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Add more negative diplomatic faction traits

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11 years ago
Apr 16, 2013, 10:44:48 PM
This is a simple request, but it is a very important one. In Endless Space, there's only one negative diplomatic trait: eternal war. But there could also be other negative diplomatic traits, like making negotiation harder - that bar in the diplomacy menu that shows if it is likely or not that the other faction will accept the deal, there could be a trait that "decreases" your persuasion with the other faction.
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11 years ago
Apr 16, 2013, 11:10:06 PM
I can only agree to this on a condition: If the player selects Eternal War, then it becomes impossible to use these new traits as well. Otherwise, it would just be game-breaking.
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11 years ago
Apr 16, 2013, 11:19:58 PM
Stealth_Hawk wrote:
I can only agree to this on a condition: If the player selects Eternal War, then it becomes impossible to use these new traits as well. Otherwise, it would just be game-breaking.




Indeed, mainly because the "eternal war" trait basically eliminates diplomacy as an option for the faction. So, in my opinion, eternal war would counter ANY other diplomatic trait, be it negative or positive, because while eternal war doesn't allow diplomacy, the trait that I suggest would simply make diplomacy harder.
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11 years ago
Apr 16, 2013, 11:21:28 PM
HumanSpacer wrote:
Indeed, mainly because the "eternal war" trait basically eliminates diplomacy as an option for the faction. So, in my opinion, eternal war would counter ANY other diplomatic trait, be it negative or positive, because while eternal war doesn't allow diplomacy, the trait that I suggest would simply make diplomacy harder.




Good smiley: approval
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11 years ago
Apr 16, 2013, 11:27:50 PM
And maybe dissabled in MP...cause with only Humans this are Free Trait Points although some players always quit early so maybe just a little Point gain through such Traits would also be possible.





EDIT: Wouldnt be a Trait which gives -X % on Tradelines a even better choice?



also not able to pick with Eternal War...but it wouldnt be free Points in the Multiyplayer.
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11 years ago
Apr 20, 2013, 5:00:45 PM
Another aspect I think the game needs to added to diplomatic relations is showing the animosity between the UE and Pilgrims.
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11 years ago
Apr 20, 2013, 5:07:17 PM
Sovereign wrote:
EDIT: Wouldnt be a Trait which gives -X % on Tradelines a even better choice?




There could be both.



Ashbery76 wrote:
Another aspect I think the game needs to added to diplomatic relations is showing the animosity between the UE and Pilgrims.




I see that you really hate the Pilgrims.
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11 years ago
May 3, 2013, 12:12:29 PM
I'd like to see more negative traits, not just diplomacy. I have prepaired list of possible traits that covers many positive traits.



[edit]tuned.[edit2]corrected wording

[CODE]ECONOMY

-4 Merchiots -1 trader routes per system (disabled if:merchants)



POPULATION

-18 Food Wasters -1 food on high prod planets (jungle,terran,ocean) (disabled if:cloning)

-15 Place Hogs -1 pop cap on : medium,large,huge (disabled if:crowded planets)

-25 -1 pop cap on all (disabled if:crowded planets)



BUILDING

-10 Idiots of Destruction +25% weapon mods cost (disabled if:masters of destruction)

-20 +50% weapon mods cost (disabled if:masters of destruction)



DIPLOMACY

-4 Ruiners -25% trade routes bonuses (disabled if:eternal war,diplomats)

-9 -50% trade routes bonuses (disabled if:eternal war,diplomats)

-5 War haters -5^ per faction at war, -2^ per faction at cold war

-10 -10^ per faction at war, -4^ per faction at cold war

-2 Uncooperative -15% trade routes on cooperation (disabled if:eternal war,symbiosis)

-4 -30% trade routes on cooperation (disabled if:eternal war,symbiosis)



HERO

-12 Legendary Paycheck +20% hero upkeep (min +1)

-24 +40% hero upkeep (min +2)

-10 Weak Heroes hero will be injured if retreat is not used AND -20% hero battle xp (disabled if:death before dishonor)

-18 hero will be injured if retreat is not used AND -40% hero battle xp (disabled if:death before dishonor)



DEFENCE

-18 Wrightful Troops After losing system: -25% invasion power,-25% ground defence <-20turns (disabled if:revenge)

-32 After losing system: -50% invasion power,-50% ground defence <-20turns (disabled if:revenge)

-4 Radar Blind -2 influence radar (disabled if:stellar guardians)

-8 -4 influence radar (disabled if:stellar guardians)



FLEET

-2 Stub Ship Radar -1 ship radar (disabled if:meticuloys analyzis)

-4 -2 ship radar (disabled if:meticuloys analyzis)



SCIENCE

-10 Slow Environmental Adjustment -25% FIDS on newly colonized planets for 20turns

-25 -50% FIDS on newly colonized planets for 20turns -25% FIDS next 10turns[/CODE]



As you can see, it's no problem having more negative diplomacy traits, they just get disabled if wrong one is picked.
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11 years ago
May 3, 2013, 12:23:48 PM
-4 Merchiots -1 trader route (disabled if:merchants)
what does merchants cost? because considering you only have natural trade routes on your homeworld that's a pretty cheap one. mainly forces you to conentrate your trade which(due to trade route boni of heroes) is a good idea anyway.



-15 Place Hogs -1 pop cap on : tiny,small,medium (disabled if:crowded planets)
That would cause some planets to have 0 Pop capacity. better on Medium, Large and huge.





-5 Slow Environmental Adjustment -25% FIDS on newly colonized planets for 20turns

-14 -50% FIDS on newly colonized planets for 20turns -25% FIDS next 10turns
sounds a bit hardcore, maybe somewhat higher discount?
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11 years ago
May 3, 2013, 12:27:37 PM
Place hogs could have min pop of 1. [edit3] Agreed that it would be better on medium,large,huge. But still needs min pop cap of 1 due next stage.

[edit]

Slow evironmental adjustent:

Yeah, it sounds hardcore, maybe you are right. How about -10,-25.

[edit2]

what does merchants cost? because considering you only have natural trade routes on your homeworld that's a pretty cheap one. mainly forces you to conentrate your trade which(due to trade route boni of heroes) is a good idea anyway.


Could affect after other bonuses are applied, like heroes and improvements, thus lowering trade routes. [edit4] Maybe you got it wrong, because of my poor wording. It was meant to all systems with trade routes.
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11 years ago
May 3, 2013, 12:43:30 PM
that sounds good for the "premium" version that covers all planets but for the normal one I'd really let it affect the larger planets. having 6 instead of 7 pop is sad, having 1 instead of 2 pop is extremely agitating.





Yeah, it sounds hardcore, maybe you are right. How about -10,-25.
that sounds very good.
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11 years ago
May 3, 2013, 1:27:53 PM
-25 -50% FIDS on newly colonized planets for 20turns -25% FIDS next 10turns


Started thinking this would be very poor choice if picked with Tolerant lvl1, because FIDS would be -100%. Maybe it's good thing, makes it really bad combination.
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11 years ago
May 4, 2013, 2:08:41 AM
Stealth_Hawk wrote:
I can only agree to this on a condition: If the player selects Eternal War, then it becomes impossible to use these new traits as well. Otherwise, it would just be game-breaking.




Eternal war should mean no trade, no peace treaties, nothing. Right now it seems to mean "mostly mad"
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11 years ago
May 14, 2013, 5:13:38 AM
Eternal war should mean no trade, no peace treaties, nothing. Right now it seems to mean "mostly mad"


I agree on that.



I'm little sad because this thread is called "Add more negative diplomatic faction traits" and not "Add more negative faction traits". I think it's affecting how many people read this thread. I guess I was too slow to post my own thread so someone posted before me.
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