I feel that Envoys should not be leaders(As I stated before), instead I had a thought.
What if the Envoy Leader, let's call it the Ambassador, acts much like Governors could be assigned to regions, in this case diplomatic contact with other nations, they could have traits which give bonuses to Intel or trust growth, etc.
Then the Envoys as they are now could still be used as middlemen to other nations/your federation/the Galactic community, taking bonuses from the Ambassadors, but still Diplomatic Middlemen, which is what they currently feel like to me.
It would also be interesting if Envoys or Ambassadors came from or were linked to your Empire's factions. If you are supporting a particular faction, you are more likely to gain an Envoy that supports that faction's policies, and that envoy will make the supported faction happier. If you are suppressing a particular faction, you will not gain Envoys that support that faction's policies--or even unrest from the factions that don't want your Envoy sent to other empires.
Then, the envoy gains bonuses of some sort when interacting with alien species of similar attitudes, and lessened efficiency for interacting with dissimilar alien cultures.
It might also be interesting if you could assign envoys not just to alien empires, but to factions within your own government to manipulate them or keep them in line.
My thinking here is that it would force some one-time strategic choices for each envoy:
(1) I can obtain envoys that match my political ethos, which will make my supported faction happier, but at the cost of upsetting dissident factions in my empire.
(2) I have to choose whether to use an Envoy to balance out unrest in my own factions, or whether to use it to make nice/make mean with neighbors.
(3) The game could add traits to Envoys that reinforce government policies. For instance,
- Some Envoys would be more effective at insults.
- Others could encourage commercial pacts with an assigned alien empire.
- Others might make be intimidators /pacifiers that discourage aggression from an empire.
- Others might make it more likely that an alien empire will form research agreements.
- Others might make it more likely that spiritualist values or pacifist spread to an empire you interact with.
The kicker for #3 is that the Envoy has some beneficial trait
that you lose access to if you send them abroad, forcing players to focus more on inward development or more on outward relations.
- Maybe the envoy that encourages commercial pacts with other empires would actually slightly increase trade value in your own empire if you choose instead to assign the envoy at home with a trade faction or with a Megacorp office another empire established on one of your planets.
- Maybe the effective insulting or intimidating envoy would grant +X damage to your own ships or +X weapons range if it was kept at home and assigned to a militant faction you support.
- Maybe the envoy that encourages research agreements would increase the "assist research bonus" provided to an orbiting science ship for the planet with the most research production in your empire.
- Maybe the envoy that spreads spiritualist or pacificist values will instead increase happiness if he's assigned at home to work with your spiritualist or pacificist-supported faction. (Or conversely, maybe your pacifists and spiritualists that are xenophobes will become *unhappy* if you send the envoy as the Space Dalai Lama to alien heathen elsewhere?)
You could also tie such a system in with a variety of other mechanics. For instance. maybe you only get specialized envoys if you build a certain type of building on your capital planet (or maybe upgrade a particular type of building on your capital planet) in addition to an Embassy Complex:
- So, Citadel of Faith + Embassy Complex might let you produce spiritualist envoys
- Vault of Acquisitions (or Galactic Stock Exchange?) + Embassy Complex might let you produce commercial-encouraging envoys
- Research Institute + Embassy Complex might let you produce science-pact encouraging envoys.
- etc, etc.
The player who has Embassy Complex + multiple types of buildings would be able to access a wider variety of specialized envoys, gaining a larger tool box for diplomacy
Here the strategic choice is you have a limited number of slots to build on your capital planet. Do you want to use two of them to gain specialized envoys? Three of them? Four of them? It would force players to strategize if they want to use their capital building slots in their most effective manner for another industrial or scientific or energy-production purpose, or whether they want to really dig into intergalactic relations, or seek a balance somewhere in the middle.