Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Difference between revisions of "Diplomacy (ETW)"

From TWC Wiki
Jump to navigationJump to search
(romanos iv post heavily edited)
 
Line 1: Line 1:
 
Diplomacy
 
Diplomacy
  
What you do in the campaign has effect in diplomacy. What's more, an AI faction may declare war on you if you demand too much from them. The campaign and diplomacy AI have therefore been unified, which should result in more realistic diplomatic relations: more useful alliances and complex treaties. Diplomacy can now be entered at any time, as opposed to having to send a diplomat find a foreign character. James Russell said: “We’ve done a lot with diplomacy. It’ll be clearer to understand how a faction feels about you, and why. The factions will seem much more human; you’ll understand their decisions.” That is, the AI will be highly upgraded, according to the developers.  
+
All actions performed by players ingame has an effect on the diplomacy between factions. In fact, AI factions may declare war if too much is demanded from them. The campaign and diplomacy AI have been unified, which results in more realistic diplomatic relations, complete with more useful alliances, as well as complex treaties. A new feature in Empire: Total War, diplomacy can now be entered at any time, as opposed to having to send a diplomat out into the wilderness to encounter a foreign nation's population or city.
  
In Christian news, the Pope will no longer request Crusades and generally the significance of religion will be much lesser in ETW, than it was in the previous iteration of the TW series, MTWII. As mentioned in a preview, diplomacy will allow for increased trade routes and is going to open up the possibility for a military ally, in a world that is constantly at war. As the Americans for example, it would serve you well to improve your relations with the British, establishing increased trade routes and possibly forging a defensive pact. If you are attacked by the French, for example, the British and their naval might will sail to your rescue, either by helping you on your own lands, America or by attacking France at their homeland, forcing the French navy to retreat. But allies will not automatically join you for invasions and offensive attacks; they'll such an action is in their best interests and your alliance is strong- -a sort of 1700s coalition of the willing.
+
In terms of diplomacy regarding Christian factions, the Pope will no longer request Crusades, and generally, the significance of religion will be much lessened in E:TW, than it was in the previous iterations of the Total War series. As mentioned by the developers, diplomacy will allow for increased trade routes and will open up the possibility for military allies, something imperative to possess in a world that is constantly at war. For people playing the American Colonial factions, for example, it would serve them well to improve their relations with the British, establishing increased trade routes, and possibly forging a defensive pact. Supposing that they are attacked by the French later on, the British and their naval might will sail to therescue, either by assisting in land battles, or by attacking France at their homeland, forcing the French navy to retreat. However, allies will not automatically join the player for invasions and offensive attacks; they'll only commit to such an action if it is in their best interests, and if the alliance is strong.
  
You will also be able to protest against foreign actions, instead of just being able to declare war. The decline in a relationship between factions will be slow and noticeable. For example, there might be and increase in duels between another faction's gentlemen and your own, hinting at a possible belligerence. Diplomatic notes and requests will indicate how your relationship and standing among other factions is going, so there will be advance warnings, and an escalation of events building up to a conflict, as opposed to having a former ally turn into enemy within just one turn. Also, it will be much less likely for long time allies to turn on you. By the way, in the case your faction is under attack, your allies will most probably rush to your aid. But in the case you are the aggressor, your allies will probably think twice before joining you.
+
Players will also be able to protest against foreign actions, instead of just only being able to declare war, as in previous games in the Total War franchise. The decline in a relationship between factions will be slow and noticeable. For example, there might be and increase in duels between two factions' gentlemen, hinting at a possible belligerence. Diplomatic notes and requests will indicate how the relationship and standing among other factions is going, so there will be advance warnings, as well as an escalation of events building up to a conflict, as opposed to having a former ally turn into an enemy within just one turn. Furthermore, it will be much rarer for long time allies to commit betrayal.  
  
If all of the above are true, prepare for a true revolution of diplomacy in Empire: Total War.
+
That being said, prepare for a true revolution of diplomacy in Empire: Total War.

Revision as of 23:28, 18 February 2009

Diplomacy

All actions performed by players ingame has an effect on the diplomacy between factions. In fact, AI factions may declare war if too much is demanded from them. The campaign and diplomacy AI have been unified, which results in more realistic diplomatic relations, complete with more useful alliances, as well as complex treaties. A new feature in Empire: Total War, diplomacy can now be entered at any time, as opposed to having to send a diplomat out into the wilderness to encounter a foreign nation's population or city.

In terms of diplomacy regarding Christian factions, the Pope will no longer request Crusades, and generally, the significance of religion will be much lessened in E:TW, than it was in the previous iterations of the Total War series. As mentioned by the developers, diplomacy will allow for increased trade routes and will open up the possibility for military allies, something imperative to possess in a world that is constantly at war. For people playing the American Colonial factions, for example, it would serve them well to improve their relations with the British, establishing increased trade routes, and possibly forging a defensive pact. Supposing that they are attacked by the French later on, the British and their naval might will sail to therescue, either by assisting in land battles, or by attacking France at their homeland, forcing the French navy to retreat. However, allies will not automatically join the player for invasions and offensive attacks; they'll only commit to such an action if it is in their best interests, and if the alliance is strong.

Players will also be able to protest against foreign actions, instead of just only being able to declare war, as in previous games in the Total War franchise. The decline in a relationship between factions will be slow and noticeable. For example, there might be and increase in duels between two factions' gentlemen, hinting at a possible belligerence. Diplomatic notes and requests will indicate how the relationship and standing among other factions is going, so there will be advance warnings, as well as an escalation of events building up to a conflict, as opposed to having a former ally turn into an enemy within just one turn. Furthermore, it will be much rarer for long time allies to commit betrayal.

That being said, prepare for a true revolution of diplomacy in Empire: Total War.