Diplomacy feedback
Moderator: Pocus
Diplomacy feedback
Great job.
Love the new transactions. That gives me options to send some troops to a country I want to help - great.
Although new cede province/region needs some work. (I took 13 regions from enemy, won every battle = Tried many times to sign a peace treaty where I asked for only 3 regions out of 13 I conquered and its refused every time, even though the warscore is huge. Its easy though to sign a peace when all the regions are conquered.
Love the new transactions. That gives me options to send some troops to a country I want to help - great.
Although new cede province/region needs some work. (I took 13 regions from enemy, won every battle = Tried many times to sign a peace treaty where I asked for only 3 regions out of 13 I conquered and its refused every time, even though the warscore is huge. Its easy though to sign a peace when all the regions are conquered.
Re: Diplomacy feedback
Thanks.
We can always inspect your save, if you feel you are winning by a wide margin and you should have been able to ask for more. Feedback on balancing is important here too!
We can always inspect your save, if you feel you are winning by a wide margin and you should have been able to ask for more. Feedback on balancing is important here too!
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Re: Diplomacy feedback
Here
\Documents\My Games\FieldOfGloryEmpires\SAVES
\Documents\My Games\FieldOfGloryEmpires\SAVES
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Re: Diplomacy feedback
Sorry unable to add the save as attachment, your website does not allow it so I gues tou need to check it yourself
Re: Diplomacy feedback
Send the file(s) to support@slitherine.co.uk, copy-paste the thread URL and title and mention this is for Pocus please.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Re: Diplomacy feedback
Done.
Once you load the save try to sign peace treaty with Anigonids ceding Lycaonia, Galatia and Anatolia (refused every time)
Once you load the save try to sign peace treaty with Anigonids ceding Lycaonia, Galatia and Anatolia (refused every time)
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Re: Diplomacy feedback
I too find it impossible to negotiate peace with soundly defeated rivals, other than by returning all conquests. I get the impression that the more defeats an enemy suffers the worse its attitude to the victor gets. Even where the base chance of accepting peace is 100% any attempt to impose conditions on the defeated drops that to 0%.
More generally, I have played as Rome and Rhodes to try diplomacy at both ends of the scale. After a few turns Rome was getting deluged with trade offers by the same nations, often very soon after previous negotiations. I built up a thriving export trade in Italian provs, and elephants once Carthage had succumbed. It would be better I feel if there could be some slowing down of the generation of trade offers. As it was Rome never had any metal and manpower shortages which vastly accelerated its progress. For Rhodes, the offers were fewer until it had created the province with Crete and the Ionian islands, when the export trade in Cretan archers began.
This brings me to the war elephant in the room - the impenetrability (for me) of the trading system and its complete absence from transactions. I find it incredibly difficult to get my head round the interaction between buildings and resources and usually set my provinces up to concentrate on what I need at the time in the way of money culture metal or manpower and just forget about trade altogether. The trading system would benefit both from greater accessibility for non-accountants or quantity surveyors and a proper place in the diplomatic system.
Having said all that, I am a huge fan of the diplomacy changes and I think they will really come into their own where human players are interacting, as long as the underlying relationship value between the players' countries does not limit possible exchanges too much
More generally, I have played as Rome and Rhodes to try diplomacy at both ends of the scale. After a few turns Rome was getting deluged with trade offers by the same nations, often very soon after previous negotiations. I built up a thriving export trade in Italian provs, and elephants once Carthage had succumbed. It would be better I feel if there could be some slowing down of the generation of trade offers. As it was Rome never had any metal and manpower shortages which vastly accelerated its progress. For Rhodes, the offers were fewer until it had created the province with Crete and the Ionian islands, when the export trade in Cretan archers began.
This brings me to the war elephant in the room - the impenetrability (for me) of the trading system and its complete absence from transactions. I find it incredibly difficult to get my head round the interaction between buildings and resources and usually set my provinces up to concentrate on what I need at the time in the way of money culture metal or manpower and just forget about trade altogether. The trading system would benefit both from greater accessibility for non-accountants or quantity surveyors and a proper place in the diplomatic system.
Having said all that, I am a huge fan of the diplomacy changes and I think they will really come into their own where human players are interacting, as long as the underlying relationship value between the players' countries does not limit possible exchanges too much
Re: Diplomacy feedback
I checked your save, there was no bug per se, just the balancing for costs was probably off. With the new adjustments I made, the peace was signed and you got the 3 regions you asked for.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Re: Diplomacy feedback
Sending special troops will now be limited to your neighbors, this should reduce the quantity of requests you get. Also don't forget that the country providing the troops spend 75 money per unit in recruitment and transportation fee, so the interest of the request is not always obvious ...Geordietaf wrote: ↑Fri Dec 20, 2019 9:45 am I too find it impossible to negotiate peace with soundly defeated rivals, other than by returning all conquests. I get the impression that the more defeats an enemy suffers the worse its attitude to the victor gets. Even where the base chance of accepting peace is 100% any attempt to impose conditions on the defeated drops that to 0%.
More generally, I have played as Rome and Rhodes to try diplomacy at both ends of the scale. After a few turns Rome was getting deluged with trade offers by the same nations, often very soon after previous negotiations. I built up a thriving export trade in Italian provs, and elephants once Carthage had succumbed. It would be better I feel if there could be some slowing down of the generation of trade offers. As it was Rome never had any metal and manpower shortages which vastly accelerated its progress. For Rhodes, the offers were fewer until it had created the province with Crete and the Ionian islands, when the export trade in Cretan archers began.
This brings me to the war elephant in the room - the impenetrability (for me) of the trading system and its complete absence from transactions. I find it incredibly difficult to get my head round the interaction between buildings and resources and usually set my provinces up to concentrate on what I need at the time in the way of money culture metal or manpower and just forget about trade altogether. The trading system would benefit both from greater accessibility for non-accountants or quantity surveyors and a proper place in the diplomatic system.
Having said all that, I am a huge fan of the diplomacy changes and I think they will really come into their own where human players are interacting, as long as the underlying relationship value between the players' countries does not limit possible exchanges too much
Trade functions at two levels, the basic one and then when you want to optimize bonus to structures. That's true this can become quite involved if you want to optimize, which is not a necessity depending of the difficulty level and the nation played. Not sure what can be done at the regional level to clarify that, you have at some point to perform some analysis, if you want to optimize. It means checking the trade panel of the region, the trade goods that are in need or provided. Checking the trade overlay to spot the most dire lacks. Checking your buildings to see how you can improve their productivity. This can't be avoided really... You won't get a kind of magic assistant that will tell you exactly what would be best for a given region (implying it is able to decipher your intent...)
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
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Re: Diplomacy feedback
But that's not mandatory to win 

AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Re: Diplomacy feedback
Actually, this would be a very good thing to have to help the AI not to ruin every and all provinces by building random buildings that cost it a ****load of gold because of missing tradegoods.
Would go a long way in making it more capable of competing with a human player without that heavy reliance on "AI bonus" even on moderate difficulty levels.
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Re: Diplomacy feedback
I agree when you say that nothing can be done to improve the trade panel at regional level.Pocus wrote: ↑Fri Dec 20, 2019 10:02 am Not sure what can be done at the regional level to clarify that, you have at some point to perform some analysis, if you want to optimize. It means checking the trade panel of the region, the trade goods that are in need or provided. Checking the trade overlay to spot the most dire lacks. Checking your buildings to see how you can improve their productivity. This can't be avoided really... You won't get a kind of magic assistant that will tell you exactly what would be best for a given region (implying it is able to decipher your intent...)
And, in fact, when having only few regions it's not a problem to have a quick look there.
But it would immenesely help, when you start expanding and creating one province after the other, to have a trade panel at provincial level where listing all the goods:
- produced in the region,
. needed at the moment by your existing buildings,
- necessary to gain bonuses potentially available in the province.
This, I believe, shouldn't be difficult to realize and, at the same time, would greatly help everyone in managing an empire without loosing tens of minutes in micromanaging at provincial level!
"Audentis fortuna iuvat"
- Virgilius
(Good luck favours the brave)
- Virgilius
(Good luck favours the brave)
Re: Diplomacy feedback
+1 to that.Lysimachos wrote: ↑Sun Dec 22, 2019 9:16 am But it would immenesely help, when you start expanding and creating one province after the other, to have a trade panel at provincial level where listing all the goods:
...
One thing that would help could be in the build dialogue where you choose what to build next. If this would display the possible markets for a product that would help. Its kind of the reverse thing you already do if you need a resource.
Re: Diplomacy feedback
What about a map overlay that does not show which provinces are missing tradegoods, but where some tradegood (e.g. choosen from dropdown?) is avaible or not.
That way one could see the suppy situation/coverage at a glance, what would be an immense help.
That way one could see the suppy situation/coverage at a glance, what would be an immense help.