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Tinto Talks #33 - 16th of October 2024

Hello everyone and welcome to another Tinto Talks. This is the Happy Wednesday where we discuss the details of our rather secret game Project Caesar!

Today we will go deep into how the diplomatic system works in Project Caesar. The core of the system is similar to our other grand strategy games, but has much in common with EU4, Imperator and Victoria 2 in particular. Some of you may be very familiar with something we are talking about today, but not everyone reading this has played 5,000 hours in every GSG we made. So there are parts of today's Tinto Talks that will be “wtf man, I know this already” for many of you.

Also when it comes to diplomacy, we have based our interface solutions for diplomatic actions from two paths. First when you have a country selected, you can get the classic way of seeing diplomatic actions related to that country, but we also have the sometimes more useful way of first selecting a diplomatic action and then seeing which countries would accept it.

Diplomats
While this game may not have the immortal envoys of EU4 that limited how much diplomacy you could do at one time, in Project Caesar you have a “diplomatic corps”, or Diplomats as we refer to them as. This represents how much diplomacy a country can do in a given time. Some advances, laws or societal values will increase this amount, and there are also some buildings that will have an impact.

Every diplomatic action you do requires at least one diplomat, and while they are a renewable resource, you may need to ration them.

diplomats.png

Maybe we should become an Empire instead?

Opinions
In almost all GSG games we have made, we’ve tracked relations between countries, often in the completely natural and intuitive range of -200 to +200. Early on the relation was a single value, but in EU4 over a decade ago we introduced the concept that Country A could view Country B one way, and Country B could view Country A another way. This game is no different in that regard.

These opinions are calculated depending on the various states between countries, like religion, culture, diplomacy and much more, and can have temporary impacts from actions.

Opinion is how much a country likes or dislikes another country. The difference between trust and opinion is that a high opinion will stop a country from being hostile, but we would need trust to be able to work together.

You have multiple ways to influence this with diplomacy, but the most direct ones you would use often is the “improve relations” & “send gift” diplomatic actions.

  • Improve Relations - This uses some of your monthly diplomatic actions to improve the target country's opinion of you over time.
  • Send Gifts - This gives you an instant opinion increase for a sum of money.

opinion.png

Soon our conflicts are all forgotten..

Trust
Trust represents how likely one country finds it that another country will act honorably towards them. Whether friend or foe, Trust is a crucial component in forging lasting agreements.

Trust is hard to get, and easy to lose.

You can always send a diplomat to profess trust, which will increase their trust in you, but your diplomatic reputation will be lowered for the next 5 years.


Favors
Favors represent how much one country has promised, or otherwise owes, to another country. Favors can be spent to ask the other country to do something. If favors get too unbalanced, refusing to do these things can cause a loss of trust or even diplomatic reputation.

You gain favors by helping your allies, and supporting them at need.

You can also use some of your diplomats on currying favors. This will reduce the monthly diplomats you gain each month, but at the same time grant your country favors on the target country, and they get favors on you.

favors.png

Yes, the numbers feel 100% perfectly balanced..

Spy Networks
This describes the extent to which a country has infiltrated another with a network of informants, double agents, and general turncoats, and thus how much inside knowledge they have of that country. It can be used to perform a variety of insidious diplomatic actions.

You need to use a diplomat to start building a spy network, and while it is then active, you will gain less diplomats each month.

The speed with which your spy network is built up depends on your spy network construction capacity, and the target country’s counter espionage reduces it.

The size of your spy network in a country impacts your siege ability and how much aggressive expansion you get from treating them badly..

spy_network.png

Why is our network construction so bad, and why is portugals counter espionage so bad?


Diplomatic Reputation
This represents how highly regarded a country is in international relations. There are advances that will increase it, but it is also increased by your country's prestige and decreased by your aggressive expansion.

AI countries look very much at diplomatic reputation when it comes to accepting diplomatic offers.

reputation.png

If we went really belligerent, we would have NO reputation…


Diplomatic Range
This is a concept we introduced in Imperator, where you can’t just do diplomacy with every country on the map. In earlier games we had this hidden from the player, and it was merely something that the AI kind of used. Now this is something that matters, and it is based primarily on advances and the rank of the country.

Diplomatic Range limits the physical distance our diplomats can travel to conduct diplomacy. The distance to be traveled is from one capital to the other.

diplomatic_range.png

The dark gray is where Aragon can not send diplomats in 1337, as they are out of range..


Rivals
In Project Caesar we have the system of rivals, which is fairly similar to the one in EU4, with a few differences.

First of all, the selection of rivals is less opaque and follows a few simple rules. A valid rival is someone within a geographical area that is of a similar or higher rank, or shares a culture group. The geographical area for an empire is the same continent or adjacent sub-continent, while for a county is the same area or adjacent province definition. Of course you can always rival someone that has declared you as a rival.

Secondly, if you don’t pick enough rivals, your actions that increase aggressive expansion will give you more, and your spy networks become far weaker.

Thirdly, you can always create a casus belli on your rivals if you have a spy network built up there.

Finally, there is no cooldown on replacing a rival, but it will cost you 25 stability.

Remember that a rival is a country that is perceived as having conflicting interests, and will block you from having alliances. Any countries that share rivals will get higher opinions with each other.

possible_rivals.png

So these are the possible rivals for Aragon at the start of the game..

Diplomatic Capacity
As suggested by many of you back in Tinto Talks #12, we changed the diplomatic relation slots system to become a diplomatic capacity system instead, where the cost for an alliance depends on the power of the ally, and similarly, subjects cost different things depending on their type and size.

diplomatic_capacity.png

Aragon only has 1 vassal at the start, but it's not that small..


Diplomatic Action and Treaties
Today we will not talk more about unions or subjects, as they will be covered in a later Tinto Talks, we will however thoroughly discuss as many as possible of other types of diplomatic treaties and actions. A diplomatic action costs a diplomat to do, but not all of them create a treaty.

A Treaty is something that lasts over a period of time, and can be anything from an alliance to food access for your armies.

Friendly Actions
This category of actions also include some of the ones mentioned above, like improving opinions, professing trust and curry favors, some of the other friendly actions include the following.

Some of the friendly actions include the following..

  • Defensive Leagues - Some of you may recognise this from Imperator, but it's basically a defensive alliance.
  • Guarantees - In this game you can also ASK a more powerful country to guarantee you.
  • Propose Ruler - If you got adults of your dynasty that are not your current ruler, you can propose that they become the ruler of another monarchy, if they are in a regency without any valid heir.
  • Share Maps - This allows you to give the maps of an area to another country, if they have not discovered it.

anti_piracy.png

For just 50 favors, you can get any country to not send privateers near you …

Hostile Actions
These are the actions that tend to be rather offensive to the receiving part, and damages the opinion and trust. Some of these include..
  • Intervene in War - Any Empire can join in on the defenders side in a war if the opinion that the country has of you is high enough.
  • Isolate from Allies - This will make them break an alliance they have, but this will cost you a fair amount of favors.
  • Send Insult - Reduces their opinion of you, but they will get a casus belli on you.
  • Threaten War - If you got a casus belli for a province you can use this to threaten with a war, and they have a chance of accepting it. Only Kingdoms and Empires can do this.

Covert Actions
These are the actions that you need a spy network in the target country to be able to do. While you could view them as hostile, they are a bit more sneaky here. Some of these include the following.
  • Corrupt Officials - Reduces the effectiveness of their cabinet.
  • Infiltrate Administration - Removed the Fog of War over their country for a set period of time.
  • Steal Maps - For when you really really want that map of the Caribbean.
  • Support Rebels - This is something that unlocks in the Age of Renaissance, that can help you truly weaken your enemies.

Economy Actions
These tend to be actions that are more of a gray zone between totally friendly and totally hostile, and are more or less related to the economy part of the game. Some of these actions include..
  • Block Building in Country - This will block them from building buildings in your locations, which can be useful when you don’t want some English Trade Offices in all your cities.
  • Embargo Nation - This will reduce the market attraction of their markets on your locations, making them more likely to trade in other markets. Their trades will no longer be allowed to enter your territory as well.
  • Request a Loan - This is something you usually send to a banking country, so you can get money from them..
Access Actions
There are 3 types of access here, Military Access, where you can march your armies through another country's territory. Food Access, where you can have ýour armies supplied in another countries territory, and Fleet Basing Rights, where you are allowed to base your ships in their ports.

All of them have the option to offer it to another country and request it from them, while military access can now also be requested to be bought.

Of course there are many country specific diplomatic actions, but they will be talked about after christmas when we start with the flavor talk, and the subject actions will be talked about in the Tinto Talks about Subjects.

Stay tuned, next week will be something completely different…
 
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You can increase your diplomatic capacity by spending money.

There is an entire expense slider for it..

View attachment 1202874
Can we have an option that automatically adjusts sliders?

For example, if I stop using some of my diplomatic capacity, I would like the slider to automatically decrease so that I'm not paying for diplo capacity I'm not using.

Similarly, up to a certain "spend limit" (that I could set on the slider), the slider would automatically increase to match any additional diplo capacity I am using that's over the limit.

I think the main fear with sliders returning in force is the HOI3 nightmare of constantly readjusting sliders.
 
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So you've decided on adding character's system to the game and didn't include them in the first-thought place where they could be usefull? Sending over people from your court to other countries would've made game far more interesting.

The simple dynamic of thinking over if this diplomatic action is worth to send your "5 star general" character (with the not so low risk of dying abroad) would be more interesting than the whole robust diplo mana system.
 
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I think the rival system should be more fluid/complex than "here's some guys our size, we don't like them, because our previous king chose them 100 years ago, because by divine decree he had to do so. But nothing personal, kid".

Maybe a tiered system depending on the countries relations and not the relations being dependent on the rival system.
Something like:
  • 151 - 200 = Friend
  • 51 - 150 = Good Neighbour
  • -50 - 50 = Competitor
  • -150 - -51 = Rival
  • -200 - -151 = Archenemy
Then you could assign different bonuses and maluses depending on the status. Like e.g. counterespionage being easier against countries lower on the list. Also you could add bonuses for the sum of countries on one level, like having a lot of countries in your weight class that love you gives you a better diplomatic reputation.

And of course a change in status should come with like a 5 year grace period in which you have the chance to repair relations/show them you really don't like them.
 
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...in Project Caesar you have a “diplomatic corps”, or Diplomats as we refer to them as.
Why not just call it diplomatic corps strength and diplomatic corps cap (or max)? or 'actions' instead of 'strength'. Calling it diplomats just feels off.

The size of your spy network in a country impacts your siege ability and how much aggressive expansion you get from treating them badly..
On the AE, does this reduce the amount of AE all nations get from me taking land from this target or reduce the amount of AE this target gets from me taking land from any nation? From the wording it feels like the former, which I would like, but I thought it had been the second way.

Diplomatic Range limits the physical distance our diplomats can travel to conduct diplomacy. The distance to be traveled is from one capital to the other.
This feels very limiting. If I am a neighbor of a nation can I conduct diplomacy with it even if the capital is out of range? So having satellite of ports does not extend my diplomatic range?

Secondly, if you don’t pick enough rivals, your actions that increase aggressive expansion will give you more, and your spy networks become far weaker.
Is it safe to assume that if there are no valid rivals there will not be a penalty? If so, are long time allies removed from the potential rival list or do I have to turn on them or suffer the consequences?

Covert Actions
  • Corrupt Officials - Reduces the effectiveness of their cabinet.
  • Support Rebels - This is something that unlocks in the Age of Renaissance, that can help you truly weaken your enemies.
Is there a limit to how many nations can be performing these actions or some sort of diminishing return? Or should I just assume as the game progresses my officials will become useless and rebels infinitely supported?

Access Actions
There are 3 types of access here, Military Access, where you can march your armies through another country's territory. Food Access, where you can have ýour armies supplied in another countries territory, and Fleet Basing Rights, where you are allowed to base your ships in their ports.
Is this, or can these be, a sliding scale of access? Ships --> Army --> Food. There appears to be no reason to have a Food access without Military Access. It was also tiring to get Navy access to land my troops after I got military access (or have them 'walk' from the sea).

This I guess is also tied to the question on is there a cool down between actions with a nation? Can I ask for all three accesses or will it take two cooldown periods?

Does it cost 'diplomatic corps actions' to remove access or stop actions?
 
You can always send a diplomat to profess trust, which will increase their trust in you, but your diplomatic reputation will be lowered for the next 5 years.

Why?

I understand the need to keep rivals in, as challenging diplomacy is such a core part of EU4 and other systems might be easy to exploit.

But copy and pasting three of the worst things of EU4, trust and favours and improving relations, is disappointing.

Why would sending a diplomat increase trust?
Why would increasing trust lower your reputation?
How would you accumulate favours just by sending a diplomat?

Of course some sort of trust/favour/diplomatic debt system is needed. But can't one be designed where trust and favours are a result of actions and perceived actions, rather than just waiting for mana?

Really goes against the design philosophy of this game attempting to be immersive.
 
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Favors
Favors represent how much one country has promised, or otherwise owes, to another country. Favors can be spent to ask the other country to do something. If favors get too unbalanced, refusing to do these things can cause a loss of trust or even diplomatic reputation.

You gain favors by helping your allies, and supporting them at need.

You can also use some of your diplomats on currying favors. This will reduce the monthly diplomats you gain each month, but at the same time grant your country favors on the target country, and they get favors on you.

View attachment 1202677
Yes, the numbers feel 100% perfectly balanced..
What can we use favors for ? Will it be possible to call someone in a war just with favors ? Having it that way would encourage long lasting alliances and would make the diplomatic game too easy and static, also it would make planning wars less a "finding compromises with you allies" game and more a "wait long enough for them to magically join you" game. Does favor absolutly has to be in the game because of things we don't know about or does it have the same uses as in EU4 (in which case I would argue for favor to be discarted)
Again I'm speaking without knowing if it's going to be like that in the game, but, if favors couldn't be used to make people join war, asking you could replace it by a number of other trades. You could promise lands (like EU4, it could even be a more refined promise where you point out the land you promise them), but you could also give money, promise a marriage, give land... As a player, if I'm going to join an ally's war, I don't want it to be just because I owe them too many favors and if I don't join I get debuffs, I would prefer to join because the AI makes a very good proposal in exchange AND I get reasonable debuffs if do not.
Spy Networks
This describes the extent to which a country has infiltrated another with a network of informants, double agents, and general turncoats, and thus how much inside knowledge they have of that country. It can be used to perform a variety of insidious diplomatic actions.

You need to use a diplomat to start building a spy network, and while it is then active, you will gain less diplomats each month.

The speed with which your spy network is built up depends on your spy network construction capacity, and the target country’s counter espionage reduces it.

The size of your spy network in a country impacts your siege ability and how much aggressive expansion you get from treating them badly..
Why does it impact AE ? I feel like giving players such tools to reduce AE is ahistorical, would make spying much important than it should be and makes AE less punitive than it should be
Rivals
In Project Caesar we have the system of rivals, which is fairly similar to the one in EU4, with a few differences.

First of all, the selection of rivals is less opaque and follows a few simple rules. A valid rival is someone within a geographical area that is of a similar or higher rank, or shares a culture group. The geographical area for an empire is the same continent or adjacent sub-continent, while for a county is the same area or adjacent province definition. Of course you can always rival someone that has declared you as a rival.

Secondly, if you don’t pick enough rivals, your actions that increase aggressive expansion will give you more, and your spy networks become far weaker.

Thirdly, you can always create a casus belli on your rivals if you have a spy network built up there.

Finally, there is no cooldown on replacing a rival, but it will cost you 25 stability.

Remember that a rival is a country that is perceived as having conflicting interests, and will block you from having alliances. Any countries that share rivals will get higher opinions with each other.

View attachment 1202682
So these are the possible rivals for Aragon at the start of the game..
I'm really not a fan of rivals making a comeback. Again, you were talking about making PC less diplomatically static than in previous paradox games, but rivals directly goes against that vision. I was hoping that PC would go away from the rivals mechanic by making countries with uncompatible ambitions hate each other much more.
Friendly Actions
This category of actions also include some of the ones mentioned above, like improving opinions, professing trust and curry favors, some of the other friendly actions include the following.

Some of the friendly actions include the following..

  • Defensive Leagues - Some of you may recognise this from Imperator, but it's basically a defensive alliance.
  • Guarantees - In this game you can also ASK a more powerful country to guarantee you.
  • Propose Ruler - If you got adults of your dynasty that are not your current ruler, you can propose that they become the ruler of another monarchy, if they are in a regency without any valid heir.
  • Share Maps - This allows you to give the maps of an area to another country, if they have not discovered it.

View attachment 1202685
For just 50 favors, you can get any country to not send privateers near you …

Hostile Actions
These are the actions that tend to be rather offensive to the receiving part, and damages the opinion and trust. Some of these include..
  • Intervene in War - Any Empire can join in on the defenders side in a war if the opinion that the country has of you is high enough.
Will we also be able to just send troops but not declaring war (at the cost of worsening relations with the people at war with the country we send troops to)
  • Isolate from Allies - This will make them break an alliance they have, but this will cost you a fair amount of favors.
  • Send Insult - Reduces their opinion of you, but they will get a casus belli on you.
  • Threaten War - If you got a casus belli for a province you can use this to threaten with a war, and they have a chance of accepting it. Only Kingdoms and Empires can do this.

Covert Actions
These are the actions that you need a spy network in the target country to be able to do. While you could view them as hostile, they are a bit more sneaky here. Some of these include the following.
  • Corrupt Officials - Reduces the effectiveness of their cabinet.
How easy is it going to be to corrupt officials ? I feel like these "debuff" spy actions were one of the most frustrating things in EU4, they might be historical, but they do not cost nearly as much to inflict as they are costly to the person it's inflicted to and they are too definitive. If this action was to stay, I would like for it to cost a lot of money too, I would like to have a way to get ridd of the corrupt officials modifier (for example, it could be an action that targets one cabinet member without you seeing its effect (like if your cabinet member was lying to you about his efficiency), your counterspy ability would then give you a monthly chance of discovering who is corrupted, and once you know you can just fire them) and in certain cases, it should give you a cassus belli against the person who does it (if we take the previous example, each month you'd have a chance to discover someone corrupted, and once he's discovered, you'd have a small chance of discovering who is corrupting him and give you a cassus belli against them, this would make corrupt officials much more of a risky bet)
  • Infiltrate Administration - Removed the Fog of War over their country for a set period of time.
  • Steal Maps - For when you really really want that map of the Caribbean.
  • Support Rebels - This is something that unlocks in the Age of Renaissance, that can help you truly weaken your enemies.
Why can't we do this from the start of the game ?
Economy Actions
These tend to be actions that are more of a gray zone between totally friendly and totally hostile, and are more or less related to the economy part of the game. Some of these actions include..
  • Block Building in Country - This will block them from building buildings in your locations, which can be useful when you don’t want some English Trade Offices in all your cities.
  • Embargo Nation - This will reduce the market attraction of their markets on your locations, making them more likely to trade in other markets. Their trades will no longer be allowed to enter your territory as well.
  • Request a Loan - This is something you usually send to a banking country, so you can get money from them..
Access Actions
There are 3 types of access here, Military Access, where you can march your armies through another country's territory. Food Access, where you can have ýour armies supplied in another countries territory, and Fleet Basing Rights, where you are allowed to base your ships in their ports.

All of them have the option to offer it to another country and request it from them, while military access can now also be requested to be bought.
Can we "buy" these treaties with other things than money, like with a marriage, or against land ?
 
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1 - yeah, its a bit weird.. but its hard to find a good name
2 - allies cost differently.
3 - hmm.. not designed any yet, but could be doable.
4 - no design for it yet.
5 - yes, not super nice ..

View attachment 1202830

Concerning '0.3 diplomats' maybe use 'diplomat allocation' in this meaning? And only for the total number use 'diplomats' as it will always be a whole number.
 
You said in an earlier TT that in a later age you can create claims on entire areas. Can you then threaten war for an entire area or does the "Claim area" action just give individual claims on all the provinces in that area?
 
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I can live with most of this. Presumably many of these things live in script regardless, so if I wanted to adjust details here and there I'm free to do so.

I'm ambivalent about rivals. Maybe I've played too much Victoria 3, but they can at least have the potential to be interesting. I'd just rather the logic for selecting a rival be guided more by "we both have a pretention to rule the same area" rather than just being told to pick some countries out of a hat for no reason other than that you're obliged to do so.

Honestly just circles back to my earlier point that we need some way to broadcast our intentions to rule some chunk of territory. If multiple countries want to rule the same chunk of territories, you're made rivals due to conflicting interests (in a quite literal sense).

Ties into defensive coalitions, too. When you select some number of areas that you want to broadcast your intention to conquer and rule, smaller countries in those areas might form a coalition against you to oppose being conquered.

Voila! Just made the Italian Wars situation generic!
 
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I hope we won't get negative modifiers stacked all campaign just because a bunch of small countries dislike our big empire, like in EU4. Much smaller countries shouldn't be able to cripple a country the size of the roman empire.
 
I was thinking about rivals and how could they be changed. Throwing some ideas.

The requirement for declaring one could be having been on the receiving end of a hostile diplomatic action, or having had their army enter your territory during a war when you were on opposite sides, or them reaching a certain threshold of Aggressive Expansion with you, or whatever you can come up with that would make sense.
You would have no maluses for not having rivals, but you'd get bonuses against them.
These bonuses would scale with the gravity of the offences received (so if they occupied your country during a war it's a lot bigger than if they threatened war over a far off desert island in the middle of the Atlantic), and tick down over time, but having been rivals for longer time would make them higher.

What you would be doing is trying to convince your estates that it is in their interest to help you oppose that country, so maybe how well it actually works should be a function of your ruler's/your cabinet member's diplomatic skill? Also, it should require some kind of capacity, maybe but not necessarily diplomatic capacity.

The bonuses could include things like, an easier time convincing your estates that waging war against them would be a good idea, or an increase in what you are allowed to take against them in a peace treaty, or some kind of morale bonus/attrition in a war against them. In extreme cases, it could make some of your pops/your estates more loyal, as you made them perceive the enemy as an existential threat and your guidance as the only way to not die.

This should also mean that a rivalry declared over a small offence would be relatively easier to "mend", while one that has kept escalating for centuries would need a more compelling reason.
This system could also be integrated with the not yet explored societal values system.
 
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With diplomats. When a diplomat is in one country, any way for that diplomat to do more than one action with that country (especially when you use improve relations or increasing trust/favours for Wow, that make use of that one diplomat with that country)? (Sort of like how it is in Total War for example)
you cheating the system there
 
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Spying, eh? I wonder if spy network could be used to get information on enemy army size and estimate your chances in a war, rather than the all knowing ledger of EU4. Any chance of espionage of this sort?
 
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Can we remove the rival system, countries should be at conflict because of interest, resources, land, culture not because of an arbitrary "I hate you now because of the following options were available"
 
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So you've decided on adding character's system to the game and didn't include them in the first-thought place where they could be usefull? Sending over people from your court to other countries would've made game far more interesting.

The simple dynamic of thinking over if this diplomatic action is worth to send your "5 star general" character (with the not so low risk of dying abroad) would be more interesting than the whole robust diplo mana system.
This, I liked having named diplomats and merchants (even if they were immortal) and I would have assumed having actual characters would have fleshed out that system instead of replacing them with points. Do characters exist for anything other than cabinet and armies?
 
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I'm curious to see how you would model for example Charles V's empire with this diplomatic capacity system, because it was a bunch of huge kingdoms, so i assume the diplo demands will be really high and way over the limit... unless the plan is to just have him be constantly suffering the debuffs, which might not be entirely innacurate
 
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The rivalry system is terrible. Even more terrible that it forces you to choose one.

I was also hoping for some new options to be honest.

Diplomacy overall has been by far the biggest disappoitment. I understand you want to play it safe but i hope its improved and expanded in the future
 
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