Hi all,
I am new to the forum and fairly new to the SINS games. I played the original SINS OF A SOLAR EMPIRE very briefly, and had the dubious honor of having my A** handed to me on a plate by the Vasari. (I am primarily a TEC player).
Then I played Entrenchment and finally started getting the hang of things - and those starbases and minefields are most definitely a welcome addition. I also got my first exposure to the (earlier) Diplomacy system which I found to be crappy and pointless - not to mention incompatible with a story line built on top of a 4X genre that simply leaves little or no room for diplomacy (in my opinion).
In the Entrenchment micro addon I found that in a locked FFA match I could easily break a deadlock situation by unlocking the players after reloading the save game, and then chumming up with one of my former opponents by completing their missions and giving them resources. My end-game motive was actually very lofty and altruistic - eliminate the third party; maintain peaceful relations with my new ally and "live happily every after". You get the picture.
Although that is not quite how it played out. Once the 3rd party was eliminated, my new ally would suddenly and unexplicably cancel all the treaties and agreements in place and declare an instant state of war, without even honouring the buffer time period that usually follows breaking a cease fire. I found that it was then impossible to win the AI player back as an ally - even after giving them hundreds of thousands of credits. The only means to victory would be military conquest. This is very similar to what I see on the survivor series TV show ... you form pacts only as a means to keep yourself in the game by manipulating others ... and when it comes to crunch time it is everyone for themselves.
Now I am playing the TRINITY expansion and I am glad to see the Diplomacy system has been revised, but I see that pretty much the same type of "problem" persists. Diplomacy seems to work fine until there is only two players left on the map - you and one other AI player.
In a one on one situation .... I simply cannot seem to win a diplomatic victory. For starters I am not sure how to use envoys: even with diplomatic immunity on autocast, they get wiped out by the opposition in the enemy grav well even before they get the opportunity to perform their diplomatic duties.
I also notice that when I start the game as a one-on-one match with unlocked players and diplomatic victory turned on (in opposed to an FFA with 3 or more players) diplomatic victory still seems elusive. Even if I choose large maps and stay far away from the other faction's planets and systems, the AI player always initiates the hostilities by invading my system and planets. Even worse, I notice that *I* am the player that gets diplomatic points taken off due to "military action" - simply for defending my own home star system and planets!! No amount of envoys, requests for trade alliances, cease fires and no amount of resource donations seems to help.
So now my question which seems pretty straight forward and yet is frustrating me to no end ....
How do I best go about winning a diplomatic victory against a single AI opponent (difficulty set on "hard aggressor"), for example when the relationship with them is "hateful"? it seems that any amount of positive gestures on my part (such as giving large sums of money and respources) is instantly cancelled out when their invading units engage my fleets and star bases in combat.
Following on the basic questions, how does one best use envoys (properly)? do I build large numbers of them? do I leave envoys in the enemy star systems or send them directly to enemy planets and hope that at least some of them survive?
Perhaps this is all by design? and that following the basis of a 4X game genre which is to "explore, expand, exploit and exterminate", perhaps there can really only be one player (ruler) in the universe?