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Stellaris Dev Diary #19 - Diplomacy & Trade

Greetings!

Today our humble offering covers some of the possible Diplomatic Actions and Trade Deals that can occur between Empires. As most of you may know, the basic diplomatic model used in our previous games work quite well and we will use something similar in Stellaris. All Empires will have opinions of all other known Empires, and different actions, events and internal politics will often affect that opinion. The ethics of each Empire will of course play a heavy role here, as pacifist Empires will react quite differently to aggressive wars than would a xenophobic militarist one.

In Stellaris trade between Empires is a very direct affair. Players can create two-way deals lasting a set amount of time, and our ambition is that most diplomatic actions should be available here as tradeable objects. For example, you can offer another Empire a monthly payment of Minerals in exchange for Military Access and updated Star Charts for a period of 5 years, or receive a vital supply of the rare Garanthium resource by offering a nonaggression treaty as well as a guarantee of independence should the other Empire feel threatened. If you want to simply gift or demand something you can leave one side of the trade-deal blank, and the AI will react accordingly.

stellaris_dev_diary_19_01_20160201_trade.jpg


However, these kinds of trade deals will only happen between equal Empires and as most rulers know, it is better to gain something without having to give up something else. This is where more static diplomatic relationships come into play.

Tributary
A Tributary is forced to pay a set amount of their income to their Overlord each month and is most often established as the result of a lost war. The Overlord will not automatically defend them in wars, so the Tributary is caught in quite an unfortunate position until they have the military strength to either demand an end to their servitude or declare a war of independence.

Protectorate
A Protectorate is a subject protected by a (to them) technologically superior Empire. The Protectorate gains a major research-bonus to all technologies that their Overlord has already researched, and is automatically converted to a Vassal when having progressed far enough technologically.
Any pre-FTL species that is technologically enlightened is automatically created as a Protectorate under whichever Empire granted them the ability to space-travel. The Overlord in turn gains political Influence each month and the eternal gratitude of a bright-eyed new member of the galactic community.

Vassal
A Vassal is the most controlled type of subject-Empire. They will automatically join their Overlord’s wars, aggressive and defensive, and they have no autonomy when it comes to foreign policy or diplomatic relations. A vassal also run the risk of a full diplomatic integration by their Overlord.

Subject-actions
All types of subjects have a Liberty Desire expressing how content they are living under their Overlord’s rule. If a subject's Liberty Desire becomes very high they have a chance to start a war for independence, often waiting for an opportunity when they sense weakness (a taxing war, a larger uprising, a galactic crisis etc.). The Liberty Desire is a compound of a few different parameters but the main ones are the subjects opinion of the Overlord, the total military strength of all the subjects relative to the Overlord as well as if the subject can find someone who supports their cause.
As you would expect from our other games you are able to support the independence of another Empire’s vassal. Doing this will greatly increase their Liberty Desire (assuming the supporter has a fleet rivaling their Overlord) and may cause them to rebel. If they do, the Empire supporting them automatically joins their war for independence. You are also able to guarantee the independence of a smaller Empire, automatically entering the war on their side should they be attacked.

stellaris_dev_diary_19_02_20160201_diplomacy_insult.jpg


We’ve also added another vital diplomatic action to ensure that we can realistically model the complicated diplomatic interactions going on between advanced nations; the insult. Make sure to clearly express your feelings towards your enemy by insulting them, instantly lowering the opinion between your Empires greatly.

That was all for this week. Next dev diary will be written by Doomdark, expanding further upon War & Peace.
 
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Hmm espionage options are missing (for now)
The diplomatic options don't seem to come in the same abundance as in euiv (which have had some time to expand them). Ofcourse I don't really know what is hidden under trad though. The possibility to make trade deals like in civ is cool though.

Hopefully we'll get the best from both games.
I believe Paradox have said that there won't be much espionage in the vanilla game. You can still covertly infiltrate pre-FTL nations however.
 
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why would fanatically collectivist-pacifists care if someone is materialistic?
"The dry, dirty pink-skins! Instead of working as one great and against the purpose of war and violence, they vehemenically focus on their pitiful surroundings and machinery with no eye for the greater good!"
 
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Another good DD. I have not seen a single one yet that has me going: "meh."
Keep it up!
 
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Is technology tradable? I sure hope not, that's usually the most abusable mechanic in 4X.
Doesnt look like it but im certain it would be one of the first things to be modded out by the community. Though the game seems to offer some way of boosting others tech (ie. pre-spacefaring, protectorate).

Personally speaking im quite surprised as to how much the diplomatic system seems to borrow from prior PDOX titles, not that its bad.
 
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Can you not have deals which are indefinite? The interface doesn't appear to support that at first glance.
 
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I like how it seems very EUIV'ish in regards to diplomacy :) and i must say i hope we get lots of colourful insults depending on the arch phenotype and ethics.

im still a bit skeptical about the art of the interface tabs in the upper left corner but the rest of the interface is simply amazing at capturing the space feel.
 
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@Jormungandur

In the first screenshot is the 30 in the middle of the trade table 30 reasons that the deal will be accepted? Are deals black and white yes/no like in EU4? I really hate the old maybe/likely/etc system. Also what is the +17% with the arrows mean in the trade deal screen?

UI is looking pretty sexy right now. Can't wait till you start doing some pre-release streaming.....;)
 
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Notice how the mushroom guys are always monarchies in in the shots? It's almost like they're the... Mushroom Kingdom.

Wait a sec, the guys in the other screenshots are fuckin' Koopers.

Stellaris was the last place I expected to look for a Super Mario Bros. cross over tbh.
 
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Shroom masterrace hype!

Seriously though that's a cute piece of art.
 
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Shroom masterrace hype!

Seriously though that's a cute piece of art.


Wait until they destroy your empire and enslave your people. Then we'll see who's "cute".
 
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Wait until they destroy your empire and enslave your people. Then we'll see who's "cute".

I almost feel obliged to make a 'welcome our new fungal overlords'-joke, but realize it's a little worn out by now.

Lemme just say then that inside and outside of gaming, my experience with shrooms has been mostly positive so far. ;)
 
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Personally speaking im quite surprised as to how much the diplomatic system seems to borrow from prior PDOX titles, not that its bad.
Meh. In my opinion it's clearly along the lines of EU: Space as another poster suggested - and it has been for most of the DDs. Sure there are unique mechanics and visuals, but it feels very much like a Clausewitz game - besides research most mechanics feel borrowed from prior PDX games.

I don't mean that as an insult at all - just calling a spade a spade. Very excited to try the PDX approach in space, and imagine the game will become more unique as DLC roll out.
 
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Few questions Jormungandur,

1) Is there a cap on how many protectorates/vassals we can have a la EU4 diplomatic relations? I'm assuming so, and I'd bet it'd be influenced by ethos, gov type, and social research

2) Will there be some mechanics to such that the choice between annexing vassals or just keeping them is more involved? Perhaps some bonuses to research or diplomacy if you elect not to annex your vassal species?
 
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