Objective: To make elemental more exciting by adding one new adjustment to diplomacy relation options during peacetime.
Reason: Relations between nations in most 4x games basically boils down to big surges of war and peace, but what if we had something in between during peacetime to make the game more exciting? Micro conflicts between states within set restrictions will reduce early and late game tedium. As a side effect it will also add to the dangerous wild wilderness frontier wasteland setting that Elemental is trying to impart for the customer.
Proposal: Nations without an officially formal peace treaty but are in a cease fire will not enter into territory claimed by another unless a state of war is declared. However, military actions can ensue outside of a nations borders. In other words, evil players may choose to behave like barbarians and attack other nation's units on the outer frontier outside of towns and cities without a formal declaration of war. Such activity may not benefit diplomatic relations if word returned home.
Edit: Attacking a sovereign, heir, or champion could be off limits except in a state of war.
Wrap Up: So basically, outside your kingdom's borders it's almost like the Wild West out there until society advances enough to be passed off as civilized. Now choosing whether or not to sign those peace treaties is even more important.
So Go forth Sovereign and Tame the Land By Your New Order!
*Inspired by StarTrek Next Generation's Rombulan neutral zone and Deep Space Nine's Cardassian demilitarized zone.
this sounds interesting ... it could add a nice new layer also have a stat under foreign relations showing -n for units killed.. as the number of units climbs the negative grows until foreign kingdom declares war just to get you to stop killing units heh i likey...
I like it.
Of course, I don't think we should include any details like "If word reaches home" ... if you do it, they know it happened and who does it ... otherwise it wouldn't be fair to the AI (cause its something humans can see).
So everything you do to their units affects diplomacy.
But! If you just kill a random unit of theirs, little to no penalty (very small), if you kill a pioneer the penalty is a bit bigger. If you kill a Champion its sizable (depending on the worth of the Champion) ... and if you kill a Royal Family member its EXTREME!!! Penalty.
So basically, if you accidentally killed their only son without realizing it ... you have an enemy for life.
Ooo i like this hate based on unit value.. I still believe each kill should generate agro, but I really support this idea of higher value unit higher hate ...
More complex diplomacy is always a good thing.
I almost wonder if you should be able to Attack Forts under these rules ...
Or rather, at least forts whose Influence borders did not connect with the "main" influence borders (was an isolated fort not connected with a city)
That way, its just a military installation with no economic use ... perfect gray area imho
Thanks, glad you guys like my presentation. I probably should have picked a catchier title for more clicks.
Frogboy stated he wanted end game to show how the world has been changed to a restored state and this will be one more way. Now the world has been made safe while before it was barbaric. Even nations preyed on each other over the countryside in ancient human history.
The whole "Such activity may not benefit diplomatic relations if word returned home" was inserted for flexibility. You guys decide how that would be best done.
I like this idea a lot (most of it.) I don't necessarily see armies clashing out in the wilderness, but I do see parties of your adventurers running into each other and, if you have historical bad blood and a barely binding treating, forgetting quill-and-parchment-treaties back home and having at it. Would definately be interesting as well as make relationships less black and white.
It would also make for some interesting Causes Bellum. Rather than a war reigniting for no reason other than merely to land grab, you might actually see these kinds of conflicts in the wilderness spurring nations to war in a relevant way.
EUIII has the best example of diplomacy in any game I know of. It's fairly complex but very easy to understand. I'm not sure such a sophisticated system is within the scope of Elemental. The casus belli system is brillaint, but it relies on having factors such as stability, prestige and reputation.
Awesome idea! I tend to be something of a pacifist when it comes to wars so anything that lets me zap 'neutral parties' with epic spells gets my vote! . Also sounds a very good feature .
It doesn't have to be complicated. Just have reputation between two factions take a hit and possibly stir a war when these skirmshes happen.
well sometimes you want to stop a war and not make an happy joyfull peace. SO a cease fire seems a good optioon. We are not at war, but we don't love each other.
very good idea! i was forced (hehe) just now to destroy the kingdom of capitar. in a brutal war which i started to prevent one of their pioneers from building a settlement over a shard near my own kingdom. now i wasnt really ready for war but i was not going to let them take that shard! your idea would have given me the perfect solution to deal with this.
Previously, in Galactic Civilizations 2 Dark Avatar Stardock introduced the (much hated) Jagged Knife mega event to service players who prefer quiet, peaceful, calm Hindu cow buildups for the win. Why? Because it can be tediously boring and for worse cheesy. Even Frogboy has posted the inclusion of new beta barbarian aggressiveness to excite the gameplay. Peacetime definitely needs a "gray area" level so mechanics like Jagged Knife are unnecessary.
Solium Infernum had the funnest diplomacy system I've ever played. The game's idea of negotiating consists of hurling insults and threats across the table with all the other players silently taking note.
Indeed ... too much peaceful cow ruins a game. And I don't mean the franchise, I mean that particular session.
How about making it a Kingdom vrs. Empire mechanic? Human meets Fallen, human kills fallen.
I like the idea of Wild West in non-aligned lands, possibly associated with Kingdoms vs. Empires! Best regards,Steven.
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