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IDProjectCategoryLast Update
0014806The Last FederationSuggestionMay 21, 2014 1:07 pm
ReporterGC13 Assigned To 
Status newResolutionopen 
Product Version1.008 (Hotfix) 
Summary0014806: Feedback on attitude buildings
DescriptionI think the attitude buildings are a step in the right direction for adjusting racial attitudes towards each other, but right now the player is stuck with them even after plans have changed: they might have built their buildings based off of an Acutian-Andor-Boarine starting Federation, but seen two of those races wiped out.

Players should be able to freely destroy attitude buildings, since as things change they might become purely hurtful with no benefit to the player. Sure, the player can sabotage them, but that's expensive right now in both credits and influence with a race you've decided that you want to like you.

I think the buildings should be kept, but their effectiveness capped at, say, ten years worth of attitude change. That still allows for a very big change in racial attitudes, but allows the player to manage it.

To make up for the rest of the required attitude, perhaps use some of these:
*Broker defensive pact: Ensures that both races get a lot of "enemy of my enemy" and "came to our aid", and allows powers weaker in space to survive longer. Perhaps it also increases any Warmonger penalty gains, and/or dissolves if a race launches an offensive war.
*Joint anti-pirate patrol: Either destroys or may destroy a pirate base in exchange for a boost in attitude. And yes, players do treat pirate bases like (mostly) non-renewable resources. :-P
*Cooperative venture: Much like the trade routes used to be (attitude factories, but not as strong), except it starts expensive and gets much cheaper to broker as the races like each other more. The races should already like each other before the player does this.
*Lend/lease outpost: Three options on this one: the outpost type you want them to use, the race to give it to, and whether you want them to lend it or lease it. Lending it makes the receiving race like the lending race a lot, while leasing it gives a small bonus to both races' attitudes.
*Send delegation: Convinces the race to send a diplomatic delegation to another, increasing the receiving race's attitude towards the sending race.
TagsNo tags attached.
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Relationships

parent of 0015170 new Relations Buildings completely pointless... 
related to 0015037 resolvedkeith.lamothe I mainly build attitude buildings that the host race hates 
Not all the children of this issue are yet resolved or closed.

Activities

Histidine

May 3, 2014 11:10 pm

reporter   ~0037309

It might also be nice to be able to give tech/resource gifts in someone else's name instead of your own.

Drak

May 3, 2014 11:43 pm

reporter   ~0037311

The ability to give bribe items (and incriminationg evidence perhaps, in the case of the burlust) in the name of another race (to help the relations between the races) would be nice too...

"Yes, Mrs. Thoraxian Queen, the Andor did TRULY send me here to deliever this gift of succulent Boar Ribs to you in person, they hope it will convey their appreciation for all your hard work, and perhaps smooth over some of the trangressions of their ancestors..."

If THAT'S not mastermind-y manipulation, then I'm not sure what is... ;)

timfortress

May 4, 2014 8:04 pm

reporter   ~0037337

Last edited: May 4, 2014 8:05 pm

Support all the points but I not aggree player can destory attitude building freely. Player should take the consequence (planning for Auc~Burlust~Sky)but because of the building they form SAP early than expect ec would be fun to fail a bit

Warpstorm

May 4, 2014 10:03 pm

reporter   ~0037338

If you turned the Peltians into Arms Dealers, you should have to deal with the long term consequences. I disagree with the base premise of this issue.

Drak

May 5, 2014 2:15 am

reporter   ~0037343

Last edited: May 5, 2014 2:17 am

Requiring a dispatch to "un" build the buildings would be pretty balanced in my opinion. The resources are lost (ie, no refund) but it shouldn't cost anything to unbuild them. It just requires a dispatch with a duration equal to the time it'd normally take to build one.

Then again, freely destroying isn't without consequence, as the initial resources are still wasted.

Frankly the whole positives and negatives thing is kinda silly in the first place - there should be a building that attracts each race, and it should just be a small bonus, possibly with a large building cap. Especially considering the buildings aren't even working as advertised as it is.

Heck, simplify it even further and just call the buildings Embassies (like Thoraxian Embasy) and bob's your uncle, done deal.

GC13

May 6, 2014 12:53 am

reporter   ~0037539

Really I'd rather the attitude buildings were removed altogether (or, like Drak said, we could cut them to only affecting one race and then for something extra cap the bonus). I have lots of ideas about how to direct races to like each other, and could probably come up with more, but right now the optimum thing to do seems to be to spend all of your time building attitude buildings. It's not particularly fun or strategic, and all I really need to do in between is stop wars.

Drak

May 6, 2014 3:35 am

reporter   ~0037541

Last edited: May 6, 2014 3:42 am

I've had another thought -- Cut them to a specific race (as they stand, they clearly favor some races and are completely biased against others. For instance, the Evuck and confectionaries...)

So here's my refined proposal - Make them a single target race (the embassies) and they don't INCREASE relations AT ALL (or very little - see optional at the bottom). Instead, they REDUCE losses. And losses only. So do something a little jenky? Meh the embassy smooths it over. Start levelling their cities, and no amount of Embassies is going to help!

Basically, what I propose is that they provide a "buffer" amount per month. Each time a negative influence modifier applies it subtracts from the buffer first, until it's all used up, then they aply to the relations as norml. Each month the buffer resets to the value dictated by the number (and perhaps quality) of embassies.

This monthly buffer could even be represented by a small partial outline along the race lines in the racial relationship matrix for ease of reference.

like
Evuck ===--------== Thoraxian [start of month, 3 Thoraxian embassies on Evuck worlds, 2 Evuck embassies on Thoraxian worlds]
Then as Thoraxians attack Evuck ships, negative modifiers reduce the buffer, and it becomes:
Evuck =----------== Thoraxians
But the overall relations don't decrease.

The color of the lines stay the same to represent current relations, and the "buffer" gives a small overlay, which, since the number of embassies is limitted, and each embassy applies to one race only, the "buffer" graphic would be fairly static (one "segment" per embassy, up to 3 segments per planet * max 8 planets, which might not even make sense...), means a fixed graphical representation, that should be easier to program, and will definitly be "at a glance" friendly for the player. (roll over a race and you see their buffer with everyone else, and everyone else's buffer with them.)

Because it never improves relations (since the amount simply resets each month, any unused buffer is simply discarded) it doesn't create federations, it just helps reduce instability (maybe). Also, since it is lost each month, the amount can be made a bit more significant.

Further potential: If the "batcave" is implemented, embassies could be built at the secret base/remains of Hydral world/wherever, providing the player a buffer as well (which gives the player more freedom at the cost of resources). Alternatively, Hydral Embassies built on a race's planets would work in reverse (buffering against the player's actions against that race, instead of the race's actions against the target of the embassy [the player] as normal.)

Optional: At the end of each month, right before reset, a small fraction of any remaining buffer becomes positive adjustment. So if they got along the whole time the embassy still does a little something, but nothing ground breaking. Whereas it's true capoacities lie in keeping stability.

Histidine

May 6, 2014 8:38 am

reporter   ~0037548

I like the trade-esque nature (lore-wise, at least) of the current attitude buildings. Once other ways of controlling diplomatic attitudes are implemented, I'd like these to stay on as an AI-exclusive item that planets may sometimes decide to build (with diminished, possibly even one-time effects). One of those things that any given race might do that makes your life easier or harder, in terms of gameplay, and creates a neat fiction of culture, commerce and how they affect international relations.

Poulpe

May 21, 2014 1:07 pm

reporter   ~0038256

I like the idea of news options to manages relations inter-races, like delegations, military deal to help a friend in need and all the other.

But some counterparts will be required like a cap on the attitude buildings, a new cost in the buget of a planet (as mentioned above)

Issue History

Date Modified Username Field Change
Apr 30, 2014 9:10 am GC13 New Issue
May 3, 2014 11:10 pm Histidine Note Added: 0037309
May 3, 2014 11:43 pm Drak Note Added: 0037311
May 4, 2014 8:04 pm timfortress Note Added: 0037337
May 4, 2014 8:05 pm timfortress Note Edited: 0037337
May 4, 2014 10:03 pm Warpstorm Note Added: 0037338
May 5, 2014 2:15 am Drak Note Added: 0037343
May 5, 2014 2:17 am Drak Note Edited: 0037343
May 6, 2014 12:53 am GC13 Note Added: 0037539
May 6, 2014 3:35 am Drak Note Added: 0037541
May 6, 2014 3:42 am Drak Note Edited: 0037541
May 6, 2014 8:38 am Histidine Note Added: 0037548
May 8, 2014 12:35 pm Histidine Relationship added related to 0015037
May 15, 2014 4:25 am Drak Relationship added parent of 0015170
May 21, 2014 1:07 pm Poulpe Note Added: 0038256