Starting Relations/Diplomacy

Discussion for the Next Big Thing, which is purely theoretical.
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inteuniso
Commander
Commander
Posts: 207
Joined: Sun Jul 19, 2009 1:31 am

Starting Relations/Diplomacy

Post by inteuniso »

Before the game actually starts, I think people should have existing relations with neighboring factions, just to make the beginning better. This can also be the thread to plan out diplomacy.

I'm gonna borrow a lot of ideas from the total war series, but if anyone can come up with better stuff, please add on.

Relations:
Abysmal
Terrible
Bad
Neutral
Good
Great
Terrific


Treaties
Peace Treaty
Truce
Trade Agreement
Technology Trade
Military Alliance
Protectorate
It's not my fault I can't take your post seriously.
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Arcalane
Pseudofeline Overlord
Posts: 4034
Joined: Thu Sep 13, 2007 10:37 am
Location: UK

Re: Starting Relations/Diplomacy

Post by Arcalane »

Honestly, I think it should be largely up to the players to work out their treaties and the terms (in a more open system, ala SE5) though I suppose it wouldn't hurt to set out some guidelines/examples.

Factions probably won't know much about each other at the start. They might have basic info on their neighbours, and out-of-character/game knowledge from the overmap, but the old Empire-wide communication networks are still in disarray at the start of the game for the first couple of turns.

I am, however, going to rework the relations.
inteuniso wrote:Relations:
Abysmal
Terrible
Poor
Cool
Neutral
Warm
Friendly
Good
Outstanding
Relations should mostly come in with regards to the Remnant. Keeping on their good side or not is entirely up to you.
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