The Importance of Embassies

Have played a little of the Beta, and I'm unsure if I just haven't delved into this enough, but I Hope that Embassies aren't simply used for a small boost in relations.  Once embassies are established, there should be the opprotunities to increase relations with the passage of time.  One Idea is that Military conflicts do less relationship damage and are slowly decreased over time (as the embassy is able to talk about the situation and eventually move past it).  upgrades for an embassy should be allowed giving the ability to do espoinage ( see ship movements, know where capital ships are etc. Just being able to see where there military strength is) as well as the ability to make the people of an empire more friendly.  By more friendly I mean that through propoganda the people of a certain empire began to empathize and want to grow closer with yours.  While the Leadership (the player) may want to wage war on you, the people will feel it's very unpopular and possibly revolt (which someone else has mentioned in another post), or have it effect the income drastically (the people refuse to fund a war they do not want).  The people support will not weign unless the player gives in and stops attacking/ forms a treaty for a time (perhaps the people could even force a ceasefire), or the opposing faction begins to attack his colonies (once the faction that the people are fond of attacks them, they will start to support their own government again).  There should also be research to lessen the effects of enemy embassies as well as expelling diplomats/ ransacking the embassy itself. You should also be able to offer terms for ceasefires (Money/planets= peace treaty)

 

I know i sort of rambled on a bit, but my point is that Embassies need to be extensively used and really give the sense of politics and diplomacy.  I stopped playing sins a while ago because I felt that it was too focused on military action and wasn't taking enough from it's 4X heritage (games like Civ4).

13,231 views 17 replies
Reply #1 Top

Yes, I do agree that embassies need bigger roles. Providing a tiny relation boost isn't enough. Using all diplomatic options on the player or AI should require an embassy.  

 

Great post. :congrat:  

Reply #3 Top

I really like these ideas, and I would like them to be explored, and perhaps even expanded upon.  For instance another option to lessen the influence of the people on the economy funding an unpopular war could be through the use of media hubs/propaganda.  What if you could spread propaganda upon your own populace about a specific opposing faction, either positive or negative?  This could be included in the specific research you were suggesting.

Of course this could backfire as when you decide to accept a ceasefire with a faction you have been spreading negative propaganda about. this could also negatively affect income until you change the message in your "propaganda machine".

This would obviously require a more constant monitoring of your planets, your own communication with your populace and the opinion of the people regarding other factions.

I guess what it comes down to is that I think that propaganda should play a larger role in the diplomacy expansion and could be used as a "weapon" against the effects of embassies belonging to other players.

Reply #4 Top

I think abilities for Embassies aren't implemented yet - I recall reading that they were going to have special abilities after you create them.  As to their current immediate benefit, they provide +10% relations with an AI just for dropping one on their planet.

Reply #5 Top

they... also alow some really cool pacts (that dont work atm iirc)

Reply #6 Top

Quoting Surumon, reply 4
I think abilities for Embassies aren't implemented yet - I recall reading that they were going to have special abilities after you create them.  As to their current immediate benefit, they provide +10% relations with an AI just for dropping one on their planet.
End of Surumon's quote

I hope this is true, because as they stand they're quite pointless. When I built my first embassy, I expected some new options to appear if I selected their planet. Hopefully more will come out as the beta continues.

Reply #7 Top

erm... new options appear (err... become not greyed out) on the diplomacy screen.... (assuming you also have required techs)

Reply #8 Top

As far as I can see yes, The only benefit is the 1.00 increase in diplomatic relations and the later ability to have a pact with another empire.  I'm hoping these special abilities are awesome.  Maybe something like "peace talks" which give you a timed ceasefire, allowing you to refortify or focus on another opponent (but ability cannot be actived during combat or when you have military conflict greater than -5.00?)

Reply #9 Top

I think an embassy could be something like an star base, with levels to upgrade. The diplomatic ship would be consumed as well.

There should be also a requirement to build an embassy, like at least being at a truce. Once the embassy has been established, then it can be upgraded to perform certain acts such as the espionage and allegiance stuff. 

Reply #10 Top

The current embassy system has been scrapped in order to give Envoy ships a more long-term role in the game.

Reply #11 Top

Quoting Brazilian_Joe, reply 9
I think an embassy could be something like an star base, with levels to upgrade. The diplomatic ship would be consumed as well.

There should be also a requirement to build an embassy, like at least being at a truce. Once the embassy has been established, then it can be upgraded to perform certain acts such as the espionage and allegiance stuff. 
End of Brazilian_Joe's quote

I think this is the best solution present. Since the previous add-on gave us these massive starbases to defend our sub-systems, having an embassy over a homeworld that you can customize and upgrade in various ways would be ideal and warrant the $9.99 purchase. Right now, the +1 bonus to relations is *extremely* weak.

Reply #12 Top

Yarlen, are you at liberty to say how the role of the embassy has been incorperated into the Envoy ship? Is it maybe that the ship itself act as a diplomatic link (giving the +1.00 to relations while it's in the gravity well) or that it has an ability to the effect of "Send Diplomat" which acts the same way.  Is the Capital planet still the only planet diplomatic relations can take place at or is it now at a planet by planet basis?  I can understand the change, because once you establish a embassy on everyones world, they ship loses a lot of it's importance (since the counter espionage isn't much more useful than normal culture push and completely useless without the help of culture spread) and the embassy can be easily be nullified by simply transfering your capital  (people would be doing that  constantly in online games I would think).

Reply #13 Top

Basically we came to the same conclusion and in the original design (the ones you guys have), the Envoy cruiser dead-ends itself pretty quickly. So we decided to axe the embassy as it is now as a "fire and forget" mechanic and instead have integrated that into the Envoy cruiser itself as a buff. In the next beta, you'll see/use the Envoy more as an active tool towards accomplishing your diplomatic/strategic goals. You'll be able to put it in opponent's gravity wells and use one of its abilities to slowly increase your relations over time with that faction (for as long as you maintain it), or research a new ability for the Envoy to accomplish some other task (each race's envoys will have different abilities in addition to the basics).

Reply #14 Top

But won't get they get automatically destroyed after the "destroy envoy ability" has been researched as defences/ships will attack them automatically?

Reply #15 Top

Yarlen: Hou about having interactions between the envoy cruisers? Since both have diplomats, the +1 buff could affect the empires of other envoy cruisers in the same gravity well(maybe to a lesser extent).

I also think abilities like armistice would fit in, at least as a race-specific, as an envoy cruiser skill. 

An ability specific to disable other Envoy Cruiser's abilities (Halt Negotiations) would also fit.

I think the Envoy cruisers should be able to engage in a 'warfare' of sorts against each other, only it's not with actual weapons. 

Reply #16 Top

But won't get they get automatically destroyed after the "destroy envoy ability" has been researched as defences/ships will attack them automatically?
End of quote

No, all of that stuff has also been removed. You won't want to send an envoy in generally until you have a cease fire agreement in place with the other faction. The immunity is really only there to help protect the envoy from neutral ships it encounters along the way or to get out of a gravity well when things go south diplomatically.

Reply #17 Top

Yarlen: Hou about having interactions between the envoy cruisers? Since both have diplomats, the +1 buff could affect the empires of other envoy cruisers in the same gravity well(maybe to a lesser extent).

I also think abilities like armistice would fit in, at least as a race-specific, as an envoy cruiser skill.

An ability specific to disable other Envoy Cruiser's abilities (Halt Negotiations) would also fit.

I think the Envoy cruisers should be able to engage in a 'warfare' of sorts against each other, only it's not with actual weapons.
End of quote

Unfortunately the game doesn't currently support modifying the abilities of ships/structures with researched buffs/debuffs. I'm not convinced that this would be advantageous even if it were possible.