Irredentism and AI behavior

Hi all,

 

       irredentism and nationalism is an important part of human political behavior from current day South America to Nazi Germany. For one, I would argue it is so natural to player psychology to recognize former possessions as uniquely special targets that to face an AI deaf to its importance instills confusion and lessens immersion. AI should respond to human psychology, anything else looks artificial and designed, even if it is a competitive threat, it isn't organic.

 

Some civilizations maybe excluding something like the Yor should treat it former territories as special targets for reclamation, even in cases where this policy brash and not entirely realist, as not all actors are emotionally numb in foreign policy and this does lead to mistakes and diplomatic intrigues.

 

Game mechanic possibilities

If you attack a foreign civilization and steal their planet they have a special interest in reclamation for x turns.

Part of peace agreements in territory exchanges,

Finally, there are a myriad of historical treaties and examples I hope can be used for inspiration in the game.

26,076 views 9 replies
Reply #1 Top

Parhaps a Core-system like in Europa Universalis? ;)

Reply #2 Top

Napoleon XIV had the right idea

Reply #3 Top

How well would this work in relation to a game where planets can be flipped solely by influence? Would planets that chose not to be in your empire also be targets, or would the AI decide to let them go their own way?

 

For that matter, if a planet is sold to a hostile empire would its citizens be more likely to flip back to its original civilization?

Reply #4 Top

Neat idea. If the AI loses a planet it really cares about through influence, it might just want to go to war to get it back.

Could be a common thing with home worlds, as those always have significant sentimental value (and often have practical value as a capital).

Reply #5 Top

Quoting WIllythemailboy, reply 3
How well would this work in relation to a game where planets can be flipped solely by influence? Would planets that chose not to be in your empire also be targets, or would the AI decide to let them go their own way?
For that matter, if a planet is sold to a hostile empire would its citizens be more likely to flip back to its original civilization?
End of WIllythemailboy's quote

If AI loses planet it wants I would say it goes to war or diplomatic solution..

If you lose on influence then I'd say the people may not want to be back with you but, you could always want to reconquer the planet just to spite them :D

If a planet is sold to a different race, I would say those people wouldn't be loyal to you anymore, and may not be loyal to the new race and may want to try to manage on their own :S

Reply #6 Top

I agree I always thought it was silly when the ai would not launch a concerted effort to try and reclaim its core worlds, or that the player would not suffer a major relations penalty for taking them I hope something like this does get implimented.

Reply #7 Top

Good idea, it would be easy to distinguish core worlds through a visible UI option. there could be additional strategic incentives like morale based on planet status and defenses like faster ship movements in core world planetary space

Reply #8 Top

I really like the idea. Maybe the conquered planet should also suffer a strong morale penalty that gradually fades in time, making it more prone to flipping back to its original owner

Reply #9 Top

AI needs to value its planets a bit better, for example an AI would value his home planet over some class 3 planet that he use to own. Then again reclaiming the planet would be what the AI wants to do for example.

I guess your idea sounds good, but I would hope the AI programer would have the skills to incorporate the idea that the AI wants to keep their worlds in check, this would encourage constant counter attacks to worlds that you conquered, making the game experience seem much like real war.