- Mar 28, 2016
when will this be live
The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
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,
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.
- 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.
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:
- 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?)
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
- 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.
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.
To be honest, I don't remember the names of my governors, scientists, admirals or generals... So I doubt I will for envoys. I only care about dem levels and traits. Is this truly different for you?
after we established contact do we then instantly know everything about the empire as is the case now? Meaning every newly colonized planet will be shown on the map, every new outpost will be known instantly and so on.
I would think that would be logical maybe for empires we have a close relation with. maybe also for enemy empires that tell us "thats ours. go away" but for a devouring swarm neighbor for example... would be more a stretch.
just to brainstorm: A fog of war for empires after contact is established could be nice too. We do not know who has system ownership now because the last System Info is 2400 days old and something like that (like in... i do not remember what games.. saw it once or twice.) And it could be the perfect opportunity to establish a space news network for info about distant wars
Will we get an extra envoy or two? It's currently possible to start with 0 envoys, which would kinda suck. Maybe let the Inward Perfectionists have an envoy but be unable to use him to raise or lower opinion with Xeno scum?
...what? If they were going to give an "infinite envoy pool" that's separate from normal envoys, why would they even use the term envoy? Also, no matter the size of the galaxy you should still have the same rough number of neighbors, and communications with farther away empires would be done through trading communications or the Galactic Community forming.What they haven't confirmed is if that will be a revamp of the system or if it's just a different envoy pool for first contact stuff. Until I see changes to the xenophile bonus, the galactic assembly bonus, capital diplomacy building and the PR civics. I'm inclined to think we get a different, infinite pool for first contact. This actually makes sense given how galaxy generation choices and RNG can vastly increase how many envoys you need for first contact, while also greatly decreasing it. I've had the one game where I ended up boxed in because I as at the galactic core and IIRC most of my paths were blocked by three fallen empires, then it also having the marauders on some of the last few. Then the last two or so hyperlanes to the rest of the galaxy ran into large packs of either hostile space fauna, so I'd have to invest in a sizable fleet to force my way out. I mean it's pretty rare, I want to say at this point I've started well over a hundred different games. Anyways, it's pretty easy to have things swing pretty far back and forth on the number of envoys needed for first contact. You'll get some games where you you need more than 5 active at a time and other games where you never have more than 2 working on first contact stuff.
No, how you setup your galaxy and RNG can have a huge bearing on how many first contacts you can have going at a time. Your science ship has to run into either a ship or station of another empire before it begins. That takes time; especially, if you're surveying all the systems. Two of the fallen empires will not let you through their territory unless you go to war with them, as far as, I know. The isolationist one is the obvious one, but I've done spiritualist, got the dudes head that earns you their favor and had a completed galactic assembly and the spiritualist FE was still not opening their borders. The other two come down to your ethics and doing them favors. Trying to remember which one that a combo of xenophile/materialist can get permission to roam their turf without completing a request. IIRC the other one, you need to complete a request for them before you have enough good standing to explore their territory or pass through it. Unless you use the console, your ships aren't going to get through marauder territory. Same deal with hostile space fauna and most of that fauna is usually in packs that require more than the initial three corvettes you get, while some can be a pretty hefty investment and this is just fauna that can block your way. Leviathans are no longer an issue on that front, so not counting those.
Even if you run max empires on the largest map and get placed in a spot between the core and the edge. Jerk neighbors can pretty much cut you off from further exploration, by closing their borders.
Throw in that most AI empires seem to run about 1-2 science ships at the start and it's pretty easy to miss them.
So no, you could have huge swings on how many envoys you actually need for first contact. Mind you, needed envoys doesn't equal total first contacts. If I clear the first contact with a species before I have the next one, I'm only going to need one envoy. I had two first contacts, but not in a way that required two envoys. If I'm still on my very first contact, but happen to run into three new empires before it's done, I'm going to need a total of 4 envoys at once. Again, needed envoys for active first contacts doesn't equal total first contacts you'll have for a game.
Looking at it this way, I can see why they'd do a separate pool, if they aren't changing how things work with envoys in regards to the GC, federations, harming relations, improving relations, xenophile bonuses, the capital diplomacy building (one per empire), the various PR civics, the galactic assembly and any maluses I'm missing. If they want those bonuses to stick, but never have us in a situation where we don't have an envoy for first contact stuff. Then the obvious solution is a separate pool and this is probably a factor in why they don't want to make them proper leaders either. They also don't have to figure out how many envoys will needs, when the total number of active first contact situations is going to very.