Hi everyone,
I would like to talk about diplomacy mechanics in strategy games.
Suppose you have a 4x strategy. If you're playing with 3+ players, chances are you don't even need any mechanics to simulate diplomacy (which is integral part of the theme) - players will form alliances based on positioning / resource requirements / personal charisma etc.
This stops working, however, as soon as you only have 2 players. Since in a zero sum game, there's no reason to ally with your rival.
So, to simulate diplomacy in a 2 player game, some sort of mechanics is needed.
My 1st variant was a drafting mechanic. Players would be dealt +1 card and in turns would remove one card each. the remaining card would be the politics card for the round which would influence the game rules in a way that would benefit some players and hinder the others.
It was fun and worked fine but added quite some time to a game time as every player had to read what the cards do and then decide which one he likes the least, to remove it.
Care for some brainstorming on the subject? (Note: it should work in a similar way both for 2 players and for, say, 6 players).
Some nice suggestions there.
Not every game, however, can support full-blown NPC faction.
Also, maintaining such faction would probably add to the game length.
I have something like this in mind:
There are 2-4 mission cards which indicate what different neutral factions want in return for their support. (In my case, it can be 'collect X of resource Y this turn'). And the same amount of 'Resolution cards'.
If a player completes the mission, they gain support of that faction and gain a number of vote tokens.
Votes can be then used to place with either "for" or "against" side up on the "Resolution cards" which affect the entire board if certain amount of "for" tokens are placed on the card. (Resolution would affect all players and have a text like 'this turn players can't attack each other' etc)
Both mission cards and resolution cards are dealt randomly, or through some sort of mechanism.
What do you think?