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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)
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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!

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

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Declaring rivalry never looked so appealing.

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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.

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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).

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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.

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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.

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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.

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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.

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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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They/we do need the diplomatic abilities, and this means more impact for some racial traits - which is lacking - i.e. attractive / repulsive.
Yeah, I wish they would change Charismatic/Repugnant back to something that affects the happiness of other species, and also the effectiveness of diplomats of species with those traits.

Then the traits that control amenities could be something like Dull/Inspiring. Or they could switch it around totally and make the traits control amenities usage, such as Needy/Self-Sustaining.
 
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How do fallen empires fit into galactic diplomacy? Are they above the petty squabbles of the galactic senate? Will awakened empires storm into the senate and take power?

And do fallen empires have different interactions for envoys/favors? I would imagine that someone as powerful and detached as them wouldn't have much use for a favor from a lesser empire.
 
Maybe I'm being a dumb dumb, but what is the little icon to the left of the planet count? The one that looks like a migration treaty icon?
Empire Sprawl.

What about Branch offices? Will they get a new building - Such as a Lobbyin Bureau - which grants an extra envoys on the planet owner or is this deemed too powerful?
Envoys are pretty powerful so we've tried to be careful with how many you can have simultaneously.

They do have a Corporate Embassy that increases the Diplomatic Weight contribution their empire gets from Economy and the... less-rules-oriented... instead get a Disinformation Center that does the same while also giving a louder voice to those who wish to share their alternate truths.
 
i hope we will also hear if diplomacy in general has been streamlined better
i am reffering to:
-how currently we cannot decline being called into a war, its traiterous sure, but sometimes you gotta do what you gotta do
-being at war makes it impossible to perform some diplomatic actions, iirc non-aggresion pacts but defenitely federations and defensive pacts (which admittedly makes some amount of sense)
-war score mechanics, mainly reffering to how only the starter of the war has the ability to peace out or surrender, this often causes a teeny weeny AI federation member to declare war and surrender when it likes, or refusing to surrender even though the bigger members are suffering from the war hugely and would prefer capitulation
-speaking of capitulation, why not? i personally think hoi4s system is better when it comes to giving up than the CK2 method. this is probably more a 'if' than a 'when' question though.

there are some more things i feel like they need to be fleshes out but i cant remember any of those at the moment... but if i forgot what they were, they probably werent important anyways.
 
Envoys are pretty powerful so we've tried to be careful with how many you can have simultaneously.

They do have a Corporate Embassy that increases the Diplomatic Weight contribution their empire gets from Economy and the... less-rules-oriented... instead get a Disinformation Center that does the same while also giving a louder voice to those who wish to share their alternate truths.
Sounds reasonable. And these are examples of the empire-unique buildings mentioned earlier or are they corporate buildings for branch offices?
 
No, it isn't! What makes you think that?

The sentence in question is "This will give both empires a bonus to the research speed of all the other empires' [sic] discovered technologies."

Since research agreements are bilateral, it *should* be "all the other empire's discovered technologies."
 
They have a reduced set of diplomatic stances, but do still have more than Isolationist.
Yes, they view border friction as more important. Yes, this does mean that as a player, your empire's opinion of others (which was previously completely hidden) matters to a degree.
So in regards to diplomatic stances and opinions/attitudes, will the stances have a variety of attitudes? Like for example suspicious (which was teased), is that associated with a specific stance(s)? And how will that further vary your diplomacy with others?
 
I don't want to take credit for someone else's idea, but I saw on Reddit someone say that the amount of "border friction" generated between two empires should be determined by how militarised the borders are, and how close habitable planets are to the borders (ie. more stations and fleets near the borders increases it, and habitable planets near the borders increases it).

Link to comment: https://www.reddit.com/r/Stellaris/...ev_diary_162_new_diplomatic_features/f8yc2a3/

EDIT: I really like the idea that building huge defenses and stationing fleets on the border of a chokepoint with a particular empire would send the border friction skyrocketing.
 
This is unexpectedly informative.

Interesting to see that it'll be harder to use rivalries for an instant casus belli (since they have a relations requirement now), unless you have the appropriate Supremacist stance. Which, IIRC, is the one other empires can turn off with a war goal. This applying to players as well as AI is what has me curious.

Also interesting that an empire's relations more directly affect their willingness to join a federation, and requires it in fact. Important question: can an empire not join a federation at all if they aren't already at excellent relations? Does this also apply to players?

If I want to send an envoy to improve/worsen relations between two other empires, can I do that?

I'm probably the only one here who thinks the UI looks cluttered, but I guess it is technically more informative at a glance.

Need more info on standard vassals and tributaries. It sounds like the Hegemony federation type is being treated as a fix for current subject/overlord problems despite not being in the base game, especially with the way that Hegemony icon looks so much like the Feudal Society one.
 
Very nice but one little thing:
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.

I think you're missing a trick here with not giving Envoys traits and I feel it would make the whole system a lot more in-depth and rewarding, even if you did have to micro-manage it. I can understand the worry of some players not wishing to micro-manage them, but maybe you could add an auto-manage system, to put the best available Envoy in each position for that job, also possibly with giving a position a weight of importance?
Something that you could also maybe look into for other character types, but I think that would be harder, especially for Admirals and Generals. Governors maybe but that would have to be a pretty in-depth system and Scientists doing Research would be easy enough but the problem there would be the Scientists doing surveys etc, how you would switch them out, which during an anomaly scan etc you can't even do, and the like would make it be pretty complicated.
But unless I'm missing something about Envoys, I think it should be a pretty simple algorithm to determine the best Envoy for a position, especially if you added a weight system for importance??

As for the traits themselves Envoys could have, on top of the kind of standard traits you get you could also have Envoys who are of the same species or cross bread with the one you're trying to conduct relations with, have better or even maybe worse influence, depending on their government type (some might seem them as traitors or abominations, while others might see them as a friendly face that understands their culture).
You could also have a % chance of awarding an Envoy that has spent a lot of time with a certain civilisation a unique trait for dealing with that civilisation (the trait icon could be the empire's flag or a form of it), a sort of "going native" trait, a bit like Lawrence of Arabia, who if you don't know about him, I suggest you read up on him and/or watch the movie as it might give you some ideas here. If you don't know the basics summary would be he was a British Officer who basically became seen by the Arabs as one of their own (even as a prophet), and lead them in a revolt against the Turks during WW1, where no other liaison had any success in the role before him in uniting the tribes to put up any kind of effective fight/resistance.

I personally really like my characters having traits and using them effectively, and I do worry you're missing a trick here with not including them. Also as a side note I do wish more characters could be awarded traits based more on what they do (like Admirals often do, with getting the "aggressiveness" trait after a battle, or the "scout" trait after picking up fleets with their sensors, etc), but would like to see this apply more to especially Scientists after they have done surveys etc, or researched a lot of particle techs etc, but also the other character types too.

Anyways I hope you consider this, thanks!
 
Yeah, I also think it'd be quite nice to be able to have Envoys with traits. Can this at least be modded in?

Not unless they expand the system. You need proper GUI atleast to select which envoy is doing the action. And an extension to the leaders and leader hire to include diplomats.
 
Honestly, a tad disappointed that Envoys become a new pseudo-ressource, instead of a full-fledged addition to the leader system that is already core to Stellaris. Unless you intend the number of envoys to be >10, at that point I could understand the differentiation.

Oh, and complete nobrainer Diplomatic Stance policies.

Why would you, ever, take Expansionist except for flavor? +15% colony developement speed is horribly irrelevant, especially if you put your focus on Expansion and get the bonus from the same-named tradition tree anyways. Slap some +Pop Growth on colonies onto that, and it may be as relevant as +10% Naval Capacity.

Not everyone is fan of micro-management. This system is fine the way it is -- to hell with the micro- management of our envoys
 
Will the AI use favours on players?

Me as a pacifist: *exists*
Militarist AI: "Remember that favour you owe me? Attack that guy"
Me: "But... I'm a pacifist..."
AI: "ATTACK ATTACK ATTACK!!"
Me: T_T
 
Not everyone is fan of micro-management. This system is fine the way it is -- to hell with the micro- management of our envoys

What do you think about my idea of having an "auto-manage" system?

I can understand the worry of some players not wishing to micro-manage them, but maybe you could add an auto-manage system, to put the best available Envoy in each position for that job, also possibly with giving a position a weight of importance?
Something that you could also maybe look into for other character types, but I think that would be harder, especially for Admirals and Generals. Governors maybe but that would have to be a pretty in-depth system and Scientists doing Research would be easy enough but the problem there would be the Scientists doing surveys etc, how you would switch them out, which during an anomaly scan etc you can't even do, and the like would make it be pretty complicated.
But unless I'm missing something about Envoys, I think it should be a pretty simple algorithm to determine the best Envoy for a position, especially if you added a weight system for importance??
 
Can you talk about the decision to not make envoy another form of leader (with a restriction on the number you can have at once)? It's just a bit strange since they're also people and would allow them to have trait, level up and get trait (say making trade weight with an empire be worth more, squeezing a bit more out of a favor and so on)