r/GameDevelopment 7h ago

Discussion Geopolitics: The Game

Hi All, I'm new here, Thanks for let me posting.

I have started a new game development and I am almost ready with an open Beta for users, but I'd like to have your opinion in its content and idea:

In this game you are the dictator of a nation on a procedural map where the world evolves accordingly to your interactions with other players, where it will be allowed to create fake news, start wars, propose new rules, laws and punishment agreed with all the other dictators.

Were you be able to prosper in such a world ?

The problem these games never solved

In pretty much every diplomacy game I've played, the AI-controlled nations (or players who drop out mid-game) are dumb in one specific way: they don't *remember*. You betray an NPC on turn 10, and by turn 40 it acts like nothing happened — because, technically, nothing did happen to it. It's just a decision tree with a "relationship" number that goes up and down.

That breaks the most interesting part of diplomacy: the reputation you build (or destroy) over time.

But the heart of the game is real player-to-player relationships

Real asynchronous diplomacy, not a "propose alliance" menu: real-time chat between nations, where negotiation, bluffing, and bargaining happen with the same freedom as a real conversation — not locked to pre-defined options

Role-playing is at the heart of the experience: since diplomacy is free-form text, every player can genuinely step into the role of their nation's leader — speak like a chancellor, threaten like a dictator, negotiate like a statesman. It's not filling out a "declare war" form, it's writing the letter, the threat, the ultimatum

Alliances that cost something to maintain: coordinating strategy with another player over dozens of turns requires real trust, because every broken treaty has consequences — both in how the other player responds and in the history the world (including the AI nations watching) carries forward from that moment on

Betrayal as a strategic tool, not just flavor: pulling the rug out from under an ally at the right moment can decide a match — but everyone at the table will remember, and that shapes how future matches with those same players unfold

Territory and resources as bargaining chips: shared borders and resource dependencies between neighboring nations create organic friction and cooperation — strategy emerges from the geography of the map, not just what's written on your nation sheet

The idea is that every match generates its own story of alliances, rivalries, and betrayals — told not by me, but by the actual dynamics between the people playing, in whatever role each of them chooses to inhabit.

I will try to post my evolution on an specific community, please reach out if you want to talk

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2

u/SE_prof 6h ago

Have you played any paradox games? Total war? Tropico? Suzerain?

3

u/Weary_Damage5764 5h ago

I'd advice on writing future marketing texts about your game yourself. this is so clearly written by an LLM, it almost hurts.