• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
Last edited by a moderator:
  • 149
  • 68
  • 3
Reactions:
Fungus amongus came to mind:

Fungus_amongus.jpg


Woulda been a good title for the dd. :D
 
  • 5
Reactions:
Really cool DD.But what about coalitions and defensive alliances ? Also what is the point of the Insult ? You get extra relations with other Empires who hate the one you just insulted ?
 
  • 1
Reactions:
Really cool DD.But what about coalitions and defensive alliances ? Also what is the point of the Insult ? You get extra relations with other Empires who hate the one you just insulted ?

To try and provoke them into an attack, I guess.
 
  • 3
Reactions:
A lot of this sort of game have something like trade pacts or trade routes that (eventually) generate surpluses for both sides of the agreement (provided they can stay out of war). I take it that there won't be anything like this in the release version of the game at least?
 
  • 2
Reactions:
Really nice set of options for minding other people's business here :)

I hope that empires entirely aligned on non-cultural utilitarianism will send insults like "this is an insult, we expect you to be displeased and adjust your relationship accordingly".
 
  • 10
  • 1
Reactions:
I'm really glad that the diplomatic model won't diverge from the tried and true one already used in other games. This is something I was initially worried about.

A very brief question: If you were to receive a resource from another empire, would that resource be able to be used Empire wide, or only on a specified planet?

You'd specify a usage by either constructing a planetary building or spaceport module that requires that resource. It is then automatically "used" by that building/module and only affects stuff locally. If you want to use it in two different places, you'll need to get 2 "units" of that resource.

@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.....;)

AI will always tell you a definite yes/no when creating the offer, no need to send it and wait for an unknown answer. While slightly less realistic perhaps it does reduce frustration by a lot since otherwise you'd just keep sending offers blind over and over. The 17%-value shows how willing/reluctant that Empire is when it comes to trading with you. You can often trade with Empires that doesn't like you much, but it might require putting a bit more on the table.

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?

1) We're testing to see if a cap is needed, or if Liberty Desire is enough.

2) You do gain Military Access, Sensor Info and Construction Rights within a Vassals territory, which might be worth more than dealing with the headache of getting a new species within the Empire that has conflicting ethics/views on your politics. We might add some additional bonuses to keeping Vassals if we feel this is not enough of a motivator.
 
  • 35
  • 7
Reactions:
Is it possible to mod/edit the insult text ?

Should be easily doable.

So, in this update, we get "Lord and vessel" relation.

Will there be some kind of "Republic" or "Federation" where bunch of empire band together and consider themself equal?

Yup. We'll have more info on Alliances and Federations in a future dev diary.
 
  • 38
  • 1
Reactions:
Interesting details about the uplifting mechanics. I can see Federation gameplay where you uplift > vassalize > integrate in order to grow.

However, are there mechanics for small races to rapidly outgrow and eventually challenge their masters? Like the Humans going from a Vulcan protectorate to an Ally to being the dominant species of the Federation in Star Trek

Or will they be more or less powerless (with no independent expansion) like in EU4?
 
  • 2
  • 1
Reactions:
angry-mario-thumb-200x169.jpg

You cana insulta me, but don'ta insulta materialismo!
 
  • 14
  • 3
  • 1
Reactions:
Not directly related to this dev diary, but I didn't see it answered back then so I'lltry it here: in the dev diary on uplifting species, you called them "pre-sentient", which is the wrong term since they are most definitely sentient. The term that should be used is pre-sapient. This is a really common mistake in science fiction, but is there any chance of it getting fixed?
 
  • 5
  • 4
  • 1
Reactions:
2) You do gain Military Access, Sensor Info and Construction Rights within a Vassals territory, which might be worth more than dealing with the headache of getting a new species within the Empire that has conflicting ethics/views on your politics. We might add some additional bonuses to keeping Vassals if we feel this is not enough of a motivator.

Thanks for the prompt reply. It does seem like a potentially difficult thing to balance though, hopefully it won't derail my plan for confederacy-type empire!
 
Will different government types/traits also affect the relationship based on amount of difference like religion does in EU4?

Also, will you be able to enforce government changes or trait changes like you religious changes or culture change for EU4 vassls?