you, but if they demand your nuclear secrets, you might just have to give them up...
See, what I am talking about is a game that really opens up all sorts of paths to take to victory. Sure, you have good old war, but now you can add in diplomacy on a very real scale, perhaps even surpassing that of Civ. Also, there should be a purely economical way to gain victory. Like how Terminus becomes a nexus of technology, repairing old ships and providing services to other worlds. Now, imagine that, but in a game. The ability to become a sort of "neutral ground" nation where others can come to utilize your services and buy technologies and units from you. If we throw in the massive EE2 barter system, you can produce entire armies for your opponents, sell them to them, and gain a profit. Or, you could be an area where battle is prohibited, and enemies can send their diplomats to discuss peace treaties and other political manuvers.
On another tangent, a cultural victory, much like in Civ should be available. Through both superior culture and an influential religion, you could gain victory just by being more intelligent that the barbarians around you. If they attempt to cross your border, their army could be rendered paralyzed by the beauty of your cities or the magnificence of your buildings. This would buy you valuable time to find an alternative solution, or deploy your own troops. Or, like Terminus, you could be the center of a religion accepted by your enemy's troops and people. Any city owned by you could not be attacked unless your enemy renounced their faith and threw their economy into anarchy. In battle, their troops would suffer a demoralization penalty against your holy warriors. Of course, you would suffer no such effects, as you could simply brand your enemies heretics and attack regardless. Though, if your attack failed, you would be at the mercy of a nation that no longer follows your faith and will not suffer any penalties.
Also, it would be interesting to have control over the technologies you give away. For example, lets say your temporary allies from above force you into giving up the secret to nuclear weapons. While you are merely using the atomics section to generate easy power for your economy, your opponents intend to wage nuclear war. Like in RoN, there should be a limit to the number of nukes that can be thrown around before the world ends. Seeing the end of the world as bad for business, you decide to use a secret power of your own. Having given them the technology, you can now directly influence how it is used. For example, you could assume that your researchers gave them incomplete data and force them to take a few turns working out the kinks and making a few connections that were left out. Or, you could keep the missiles from launching by utilizing a special device installed on them by unknowing techies, giving you a few turns to work out a treaty or mobilize your forces. Finally, by paying quite a bit of resources, you could "retard" their knowledge of nuclear weaponry. This indicates that you gave them faulty information or left out some key bit, like how to process uranium-245. This causes the tech to slowly fade from their list unless they pay a hefty bit to get it back or barter with you to stop the retarding process.
Alright, my fingers hurt. I'll post more later, but let me have your thoughts on this.