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    Default Vampiresbane's Art of Diplomacy Guide

    Other good diplomacy guides:
    http://www.twcenter.net/forums/showthread.php?t=225712
    http://www.gamespot.com/pc/strategy/...&mode=previews
    http://t-a-w.blogspot.com/2009/11/wh...edieval-2.html Has actual point values for Relations.
    http://www.twcenter.net/wiki/Reputation-M2TW Has actual point values for Repuation.

    Medieval 2's diplomacy has been accused of being horrendous, awful, and tends to be ignored, but if understood, you can use diplomacy to shape the world around your fledgling empire to great effect. Unfortunately the manual that comes with M2TW is almost devoid of any good guidance on how diplomacy works, but I believe I have figured out most all of the tricks!

    Successful Diplomacy relies heavily on two factors: your Reputation within the world (basically how trustworthy you are) and your Relations (aka Standing) with each faction (how much they like you). I'll break down how these work with Diplomacy as well as other impacts on Diplomacy such as Alliances, War, Vassals, etc.

    Chapter 1: Preventing Neutral Factions from Attacking You
    Spoiler Alert, click show to read: 

    First off let's go over Relations. They are hugely important and are the root of why neutral factions attack or stay at peace with you and why sometimes even Allies will betray you!

    For the most part, if one or more conditions are triggered, a neutral faction will attack you.
    #1 They have territory adjacent to you.
    #2 One of your adjacent cities/castles is undermanned. (Sometimes ports can be attacked as well, having a few ships in each port can help with this.)
    #3 They have a large army just waiting to cause trouble.
    #4 Their relations to you are "So-So" or lower.
    #5 Your reputation is "Mixed" or lower.
    #6 You have been excommunicated.

    In this case, you have control over 4 things. First, if you see your enemy building up forces next to your vulnerable cities, beef up those towns. It won't necessarily prevent them from attacking, but it does make you a less likely target.

    Next make sure your relations are "Respectable" or higher. "Amiable" or "Good" are even better, but can be harder to get. Typically the higher your relations and standing, the less likely another faction will attack you. I usually try to maintain a Reputation of "Reliable" or "Very Reliable."

    To control if/when you get excommunicated, basically you need to control relations with the Pope. If you keep relations with the Pope at "Amiable" or higher, every time he sends a quest warning to not attack a faction, your relations will go down with the Pope, but you won't get excommunicated. If you're at "Respectable" or "So-so," the next time you get a quest warning from the Pope, it will be with the threat of excommunication.

    Sadly, there are times when there's nothing you can do to stop a faction from attacking you. You've taken care of everything you can, but they simply have no one else to attack so their empire can expand. So guess what? They're coming for your lands. But the above can help reduce the number of fronts you fight on as well as help manage what factions you do end up fighting. In this way, you can be ready for it, when they come.

    I'll go over Reputation in a bit, but let's go over how to increase relations.

    Levels of Relations
    (from lowest to highest)

    Abysmal
    Terrible
    Very Poor
    Poor
    So-so
    Respectable (Basically Neutral)
    Amiable
    Good
    Very Good
    Outstanding
    Perfect

    (There's actually two levels of perfect with the Pope, the game just doesn't display them in the diplomacy screen. Using the Pope as a diplomatic example, "Super" Perfect is a set of full crosses whereas "Regular" Perfect is a full set of cross, minus one. Full set of crosses, minus two, is Outstanding.)


    Chapter 2: Getting Relations Up
    Spoiler Alert, click show to read: 

    Gold is your friend and mine.
    How can you get relations up you ask? Ah ha! On to one of my biggest discoveries. The diplomat's best friend, the 100 gold donation. For this you obviously have to have a robust economy and keep a close eye on neighboring faction relations. I will sometimes end up using a full turns worth of income to boost a neighboring faction's relation up to Amiable. Be wary, however, since this cash tends to be used to build bigger potential enemy armies.

    NOTE: I've actually tested using larger amounts such as 1000g, but the boost/gold amount effect is greatest when using 100 gold increments. Somewhat tedious to do I realize, but nonetheless effective.

    The offer the AI can deny, but boosts Relations.
    Another way is to offer something the faction wants to accept, but just can't quite accept. This usually occurs when asking for a marriage alliance, military access, or peace if the enemy is bankrupt. In the first two cases, they want to accept, but their relations aren't high enough to do so. Just keep offering the marriage with the same terms (or military access) and if they keep saying "just rejected" and they seem happy, chances are their relations are going up. Toss in an occasional 100 gold donation just to make sure you don't get the dreaded bane of diplomats, "forget it, we're not interested..." and having all diplomacy ceased.

    Asking for peace with an enemy faction that is low on cash or bankrupt can result in the same relation boost. For instance, the enemy wants to accept a Peace/Tribute of 1000g/10turns, but can't afford it, keep offering it. Their relations will go up and up. Once they're at perfect, check first to see if they'll accept vassalage (always, always see if a faction will accept vassalage at every opportunity), then concede peace with whatever they can do. Typically a bankrupt faction will at least pay 500g/5turns for peace. Voila now you're at peace with a faction that previously hated you and now loves you immensely. Now as long as your cities are well garrisoned that front should be quiet for quite some time.

    NOTE: Another good hint that your declined offer is actually boosting Relations is if the AI is rating it as "Generous" or "Very Generous" and is still declining. Give the offer a few more times and you should see Relations go up.

    NOTE: Do realize that the more 100 gold gifts you make, the better your diplomat's influence gets since each is a successful diplomatic action. For instance if you use a diplomat to sue for peace and then raise that faction's relations from Abysmal to Perfect, his influence will be near maxed once you're done. In contrast, the second strategy will completely destroy your diplomat's influence since every diplomatic action is refused (excluding the final action).


    An Diplomatic Example
    Learning when offering these non monetary agreements to boost relations is a bit tricky and takes some practice, but can be immensely beneficial and can save you loads of cash. For instance, I played a Vanilla M2TW game as HRE and wanted to both ally with France, get my princess married to their prince, and exchange military access. I recently had taken the castle of Metz. My diplomat offered a marriage and got it without any trouble, but France kept on declining military access, but relations didn't go down with the offer.

    That's the first sign. If the faction actually wants the deal, relations will either remain stable or go up. If they don't like the deal at all, relations will go down. What we don't see in the background, is the relation numbers going up or down, but we can see the result by watching the effect on relations.

    So I offered to give them Metz. They declined, but their relations went up. I then offered the exchange of military access. Relations remained stable, but I had a hunch they were inching up in the background. Alternated both offers and relations went up to "Very Good." Ah ha! I was right. They like both offers, but for whatever reason, they're declining. At this point, from experience, I could have offered a wagon load of gold for the military access, but I also knew that if I got relations to perfect, I could either get it for free or for much, much cheaper. I repeated this process until their relations were "Outstanding," gave them Metz after all (I didn't really want it), relations went up to "Perfect," asked for military access and they accepted!


    Chapter 3: Keeping Reputation at a 'Reliable' level
    Spoiler Alert, click show to read: 

    In addition to Relations, Reputation or Standing plays a big part in how well diplomacy will work between you and other factions. Reputation basically is how much does the rest of the world believe that you will keep your agreements ie alliances, trade, peace, etc. Having a poor reputation means two things: #1 Getting agreements will cost more or be impossible. #2 Other factions will attack you more often.

    Reputation has a similar hierarchy to Relations and I’ll list the levels here. If you want the nitty gritty details, I suggest going to www.twcenter.net/wiki/Reputation-M2TW, as it has everything listed that affects Reputation.

    Levels of Reputation
    (from lowest to highest)

    Despicable
    Deceitful
    Very Untrustworthy
    Untrustworthy
    Dubious
    Mixed (Neutral)
    Reliable
    Very Reliable
    Trustworthy
    Very Trustworthy
    Immaculate

    Typically you'll want to keep Reputation to "Reliable" or "Very Reliable" if possible though I have heard of players still getting Vassals or Peace agreements with "Untrustworthy" Reputations. From personal experience, the worse your reputation is, the harder it is to get agreements and/or it will be more expensive.

    The TWC wiki does list what affects Reputation, but I’ll give a quick overview of what you should worry about the most.

    #1 Never, ever gift a region to a faction and then take that region back.
    #2 The more Alliances you have, the higher your reputation.
    #3 The more factions you’re at war with, the lower your reputation.
    #4 Breaking any agreements, including when one ally attacks another thus breaking one of your alliances, hurts your reputation.
    #5 Releasing prisoners increases reputation while executing hurts reputation. If a noble is involved, effects are increased.
    #6 Occupying increases reputation while sacking and exterminating hurts reputation.

    I am guilty of #1 and it quite literally ruined a game for me. I was playing as Venice and had two Vassals at the time, France and HRE. Early on in my campaign I had taken Jerusalem from Egypt in a crusade, restored order, fixed the place up, and gifted it back to Egypt. Because I no longer had any adjacent territories, I got a very lucrative peace agreement with Egypt (wagons of gold!), but 100 years later, I had forgotten my earlier crusade. I retook Jerusalem and my reputation fell through the floor. I went from “Very Reliable” to “Deceitful” in that one single move. Because I hadn’t figured out why my Reputation was so bad and how hard it made diplomacy from that point on, all my saves were post Crusade Numero Dos. I had to restart.

    #2 and #4 are hard to juggle sometimes. While having as many alliances as possible, increases your reputation, it increases the risk one of your allies will attack another ally, thereby hurting your reputation. As a rule of thumb, I generally only set up 2 “risky” alliances. That way, if I’m sitting at “Reliable” or “Very Reliable,” worse case scenario, I’ll end up at “Mixed” or “Dubious” and I’ll still be able to get agreements through. Typically, breaking an Alliance can drop your Reputation by one level.

    #5 and #6 In general, unless you’re shooting for “Immaculate” you can occasionally sack, exterminate, ransom, or execute. You’ll want to do it sparingly though. In general, I only sack if I’m about to go bankrupt or execute if the army I just captured would be a big threat if allowed loose once again. Oh and for those trying to get "Immaculate," I wouldn't recommend playing on Very Hard. Because of game mechanics, your Reputation continuously takes a hit, making "Immaculate" on Very Hard nigh impossible. Read the TWC wiki link for more info.


    Chapter 4: Using Diplomacy and Alliances to Your Benefit
    Spoiler Alert, click show to read: 

    Big tip. You can actually use a set of enemy alliances for your benefit. I’ll explain after I go through the general rules of gaining an alliance.

    You can increase the chance that you’ll get an alliance by:

    #1 Being at war with faction your potential ally is already at war with.
    #2 Not having adjacent borders.
    #3 High Relations and/or high Reputation.

    Benefits of alliance(s):
    #1 One less front to have to fight on.
    #2 Potential help with current enemy. (At the very least, your ally can help keep that opponent busy.)
    #3 If your ally is allied with another one of you allies, if you increase your relations with one ally, the other relations will automatically go up.
    #4 If one of your enemies is allied with another faction (neutral or enemy), and your relations go down or up with that enemy, the 2nd faction will likewise decrease or increase their relations with you.
    #5 Ally relations typically stay at “Amiable” or “Good” without any diplomatic maintenance.

    Most of the above is self explanatory, but I’ll go over #3 and #4 since they can greatly help or hurt you. #4 is actually a very big reason why you can find yourself suddenly fighting 6 or 7 different factions. Guess what, they’re probably all allies and if you are winning a war versus one (and as a result, your relations are going down with that faction), his allies are going to like you less and less until they’re relations with you drop to “So-so” or lower and guess what…you’re now fighting another faction.

    The good news is you can actually use this enemy alliance tie to your benefit. Let’s say you’re the Holy Roman Empire (HRE), and you’re fighting Venice who’s allied to Hungary. Hungary isn’t at war with you…yet, but your relations are going down. You also are tired of fighting Venice. You boost your relations with Hungary with 100 gold gifts until your relations are “Good” or better. You end diplomacy, and, how ‘bout that, Venice’s relations with you went up as well. Not as much as your target faction, Hungry, but that’s less cash you’ll have to spend to make Venice happy enough to sue for peace.

    The same technique can be used on your allies (if they’re allied with each other) and you want to get really good relations (rumor is that having perfect Relations with allies increases Reputation). Max one to “Perfect” and chances are, the 2nd ally who was sitting at “Good” will now jump to “Very Good” or even “Outstanding” for free.

    NOTE: Want to know how to get a marriage alliance with an Orthodox faction if your faction is Catholic? Have your princess conduct diplomacy and ask to merry their prince.

    NOTE: Another big tip is if you attack an ally of an ally, you'll almost always lose your direct ally. If you want to keep that alliance, goad their ally (that's not yours) into attacking you by pissing them off as much as possible and leaving a city pretty unprotected. Most of the time if your reputation and relations are high, if you were defending and were attacked, your alliance will hold.

    An example for the above, you're allied to France who allied to Denmark, but you are neutral with Denmark. If you attack Denmark, France will probably break their alliance with you, but if you get Denmark to attack you, you'll probably get to keep your alliance and the Denmark/France alliance will break.


    Chapter 5: Using Diplomacy to Start Wars
    Spoiler Alert, click show to read: 

    There’s a couple different avenues you can do to get a faction to attack you, even allies, though if you’re reputation is good, that’s actually harder to do. All of the following will decrease Relations.
    #1 If the target faction is allied with someone, piss that someone off. (Indirect)
    #2 Have your diplomat suggest absolutely absurd offers such as huge tribute. (Direct)
    #3 March an army, large or small, around in their territory. (Direct)
    #4 Break agreements with that faction. (Not recommended, also hurts Reputation)

    #1 tends to be less effective, but can work. #2 is the one I generally use when trying to provoke a faction to attack me, but remember that if you offer the faction two offers in a row that he doesn’t like and refuses, he’ll stop negotiations. If you want to do #2 in one sitting, you’ll actually have to give 100 gold between the atrocious offers (or any other reasonable diplomatic offer).

    Marching an army in the faction’s territory will work, but takes many more turns generally to really destroy a relationship. #4 works really well with current allies, but puts a dent in your reputation; use with caution.

    Doing options 1 through 3 can even lead to your ally betraying you.


    Chapter 6: Why Some Allies Betray You
    Spoiler Alert, click show to read: 

    You’ve done did it now. You either royally ruined Relations with your ally (ie walked in his territory for years without asking for military access), broken numerous previous alliances, and/or have terrible Reputation.

    I’ve more or less gone over how to ruin Relations and Reputation. If your ally has betrayed you, chances are, your Relations and/or Reputation are down right terrible. Keeping Relations high with an Ally isn’t too difficult. It takes much less maintenance (ie cash) than keeping a neutral faction’s Relations high. However if you’re not careful, an ally will betray you if you have awful Reputation. Maintaining both will help keep your alliance strong. That is…if you wanted to keep it…


    Chapter 7: Using the Excommunication System Against Other Factions
    (Or how to use the Pope to 'lawfully' attack anyone.)
    Spoiler Alert, click show to read: 

    In order to use the Excommunication system to your advantage, you have to manipulate the Pope. Relations with the Pope work a bit differently than other factions.

    Ways to Increase Papacy Relations:
    #1 Join a crusade
    #2 Complete a successful crusade
    #3 Build churches
    #4 Have a priest promoted to Cardinal
    #5 Have a Cardinal become Pope
    #6 Wage war against Islamic factions

    Actions that have no effect on Papacy Relations:
    #1 Defending an attack by another Catholic faction
    #2 Attacking Orthodox factions (However attacking Orthodox factions while on a Crusade will decimate your papal relations-Constantinople is a great example. Generally, however, it won't hurt relations.)

    Ways to Decrease Papacy Relations:
    #1 Attacking Catholic factions
    #2 Voting for the wrong Cardinal
    #3 Other regular diplomatic routes such as trespassing in his lands or making poor diplomatic offers
    #4 Attacking Orthodox factions while on a crusade, especially the city of Constantinople, severely hurts relations with the Pope.

    For every faction, the Pope will give out warnings about either a dip in Relations or an excommunication if you attack other Catholic factions. Your relations with the Papacy make a world of difference between how badly your Relations go down or if you get excommunicated instead. The rule of thumb when attacking Catholic factions is if you’re at “So-so” relations or lower, don’t attack another Catholic faction. If you do, the next turn, you’ll receive a quest warning to cease your attack or face an excommunication. This can be avoided by using siege weapons such as catapults or trebuchets so you attack in one turn, but you’ll still have to stop any aggressive moves from that point forward (for at least 7 turns).

    These rules apply to your enemies as well. It’s why Relations are so important with the Pope. If your enemy has really high Papal Relations and you don’t, he can attack you until his arms fall off and the Pope won’t excommunicate him. But if you’re enemy has really low Papal Relations and you’re at “Respectable” or higher, as long as you always defend against your enemies attacks, the Pope will excommunicate that enemy very soon. Then the fun can really begin. At “Outstanding” or higher Relations, you can actually call a crusade against your enemy. In this way, you can start moving large, very cheap armies (once paid for), and take multiple cities as long as you march each army in the general direction of the final city. I’ve completely taken out faction in two turns with this, a good example being Sicily where I sent 3 armies to Naples, Palmero, and Tunis with Tunis being the ultimate prize. In the next turn I took each city, wiped Sicily from the map, and was given “Perfect” relations with the Pope.

    NOTE: One side note that’s a bit unrelated to this topic. Keep in mind Jihads can be called on Catholic and Orthodox factions, but Crusades can only be called on Excommunicated Catholic factions or Islamic factions.



    Chapter 8: How to Sue for Peace
    Spoiler Alert, click show to read: 

    I actually discovered the AI's priorities by accident while trying to find ways to force the AI to accept a vassal offer using cheats. That and I have a certain fascination with the diplomacy system in this game so I enjoy changing each offer little by little to see where the cutoffs are.

    Ultimately the AI likes cold hard cash. And not in the tribute form. Offers with the same overall amount offered in a single exchange are valued higher than the same amount given over time in the form of a tribute. Using the cheat cash code I used to force factions to accept Vassalage, I could offer 1,000,000 in one go or that much over time. Guess what. No matter how I altered the amount of turns I gave 1,000,000 gold over, it was refused every time. But if I offered it all at once, the faction would accept the offer of Vassal.

    Now apply this to regular gameplay, if you're suing for peace or trying to get a vassal through normal means, the larger the upfront offer is, the better your chances are. The nice thing about M2TW is that the AI will have a reaction displayed at the bottom of the diplomacy screen so you can tell if your offer has a chance. "Very demanding" means you're pretty far off. "Demanding" means your offer isn't far off, but it needs to be better before being accepted and finally "Balanced" means you have a really good chance of being accepted. "Generous" or "Very Generous" has an even better chance of being accepted.

    To increase chances of a Faction accepting Peace, you can do the following:
    #1 Gift any regions that are currently making you have an adjacent territory. If you no longer have an adjacent territory, the AI will immediately want Peace.
    #2 In general the better your Relations, the better chance you can sue for Peace and usually for a lower amount of money. (If you've been at war, Relations will usually be Abysmal. Boost them up if need be.)
    #3 Wait until the faction has been excommunicated and/or many factions have declared war on it.
    #4 Start destroying their funding sources and/or armies. The lower their "Wealth" and the lower their "Strength," the more likely they'll accept Peace and possibly even Vassalage.

    NOTE: Most Vassals offers I've had accepted occur when I've either taken very little settlements from the faction, the faction is at war with many different factions, or if the faction is down to one region and is "Weak"/"Very Weak" strength and is "Bankrupt." If an enemy diplomat approaches you, you also have a higher chance of getting them to accept Vassalage.

    NOTE: Also if a Jihad has been called against one of your cities, the initial Peace offer from the Islamic faction is the only one you get. If you try to counter with Vassal, both the "Peace" and "Vassal" option will disappear as options.

    Tip: The fact that the AI likes bigger payouts upfront can work to your advantage since they're actually willing to pay you more in the long run than initially. This option does have a downside, however. If the faction breaks his peace agreement, he will no longer being paying you tribute. Overall, pay more upfront to get a hard offer accepted and if an offer is being made to you, ask for more money over time.


    Chapter 9: Weird Things the Diplomatic AI will do
    Spoiler Alert, click show to read: 

    There's two set of items that the Diplomatic AI will do that just strike me as odd, but happen nonetheless and sometimes in the player's favor.

    Weird thing #1
    The first is the following situation. You're suing for Peace or offering some other agreement and you put forth an offer of 1000 gold/10 turns. The AI's reaction is "Demanding." You only have 1000g to give though since you only have 1000g in your treasury. So you offer 1000g/20 turns. "Very Demanding" What? That doesn't make sense. Raise it to 30 turns, "Very Demanding." 16 turns, "Very Demanding." 12 turns, "Demanding." 5 turns, "Very Demanding." If you're like me, you're left scratching you head and puzzled.

    There's a weird gray line during negotiations that hangs around the 10 turn to 15 turn mark for offering tribute in return for peace in which the AI actually gets more angry the more money you offer. This may happen in other situations, but this is the most common. Plus it doesn't always happen either. I've never figured out why, but ultimately it has something to do with the fact the AI like more money right away then over a long period of time. The only real solution is wait a turn and offer more cash per turn or more cash upfront.

    Weird thing #2
    The second has something to do with the AI changing its short term goal or a section in the Diplomacy screen called "Priorities." The four biggest are: Trade, Military, War, Peace. Most of the time, the AI will have "Unknown" displayed and so the player won't be able to tell what the AI wants. Sometimes when approached for diplomacy, the AI will show "Unknown" at first and then once an offer is made and declined, sometimes even a really good one, the goal will show "Peace." There's some trigger that makes the AI show its "Priorities," but I haven't figured out what. Bottom line when this happens, the AI has decided it suddenly really wants Peace and often will give the player even more tribute, settle for less tribute from the player, or finally accept Vassalage. For some reason, once the player can see the AI's priorities, getting offers accepted is much, much easier and almost always in favor of the player and his treasury if the player takes advantage.

    A good way to get the AI to let its "Priorities" known is to offer either 100g as a trade, leaving the AI offer blank, or to trade map information for map information. If the AI is willing to show its "Priorities," it will decline and possibly give a counter offer but now the "Priorities" spot will show something other than "Unknown." It doesn't always work, but if you can get the AI to show its "Priorities," it will ease the diplomacy process.


    Chapter 10: Actual Point Values for Reputation and Relations
    Spoiler Alert, click show to read: 
    Reputation
    Spoiler Alert, click show to read: 

    Reputation is a number ranging from -1.0 to 1.0 with 0 being nuetral reputation or "mixed."

    Positive factors
    +0.0025 Alliance (Normalize reputation to 1.0 with divisor of 400. Initial bonus a single alliance has is +0.0025 or (1-0)/400)
    +0.1 Attacking an enemy of an ally on land or at sea.
    +0.01 Releasing less than 80 prisoners from a single battle
    +0.026 Releasing more than 80 prisoners from a single battle
    +0.025 Releasing an enemy general (captains don't count)(If you release more than 80 prisoners AND an enemy general, your reputation will go up by +0.051)
    +0.05 Occupying a settlement*

    *Currently bugged unless you patch your game with this file (right click on "file" and save as, file developed by taw); follow the instructions here; fyi you don't need to unpack M2TW to make this file work-just place it in the folder specified. (For my computer, it's the following folder: C:\Program Files (x86)\SEGA\Medieval II Total War\data\world\maps\campaign\imperial_campaign)

    Neutral factors
    -0- Ransoming prisoners (though TWC wiki once listed ransoming prisoners as giving a slight penalty; I can't seem to find this reference anymore)

    Negative factors
    -0.00125 Being at war. Normalises your faction's reputation to -1.0 with a divisor of 800. Initial penalty shrinks over time.
    -0.1 Nullifying an alliance through diplomacy.
    -0.1 Breaking an alliance. Occurs when two of your allies go to war and you have to choose which alliance to uphold.
    -0.15 Breaking a trade or military access treaty.
    -0.15 Bribing a settlement with your diplomat.
    -0.5 Attacking an ally
    -0.01 Executing less than 80 prisoners from a single battle*
    -0.026 Executing more than 80 prisoners from a single battle
    -0.025 Executing an enemy general, regardless of the amount of characters. (If you execute more than 80 prisoners AND an enemy general, reputation will go down by -0.051)
    -0.02 Sacking a settlement
    -0.05 Sacking a settlement while a faction is a horde (Mongols and Tumurids only)
    -0.05 Exterminating a settlement
    -1.0 Stealing back a settlement. Occurs after physically taking back a settlement with the use of force after giving the region away through diplomacy.

    *Note that if you want a dread general this is the best choice with the least impact on Reputation





    Additional factors
    • After each turn, the game will normalize your faction's reputation with a divisor of 200.
    • On Easy difficulty, reputation is normalized to 1
    • On Medium difficulty, reputation is normalized to 0
    • On Hard difficulty, reputation is normalized to -0.5
    • On Very Hard difficulty, reputation is normalized to -1.0

    Miscellaneous
    As TWC wiki points out, a common misconception is that using spies/assassins will lower your reputation. Using spies lowers your relations with other factions, but does not directly affect reputation. Using assassins, as long as you don't get caught, has no effect on reputation, but if you get caught and you're not at war, a captured assassin from a failed assassination attempt will cause war which does affect reputation (-0.00125). The Chivalry or Dread of your Faction leader also has no direct bearing on reputation (though his actions that made him Chivalrous or Dreadful can, depending on what they were).

    Relations
    Spoiler Alert, click show to read: 

    Relations is a number ranging from -1.0 to 1.0 with 0 being nuetral relations or "reasonable."

    Positive Factors
    +0.2, normalization to +1 (divisor 20/turn) Princess married to faction heir
    Small bonus for having the same religion (unknown value)
    Allies grow to like you more (unknown value, probably normalized to +1 with some divisor)

    Neutral Factors
    -0- Merchant aquistion, Princess stealing generals, and priests preaching on foreign soil

    Negative Factors
    -0.5 to -1.0 with divisor 20 (divisor 80/turn for allies) Captured spy
    Acts of Sabotage (unknown value)
    Bribing (unknown value)
    Assasination (unknown value)
    Acts of agression (taking city, attacking armies, attacking navies) (unknown value)
    Enemies grow to like you less (this occurs even without attacks or any of the above)





    Additional Factors
    • After each turn, the game will normalize your faction's relations with a divisor of 200.
    • On Easy difficulty, relations is normalized to 1
    • On Medium difficulty, relations is normalized to 0
    • On Hard difficulty, relations is normalized to -0.5
    • On Very Hard difficulty, relations is normalized to -1.0
    • Factions with high reputation get liked more, factions with low reputation get liked less. Thresholds are (-0.4, -0.1, +0.1, +0.4) and also normalized each turn.
    • Factions with higher military strength get liked less (unsure of amount); factions which are weak get liked more.

    Papal Relations
    Spoiler Alert, click show to read: 

    This deserves its own section, not only because the Pope gets his own relations code, but because the politics of the Papacy have such a large effect on Catholic factions.

    Positive Factors
    +0.02 to +0.2 Built small church/chapel to huge cathedral
    +0.2 Built first huge cathedral in the world
    +0.2 Built faction's first huge cathedral

    Bonus for attacking Islamic faction (in general, doesn't have to be a crusade)
    Bonus for every general and every unit in crusade (unknown value)
    Bonus for arriving at target region while on crusade (unknown value)
    Bonus for taking target region while on crusade (unknown value, but fairly high)
    +0.2 If Heir is sent on crusade
    +0.6 If Leader is sent on crusade

    Bonus for recruiting priest (unknown value)
    +0.1 Priest promoted to Cardinal
    +0.2 Voted for Winning Pope
    +0.4 Allied Cardinal elected Pope
    +0.8 Your Cardinal elected Pope

    Neutral Factors
    -0- Defending an attack by another Catholic faction
    -0- Attacking Orthodox factions (in general; in contrast if you're on a crusade, it severely hurts Papal relations)

    Negative Factors
    -0.10 to -1.0 Destroying small church/chapel to destroying huge cathedral
    -1.0 Attacking Orthodox faction while on Crusade (taking Constantinople on the way to the Holy Lands)
    Penalty for being at war with Catholic factions (unknown value)
    Penalty for heretics in your lands (unknown value)
    -0.2 Pope appoints an Inquisitor in your lands
    -0.4 Enemy Cardinal elected Pope



    Conclusion

    Thanks for reading and I hope this really helped other players sort out the diplomacy better. For a long time I never understood it and it was quite confusing. I'll be editing this to fix grammar and to take out American cliches so Google Translate will work better for Non English readers, but ENJOY!
    Last edited by Vampiresbane; August 31, 2013 at 09:51 AM. Reason: Added actual point values for Reputation and Relations; general proofreading

  2. #2
    fredtrotter's Avatar Centenarius
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    Default Re: Vampiresbane's Art of Diplomacy Guide

    Great guide. +rep
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  3. #3
    ChivalrousKiller's Avatar Domesticus
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    Default Re: Vampiresbane's Art of Diplomacy Guide

    Great and helpful indeed
    I advise you to send a PM to Ishan so your guide is included in the 'Collection of M2TW Guides'

  4. #4

    Default Re: Vampiresbane's Art of Diplomacy Guide

    Thanks for this Vampiresbane. Lots of good info here. I really like comprehensive posts that give solid info. I often think there should be a diplomacy sticky. It's a big subject.

    I've a couple of thoughts. Firstly, that money is most important generally, but territories are also key. Regardless of alliances certain territories are always wanted by someone, and they will eventually attack you for it no matter that you have an alliance and perfect relations. Dijon springs to mind. France, Milan and the HRE will always fight the player for this. It's critical to know what territories you allies want, and to leave them alone. Always leave your allies room to expand.

    Giving Money
    Cash is king. That's the general rule of diplomacy - and diplomacy costs. I think you're understating how much you need to spend. I now spend 5% - 10% per turn on it, and can maintain relations with allies and the Pope at perfect. On VH relations drop every turn, so it's impossible to keep everyone happy.

    As the campaign progresses you need to give more to get the same affect. After turn 100 it needs 500 Gp, maybe 1000, to get the effect that 100 Gp has in the opening turns. It's like alliances, and everything else - easy at the beginning, but harder and harder as the campaign progresses.

    Reputation
    I think you need Trustworthy or better to really be "trusted". There seems to be a big jump between Reliable and Trustworthy for how effective diplomacy is.

    With a good reputation allies will readily swap military access.

    Relations
    On relations, there seems to be 2 or 3 levels to each rating e.g Good, not just for Perfect. The number may increase over the course of a campaign - easy to raise at the start, but needing more and more agreements to raise it later.

    Other actions that improve relations are:
    - attacks on the enemy of an ally
    - aiding a faction, i.e. giving money, will improve relations with that faction's allies
    - military assistance: e.g. place your troops next to an enemy settlement your ally is sieging. They'll join the attack and you'll get a +. Leave immediately, though.
    - gifting attacks on an enemy. Everyone hates the rebels at the start, so they're an easy attack to gift. Later that may change. Even allies of a target faction may like this - most allies of the HRE or Milan are happy for you to gift an attack on them. This amuses me.

    Other actions that lower relations:
    - ships off the coast of any faction. These spawn rebels.
    - putting religious agents on a faction's territory. Other agents lower loyalty when you are at war - enemy diplomats on your territory may spawn rebels. Others have thought not, but I'm sure it's so.
    - I very strongly suspect that actions that dishonour an alliance cause drops, e.g. making a trade agreement with the enemy of an ally. People have tested this and say "no", but I've several experiences that suggest to me it is so. There's a trigger called "TC_Dishonour" that noone has identified the purpose of.

    Diplomats
    I wonder if you thought of adding info about diplomats as agents. Their level has a big influence on AI decisions. Choosing where to train them is key. If you train in a diplomat in a settlement with 80%+ of your religion they'll likely be intolerant (50% probability), while if it's -30% your religion they'll likely be tolerant (50% probability). They gain multilingual if trained at 40 distance from the capital (33%), and get the chance to gain it (10%) if they are 60 from your capital at the end of any turn.

    The best place to train a diplomat is in a newly captured settlement of the opposite religion. Train one as soon as you take such a place. The screenshot shows one trained in Bologna in my Egyptian campaign - he's started with 6 scrolls, where the Islam was only 10% at the end of the turn, and it was over 40 tiles from the capital at Iconium. (Admittedly I've started experimenting with this campaign a couple of turns before, as Egypt was at 40 territories, and the game was won).

    Diplomats are cheap compared to other agents - only 50 upkeep per turn. I aim to get one for each faction by the middle of the game. Sending them roaming the map also gains points for the Explorer's Guild, for which is easy to the HQ.

    Allies
    Allies need room to expand. They also want certain territories, so don't take them until you're ready for the alliance to break. Keep them happy, feed them with money and gifted attacks.

    Example
    The example is meant to show you can have long term allies with mutual borders. Screenshots illustrate. Kingdoms vanilla VH.

    It is my current campaign with Egypt, Turn 130. Egypt has 42 territoris, and is just toying.

    Allied to:
    - Moors 101 turns, mutual border at Tunis, and sea borders at Sicily and Naples. Bologna just added.
    - Russia 96 turns, mutual borders at Sarkel, Crimea, Bucharest, and Bran
    - Scotland 35 turns, no mutual borders, and with 2 territories seems impossible for Scotland to crusade. Allied to Russia
    - Portugal 42 turns, no mutual borders, and with 1 territory seems impossible for Portugal to crusade. Allied to the Moors.

    Despite having mutual borders for most of the game neither the Moors nor Russia have sent a single agent to Egyptian border lands, nor put ships off their coast. They always break with their allies who attack Egypt. Russia and the Moors are not allied together.

    Egypt started paying 100 Gp per turn to each ally once the alliance was made, with occasional gifts of more when relations have slipped or they have been hard-pressed. This amount has risen steadily through the campaign, and is now at 3000 per turn for the Moors, and 2500 for Russia. Of course, Egypt is super-wealthy, showing 70K profit each turn.

    As a result, both have been massively successful, and are the 2 next strongest powers after Egypt.

    The Moors have all Iberia. They even took Alguin, with the result that they moved those big armies out of Timbukutu, and now keep only 5 or so units down there. They have just taken Florence - a new border.

    Egypt left the Moors to take the islands of Cagliari and Ajaccio, and is leaving the whole western Med to them. Let them have Toulouse and Marseilles! The one time an Egyptian ship sailed past the Tunis/Algiers border it was immediately confronted by a Moorish ship. Since then Egypt has kept out of Moorish waters, and doesn't even light up the castle at Cagliari.

    Equally, Egypt left Kiev and Iasi to the Russians. They fought the Poles long and hard for this. Now they have taken Hamburg, and are locked in mortal combat with the Poles. For the first time I've seen Russia training Tsar's Guard.

    Sarkel was left rebel as long as possible - until the Russians showed signs of interest in it.

    Each time there was a crusade these allies broke with the Catholic states to remain allied to Egypt. The Pope also broke with allied states.

    Of course, all alliances have a lifetime, and I sense the time is coming when it will change. However, Egypt can easily make 45 territories without a war with either of them.

    Egypt is also allied to the Scots and the Portuguese. These alliances were bought. Egypt wanted to increase the number of it's alliances to help reputation, and it seems impossible for these 2 to crusade.

    Screenshots
    1. Diplomat starting with 6 scrolls on T123, trained in Bologna which had 10% Islam
    2. Moors allied for 101 turns, with mutual borders
    3. Russia allied for 96 turns, with mutual borders
    4. Diplomacy list for Egypt (also showing the Moors in Florence, and after Genoa).
    5. Sarkel border, showing no Russian agents
    6. Tunis border, showing no Moorish agents (and no ships off the coast)
    7. Egypt's allies break with the catholic aggressors at the start of a crusade (T82)
    8. Egypt's reputation is Very Reliable (T82)
    Attached Thumbnails Attached Thumbnails Egypt_T130_MoorsAlly101Turns.JPG   Egypt_T130_RussiaAlly96turns.JPG   Egypt_T130_AlliesList.JPG   Egypt_T82_AlliesStay.JPG   Egypt_T82_AlliesStay2.JPG  

    Last edited by FootSoldier; October 30, 2011 at 06:11 AM. Reason: added info about mutual borders
    "War is an extension of diplomacy, but by other means." Karl von Clausewitz

  5. #5

    Default Re: Vampiresbane's Art of Diplomacy Guide

    Finally had time to respond. I definitely appreciate you taking the time to write such a long critique. Responses are in Bold Blue.

    Quote Originally Posted by FootSoldier View Post
    Thanks for this Vampiresbane. Lots of good info here. I really like comprehensive posts that give solid info. I often think there should be a diplomacy sticky. It's a big subject.

    I've a couple of thoughts. Firstly, that money is most important generally, but territories are also key. Regardless of alliances certain territories are always wanted by someone, and they will eventually attack you for it no matter that you have an alliance and perfect relations. Dijon springs to mind. France, Milan and the HRE will always fight the player for this. It's critical to know what territories you allies want, and to leave them alone. Always leave your allies room to expand.

    Definitely agree, though it might differ a tad between M2TW vanilla and M2TW Retro Mod as in the vanilla, I noticed a lot more (completely odd) naval invasion in the islands west of Italy by Spain, Moors, Milan, Papacy, etc while I played as Venice which would end up as them losing, me suing for peace, and them paying huge sums of money for the agreement. Never understood why. Probably has to do with the AI thinking the islands were adjacent and attacked and then forgot they were adjacent for peace agreements.

    Giving Money
    Cash is king. That's the general rule of diplomacy - and diplomacy costs. I think you're understating how much you need to spend. I now spend 5% - 10% per turn on it, and can maintain relations with allies and the Pope at perfect. On VH relations drop every turn, so it's impossible to keep everyone happy.

    As the campaign progresses you need to give more to get the same affect. After turn 100 it needs 500 Gp, maybe 1000, to get the effect that 100 Gp has in the opening turns. It's like alliances, and everything else - easy at the beginning, but harder and harder as the campaign progresses.

    Reputation
    I think you need Trustworthy or better to really be "trusted". There seems to be a big jump between Reliable and Trustworthy for how effective diplomacy is.

    With a good reputation allies will readily swap military access.

    Agreed.

    Relations
    On relations, there seems to be 2 or 3 levels to each rating e.g Good, not just for Perfect. The number may increase over the course of a campaign - easy to raise at the start, but needing more and more agreements to raise it later.

    I usually just use the crosses for Papal relations as a reference. For each cross, there's one level of relations, but for perfect, there's the top two.

    Other actions that improve relations are:
    - attacks on the enemy of an ally
    - aiding a faction, i.e. giving money, will improve relations with that faction's allies
    - military assistance: e.g. place your troops next to an enemy settlement your ally is sieging. They'll join the attack and you'll get a +. Leave immediately, though.
    - gifting attacks on an enemy. Everyone hates the rebels at the start, so they're an easy attack to gift. Later that may change. Even allies of a target faction may like this - most allies of the HRE or Milan are happy for you to gift an attack on them. This amuses me.

    Agree, gifting attacks on enemies helps with Relations if through diplomacy. The actual act of assisting them in battles helps with Reputation.

    Other actions that lower relations:
    - ships off the coast of any faction. These spawn rebels. I haven't noticed this, but that's not to say it isn't true.
    - putting religious agents on a faction's territory. Other agents lower loyalty when you are at war - enemy diplomats on your territory may spawn rebels. Others have thought not, but I'm sure it's so.
    - I very strongly suspect that actions that dishonour an alliance cause drops, e.g. making a trade agreement with the enemy of an ally. People have tested this and say "no", but I've several experiences that suggest to me it is so. There's a trigger called "TC_Dishonour" that noone has identified the purpose of.

    Diplomats
    I wonder if you thought of adding info about diplomats as agents. Their level has a big influence on AI decisions. Choosing where to train them is key. If you train in a diplomat in a settlement with 80%+ of your religion they'll likely be intolerant (50% probability), while if it's -30% your religion they'll likely be tolerant (50% probability). They gain multilingual if trained at 40 distance from the capital (33%), and get the chance to gain it (10%) if they are 60 from your capital at the end of any turn.

    The best place to train a diplomat is in a newly captured settlement of the opposite religion. Train one as soon as you take such a place. The screenshot shows one trained in Bologna in my Egyptian campaign - he's started with 6 scrolls, where the Islam was only 10% at the end of the turn, and it was over 40 tiles from the capital at Iconium. (Admittedly I've started experimenting with this campaign a couple of turns before, as Egypt was at 40 territories, and the game was won).

    Diplomats are cheap compared to other agents - only 50 upkeep per turn. I aim to get one for each faction by the middle of the game. Sending them roaming the map also gains points for the Explorer's Guild, for which is easy to the HQ.

    I may have to add some of your points listed here. In general, however, I don't think the level of influence of a diplomat makes or breaks an agreement being made, just how much it costs. I've had 0 influence diplomats get vassal and peace agreements. (Doesn't make sense to me either.)

    Allies
    Allies need room to expand. They also want certain territories, so don't take them until you're ready for the alliance to break. Keep them happy, feed them with money and gifted attacks.

    Example
    The example is meant to show you can have long term allies with mutual borders. Screenshots illustrate. Kingdoms vanilla VH.

    It is my current campaign with Egypt, Turn 130. Egypt has 42 territoris, and is just toying.

    Allied to:
    - Moors 101 turns, mutual border at Tunis, and sea borders at Sicily and Naples. Bologna just added.
    - Russia 96 turns, mutual borders at Sarkel, Crimea, Bucharest, and Bran
    - Scotland 35 turns, no mutual borders, and with 2 territories seems impossible for Scotland to crusade. Allied to Russia
    - Portugal 42 turns, no mutual borders, and with 1 territory seems impossible for Portugal to crusade. Allied to the Moors.

    Despite having mutual borders for most of the game neither the Moors nor Russia have sent a single agent to Egyptian border lands, nor put ships off their coast. They always break with their allies who attack Egypt. Russia and the Moors are not allied together.

    Egypt started paying 100 Gp per turn to each ally once the alliance was made, with occasional gifts of more when relations have slipped or they have been hard-pressed. This amount has risen steadily through the campaign, and is now at 3000 per turn for the Moors, and 2500 for Russia. Of course, Egypt is super-wealthy, showing 70K profit each turn.

    As a result, both have been massively successful, and are the 2 next strongest powers after Egypt.

    The Moors have all Iberia. They even took Alguin, with the result that they moved those big armies out of Timbukutu, and now keep only 5 or so units down there. They have just taken Florence - a new border.

    Egypt left the Moors to take the islands of Cagliari and Ajaccio, and is leaving the whole western Med to them. Let them have Toulouse and Marseilles! The one time an Egyptian ship sailed past the Tunis/Algiers border it was immediately confronted by a Moorish ship. Since then Egypt has kept out of Moorish waters, and doesn't even light up the castle at Cagliari.

    Equally, Egypt left Kiev and Iasi to the Russians. They fought the Poles long and hard for this. Now they have taken Hamburg, and are locked in mortal combat with the Poles. For the first time I've seen Russia training Tsar's Guard.

    Sarkel was left rebel as long as possible - until the Russians showed signs of interest in it.

    Each time there was a crusade these allies broke with the Catholic states to remain allied to Egypt. The Pope also broke with allied states.

    Of course, all alliances have a lifetime, and I sense the time is coming when it will change. However, Egypt can easily make 45 territories without a war with either of them.

    Egypt is also allied to the Scots and the Portuguese. These alliances were bought. Egypt wanted to increase the number of it's alliances to help reputation, and it seems impossible for these 2 to crusade.

    Screenshots
    1. Diplomat starting with 6 scrolls on T123, trained in Bologna which had 10% Islam
    2. Moors allied for 101 turns
    3. Russia allied for 96 turns
    4. Diplomacy list for Egypt (also showing the Moors in Florence, and after Genoa).
    5. Sarkel border, showing no Russian agents
    6. Tunis border, showing no Moorish agents (and no ships off the coast)
    7. Egypt's allies break with the catholic aggressors at the start of a crusade (T82)
    8. Egypt's reputation is Very Reliable (T82)

    Really like your example.
    Last edited by Vampiresbane; October 28, 2011 at 10:00 PM.

  6. #6
    kevindrosario's Avatar Ordinarius
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    Default Re: Vampiresbane's Art of Diplomacy Guide

    Quote Originally Posted by Vampiresbane View Post
    Relations
    On relations, there seems to be 2 or 3 levels to each rating e.g Good, not just for Perfect. The number may increase over the course of a campaign - easy to raise at the start, but needing more and more agreements to raise it later.

    I usually just use the crosses for Papal relations as a reference. For each cross, there's one level of relations, but for perfect, there's the top two.
    As I mentioned previously, relations do not work on a discrete basis like this. They work on a continuous decimal scale from -1 to 1. And the scale does not change at all during the campaign. The reason you may find it more difficult to increase your relations later on in a campaign is because on hard and very hard campaign difficulty, your relations with other factions automatically go down every turn.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger 0092_Update_Easy_Difficulty
    WhenToTest FactionTurnStart

    Condition CampaignDifficulty = easy

    FactionStanding exclude_factions { } normalise 1.0 50

    ;------------------------------------------
    Trigger 0093_Update_Normal_Difficulty
    WhenToTest FactionTurnStart

    Condition CampaignDifficulty = medium

    FactionStanding exclude_factions { } normalise 0.0 50

    ;------------------------------------------
    Trigger 0094_Update_Hard_Difficulty
    WhenToTest FactionTurnStart

    Condition CampaignDifficulty = hard

    FactionStanding exclude_factions { } normalise -0.5 50

    ;------------------------------------------
    Trigger 0095_Update_Very_Hard_Difficulty
    WhenToTest FactionTurnStart

    Condition CampaignDifficulty = very_hard

    FactionStanding exclude_factions { } normalise -1.0 40

  7. #7

    Default Re: Vampiresbane's Art of Diplomacy Guide

    Quote Originally Posted by kevindrosario View Post
    As I mentioned previously, relations do not work on a discrete basis like this. They work on a continuous decimal scale from -1 to 1. And the scale does not change at all during the campaign. The reason you may find it more difficult to increase your relations later on in a campaign is because on hard and very hard campaign difficulty, your relations with other factions automatically go down every turn.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger 0092_Update_Easy_Difficulty
    WhenToTest FactionTurnStart

    Condition CampaignDifficulty = easy

    FactionStanding exclude_factions { } normalise 1.0 50

    ;------------------------------------------
    Trigger 0093_Update_Normal_Difficulty
    WhenToTest FactionTurnStart

    Condition CampaignDifficulty = medium

    FactionStanding exclude_factions { } normalise 0.0 50

    ;------------------------------------------
    Trigger 0094_Update_Hard_Difficulty
    WhenToTest FactionTurnStart

    Condition CampaignDifficulty = hard

    FactionStanding exclude_factions { } normalise -0.5 50

    ;------------------------------------------
    Trigger 0095_Update_Very_Hard_Difficulty
    WhenToTest FactionTurnStart

    Condition CampaignDifficulty = very_hard

    FactionStanding exclude_factions { } normalise -1.0 40
    I'm not disagreeing with you. I know that they work on a decimal scale from -1 to 1, but for whatever reason, if you increase your relations with the Pope, Perfect actually has two sets of crosses assigned to it. No other relation has that. So whether or not each relation has the same amount of decimal points, for some reason the game will display two levels of "perfect."

    Test it out. Raise relations with the Pope with 100 gold increments till you barely hit perfect. You'll notice you're not maxed out in crosses, but are one shy. Use another diplomat and keep giving him 100 gold for awhile and then go back to the Pope relations screen--you should now have a full set of crosses.

    I'm not sure why it displays this way, but for whatever reason it does.

  8. #8
    kevindrosario's Avatar Ordinarius
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    Default Re: Vampiresbane's Art of Diplomacy Guide

    Quote Originally Posted by Vampiresbane View Post
    I'm not disagreeing with you. I know that they work on a decimal scale from -1 to 1, but for whatever reason, if you increase your relations with the Pope, Perfect actually has two sets of crosses assigned to it. No other relation has that. So whether or not each relation has the same amount of decimal points, for some reason the game will display two levels of "perfect."

    Test it out. Raise relations with the Pope with 100 gold increments till you barely hit perfect. You'll notice you're not maxed out in crosses, but are one shy. Use another diplomat and keep giving him 100 gold for awhile and then go back to the Pope relations screen--you should now have a full set of crosses.

    I'm not sure why it displays this way, but for whatever reason it does.
    It's pretty straightforward why it displays this way. Each level of relations is associated with a certain decimal range. So, for example, in order to have Respectable relations, you might need to have an actual decimal value of -0.15 to 0.15. I'm not sure if that's the actual range. I'm just saying that there is a range. So 9 crosses and 10 crosses both fall into the range of what is defined as perfect relations.
    Quote Originally Posted by FootSoldier View Post
    I have many times had Perfect relations with factions that still attacked me, and maintained Good or better relations throughout a conflict. "There's daggers in men's smiles". The relations scores are not enough to explain attacks or lack of them.
    Of course, if a faction really wants to attack you they will, even if you're allied to them. I didn't suggest otherwise.
    Last edited by kevindrosario; October 28, 2011 at 10:48 PM.

  9. #9

    Default Re: Vampiresbane's Art of Diplomacy Guide

    Great feedback guys. I'm far too busy today at work to look at this, but I'll respond by Friday. Footsoldier I'll definitely add or respond to each of your ideas.

  10. #10
    kevindrosario's Avatar Ordinarius
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    Default Re: Vampiresbane's Art of Diplomacy Guide

    I don't have the time to read through the whole guide at the moment, but I noticed in the first section you mentioned there being two levels of perfect. Relations are based on a decimal value between -1 and 1. -1 is the worst, 0 is neutral, 1 is the best. So it's not that there are two different levels of perfect. It's probably just that anything from 0.80 to 1 is considered perfect. Or maybe anything from 0.90 to 1 is considered perfect. I'm not sure what the range is, but there's a range of values for any given level of relations.

  11. #11
    Vighardur's Avatar Foederatus
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    Default Re: Vampiresbane's Art of Diplomacy Guide

    Yeah, man, terrific guide! I've played this game on and off for years and still learned some new diplomacy tricks from this!

  12. #12

    Default Re: Vampiresbane's Art of Diplomacy Guide

    Hmm ... after another post on good kings I'm thinking about the effect of the king/sultan's authority on diplomacy. Egypt just gained 2 vassals - the HRE and Milan - with vassalage being seen as a balanced proposal without any inducements.

    In my current Egypt campaign the sultan has authority of 10, and Egypt is Trustworthy. It has 4 allies and 2 enemies.

    Milan saw being a vassal as a balanced proposal, with no sweeteners. It accepted. Egypt had taken Bologna from it 5 turns previously.

    The HRE also saw vassalage as a balanced proposal without sweeteners, and accepted. Barely accepted, but since Egypt had declared war and taken Innsbruck on the previous turn this isn't completely surprising.

    Since it's usually so difficult, even when the faction is on the verge of destruction, I'm looking for the explanation. A mix of being trustworthy and high authority?

    Screenshots, of course. These show the proposal (balanced) and the acceptance. Also the allies/vassals list the following turn, and finally the sultan with an authority of 10.

    Notice that the priorities of both shift from peace to war immediately they become vassals. I suspect Milan wants to make war on the Moors, my faithful allies for 103 turns now.
    Attached Thumbnails Attached Thumbnails Egypt_T134_Vassals.JPG  
    "War is an extension of diplomacy, but by other means." Karl von Clausewitz

  13. #13

    Default Re: Vampiresbane's Art of Diplomacy Guide

    Reliably getting vassals has always been somewhat of a mystery to me despite it being the biggest thing I like to strive for. Having a king/emperor/doge with high authority might help.
    I've found the strategy in this thread fairly useful as well for gaining vassals (where you reduce them to one region). Here.

    On the other hand, getting a vassal when you've taken 0 to 2 regions also works sometimes. I haven't seen much success any where in between.

    The funny thing is even though their priorities change after becoming vassals (I've seen this numerous times as well), they never actually declare war.

    I should be able to address your first comments by Friday Footsoldier. I'm not ignoring that original post of yours, work will just be a bear again tomorrow.

  14. #14
    Double A's Avatar person man
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    Default Re: Vampiresbane's Art of Diplomacy Guide

    Considering I've probably got the most hours clocked in M2, I should probably read this and give my verdict. Also considering I'm way too tired to do it, look back at this post in 18-24 hours.

    To illustrate how tired I am, I had to Google "24 - 6" so I'd know what the estimate would be.
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  15. #15
    Parzival2211's Avatar Ducenarius
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    Default Re: Vampiresbane's Art of Diplomacy Guide

    Great guide +rep


  16. #16

    Default Re: Vampiresbane's Art of Diplomacy Guide

    @Double A - would be grateful if you did take a look. You'd certainly spot any mistakes. Get some sleep!

    @Vampiresbane - no rush. I've been experimenting with the diplomacy for a year now, as it seems the last challenge left in the vanilla game. So, I can wait a few days for a response :d

    I'd love to see a comprehensive guide. A start was made by claudius2007 in that diplomacy thread you linked to, but then he never went back to it. There were inaccuracies and opinion mixed up in it too. Every time I think I've figured it out for myself I find an exception to the rule - like, I had 2 allies at war, and wasn't forced to choose. Both remained my allies.

    I wonder if you read the posts about triggers for relations, first by Hossi - and a second by Incomitatus

    It would be a lot of work to do the guide .. there's so many variables ... alliances, vassals, buying settlements, bribing, getting coordinated attacks from allies ... (I noticed that other factions diplomats are doing more than waving their arms about. Their points go up, so they are making deals. They coordinate attacks against the player, and money changes hands, I believe. They are worthy targets for assassins).

    Are you up to it ^^ I'd be happy to help, though I don't have that much time.

    Generally, it's clear that reputation and relations are main factors.

    Territories are as important, I believe.

    I've been trustworthy and had perfect relations with my ally, and still he will go to war over a particular place. The Danes always want Antwerp, for example. Dijon, Prague, Venice, Sofia, Antioch, the islands of Cagliari and Ajaccio ... Constantinople is a magnet regardless of alliances. I leave certain places alone now, at least till I'm ready, depending on the faction. That seems to work fine.

    There's also the level of the diplomat.

    Authority I now think is important, too.

    To test this I went back to the save on the Egypt game where the HRE became vassal. Instead of sieging Innsbruck the Egyptian army attacked a single HRE unit to start a war. The next turn again the demand of being vassal was balanced, and the HRE accepted more happily than when Innsbruck was taken - see screenshots.

    Again, no sweeteners, but here relations improved from very poor to so so, rather than the one step to poor in the original offer. The diplomat involved is a middle-ranking 5, not a top diplomat. The HRE is Bankrupt. Egypt is Trustworthy, which I've found is very important. However, all these factors haven't been enough before to get someone to be a vassal before.

    The only other factor I can see is that the Sultan has an Authority of 10.

    Then there's questions like - does spying and assassinating affect standing? The Wiki says no. But, taw's blog says "yes", and gives figures. Which is correct?

    I know some of the mods changed the diplomacy, mainly by altering the antipathy figures, it seems. Nonetheless, that isn't all there is to it. Underneath, in the files not visible, other factors are calculated, which explain why an ally with perfect relations will attack you, while a neutral with abysmal relations will not. Territory and authority could be two of these. Also, the stage of the campaign - early, middle, late. The amount of the player's territories at which stage of the game - it's like if you get too big too fast everyone else will gang up on you. Even here I've always found exceptions and anomalies - like the 2 allies at war.

    That said, there is a lot of info about which hasn't been gathered into one place. The diplomacy guide could do with a serious update. You've done a good introduction - do you have time (and interest) to expand it? I think making diplomacy understandable would add greatly to the enjoyment of players - it would for me :d.
    "War is an extension of diplomacy, but by other means." Karl von Clausewitz

  17. #17

    Default Re: Vampiresbane's Art of Diplomacy Guide

    Quote Originally Posted by FootSoldier View Post
    do you have time (and interest) to expand it?
    Maybe, we'll see. I definitely love trying to figure it out. I'm not sure how excited I am about trying to dig through the actually coding.

    I will at least continually update this original post when I feel like there's enough evidence to prove something one way or the other. Heck I may even put in things that are "rumors" but have a very good chance of being true.


    Quote Originally Posted by Double A
    4-5. These are neutral status. The lower your status, the more likely an attack (attacks can still occur no matter what)
    I am not sure what you're saying. First you say they're neutral status ie have no effect, and then you say they increase the likelihood of an attack which is basically the same as what I stated in my guide:

    Quote Originally Posted by Vampiresbane
    For the most part, if one or more of these happen, a neutral faction will attack.
    So I'm not sure if you're agreeing or disagreeing. But I do agree with the fact that attacks can still occur no matter what. Following my suggestions will only help decrease the chance of being attacked by a neutral faction. Sometimes, there's nothing you can do to stop them because #1 they're allied with all your enemies, #2 they're allied on all of their borders except for yours, #3 or for some reason unbeknownst to the player, they just decided to ruin your day.

  18. #18
    Double A's Avatar person man
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    Default Re: Vampiresbane's Art of Diplomacy Guide

    Quote Originally Posted by Vampiresbane View Post
    Maybe, we'll see. I definitely love trying to figure it out. I'm not sure how excited I am about trying to dig through the actually coding.

    I will at least continually update this original post when I feel like there's enough evidence to prove something one way or the other. Heck I may even put in things that are "rumors" but have a very good chance of being true.




    I am not sure what you're saying. First you say they're neutral status ie have no effect, and then you say they increase the likelihood of an attack which is basically the same as what I stated in my guide:



    So I'm not sure if you're agreeing or disagreeing. But I do agree with the fact that attacks can still occur no matter what. Following my suggestions will only help decrease the chance of being attacked by a neutral faction. Sometimes, there's nothing you can do to stop them because #1 they're allied with all your enemies, #2 they're allied on all of their borders except for yours, #3 or for some reason unbeknownst to the player, they just decided to ruin your day.
    I meant that the lower your relations, the higher chance of attack. The way you phrase it is like they'll always attack you before they're even ready if any of the criteria are met, which is just plain wrong.
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
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  19. #19

    Default Re: Vampiresbane's Art of Diplomacy Guide

    Quote Originally Posted by Double A View Post
    I meant that the lower your relations, the higher chance of attack.
    I'll proofread my post and check this. I don't want to mislead folks.

    Quote Originally Posted by Double A View Post
    The way you phrase it is like they'll always attack you before they're even ready if any of the criteria are met, which is just plain wrong.
    Quoting my original post...
    Quote Originally Posted by Vampiresbane
    Next make sure your relations are “Respectable” or higher. “Amiable” or “Good” are even better, but can be harder to get. Typically the higher your relations and standing, the less likely another faction will attack you. I usually try to maintain a standing of “Reliable” or “Very Reliable.”
    This should be fairly clear and should agree with what you had previously stated. If it's not, let me know how you would phrase it.

    On a different note, you suggesting I was in error did help me fix some grammar mistakes.

  20. #20
    Double A's Avatar person man
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    Default Re: Vampiresbane's Art of Diplomacy Guide

    I have less time than I thought I would. Yay.

    #1 They have territory adjacent to you.
    #2 One of your adjacent cities/castles is undermanned. (Sometimes ports can be attacked as well, having a few ships in each port can help with this.)
    #3 They have a large army just waiting to cause trouble.
    #4 Their relations to you are "So-So" or lower.
    #5 Your reputation/standing is "Mixed" or lower.
    #6 You have been excommunicated.
    1. Not always going to attack just because a border is shared.
    2. Ships in each port isn't worth the trouble. Just take it like a man and crush their puny blockading fleet.
    3. True usually enough.
    4-5. These are neutral status. The lower your status, the more likely an attack (attacks can still occur no matter what)
    6. Muslims and Orthodox won't attack ecom'd factions
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
    super awesome music thing | political profile
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