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  #11  
Old March 16th, 2001, 03:55 AM

Erhardt Erhardt is offline
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Default Re: Murderous Aliens

Okay, granted glassing a species is already available via superior firepower or really BIG differences in scores. But it can't be that hard to consider an embassy option. One of the reasons I liked a game called alpha centurai was you had an ability to win by being diplomatic. Embassys should not be that hard to implement, MM?
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  #12  
Old March 16th, 2001, 05:39 AM
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Default Re: Murderous Aliens

I think embasies and trade missions are a wonderful idea. It would have to be a core code change but I douubt it would be very difficult. Just need to add a ability for facilities that increases trade production.

Of course on second thought it may be more difficult that I think. At this time there are no facilities with empire-wide bonuses, only system and planet. That could be a problem.

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  #13  
Old March 16th, 2001, 06:32 PM

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Default Re: Murderous Aliens

Why not treat it the same way religion is handled: embassy's in systems increase the % of positive relations for ships/races in the system? Would almost make real world sense: a consulate on foreign soil.
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  #14  
Old March 16th, 2001, 08:42 PM

belverus belverus is offline
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Default Re: Murderous Aliens

But, you have the problem of where your ships can go. If you have an embassy in their space do you have the right to park a fleet in orbit around the planet that contains the embassy?
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  #15  
Old March 16th, 2001, 09:13 PM

Nitram Draw Nitram Draw is offline
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Default Re: Murderous Aliens

It seems like a difficult proposition to fill.
Maybe make the embassy a building that enables the diplomacy routine and put it in the AI script to be built. Peacful races would build it early and xenophobes may never build it. It probably should be race specific but I don't know if this is possible.
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  #16  
Old March 16th, 2001, 09:56 PM

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Default Re: Murderous Aliens

I just thought of a problem with the embassy at least fot the AI. The AI tends to keep to it's script in the *construction_facilities.txt files. If a building isn't available when it takes a look at the list of things to build it just skips over that entry and moves on to the next one. So there would need to be some way for the AI to save a spot somewhere for embassies the AI to be conduct trade. Either we need to be able to tell the AI to prioritize the list or reserve spots for certain buildings which must be constructed. That could be helpful with just some of the normal queue entries anyhow. Another solution would be to make a new colony type of embassy world or something along those lines. There can only be one or two per empire and they need to be on a medium or larger planet that way it should leave enough space for at least a few embassies in each empire. Well it would if you could be certain that AI would choose to build that type of colony.
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  #17  
Old March 16th, 2001, 10:20 PM

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Default Re: Murderous Aliens

Interesting thread....

Does it have to be a facility?? ...or can it just be an increase in trade %'s and / or another treaty level? Of course along with this "embassadorial" treaty is the ability to see inside other's territories, etc. Maybe it could be acomplished as a treaty level between trade and trade / research or military.

Of course, that solution has a flaw in the sense that ant treaty, trade or above, allows the AI pretty much 'free reign' to romp about your territory. The only way to ask them to leave is break the treaty. That flaw enforces the facility arguement.
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  #18  
Old March 16th, 2001, 10:24 PM

rdouglass rdouglass is offline
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Default Re: Murderous Aliens

quote:
Originally posted by Hydraa:
Typically you need 600% of their score to protect them, 800% of their score to subjugate them and 1000% of their score to have the AI surrender to you. These values are in the data files for each AI.


Is this stat still in affect once you hit MEE status???
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  #19  
Old March 16th, 2001, 11:04 PM

Nitram Draw Nitram Draw is offline
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Default Re: Murderous Aliens

I agree about the treaties being a little worthless as far as territory is concerned. It would be nice if the treaties could be made binding and restrictive. Just because you have a treaty doesn't mean you should be allowed to colonize in someone elses system. Maybe if you had a partnership but no other. I find myself avoiding treaties because of this. I don't want to have to defend on every front if I go to war with a race who has colonies in my systems.
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  #20  
Old March 16th, 2001, 11:35 PM

Hydraa Hydraa is offline
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Default Re: Murderous Aliens

I am pretty sure the surrender one will work. I'm not sure about the other two. I know that by the time they AI is murderous they will not accept gifts or demands from tribute. Also most of the AIs will not surrender to a 'friend' (someone they have a treaty with).

Most of this information on the way the AI will act can be gleaned from reading thier data files.
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