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An improved system to affect alliances

DiplomacyQuests

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7 years ago
Jan 12, 2018, 2:09:05 AM

I generally prefer to play with less hostility (I predominantly play singleplayer by the way.) and so I was very glad to see the improvments to the diplomacy system, that I think is one of the better one for these types of games. However, one thing that became somewhat disappointing to me was the fact that there was no way to really get another faction to leave an alliance once they had joined it. I will try to give an example.
I played as the Lumeris and invited one other empire to an alliance, and eventually, the alliance was maxed at four players in an eight player game. Due to the quest where the factions battle for the Academy and the Lost, me and one alliance member ended up on different sides, while the other two stayed on the same as me for the matter of the quest. They were blocking the systems you are supposed to orbit so I had to declare war on them. Which then lead the other two factions to join in. The game ended with me siding up with the other four factions that were our enemies before. It would be nice to have some way to try and bribe/persuade factions from leaving an alliance. The Total War games have a system that works okey for this. Anyone else got thoughts on this?

Updated 8 months ago.
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7 years ago
Jan 12, 2018, 2:12:06 AM

To be clear since I ran out of words and since I am bad at keeping it short; in a situation like the one I described, it would be ideal for three alliance members to declare war on the last one, or allow the members to pick sides in some way, to make alliances a bit less predictable. Given how the victory conditions work at the moment and how they scale to the number of people who are in an alliance, at some point they become a bit unnecessary for the player in the first place. I'd love to hear what other people think about this, or if it is just a minor problem or non-issue.

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