Total War: Shogun 2: A diplomatic victory, but not in the way you’d think
I’ve now finished the Total War: Shogun 2 campaign (short length, Hard campaign difficulty and Normal battle difficulty, playing as the Shimazu), and I can update one of my earlier impressions. In my previous post, I mentioned that getting too close to the finish line would trigger “realm divide” – a final showdown, with “almost every single computer player in the game [declaring] war” on the human. It turns out this is not quite correct: even after realm divide I was able to stay on good terms with several allies both large and small. How did I pull this off?
You see, realm divide’s effect is indirect – it works by lowering the human player’s relationship with the AI players. This negative modifier is big to begin with, and grows turn after turn after turn (there is a cap, but it’s ridiculously large). When that relationship becomes sufficiently negative, the computer will declare war1.
The trick, then, is to pile on every positive modifier possible. Research techs (such as the tea ceremony) that grant a bonus to diplomacy, and keep your daimyo’s honour high so everyone will be more fond of you. Then bribe your chosen buddies to get the ball rolling. Once they’ll agree to it, wed their daughters (or vice-versa) for another, large positive modifier. Strike an alliance for a further boost to relations. Exchange hostages – in my case, an eight-year-old grandson – for yet another boost. And for good measure, declare war on their current enemies (you’ll fight them anyway once the realm divides) for a final bonus.
The net effect: I never had to take on more than a handful of enemy factions, and the ones I did fight were usually busy with wars on other fronts as well! Good relationships bought me the time to win the game before my allies, too, turned on me. In other words, diplomacy made the final war manageable before I fired the first shot. That is how it should work in a game like this.
How Shogun 2’s diplomacy stacks up to other games
Seeing diplomacy done properly in Shogun 2 underscores how weak it was in the previous Total War games. Afterwards, I loaded up Empire: Total War – from 2009, just two years ago – to compare the available diplomatic options, and boy, has Shogun 2 come a long way since then. Empire has barely any tools I can use to influence a relationship – I can give gifts, I can return land, and, uh, that’s about it – and the options which are there, in my experience, do not work nearly so well as they do in Shogun 2. Suicidal computer players, ahoy!
Shogun 2 also showed up the weakness in the diplomatic system of another game, one you might not immediately think of: Civilization V. Its predecessor, Civ IV, is much like Shogun 2 in that it provides plenty of ways to butter up a computer player, from trade to missionaries and shared faith to open borders. Civ V is a big step back from that. It offers a bare handful of ways to influence a relationship (I can sign “declarations of friendship”, denounce people I don’t like, and… what else?); those features present are poorly documented; and the computer’s attitude can feel infuriatingly random. This was not helped by a design decision to make diplomacy feel more like interacting with other humans – who are explicitly out to win, who are harder to read, and who are more prone to treachery – and less like the application of a game system. Firaxis undid some of the damage in a patch that allowed you to see some of the factors underlying the computer’s attitude, but the lack of diplomatic tools remains. The overall result, as I wrote around Christmas 2010, is an unpleasant throwback to Civ I, a game that’s 20 years old this year.
In contrast, Shogun 2 does appear to owe something to another game renowned for its diplomacy: Galactic Civilizations II, the 2006 4X game from Stardock. I only played a moderate amount of GalCiv2, but I did observe that like Civ IV and Shogun 2, it offered plenty of tools to influence relationships – including techs that conferred a bonus to diplomacy, an idea that Shogun 2 may well have picked up from here.
What makes Shogun 2’s diplomacy work – lessons for other strategy games
What underpins the successful diplomacy in Shogun 2 is the clear link between investment and payoff. In an RPG, if I spend points on my speech skill, that visibly pays off when I unlock new dialogue options. In Shogun 2, if I spend my money raising an army, that visibly pays off when I take my new recruits and use them to conquer my neighbour. And in Shogun 2, if I spend my money on bribes/gifts to other factions, my in-game time researching the tea ceremony when I could be researching gunpowder, and my real-world time messing around in diplomacy screens, that visibly pays off in a secure border and healthy profits from trade.
In turn, this is the result of both successful design and execution. From a design perspective, Shogun 2 provides players with a whole menu of options, most of which involve a tradeoff of some kind (the “investment” part of the equation), while making it very difficult to take on everyone at once in the endgame, especially in the absence of trade income (the “payoff” part of the equation). And from an execution standpoint, these tools work because the diplomatic AI in Shogun 2 is not – at least, in my experience so far – the spiteful and bloody-minded brute that it is in so many other games. Offer a good enough deal, and it will accept. Treat it well enough, and it will be your staunch ally for years.
The benefits to gameplay are real. Good in-game diplomacy means less whack-a-mole, more choices, more strategy. More intangibly, it contributes to immersion and suspension of disbelief. RPGs have party members and non-violent quest solutions, adventure games and shooters have sidekicks and snappy dialogue, Gondor had Rohan, and strategy games should have proper alliances. If even so martial a game as Shogun 2 can succeed here, then other strategy games should follow suit and offer us the rewards of jaw-jaw.
- I believe, but do not know for a fact, that realm divide makes the computer more willing to go to war when the relationship is negative (whereas pre-realm divide, a computer player that hates my guts may be more willing to keep the peace). This is conjecture, though, based on how quickly the computer is willing to attack, post realm-divide, once the relationship becomes low enough. ↩