Because I felt like creating one.
Published on February 22, 2011 By Kitkun In Sins Diplomacy

So the new-fangled pacts are added in Diplomacy, with big effect, but little interesting about them. They're the same bonuses as research. so feel like glorified research.Perhaps we can get simple ideas to make them much more unique and interesting. (Of course, I'm not saying add on top of existing bonuses.)

Diplomatic Victory sounds nice, but is... strange and feels rather arbitrary in it's current implementation. Likewise on the ideas.

 

Culture Pact: Allow empire's culture to give allies the bonus. Example: You get this pact with a Vas player, and their TEC ally moves some ships into their territory. Now those TEC ships get the Vas culture damage bonus. (If researched.)

Supply Pact: Reduce Upkeep cost by a percentage.

Tactical Pact: Turrets gain range, Hangars build fighters for less antimatter and faster, etc. Blanket buff to Tactical structures except superweapons. Or simpler, reduce cost of tactical slot upgrades.

Siege Pact: Gain reduced damage from siege. (Lore: As empires learn new tricks to avoid.) Also affect Pop killed. Increase siege range.

Phase Pact: Shares phase stabilizer network(s).

Armor Pact: Increase the effect of armor. Example: Armor worth 6% hull instead of 5%

 

Diplomatic Victory: Form Peace Treaties with all players in the game. (Game can continue for others, allowing second-place, etc. Can no longer break Peace Treaty with the winner.)

Cultural Victory: Spread Culture over X% territory.

Economic Victory: Gain X% resources over next highest player and maintain for Y time.

Research: Research Tier 8 Military, (and Defense,?) Civil, (and Diplomatic?) techs and maintain for Y time. (Techs disabled upon losing eighth lab.)

Military Victory: Duh.

 


Comments
on Feb 22, 2011

What are the pacts like right now?

My Ideas:

Logistics Pact: Similar to the Tactical Pact, except for Logistics Structures.

Technology Victory: Better name for Research Victory.

 

on Feb 22, 2011

for culture, why don't the two players combine culture? so both players special effects apply and you might get a better spread rate of culture. This would go well with that culture victory condition.

Im not sure what you might be able to do and what you might not, but I dont see the current setup changing much. You'd have to mod it.

on Feb 22, 2011

Supply Pact: Reduce Upkeep cost by a percentage.

They should make this happen regargless. It should work like the Vasari ship slot increase research.

Tactical Pact: Turrets gain range, Hangars build fighters for less antimatter and faster, etc. Blanket buff to Tactical structures except superweapons. Or simpler, reduce cost of tactical slot upgrades.

Good. Might also add sharing of buffs like synergy, nanites for disabling regen, or Gauss weapon addons...

Culture Pact: Allow empire's culture to give allies the bonus. Example: You get this pact with a Vas player, and their TEC ally moves some ships into their territory. Now those TEC ships get the Vas culture damage bonus. (If researched.)

Yes! this is really good.

Phase Pact: Shares phase stabilizer network(s).

Another good one... Or shares phase stabilizers allowing allies to build their own network while the pact is active. I've done the latter, it's fun.

Diplomatic Victory: Form Peace Treaties with all players in the game. (Game can continue for others, allowing second-place, etc. Can no longer break Peace Treaty with the winner.)

Cultural Victory: Spread Culture over X% territory.

Economic Victory: Gain X% resources over next highest player and maintain for Y time.

Research: Research Tier 8 Military, (and Defense,?) Civil, (and Diplomatic?) techs and maintain for Y time. (Techs disabled upon losing eighth lab.)

Military Victory: Duh.

None of these sound good to me because they all fail against AI's and against humans aren't very appealing to me.

I've wondered/brainstormed about other conditions. They maybe pie in the sky but sounded fun when brainstorming.

Protect your homeworld - Disables the establish new home world button and you are automatically surrendered if your home planet is lost. Good for PvP or against AI.

Capture the planet/King of the Hill - Fun for massive battles in PvP where fleets all converge on one main planet where controlling the planet for x minutes wins th game.

Capture the system - A PvP map where controlling x% of a distant star's planets and resources wins the game.

Capture the flag - A PvP game where a neutral derelict ship is somewhere in the map and your job is to find it, capture it and take it back to your home planet. If during your care the ship is damaged too much it is made neutral and can be captured by oppossing armies.

Capture the flags - A PvP game where muliple neutral derelict ships are scattered in the galaxy and the player that can locate and return the most ships to their home planet wins.

 

 

on Feb 22, 2011

^ I like these, however, I had my own brainstorm bout victory conditions and the problem with those above is that Vasari will have a major advantage.

Protect the homeword? Oh wait... kostura blast... and yep here comes his entire fleet... game over.

Similar for the others as well. I've though bout plenty of these and all have the same problem. Vasari mobility gives them a major advantage.

I like the idea DesConner has talked about which is a Artifact victory. At least with this condition both Advent (with cheap planet explore upgrades) and Vasari (with mobility) have advantages. Only the TEC is sorta left in the cold with this one. 

on Feb 22, 2011

These your ideas Kit or are these implemented somewhere?

I'm wary of the sharing phase stabilizers bit, don't like it at all, lol!

on Feb 22, 2011

@Itharus: Just my ideas to make stuff more interesting.

@ZombiesRus5: Everything is going to fail with AI currently on some level. Plus there are plenty of other players.



on Feb 22, 2011

@ZombiesRus5: Everything is going to fail with AI currently on some level. Plus there are plenty of other players.

and against humans aren't very appealing to me.

They are too vague and aren't any more interesting than the diplomatic victory. Victory should be concise and measurable. The ideas I threw out were all for PvP preferrably quicker games so things like Kostura cannons wouldn't come into play much. Also, if its friends simple house rules could be put into play like no super weapons or no starbases.