I kind of just want to explore an idea I have for diplomacy. Firstly, my agenda, is to increase immersion via diplomacy, while maintaining, that it is also a tactic to be used/exploited (exploited doesn't mean Broken, per-se).
The current system of trade is one thing. Its basic, its rudimentary and it doesn't have much character.
My idea adds the following layers/changes to make it more interesting.
1) Based on the race's personality traits, different techs become more or less valuable. For example, "aggressive" AIs attribute extra value to military techs. Xenophobic AIs add value to everything, science based AI are more willing to trade any of it, but focus more on the research enhancement techs, etc. etc.
This, as many others have pointed out, will make it harder to abuse one or two AI, as you will have to play a mini-game of "who to sell this to?"
2) We reduce the maximum value of each trade, by default, to about 500-750 credits worth of stuff. BUT you are allowed to do Three trades as part of a single conversation. HOWEVER, trading requires a DICE roll (essentially) a % chance of success/failure, that is increased/decreased by their relationship with you. Each subsequent trade decreases your chances of success.
SO a conversation with someone you are totally neutral with, the first trade, has a 50% chance of success (we can adjust the numbers, its just an example), the second trade, a 40% chance, and the third, a 30% chance. After that, You have to wait numerous turns, as you do currently. Not only is success not guaranteed, but failure, incurs a temporary diplomatic penalty. The first trade, if failed, incurs no penalty, the 2nd, a -1 for X turns, and the 3rd, a -2 for X turns.
This might even be enough, that we can remove the "you can't talk to me" timer, because if you foolishly keep trying to trade, you will basically "nag" the AI into HATING YOU.
I think this, would be really unique and exciting, people love the addiction of "push your luck" mechanics (whether they admit it or not lol) and it could actually get players interested in diplomacy techs and if we combined it with "missions" for the AI, similar to what was present in Sins of a Solar Empire, or the quests of Endless Legend, it gives you a reason to do things for the AI to gain favor, so you can THEN successfully exploit them in trade and gain advantage. The failure system will prevent it from easily being exploited for NO effort, like what you can do today.
Techs for example, could, instead of just increase relationship bonuses, increase the value per-trade you are allowed, or make certain types of trading less risky.
What do you think?