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Diplomat 2016-10-05

The Diplomat Mod - Beta 3.0

The Diplomat is a new unit, who conducts bribery missions that are typical of a corrupt negotiator. The Diplomat will be able to conduct 11 different diplomatic missions.

Beta 3: 5 Oct 2011
Changes:

1. Bribe for war mission must be conducted from the capital city of the foriegn civ you are bribing.

2. Many Python code tweaks.

Beta 2: 4 Oct 2011
New capabilities:

1. Bribe for war: You can Bribe one civ into declaring war on another civ. This is a very expensive bribe mission and the risk for getting caught is very grave indeed. If your mission is successful, there will be war between the two civs you select. However, if your diplomat gets caught, then both civs will declare war on you! It is possible for your mission to be successful and your diplomat gets caught. In this case not only will there be war between the two civs you select, but both civs will declare war on you as well. The result is a 3 way war. My advise to your diplomat: Don't get caught!

2. Bribe for peace: You can bribe one civ to make peace with you. This is also a very expensive bribe mission, but could be very useful if you find yourself in a losing battle.

3. The War and Peace missions can only be executed when you have a Diplomat in your own capital city.

Beta 1:

The missions are listed below in the order of Cost: From the most expensive to the least expensive.

1. Bribe a Civ for a Current Era Tech (different from #5, as these are the highest techs researched)
2. Bribe a Civ to obtain a city
3. Bribe a combined unit to change allegiance
4. Bribe a Great Leader to change allegiance
5. Bribe a Civ for any technology (Any tech you don't have)
6. Bribe a city to incite a revolt
7. Bribe a unit to change allegiance (non leaders and not a combined unit.
8. Bribe a Civ for improved diplomatic relations
9. Expel a foriegn Diplomat

Diplomatic bribes 1, 2, 5, 6 and 8 require the diplomat to be in a foriegn city to execute the mission.

Diplomatic bribes 3, 4 and 7 require the diplomat to be on any plot owned by a foriegn civ that has at least one foriegn unit to bribe.

To expel a foriegn diplomat, you must have your diplomat on a plot owned by your empire, with the foriegn diplomat (the one you want to expel) on the same plot.

The cost to conduct a diplomatic mission will vary depending upon the type of mission selected and how much you are willing to pay. The cost to conduct a diplomatic mission increases for each era you have achieved through research. After selecting a diplomatic mission from a popup menu, there will be 3 choices available to determine how much the mission will cost in gold:

Slim Chance: -25% off of the base cost (The cheapest rate, but higher risk of failure)
Fair Chance: The Default or base cost (The average cost)
Best Chance +25% added to the base cost (The most expensive rate, has lower risk of failure)

This allows you to determine just how much gold you are willing to risk for a diplomatic mission. Once the diplomatic mission is executed, a calculated random chance will determine the success or failure of the mission and whether or not your diplomat was caught. There will be consequences for a failed diplomatic mission, in the form of a change of attitude of the target civ towards your empire. The worst case scenario is when the diplomatic mission fails and the diplomat gets caught. Believe me, the Civ will not be happy about the international incident.

The Diplomat will be just like the Missionary and Inquisitor units, as it will be used up whether or not the mission was successful. The gold spent will be non-refundable.

Note: The AI is unable to use the diplomat in Beta 1, but will when the final version is released. For now, I want you to check out the mod and see if you like the concept.
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Author
OrionVeteran
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