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Post by elwoodps on Nov 12, 2015 8:08:02 GMT -5
..... "reinforce and extend" an Alliance or a Trade Alliance? I've frequently been in situations where one politics slot is open, and the other two are filled higher level positive agreements ( 2 Alliances, 2 Trade Alliances, or 1 Alliance and 1 Trade Alliance). So I run a Spice Treaty or Trade summit in an attempt to start a Trade Route in the empty slot. But when the treaty completes I get the "Trade agreement reinforced and extended" message, even though there's no existing Trade Route to be "reinforced and extended"? So more specifically, my questions are: - Can a treaty that seeks to start a Trade Route "reinforce and extend" an Alliance?
- If so, would it extend the Alliance for as long as running a Military Alliance or Military Summit treaty would have (assuming that I subsequently got all the same rolls)?
- Can a treaty that seeks to start a Trade Route "reinforce and extend" an Trade Alliance?
- If so, would it extend the Trade Alliance for as long as running a Trade Treaty or Trade Alliance treaty would have (assuming that I subsequently got all the same rolls)?
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Post by tenbsmith on Nov 12, 2015 9:45:32 GMT -5
I've often wondered that same thing.
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Post by En1gma on Nov 12, 2015 17:53:39 GMT -5
When I have three Alliances active, the only thing I use are the Trade Route treaties.
I have no issue maintaining these Alliances.
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Post by elwoodps on Nov 16, 2015 7:31:00 GMT -5
When I have three Alliances active, the only thing I use are the Trade Route treaties. I have no issue maintaining these Alliances. En1gma, I'm wondering what difficulty level you're playing? I'm playing Hard and now have a triple Alliance going for 5 or 6 turns, and it's not working for me: I've completed either a Trade Summit or Spice Treaty each of those turns, and every single one has been "..blocked by other Politics". My colony count is perfect (each Faction has 11) and ship count nearly so (Rychart 22, Cadar 23, DeValtos 22), and am playing straight Syndicates, which if anything should make Politics easier. Also, how long has it been since you tried this. I used to be able to maintain a triple Alliance (on Hard) indefinitely by completing a Military Alliance treaty every turn, but that became extremely unreliable a few updates back. Cory Trese, I'm not complaining about this stiffening of Hard level Politics. IMO it was warranted; it is after all called "Hard". I'm just trying to figure out why my results are so different. Maybe my hat's cocked the wrong way? ( feeble attempt at a Rychart joke )
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Post by En1gma on Nov 16, 2015 8:27:13 GMT -5
I play on Normal difficulty, and have no issues with politics blocking treaties.
I probably should move up in difficulty, but the politics are annoying enough on Normal, and I like focusing on Empire building and warfare- not stupid politics
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Post by elwoodps on Nov 16, 2015 10:04:09 GMT -5
I play on Normal difficulty, and have no issues with politics blocking treaties. I probably should move up in difficulty, but the politics are annoying enough on Normal, and I like focusing on Empire building and warfare- not stupid politics Thanks. The same feeling has kept me from moving up beyond Hard. Actually, Hard politics aren't all that bad as long as you have Rychart on your team, maintain balanced colony counts and don' get ridiculous with ship counts. The big boost to EP that Rychart's colony bonus and special buildings provide, help you keep trade agreements going and get you out of negative politics fast. And when you're suddenly hit with a Spy Battle that puts you several $K/turn in the red, their faction specific Diplomatic Summit treaty (only 300EP to build, with a 100% chance to succeed) is priceless.
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Post by Cory Trese on Nov 16, 2015 11:02:39 GMT -5
Trade Route duration extension applies only to Trade Routes and Trade Alliances. The Alliance agreements are harder to maintain.
On higher difficulty levels, the politics between your Factions is not harder to control given equal EP -- the penalties for bad politics increase above Normal difficulty.
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Post by elwoodps on Nov 16, 2015 14:42:50 GMT -5
Trade Route duration extension applies only to Trade Routes and Trade Alliances. The Alliance agreements are harder to maintain. On higher difficulty levels, the politics between your Factions is not harder to control given equal EP -- the penalties for bad politics increase above Normal difficulty. Cory Trese, many thanks for the clarification. More good fodder for tenbsmith's 4x Faction Politics Guide. You may want to take the part of the code that generates the "Trade agreement reinforced and extended" messages. As I noted (but probably not clearly enough) in the first post of this thread, there have been times when I've had Alliances going in each of the first two slots and no Politics in the third slot. So I ran a Spice Treaty or Trade summit in an attempt to start a Trade Route in the empty slot, and when the treaty completed got the "Trade agreement reinforced and extended" message, even though there was no existing Trade Route or Trade Alliance to be "reinforced and extended". Since "Trade Route duration extension applies only to Trade Routes and Trade Alliances", it appears to me that displaying the "Trade agreement reinforced and extended" message in these particular instances is not appropriate.
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Post by Cory Trese on Nov 16, 2015 15:07:36 GMT -5
I'm not entirely sure. If you want to send me your saved game, I'm happy to take a look.
As it stands, the code held up to the last 20 minutes of analysis and seems correct.
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Post by elwoodps on Nov 16, 2015 15:58:41 GMT -5
I'm not entirely sure. If you want to send me your saved game, I'm happy to take a look. As it stands, the code held up to the last 20 minutes of analysis and seems correct. Is there any way to find a saved game on an Android device that's not rooted? Nexus 7 (2013) Android 4.4.4
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Post by readyready15728 on Dec 9, 2015 4:53:34 GMT -5
When I have three Alliances active, the only thing I use are the Trade Route treaties. I have no issue maintaining these Alliances. When I have three Alliances, I don't spend anything at all on diplomacy because that money could be going into the treasury instead. I'm not even sure doing so would do much of anything.
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Post by En1gma on Dec 9, 2015 7:09:34 GMT -5
The money that would be lost when they expire is far greater than the cost of a 100 credit treaty (x3) my friend.
Consider it a necessary upkeep to ensure maximum funds continue to be deposited into the treasury.
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Post by readyready15728 on Dec 9, 2015 7:11:25 GMT -5
But: Trade Route duration extension applies only to Trade Routes and Trade Alliances.
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Post by En1gma on Dec 9, 2015 7:24:25 GMT -5
Ah, I was misunderstood. I also wasn't very clear... By 'these Alliances' I was referring to the Trade Alliances, not Military Alliances.
There is nothing I've found to do to keep a Military Alliance active. There may be ways, but I use exclusively Trade Alliances so that I CAN keep them rolling.
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Post by elwoodps on Dec 9, 2015 8:43:26 GMT -5
If I'm not mistaken, Alliances can be extended by continuing to run Military Summit (or Military Alliance if you're playing Cadar) treaties. Cory Trese , can you confirm this?
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