I would rather that the selection of goods be reduced. An extra turn is nice, but costs more goods. Fewer goods to select from increases your chances of winning without costing more goods.
Another option would be to reduce the quantity of each good required. This would not increase your chance of success, but would reduce the cost.
Just as we have attack and defense boosts, there could be selection reduction and quantity reduction.
The real danger here is that if any thing is done to increase your chances of winning, there will probably be a corresponding increase in difficulty/cost at higher Ages/Eras. It might be better to just leave it as is.
I agreed that more alternative optional buffs could be an interesting addition. Though balancing direct discounts might prove very difficult. An X% chance to reduce the options by 1, may not be overpowered and would not require a more complex system to overall balance.
Imho an additional turn holds the potential to cut down on costs too. As you might not have to restart negotiations all over again, or paying 10 diamonds. If you got lucky with a buff that may give you an additional turn, it'll save time from the pop-up negotiation failed or pay 10 diamonds for an extra attempt. Which eventually saves both time and resources otherwise spend. Time in either paying 10 diamonds or clicking it away and restarting negotiations. Which also costs extra resources. While the additional turn might save those goods of the extra negotiating(s).
The only difference with attrition between fighting and negotiating is that at some point, you can no longer fight, even if you have several thousand troops in stock.
While negotiating on the battlefields have no limit except your stocks of resources that any evolved city overflows!
Innogames was nice to allow negotiation on the GbG which was supposed to replace
Where, as a reminder, no negotiation is possible.
Let's go to the end, each negotiation with 4 attempts included and 8 different resources max, should cost as many resources as the attrition. At 20 attrition, each box will cost 20 of a resource.the GvG.
Exactly that limiting factor combined by a greatly increasing number of costs for negotiations, making negotiations limited. Which is the same balance as with fighting. Which is eventually stopped by an overwhelming buff. Although I've read rumours of a hardcap on this buff and some being able to brute forcing through it with sufficient buffs. Either way it's for a military player only far more easy. At low to medium attrition fights are nearly guaranteed victories. Where with negotiations you may lose several times due to bad luck of facing a lot of options. Similar to fighting at high attrition eventually with negotiations you'll be forced to stop. As continuing will bankrupt you. Even with a well established city.
For reference to gain experience before I've started this discussion, I've tried to negotiate as much as possible to compare it to fighting with a very decent buff (1k/1k). Even though I've been camping for 2yrs with an established city pumping out daily many goods, negotiations always became too expensive eventually. Despite having large stockpiles, I had to calling it at times a day to not bankrupt myself and remaining effective in GbG.
Either way the elegance of a chance to gain 1 additional turn is, it won't garanties any victory. Nog even at low attrition with numerous options. Unlike fighting which can be done at a significantly higher speed and with even a decent buff is guaranteed to succeed. The appeal however for any chance for an additional turn so now and then is it'll cut down slightly the costs and save a bit of valuable time. In particular strategically valuable in GbG. As you don't have to quit the negotiation and start again or pay 10 diamonds. Which can become expensive quickly.
As mentioned before the elegance of a +1 turn is that it doesn't hamper with the existing balance of negotiations. At high attrition, no matter how many attempts you may get, eventuality it'll be too expensive. However an additional turn can improve your odds to merge victorious a bit but won't undercut attrition, like a direct discount would. This will impact negotiations in an similar way as military buffs do at higher attrition: no guaranteed victory but an better chance of a victory.
@xivarmy it sounds a bit complicated but would love to know the math behind it.
I'm also aware that for some this game is "too easy" already but this is mainly "true" for fighting: buffs that garanties victories at low-medium attrition, Kraken&Virgo that both undercut high attrition, AO that softens attrition impact prior to SA:M most effectively (no keen eye). As where negotiating players have nothing to stack but goods production, like the warriors have Alcatraz and some special recruiting buildings (villa, sunflower oil, boathouse, knight pavilions). To me it would make the game more balanced if negotiating players got also an opportunity to gain some sort of buff to assist them.
I've been thinking back about a discussion a while back. About the wish for negotiating players to at least obtain some type of buff equal to the attacking %. I think I might've figured out something that could work for them.
Attacking buffs in general providing an increased chance of succes in battle. The more you stack, the greater the odds. I thought maybe about this concept could work for negotiating players, for event buildings that are an flavour that benefits them, as an alternative on the well established attacking buffs:
Diplomatic charm
X% chance to gain 1 extra turn during negotiations*
*Each building providing diplomatic charm has an independent chance to provide 1 extra turn during negotiations, after the first turn. This will work in the same way as the GbG rebalance for SC.
Diplomatic charm efficiency:
0,025%(min) - 0,065% (max) / tile
Examples:
4x4 building
0,4% (minimum efficiency)
1,04% (maximum efficiency)
Effective diplomatic charm**, 100 buildings:
33,04%-64,85%
4x6 / 6x4 building
0,6% - 1,69%
Effective diplomatic charm**, 100 buildings:
45,2%-81,81%
6x6 building
0,9% - 2,34%
Effective diplomatic charm**, 100 buildings:
59,51%-90,63%
Effective diplomatic charm** means: average odds to at gain 1 extra turn.
I would love to know your thoughts about this concept and the idea that Inno maybe could add something like this for negotiating players in the future. I've not placed in ideas & suggestions as it might be on the DNSL and be shot down quickly. Yet I like to discuss this topic with the community.
A bit more practical implementation could be the following. First of all the chance for effective charm remains the same: each building with the charm buff gives an X% chance to gain +1 turn, each building attempts this only once per negotiation. The sum of the odds of all those buildings combined giving a certain chance that at least 1 succeeds, known as effective charm. To not overload the server by letting it calculate for example 80 attempts with various odds for each player negotiating, it rather rolls the dice once per negotiation with the summed odd to succeed.
For example:
100 buildings with each an change of 1,69% yielding an effective chance of: 64,85%. So, the servers rolling the dice once with a chance of 64,85% for this player after the 1st attempt in any negotiation to add an additional turn. The effective charm buff is displayed in the negotiating menu at the start. If successfully activated a charm icon with +1 is shown and an additional turn is given. If it failed the charm icon disappears or changes into one with a red cross.
This way it is very easy for players with charm to understand the odds they have to gain the additional turn and the server load will remain manageable.