Summary
Diplomacy is a known vital element in a strategy game’s mechanics, with players often having to juggle alliances with other nations to ensure they get aid whenever they go to war. However, certain strategy games go further and have players manage deeper ties with allies and enemies, particularly in the form of relationships that usually have massive consequences for their overall gameplay.
While other strategy titles are direct in their inclusion of relationships as a game mechanic, others are subtle in their integration of these interpersonal matters. For players who want an extra layer of tactical prowess in their strategy gameplay, certain titles might suit their fancy. However, just which strategy titles are must-plays for fans who are looking for interesting relationship components?
Suzerain in a Nutshell:
The overall gameplay ofSuzerainaddsthe weight of political theoryto atraditional narrative RPG, this time ensuring that decisions don’t merely lead to “good” or “bad” endings but rather have anentire nation at stake. Players take the role of newly-electedPresident Anton Rayne, who wants a second term by fixing as many problems in Sordland as possible: atraditionalist economy facing a crisis, mass protests that are becoming increasingly violent, as well as a potential armed conflict, among others.
Suzerainlacks direct metrics that gauge a player’s relationship with others. Instead, players need to rely on updates throughnews bulletins and interactionswith their advisors, all of which have lengthy dossiers that may give a semblance of their relationship with others and their potential hidden motives. In turn, Rayne has to juggle political priorities as he does hisinterpersonal relationships, as dissatisfaction among his inner circle may lead to revolts and unsavory endings.
Terra Invicta in a Nutshell:
While not a relationship manager in the strictest of senses, conspiracies rise from the shadows to take a moredirect approach to geopolitical relationshipswhen aliens arrive in the world ofTerra Invicta. The game’sunique economic systeminvolves factions having"stakes"in nations via Control Points, which are then used to influence a country’s internal and external affairs. InTerra Invicta, players can steer a nation towards specific policy decisions or even dictate their diplomacy and international relations.
As a leader of a global conspiracy, players employCouncillors to accomplish tasksthat steer the world closer to the ideologies of their chosen conspiracy:pro-alien, anti-alien, pure survival, or departure from Earth, among others. Global relationships have become both the playground and currency inTerra Invicta, especially when players direct Councillors to spread their ideologies, sabotage rivals, investigate aliens, and even destroy nations from within.
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Diplomacyin a Nutshell:
While nota grand strategy titledespite its attempts to recreate the turbulentgeopolitics pre-World War 1, the video game adaptation of theDiplomacyboard game proves how futile alliances are in the face of self-preservation. The title is equal partspolitical and social strategy, with the winner being the player who controls more than half of the world map’s Supply Centers - using any means necessary. The game is set across three stages:Negotiationwhere players discuss their moves,Movementwhere secret orders are given and played simultaneously, andResolutionwhere Supply Center Totals are reevaluated.
Unfortunately, theDiplomacygame adaptation falters in the board game’s strongest suit: itssocial strategy component. This isbest experienced in multiplayer, as the video game will show players why its board game source is considered among the most notorious social games out there. With a nation’s movement possibly being the total opposite of their declared actions, players need to manageintricate alliances and elaborate betrayals, especially when one wrong move can turn strong allies into one’s worst enemies.
Space Empires 4 in a Nutshell:
While not as graphically elaborate asother grand strategy titles, 2000’sSpace Empires 4sets itself apart as among the most elaborate in terms of overall mechanics. On top oftraditional 4X mechanicssuch as managing an alien civilization from the ground up,Space Empires 4boasts an elaborate ship-building system, resource management mechanics, as well asintricate political maneuverabilitywith other races. It’s this latter part that forms the game’s relationship management mechanics, especially when the game’s micromanagement potential also extends to these relationships.
At its core, diplomacy inSpace Empires 4goes beyond how nations can be in states of war, alliances, or neutrality. Rather, players can interact with other civs in more precise ways. Types of relationships may includetrade partnerships, research partnerships, and more precise setups where trading doesn’t necessarily equate to an alliance, among other factors.
Solium Infernum in a Nutshell:
When the throne to ruling Hell becomes vacant inSolium Infernum, players take the role of anArchfiendout to defeat up to five others to secure their reign. In thisdark fantasy turn-based strategy title, the game’s rathersimplified combat mechanicsare built to hide its more intriguing social aspect. The main goal of the game is toamass enough Prestigeto ensure foes can’t have any say against a player’s moves. This is done with theassistance of Regent Events, Rituals, and Schemesthat have various effects depending on how brazen or cunning players are at executing them.
The main diplomatic moves a player can make inSolium Infernumcould be divided among three major moves:sending insultsthat either net free Prestige or force enemies to engage in combat,demanding Prestigeor forcibly attacking to get them, orsending a giftto guarantee non-hostility or at the risk of war. These simple “if-else” factors eventually evolve into complex politicking, especially when war conditions could also get specific in terms of stakes, such as territories or combat locations.
Dwarf Fortress in a Nutshell:
Despite its rather retro take on graphics,Dwarf Fortresscontinues to capture the hearts of both strategy and roguelike fans with itsin-depth take on the potential life of a Dwarf.Compared to the turn-based sandbox Adventure Mode, it’s the construction and management simulation element of Fortress Mode where the game’s strategic relationship-building shines. While it’s true thatDwarf Fortresstakes the familiar citizen happiness mechanic of other colony sims, the gamepays particular attention to how a Dwarf’s relationship with their environmentcan affect the world around them.
For instance, outside civilizations can be made contact with to send caravans for trade or even exchange diplomats for peace agreements, unless full-blown war is engaged.
The game takes this a step further, as all Dwarves in a Fortress may potentially be related to each other. Almost all experiences in the Fortress affect a Dwarf’s thoughts, and they may feel discontent if they don’t get to do something they like. Having anetwork of friends and familycan make Dwarves extremely happy as well as depressed when any one of them dies. As such, players not only have to manage the frequency of happiness triggers in their Fortress but also grapple with the fact of whether toseparate or keep Dwarvesclose to each other to secure their optimal moods.
Mount And Blade 2: Bannerlord in a Nutshell:
The transition between strategy and RPG components inMount and Blade 2: Bannerlordis almost seamless in the player’s eyes, creating quite acompelling simulationof a leader commanding a party of mercenaries to engage in various battles. While theendgame is certainly acquiring one’s own Kingdom,Bannerlordemploys a worthwhile progression to this status. Whereas players embark on quests in an overworld map, players may also actively engage in bothstrategic battles and building relationshipswith other characters.
The game features anintricate dialogue systemthat allows players to charm their way into forcing others to side with them, with a bartering option for bribes. Trying to repeat a failed dialogue can result in strains in relationships, potentially affecting their disposition to players. What’s interesting here is that the relationship system doesn’t just extend to lieges, vassals, and even spouses. Rather, players may evenform relationships with villages and towns, where negative opinions could prevent recruitment or purchase of land.
Civilization 6 in a Nutshell:
Relationships with other AI civs becomethe crux of a Diplomatic VictoryinCivilization 6, with the series' diplomacy mechanic not only providing levels of relationships but alsoVictory Pointsthat could lead to early success without bloodshed. Unlike other games, Diplomacy inCivilization 6gameplay is reflected invarious relationship levelsbetween civs, examples of which include: Allies that can’t declare war but have open borders and defensive pacts, Declared Friends with likely favorable deals, or even Denounced where leaders publicly announce low opinions with each other.
Maintaining proper relationships is vital to a civ’s survival, especially whentrade and even wartime alliances can make or break one’s survival. Building relations with other civs includes giving into their agendas and trade preferences, forming embassies and trade routes, assisting their allies, and even having common enemies.
Europa Universalis 4 in a Nutshell:
Fans of Paradox Interactive titles won’t find it surprising that others might feelEuropa Universalis 4is a game quite dependent on numbers, and this also extends to its diplomacy system. However, this is also where the game shines from the perspective of inter-politicking, as relationship management between players and allies can become a sensitive case of both math and extrapolation. This is more evident when playing some of itsmost challenging starts, as players need a moreintricate assessment of diplomatic relationsto survive the odds in terms of geography and resource disadvantages.
When players establish diplomatic relations inEuropa Universalis 4, they do more than just marry into an alliance or lend aid by sending troops. The game forces players toestablish Rivalsthat actively plot against them, and being allies with Rivals of other nations may result in unfavorable relations. Some nations need players to have asizable navy or army before accepting alliances, while others need players to actively oppose another nation to even consider partnerships. While the game doesn’t outright provide players with “why” these relationships are important in the game’s 1444 setting and historical background, players who spend enough time in the game can see these intricate mechanics as a mini-game to secure more favorable odds.
Crusader Kings 3 in a Nutshell:
Perhaps considered the epitome of relationship management in grand strategy titles,Crusader Kings 3subverts genre expectations by making players manage not necessarily a kingdom but rather a dynasty. Set in either 867 or 1066, players are tasked toensure that their family will survive until 1453. In the broader scope of things, this means players need to secure heirs regardless of whether they begin or end their playthrough with a small duchy or a grand kingdom.
Mechanics-wise,Crusader Kings 3requires players to charm and even deceive their way to their family’s survival. The wrong marriage can make or break rulerships, especially when disagreements with religion and culture can cause rifts in relationships, while government types dictate exactly who rules the kingdom. Likewise, players can enact Schemes through a separate Intrigue mechanic to blackmail their way to survival.