Sins of a Solar Empire : Real-Time Strategy. Unrivalled Scale.
© 2003-2013 Ironclad Games Corporation Vancouver, BC. All rights reserved.
© 2006-2013 Stardock Entertainment

Military Diplomatic Relationships

By on August 14, 2010 9:55:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

dahitmaster

Join Date 03/2008
0

Ok, so I was thinking, Capital ships have the culture repel rate right? Why don't have a diplomatic relations rate? I.E. I park my capital ship at an allies planet, I give you protection and in return better relations.

Only reason I stumbled upon this is because that's what goes on in the world today, we deploy our military here to protect you, might as well become better allies.

 

I don't mean coming to the rescue to your ally when his/her planet is attacked I mean like just parking a capital ship there like we base our military places world wide.

10 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
August 14, 2010 10:18:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The logic is sound, I can't think of a single instance where stationing military forces in a foreign country hasn't positively affected diplomatic relations.

Reason for Karma (Optional)
Successfully updated karma reason!
August 15, 2010 12:14:23 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That sounds like a good idea--caps should double as envoy ships while they're in allied gravity wells.

Reason for Karma (Optional)
Successfully updated karma reason!
August 15, 2010 12:46:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Works for me; sending a capital ship all the way to your ally only to have it sit around twiddling its thumbs is a big waste, so getting something out of it in the rare case where you do it would be rewarding.

Reason for Karma (Optional)
Successfully updated karma reason!
August 15, 2010 2:48:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I might be weird being Canadian and all but any ally of mine parks 50,000 military troops in my country is not going to go over to well with anyone here. Sure you can send a few suits. Most times an "ally" comes under the guise of protecting you, guess who your fighting next.

Besides my buds know me for that trick where I park SBs and caps all at there empire "Im PROTECTING YOU" then declare war when I am best setup.

What happened to culture repulsion.

Reason for Karma (Optional)
Successfully updated karma reason!
August 16, 2010 6:58:48 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

WELL.... this should work for allies only. Then it would be fine.

Reason for Karma (Optional)
Successfully updated karma reason!
August 20, 2010 5:32:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

yeah, i don't like the starbase-on-allied-planets element now since the ai is completely oblivious to it and of course it can be exploited in multiplayer with unlocked teams

Reason for Karma (Optional)
Successfully updated karma reason!
September 5, 2010 8:38:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Vasari Starbase at Ai homeplanet+phase stabilizer upgrade+your fleet at phase stabilizer=your fleet at ai homplanet pwning the Ai.

As a result,the Ai will surrender.very simple.

 

Heck building a starbase with only a cease fire order is off.You could be building starbases and all of a sudden declare war eating the ai.

 

They should include some sort of longer peace treaties.5mins before war?Thats crap.All those pacts wasted for 5 mins?

There should be a penalty for any breaks a player or the AI does.there should be a high cost for building a starbase on to allied territory.

 

And my most important point :Sending your army at an allies base should cost credits to which your ally gains them. it is not free to keep troops at foreign territory.Envoys should not be affected.

 

 

 

Reason for Karma (Optional)
Successfully updated karma reason!
September 6, 2010 2:28:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i agree

except the cost thing could be bad if youre sending fleet to your ally to save him

Reason for Karma (Optional)
Successfully updated karma reason!
January 10, 2011 8:33:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How bout a limit like if the fleet is huge then you get a negative diplomacy score that hurts the relationship between you and the other player but if you send just a capital ship and a small force like a 5 frigates then it helps boost your relationship with the other player.

Reason for Karma (Optional)
Successfully updated karma reason!
January 11, 2011 10:21:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting OriLord,
Heck building a starbase with only a cease fire order is off.You could be building starbases and all of a sudden declare war eating the ai.

 

They should include some sort of longer peace treaties.5mins before war?Thats crap.All those pacts wasted for 5 mins?

There should be a penalty for any breaks a player or the AI does.there should be a high cost for building a starbase on to allied territory.

Exactly.  It should take MUCH longer befor you can go to war (after breaking a peace treaty OR cease fire).  I was also thinking at least 5 minutes to give fair warning, not only 1:40 minutes!  And there should be a substantial fee charged on the "go to war" option, which goes to directly to the other player.

When I've played unlocked teams online, I absolutely insist on full diplomacy (peace treaties, complete vision), or none at all.  Backstabbing is far, far too prevalant.  And if they try to build a starbase in my territory, it should be grounds for immediate war (and this should be free of penalties, from my side only), unless they allow me to reciprocate with starbases in his territory.

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108436  walnut3   Server Load Time: 00:00:00.0000750   Page Render Time: