Diplomatic Relations Modifiers

Anyway we could get a list of them?, because personally I'm having trouble getting the Ai to like me. It seems there are more negative modifiers than positive, but I don't know em all or how to get them to work so.. yeah... a list would be sweet. Oh also, how does the military modifier work? I get a -3 when my fleet is smaller, and when its bigger, it only seemed to disappear when I had about equal fleet strength with the Ai. Is that how its supposed to work?

11,856 views 11 replies
Reply #1 Top

yes, I also wondered about the military strength one. it should rather say "overly powerful miliary" or "weak military" or whatever.

I found the following so far (max. values I saw so far):

embassy + 1

adjactient territory -1

military action -4.x

race +1/ -1

military strength -3

diplomatic inclination +3 (no idea what this refers to)

I guess there are more, so far I like the selection. also, in this screen, a legend of the colours would help. I guess red means war and yellow (which is the only other thing I saw so far) means cease fire, but a definite explanation would definately help.

Reply #2 Top

I guess there are more, so far I like the selection. also, in this screen, a legend of the colours would help. I guess red means war and yellow (which is the only other thing I saw so far) means cease fire, but a definite explanation would definately help.

I believe Blue is peace treaty

Reply #3 Top

Quoting Deceiver_0, reply 2

I guess there are more, so far I like the selection. also, in this screen, a legend of the colours would help. I guess red means war and yellow (which is the only other thing I saw so far) means cease fire, but a definite explanation would definately help.
I believe Blue is peace treaty

maybe so, haven't played that much yet and did not see it so far.

also, because it fits:

maybe the modifiers and total relations should in the same dimension. currently it's percentages while modifiers are in numbers. it's like 20% total, composed of +3 and -1. I'd say get rid of %s and just add up the numers. +3 + (-1) = 2. this has the added benefit that values can go below 0 (which is good, bc. if relations are really bad, it should be accordingly difficult to get them on track again) and can be higher than 100 (or 10), so you have more of a buffer. then, you could color code them. red until +2, organge from 2 - 3, yellow from 3 to 5, green from 5 to 8 and above that blue. or sth like that.

Reply #4 Top

In regards to the OP, yes that's how the strength modifier is supposed to work. If they have a bigger fleet they're less inclined to like you and work with you since they could easily crush you sort of thing.

Reply #5 Top

I currently have some code to hide non-effective (0 point) modifiers, but I may remove that just to make them a bit more clear. We're currently looking at adding/removing a bunch of modifiers over the next few weeks, so we'll post a list when we know which ones we're keeping.

Reply #6 Top

Quoting MasonOfSparta, reply 5
I currently have some code to hide non-effective (0 point) modifiers, but I may remove that just to make them a bit more clear. We're currently looking at adding/removing a bunch of modifiers over the next few weeks, so we'll post a list when we know which ones we're keeping.
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Excellent. Un-hiding the zero point modifiers would be extremely helpful. Thanks

Reply #7 Top

Wait, are you talking hardcode? Or is this something that modders can have fun with?

Reply #8 Top

Currently the modifiers are coded in the game as an enumeration, so it's not possible to add a custom relationship modifier.

Reply #9 Top

Ah, so does this have anything to do with the game crashing when I convert the (player) files to .txt?

Reply #10 Top

If the game crashes it might be due to an error in the files you're trying to convert. If you get a crash be sure to give us some details or dumps on it and we'll look into it.

Reply #11 Top

Thank you I was thinkng of asking the same question on this thread because I really wanted to get alliances with the computer.

I know other threads talk about this but I had in Embassy on each others capital planets  and all the Diplomatic research researched and my friend also researched every thing. When one of us put a pact type it wouldn't allow us to agree on the pacts I'm not complaining about the game I'm just reporting a bug as I'm suppose to with a beta. I read your response that's why I mention the Embassy thing.