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Stellaris Dev Diary #162 - New Diplomatic Features

Hello everyone!

Today we thought we’d talk about some of the smaller changes coming to diplomacy with the free 2.6 update. Although the Galactic Community and the reworked federations are sure to have a large impact on galactic diplomacy, it's also important to talk about the smaller things!

Envoys
One of the more important things we’ve added are the Envoys. Envoys function very similar to Diplomats in EU4, and they are required for certain diplomatic actions such as:
  • Improve / Harm Relations – it is now possible to send an Envoy to improve or harm relations which can affect Opinion by up to (-400 / +400 ). More on Opinion and Relations later.
  • Assigned to Federation (to increase monthly Cohesion by +1)
  • Assigned to Galactic Community (to increase Diplomatic Weight)
upload_2019-11-28_10-28-45.png upload_2019-11-28_10-29-6.png upload_2019-11-28_10-29-20.png

Although Envoys are characters, they do not currently have any character-mechanics such as traits. We didn’t think it would be fun to have to micromanage and switch Envoys around to better fit certain jobs depending on their traits.

Diplomacy Interface Updates
We’ve finally gotten around to give a bunch of diplomacy-related interfaces a facelift! First up, let’s talk a little about the general diplomacy screen.

You are now able to more clearly see things such as Civics, Origins, Relative Power breakdowns, your ongoing diplomatic agreements, and also the new diplomatic stances!

upload_2019-11-28_10-30-2.png

This Hegemonic subordinate was kind enough to act as a model for the new diplo screen!

upload_2019-11-28_10-30-30.png

Declaring rivalry never looked so appealing.

upload_2019-11-28_10-30-57.png

The diplomatic offers are now a bit more clear on what is going on (not final text). A downside, however, is that it's now much harder to fool colleagues into becoming your vassal in our internal multiplayer sessions.

Diplomatic Stances
Sometimes we like concept that our colleagues have put into some of our other games, and the diplomatic stances from Imperator: Rome were a good example. Although not exactly the same, we like the general idea. We wanted empires to be able to set a diplomatic stance that dictates their behaviour towards other empires on a galactic stage.

upload_2019-11-28_10-31-19.png

Diplomatic Stances are Policies and can be changed once every 10 years. There are a bunch of different stances, and some may also be unique to certain empire types (e.g. Isolationist is called Mercantile for Megacorporations).

upload_2019-11-28_10-32-17.png upload_2019-11-28_10-32-7.png upload_2019-11-28_10-31-55.png upload_2019-11-28_10-31-37.png upload_2019-11-28_10-32-27.png

Stances are designed to be quite different, and to facilitate different playstyles. Perceptive readers might notice that the Belligerent stance seems very similar to Supremacist, and that is true, except that Supremacist stance is designed for all empires that want to be “a big player”. Supremacist empires will dislike other empires with the same stance, so it is almost like a soft rivalry of sorts.

Stances also have some effect on internal politics, as some of your factions may have certain preferences when it comes to your foreign policy.

Relations and Opinion
We wanted an easier way to measure how the diplomatic relations between two empires is doing, so we’ve added a new aggregate value called Relations. Relations exists in different levels ranging from Terrible <- Tense <- Neutral -> Positive -> Excellent, and they do have an effect on which type of diplomatic actions that are available.

We want diplomacy to be less fickle, and more mechanical. Players should now have more ability to influence what other empires’ opinions are of them. Overall diplomacy should feel less static and more prone to evolving over time.

Form Federation requires Excellent Relations, and pacts like Migrations, Research or Commercial require Positive Relations. Similarly, Rivalries require Terrible Relations. This is also the case in player-to-player diplomacy, so it’s important to maintain a good standing.

Some of these restrictions can be bypassed by having an Envoy to harm or improve relations.

upload_2019-11-28_10-32-53.png

Favors
Finally we want to talk about Favors. Although Favors were primarily added to give players agency within the Galactic Community, they can also be used to influence the AIs likelihood of accepting certain diplomatic agreements.

upload_2019-11-28_10-33-11.png

Favors is a new mechanic that allows you to increase your Diplomatic Weight for certain votes or proposals in the Galactic Community. An empire can owe another empire up to 10 Favors, and each Favor will increase Diplomatic Weight by “10%”.

For example – Empire B owes 10 Favors to Empire A. Empire A spends influence to call in all 10 Favors and adds 100% of the Diplomatic Weight that Empire B has. Empire A will add the Diplomatic Weight from Empire B, for a specific vote, without Empire B losing their Diplomatic Weight.

In effect, Favors allows an empire to manipulate vote results towards their point of view. It is not possible to Call in Favors when an empire is already voting the same way as you are. Multiple empires can call in favors from the same empire, and it's designed in this way to reduce the complexity of having to figure out which favors should have priority, or which favors should matter more.

upload_2019-11-28_10-33-30.png

Pretty please. You owe me.

In addition to the Galactic Community, Favors can also be called in to increase acceptance chance by +5 when offering certain diplomatic deals.

Favors can be gained through diplomatic trades, or or some cases randomly through events.

---

That is all for this week! Next week we’ll be back with some more details on the Juggernaut and the Mega Shipyard.
 
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Here's a suggestion. What if the envoy leader traits apply empire wide bonuses or maluses. Or better yet, apply opinion bonuses or penalties with every empire that follows X ethic. Minor opinion changes (+/-5) at first and maybe greater versions if they become a ruler. That way no need to micromanage your envoys. Just one decision when hiring an envoy, "Do I want this opinion bonus or penalty with every empire that follows materialism (for example)" obviously making the decision based on who you want to ally or go to war with on the galactic stage so that isnt even micromanaging anymore.

Edit: obviously to prevent cheese these traits shouldn't stack.
 
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I saw this image and something I noticed immediately: Hivemind rulers still do not have any traits!

Please give Hivemind rulers traits and access to agendas just like regular empires. Hiveminds are missing out on so many bonuses because of it. Obviously you have to exclude negative traits like arrested developement.

There is no reason the huge hivemind entitiy is so much worse at governing over an entire empire than some random retired admiral who got elected as president and now makes every single battleship cheaper. And somehow that President als has the "scientific leap" agenda, increasing empire research speed by 10%. Hiveminds already have much less interactions like factions, -30 relation with non Hiveminds, less events and so on. Just because they are differen't shouldn't mean they miss out on tons of bonuses. Ruler bonuses are easily worth as much or more than an entire civic!

They are Hive minds, blorgbrain! they have no personality -- they are all one and the same. It don't make any sense to a "ruler" of a hive mind to have traits that make him/her different of the other drones.
 
Hello everyone!

Today we thought we’d talk about some of the smaller changes coming to diplomacy with the free 2.6 update. Although the Galactic Community and the reworked federations are sure to have a large impact on galactic diplomacy, it's also important to talk about the smaller things!

Envoys
One of the more important things we’ve added are the Envoys. Envoys function very similar to Diplomats in EU4, and they are required for certain diplomatic actions such as:
  • Improve / Harm Relations – it is now possible to send an Envoy to improve or harm relations which can affect Opinion by up to (-400 / +400 ). More on Opinion and Relations later.
  • Assigned to Federation (to increase monthly Cohesion by +1)
  • Assigned to Galactic Community (to increase Diplomatic Weight)

Although Envoys are characters, they do not currently have any character-mechanics such as traits. We didn’t think it would be fun to have to micromanage and switch Envoys around to better fit certain jobs depending on their traits.

Diplomacy Interface Updates
We’ve finally gotten around to give a bunch of diplomacy-related interfaces a facelift! First up, let’s talk a little about the general diplomacy screen.

You are now able to more clearly see things such as Civics, Origins, Relative Power breakdowns, your ongoing diplomatic agreements, and also the new diplomatic stances!

View attachment 528740
This Hegemonic subordinate was kind enough to act as a model for the new diplo screen!

View attachment 528741
Declaring rivalry never looked so appealing.

View attachment 528742
The diplomatic offers are now a bit more clear on what is going on (not final text). A downside, however, is that it's now much harder to fool colleagues into becoming your vassal in our internal multiplayer sessions.

Diplomatic Stances
Sometimes we like concept that our colleagues have put into some of our other games, and the diplomatic stances from Imperator: Rome were a good example. Although not exactly the same, we like the general idea. We wanted empires to be able to set a diplomatic stance that dictates their behaviour towards other empires on a galactic stage.


Diplomatic Stances are Policies and can be changed once every 10 years. There are a bunch of different stances, and some may also be unique to certain empire types (e.g. Isolationist is called Mercantile for Megacorporations).


Stances are designed to be quite different, and to facilitate different playstyles. Perceptive readers might notice that the Belligerent stance seems very similar to Supremacist, and that is true, except that Supremacist stance is designed for all empires that want to be “a big player”. Supremacist empires will dislike other empires with the same stance, so it is almost like a soft rivalry of sorts.

Stances also have some effect on internal politics, as some of your factions may have certain preferences when it comes to your foreign policy.

Relations and Opinion
We wanted an easier way to measure how the diplomatic relations between two empires is doing, so we’ve added a new aggregate value called Relations. Relations exists in different levels ranging from Terrible <- Tense <- Neutral -> Positive -> Excellent, and they do have an effect on which type of diplomatic actions that are available.

We want diplomacy to be less fickle, and more mechanical. Players should now have more ability to influence what other empires’ opinions are of them. Overall diplomacy should feel less static and more prone to evolving over time.

Form Federation requires Excellent Relations, and pacts like Migrations, Research or Commercial require Positive Relations. Similarly, Rivalries require Terrible Relations. This is also the case in player-to-player diplomacy, so it’s important to maintain a good standing.

Some of these restrictions can be bypassed by having an Envoy to harm or improve relations.


Favors
Finally we want to talk about Favors. Although Favors were primarily added to give players agency within the Galactic Community, they can also be used to influence the AIs likelihood of accepting certain diplomatic agreements.


Favors is a new mechanic that allows you to increase your Diplomatic Weight for certain votes or proposals in the Galactic Community. An empire can owe another empire up to 10 Favors, and each Favor will increase Diplomatic Weight by “10%”.

For example – Empire B owes 10 Favors to Empire A. Empire A spends influence to call in all 10 Favors and adds 100% of the Diplomatic Weight that Empire B has. Empire A will add the Diplomatic Weight from Empire B, for a specific vote, without Empire B losing their Diplomatic Weight.

In effect, Favors allows an empire to manipulate vote results towards their point of view. It is not possible to Call in Favors when an empire is already voting the same way as you are. Multiple empires can call in favors from the same empire, and it's designed in this way to reduce the complexity of having to figure out which favors should have priority, or which favors should matter more.

View attachment 528752
Pretty please. You owe me.

In addition to the Galactic Community, Favors can also be called in to increase acceptance chance by +5 when offering certain diplomatic deals.

Favors can be gained through diplomatic trades, or or some cases randomly through events.

---

That is all for this week! Next week we’ll be back with some more details on the Juggernaut and the Mega Shipyard.

I was hoping to see different levels of open borders such as closed, open to commerce, open to transshipment commerce, open to science vessels, open to on capital military vessels, open to capital military vessels, etc.
 
They are Hive minds, blorgbrain! they have no personality -- they are all one and the same. It don't make any sense to a "ruler" of a hive mind to have traits that make him/her different of the other drones.
By this logic, no hive mind leader should have traits since they're all the same. However, hive mind leaders who are not the ruler do have traits.
 
Talking about small things :

Any future plans for a Name List Editor in the empire creation screen ? (with Achievements !)
 
They are Hive minds, blorgbrain! they have no personality -- they are all one and the same. It don't make any sense to a "ruler" of a hive mind to have traits that make him/her different of the other drones.
So does that mean I myself should have no personality? All my neurons are one and the same.

More on topic, can anyone explain me what the hell the 'relation' actually is and how it ties in with Opinion? Because I don't see the point of it.
 
Nice changes though if have liked to see some changes to how you interact with subject states (similar to how its done in eu4) so you can tune your relationship with them and how they behave in wars.
 
What do you think about my idea of having an "auto-manage" system?
Just colour code specialty traits to the task (just like the scientist traits) blue trait Envoys are better for federation jobs, yellow trait Envoys are better for council jobs, orange trait Envoys are better for nation to nation jobs.
 
They are Hive minds, blorgbrain! they have no personality -- they are all one and the same. It don't make any sense to a "ruler" of a hive mind to have traits that make him/her different of the other drones.
Instead of having a "leader trait", which you wouldn't be able to choose and would be stuck with forever, Hives should get a "Focus" policy they can choose, boosting one specific thing by having the mind focus on improving it.
 
Seems odd to me not to have proper ambassadors that fits the rest of the game.Yeah you could micro but traits could be made that don't require it.

Also why are isolationists giving border malus.They dont care about other species and are not xenophobes.
 
So does that mean I myself should have no personality? All my neurons are one and the same.

It’s ok Methone. You have personality. However your individual neurons do not.

My issue is that individual non-ruler leaders have different traits.
 
What do you think about my idea of having an "auto-manage" system?

We don't need of auto-management! for that, the devs would need to change how the entire UI works -- and that takes time and resources. In other words, we don't need micro-management for the envoys; we don't need of auto-management for the envoys and we don't need traits for the envoys! the system is fine the way it is.
 
By this logic, no hive mind leader should have traits since they're all the same. However, hive mind leaders who are not the ruler do have traits.

That is strange!:eek:

EDIT: now I remember that some drones have something akin to a personality -- but they still are obedient to the HIve Mind. Maybe that explain the Traits.

So does that mean I myself should have no personality? All my neurons are one and the same.

More on topic, can anyone explain me what the hell the 'relation' actually is and how it ties in with Opinion? Because I don't see the point of it.

Hive Minds are superorganisms in each and every drone is part of something bigger -- it don't make any sense to them to have any kind of personalties or traits.

Instead of having a "leader trait", which you wouldn't be able to choose and would be stuck with forever, Hives should get a "Focus" policy they can choose, boosting one specific thing by having the mind focus on improving it.

I disagree. Let the Hive Minds the way they are.
 
Hive Minds are superorganisms in each and every drone is part of something bigger -- it don't make any sense to them to have any kind of personalties or traits.
"Humans are superorganisms in each and every cell is part of something bigger - it don't make any sense to them to have any kind of personalites or traits."
 
We don't need of auto-management! for that, the devs would need to change how the entire UI works -- and that takes time and resources. In other words, we don't need micro-management for the envoys; we don't need of auto-management for the envoys and we don't need traits for the envoys! the system is fine the way it is.

But you already do need to micro-manage the other leaders, and many of us would like to have the traits. The idea of an auto-management system could also be applied to the other leaders too for those who don't like to micro-manage and wouldn't that be better all round?
 
"Humans are superorganisms in each and every cell is part of something bigger - it don't make any sense to them to have any kind of personalites or traits."

Humans are not Hive Minds or superorganisms, Blorgbrain.

But you already do need to micro-manage the other leaders, and many of us would like to have the traits. The idea of an auto-management system could also be applied to the other leaders too for those who don't like to micro-manage and wouldn't that be better all round?

We already have enough micro-management in Stellaris. And creating an auto-management? in Stellaris? did you already tried to automate the sectors?
 
What are you talking about?