Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

More Diplomatic Outcomes - Arms Deliveries, Research Agreements and more
wolphyx  [developer] 30 May, 2018 @ 4:20am
Suggest Ideas for additional positive/negative outcomes
Feel free to suggest and discuss additional outcomes that could be included in the mod. I'm especially open for more negative outcomes, as these are still rather few, but have great potential. (Just think about what kind of things could go wrong in a diplomatic situation.)
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Showing 1-7 of 7 comments
Ragnar 30 May, 2018 @ 6:11am 
Some negative ideas:
* -PO for a public outrage/scandal/etc.
* -% to agricultural income due to introduction of fungus, infestation or bad grain
* - to cultural influence due introduction of foreign ideas
* Reduction in movement due to bad maps/trade routes/etc.
* - to melee capability due to adopting unsuitable training practices

Can you make settlements be gifted away? Or secede?
wolphyx  [developer] 30 May, 2018 @ 8:51am 
Thanks for your suggestions! I especially like the fungus/infestation idea, it could also be like a "success-fail" (cause your relations improve, the mission was successful) but crippling your agriculture when returning on accident.

The settlement gifting mechanic for successful is not tied to an temporary effect like the other outcomes, but a script. I'll have a look if I can find a way to change it and do the opposite (gifting regions away) but it could be impossible.
Thomasking 2 Jun, 2018 @ 3:13am 
Originally posted by wolphyx:
Thanks for your suggestions! I especially like the fungus/infestation idea, it could also be like a "success-fail" (cause your relations improve, the mission was successful) but crippling your agriculture when returning on accident.

The settlement gifting mechanic for successful is not tied to an temporary effect like the other outcomes, but a script. I'll have a look if I can find a way to change it and do the opposite (gifting regions away) but it could be impossible.

I wish if the settlement critical succes option could be disabled fully. I hate sending out diplomats that come back with some region somewhere. Why would Rome give me southern Italy?! Dafuq!?
wolphyx  [developer] 2 Jun, 2018 @ 7:43am 
Originally posted by Lars K.:
Originally posted by wolphyx:
Thanks for your suggestions! I especially like the fungus/infestation idea, it could also be like a "success-fail" (cause your relations improve, the mission was successful) but crippling your agriculture when returning on accident.

The settlement gifting mechanic for successful is not tied to an temporary effect like the other outcomes, but a script. I'll have a look if I can find a way to change it and do the opposite (gifting regions away) but it could be impossible.

I wish if the settlement critical succes option could be disabled fully. I hate sending out diplomats that come back with some region somewhere. Why would Rome give me southern Italy?! Dafuq!?

Hi Lars, I investigated this further by trying to implement a dilemma choice dialogue (so you can choose between getting a region or some other bonus instead) but it appears that the CRITICAL SUCCESS outcome is hardcoded. Even when I removed the land gifting incident entry completely and replaced it with an entirely diffent outcome, the settlement would still be gifted right away. Apparently the game ignores database entries in this case and has logic implemented like "Critical Success = Gift settlement".

My additional Critical Failure option "Diplomatic Scandal" probably doesn't work either, then. (or has somebody encountered it yet?)
Gyrosmeister 7 Jul, 2018 @ 8:26am 
- Handelsembargo/Boykott (-5% Gold von Handel) (negativ)
- Generelles Handelsembargo/Boykott (critical failure, -20% Gold von Handel)
- Handelsförderung (+10% Gold von Handel) (positiv)
- Versailler Diktat (-500000 gold, demilitarization, etc etc) XD

Der letzte Vorschlag ist nur ein Scherz :P, die Zahlen die ich angegeben habe sind reine Beispiele, du solltest eine passende Zahl finden können ;)
wolphyx  [developer] 7 Jul, 2018 @ 9:59am 
Versailler Diktat :D Ich glaube da würde es einige Beschwerden geben, vielleicht mal geeignet für einen anderen Mod namens "Insane Diplomacy" ;). Deine anderen Ideen sind aber echt gut, die merke ich schon mal für das nächste Update vor!
MRFlackAttack 15 Dec, 2018 @ 7:01pm 
You could make an outcome where if you send an unmarried character on a diplomatic mission, they have a chance of returning with a spouse.
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