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Post by anrdaemon on Jun 30, 2015 20:14:25 GMT -5
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Post by Captain Starbuck on Jul 15, 2015 0:34:35 GMT -5
I just wanted to follow-up here. I'm playing every day but have not made it back to the forum until now. I'm going to make this a more regular part of my daily rituals. I've read the notes, and some of the tips I've already derived from the game, but confirmations here help to round out my understanding. I need to go back a couple times and see if I've missed anything so stay tuned for another follow-up. Cory Trese about the inaccuracies: In Empire Summary, under Politics and Defense, right now I see "We have 1 Treaties and the Empire has 3 conflicts". On the Faction Politics screen there are three "conflicts", two alliances and one route. So where's the "1 Treaties"? Is that one of the alliances that I fostered by improving a route? The issue I'm seeing is that I can't substantiate the treaty count by looking somewhere to see what those treaties are or how long they might remain in effect. But frequently I'll buy a treaty, see it was successful, and then I don't see it anywhere. OK, so I just keep doing that... This is v2.3.7 Elite on an older Kindle Fire, device model 10.5.1. The OS is probably equivalent to Android 2.3 (they don't even tell you on these things). So, I know how to start a treaty, wait for the results, do it again if it fails. But when a treaty succeeds, do I just throw the next tier at it? Like to go from a Route to an Alliance? And if there is already an alliance between DV and SS, for example, I'm assuming I should just keep trying to roll more alliances between CJ and DV, then DV and CJ, etc. At this point I'm not seeing the strategy in politics except to keep cranking out alliances, and fix whatever "conflicts" get generated. I got thrown for a loop by the tip that Cory threw out about treaties affecting a faction based on how close they are. That indicates much deeper mechanisms at work here, a coding effort entirely wasted if no one understands how it works. As a developer as well as a gamer, I really want to understand how the logic works so that I can play better. Thanks!
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Post by tenbsmith on Jul 15, 2015 11:32:34 GMT -5
Captain Starbuck, good to see you posting again. The "1 treaties" is from the Diplomatic Effort screen reached via the Treaty button. Regarding what to do once a treaty is in place, you have 2 types of diplomatic efforts you can apply. For example, if you have a Trade Route in place you can 1) Upgrade it by using diplomacy like Trade Treaty which "Improves a Trade Route into a Trade Alliance" OR 2) "Confirm and extend" it by using diplomacy like Trade Meeting, which "negotiates Trade Routes between Factions"
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Post by tenbsmith on Jul 16, 2015 9:49:26 GMT -5
Continuing my response to Captain Starbuck... I agree, the strategy for dealing with Politics is fairly straight forward. Try to keep one Diplomatic Effort in the queue at all times. ---If there's Negative Politics (e.g., Solar War), then focus on Diplomatic Effort to end that. ---If there are NO Negative Politics, then focus on Diplomatic Efforts to start, upgrade, or confirm and extend Positive Politics (e.g., Trade Route). The way politics adds to the game is by adding another element you must consider and balance as you build out your empire and destroy all Xeno.
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Post by Captain Starbuck on Aug 10, 2015 20:28:36 GMT -5
In normal difficulty, it seems that once I have three Alliances active there's no more need for diplomatic efforts. In this mode I can't upgrade from Alliance, and there are no Solar Wars. Is it a bug that the Alliances don't eventually erode even after a couple game years? Or have I just been VERY lucky? Thanks!!
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Post by Brutus Aurelius on Aug 10, 2015 21:24:43 GMT -5
In normal difficulty, it seems that once I have three Alliances active there's no more need for diplomatic efforts. In this mode I can't upgrade from Alliance, and there are no Solar Wars. Is it a bug that the Alliances don't eventually erode even after a couple game years? Or have I just been VERY lucky? Thanks!! On Normal, positive politics do last longer, and negative politics are more infrequent and shorter in duration. However, in my experience, running Military Alliance building Treaties cam help extend them if successful.
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Post by tenbsmith on Aug 11, 2015 12:56:24 GMT -5
You may be having a bit of good luck, more so if your faction planets and ships are developed unevenly, less so if factions are well balanced.
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Post by Cory Trese on Aug 30, 2015 20:24:38 GMT -5
Cleaned this up. Treaties are now Treaties and Faction Politics are Faction Politics. All buttons, labels, headings and summaries are now consistent.
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Post by tenbsmith on Sept 2, 2015 11:28:17 GMT -5
Cory Trese, so glad you're doing this, it will help new players get oriented to politics. Will this be in the next release? With this in place, I can finish my guide to politics once things in my personal life settles down.
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Post by Cory Trese on Sept 2, 2015 11:32:25 GMT -5
Yeah, these updates will be in the next release which I am current running through the simulator.
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Post by bleek on Sept 20, 2015 9:54:10 GMT -5
Just started playing and am very impressed with the game and sorry to somewhat necro this thread but i have a question about politics. Is it better practice to:
A) start a new treaty by selecting a treaty (like summit) under the 'New Treaty' tab on the 'Empire Summary' screen
B) select 'Politics' tab in 'Empire Summary', select one of the three "conflict" relationships, then a start new treaty from there
Basically im confused as to whether option A is fine to be using each turn because it possibly either cycles between the relationships each time or it has some type of algorithm to decide which relationship takes priority. Option B lets you start a treaty for each individual relationship so seems like the best option; just go down the list each time to extend routes for example. Option A is easier though and im not sure of the differences or why there are even two options. Im playing on android if that makes a difference.
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Post by fallen on Sept 20, 2015 10:08:11 GMT -5
bleek - there is no difference in the result - just different ways to pick a treaty. If you go to Option B, you are seeing a filtered list of treaties that can apply to this conflict. Option A is faster if you know how to address your political situation. Option B is there to help you learn which treaties pair to which conflicts. Glad you are enjoying the game! We really hope you will leave us a review!
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Post by tenbsmith on Sept 20, 2015 10:47:33 GMT -5
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bleek
Honored Guest
Posts: 1
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Post by bleek on Sept 20, 2015 15:12:39 GMT -5
fallen ok thanks for the help and quick reply. tenbsmith yeah i read through that before posting and thought it was a good writeup. I looked over it again and especially like the new addition to the tidbits section =P i did notice that the section about faction politics in the beginning states that routes give the bonuses to both factions involved but i was under the impresssion that it only applies to one of them, while trade alliances give bonuses to both. I could be wrong idk maybe i read an old post before an update
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Post by tenbsmith on Sept 20, 2015 15:22:10 GMT -5
Ha ha, yeah, I harvested a tid bit from your question and fallen's response. I'm pretty sure ask treaties apply to both factions. Trade Alliance gives higher bonuses that Trade Route.
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