Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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12 Nov, 2021 @ 2:07pm
23 Jul, 2023 @ 11:51am
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In 1 collection by Canute VII
Base Game Improvement Mods
14 items
Description
A new envoy brigade can be recruited now as a civilian unit in the city tab. This unit can be placed in foreign cities, camps and bridges to try to exert influence.

To place the envoy inside a city proceed as follows. With selected envoy right-click on the target city and keep the right mouse botton pressed. This will bring up the command wheel. Here you can select the enter command.

Be aware that the envoy may only enter cities of friendly factions. If the faction is hostile, but there is a truce, the envoy may only enter bridges.

Envoy Stances
The player will be able to determine the envoy's goals by selecting a stance. There are three stances available on the envoy: emissary, spy and trader. To select a stance, the envoy must be outside a city; while inside a foreign city/camp/bridge various events based on the selected stance will happen.

Emissary Stance
  • the emissary will improve relations over time (i.e. reduce hostility)
  • depending on relations various diplomatic incidents may happen
  • above 50 relations a free truce will brokered
  • above 60 relations a supply truce ("alliance") may come together, which lets you supply your brigades from foreign territory
  • above 80 relations factions may exchange skills, or settlers may join the player's cause (i.e. free recruits). The latter depends on how many recruits there are in the target city and in the envoy's home city. Note that these events are symmetric and may also favour the AI.
  • with 100 relations and the foreign capital infiltrated (see "spy stance"), the faction may be integrated
  • emissary events are semi-deterministic/random. The "supply truce" is sure to be gained, but the skill event is random (since only full skillpoints can be given it had to be limited). The integration event is random but its chance to happen depends on various factors such as intimidation, relative population size and emissary XP.

Spy Stance
  • the spy will try to set up a spy network in the foreign city/camp/bridge (it then will get the "infiltrated" marker)
  • once a building is infiltrated, various incidents may happen
  • the spy may report the repair of the walls, which might be an opening for a siege attack
  • the spy may incite a city to rebel angainst their captors. It will join its native faction if this still exists. Otherwise it will become independent or join the playerfaction (if relations have been friendly).
  • the spy may get hold of maps, so that undiscovered cities of the faction may be discovered
  • the spy may send a report on the faction's economy, giving some hints where it is vulnerable or in which ressources trade might be possible
  • unlike other stances, spies risk being detected and expulsed from their location of operation (during the infiltration phase the risk is twice as high if the foreign city is the capital); if the foreign faction is particularly hostile, they even may execute him
  • spying events are random, but their likeliness may be increased e.g. by the spy's XP
  • new event while sieging an infiltrated city: traitors inside the city may open the gates

Trader Stance
  • based on demand and supply, the trader will exchange resources for gold
  • if the player is in need of resources and the foreign faction has plenty, then the trader will buy them
  • if the foreign faction is in need of resources and the player has plenty, then the trader will sell them
  • having a spy network in a city (see spy stance) will make trades more likely
  • trading events are fully deterministic based on the right conditions, so this may be good to have the envoy gain XP

Envoy Effectiveness
There are various factors to consider if you want to make optimal use of your envoys.

Experience
  • for each diplomatic action (i.e. event) the envoy earns XP
  • e.g. for trades the envoy will earn the exchanged trade volume in XP
  • e.g. for spying the envoy may earn XP equal the population size of the city (e.g. 8; camps and bridges count as 1)
  • e.g. for assuring a supply truce, an emissary will earn XP equal the amount of total population of that faction
  • XP can be used to upgrade officers which will increase the effectiveness of envoys (e.g. the more XP, the more likely desired events will happen)

Officer Upgrades
  • XP can also be used to promote officiers; however, unlike with combat units, this can only be done while the emissary is inside a city (look for the brigade and hover your mouse over it, a little helmet will appera, press and you'll find the upgrade window opens)
  • there are currently 4 types of officiers: logician, notary, orator and patron
  • there are four levels of officer upgrades: a first officer can be promoted at 500 XP, in the end the officer can be upgraded into a detachable general
  • the general will have civilian attributes (like "taxoutput" or "skillresearch") and is best suited to be made a governor in a city
  • a detached general however can not be re-attached to an envoy brigade and must spend the remainder of his live as governor of a city (the game just doesn't allow me to mod this differently for civilian units)

Other factors
  • envoys can not only be recruited in native player cities, but also in "uncolonized" player cities
  • if the envoy is placed in a city of the same faction (i.e. envoy native faction = foreign faction), then he will get a boost to his effectiveness of 50%
  • if the envoy is placed in a city of the same faction group (i.e. envoy native faction group = foreign faction group), then he will get a boost to his effectiveness of 25%
  • hence think twice before you assimilate a city, lest you'll lose these boosted envoys
  • it is generally more effective to send envoys to a foreign faction's capital city as he receives a 100% bonus there
  • more than one envoy may be sent to a faction or even the same city, which increases the diplomatic effort correspondingly. However, the number of envoys in any single city is limited to city size.
  • requisitioning a resource building will increase hostility (by at least 10), so that players cannot easily exploit the AI using emissaries
  • the envoy will have a "status" string in its description so you can see what he's up to


Notes
  • If you're using a mod that adds custom stances, then using the stances will make the vanilla officer upgrades disappear from the GUI. Changing stance to a vanilla one will make them visible again. You can also add a little script that will re-enable things, for how to do this look up the relevant discussion thread beneath.
  • Should be compatible with Fristi61's Iberia and Latium sanbox mods (might not work as expected in scripted campaigns, though) as well as with SGZ***71's Classical World and Conquest Britannia mods
  • Big shout-out to Fristi61 for his help and assistance with the intricacies of modding stuff! :-)
  • This is easily the one of my mods that most thoroughly intrudes on current systems. Without making a new gui for the new stuff introduced, this means a lot of this is not as you would probably expect it from other games. E.g. there is no filling bar for a spy network in a city and many "diplomatic actions" are event-based and thus to a certain degree random. However, I think this fits Hegemony quite well. We modders don't want to make the game more complicated, after all, but more enjoyable! Nethertheless, if you spot something that you believe needs my attention - be it a suggestions to improve the mod, be it a bug or a balance concern (e.g. events popping up too often or too seldom? is it taking too long to gain XP or not worth it?) - then please let me know!
Popular Discussions View All (2)
83
12 Nov, 2022 @ 12:30am
Feedback-Thread
Canute VII
2
23 Oct, 2022 @ 10:29am
[Legacy] Compatibility with "Hegemony Gold Stances" mod
Canute VII
156 Comments
Canute VII  [author] 16 Sep, 2023 @ 12:11pm 
Hm, line 52 in the entities script is actually a Longbow script and I'm not sure what could have caused this error. Can you reproduce this error? If not then it may have been an unhappy coincidence with some other script event. If you can, then... I don't know, I'd have to think again...
mazytus 13 Sep, 2023 @ 8:08pm 
When the envoys entered my fort:
[string "Resources/Scripts/EnvoyDuties/PerformEnvoyD..."]:60: Forcing script to end: (tail call)@-1
Stack trace:
...Clash of the Ancients/Resources/Scripts/Entities.lua:52
[string "Resources/Scripts/EnvoyDuties/PerformEnvoyD..."]:60
[string "Resources/Scripts/EnvoyDuties/PerformEnvoyD..."]:1354
mazytus 24 Jul, 2023 @ 4:38pm 
Thanks, now the speed is not reset to 1.
Canute VII  [author] 23 Jul, 2023 @ 11:54am 
O.k. I made a small change now - does this still occur? (You might have to restart your game if its currently running so the change applies.) Actually I introduced a line of script in April to fix another issue you've experienced, so I deactivated this now. Hopefully we are not running in circles :-)
mazytus 23 Jul, 2023 @ 10:03am 
I'm transferring the bug here with speed. The diplomat, when not in the city (walking or moving in the ship), it looks like his event switches the speed to 1. I had this noticeable when I carried the diplomat on the ship.
Canute VII  [author] 22 Apr, 2023 @ 1:15am 
O.k. I made some changes which should adress theses issues (see changenotes).

However, for the envoys who do not progress with their work, I'm not sure if this fixes it. If this happens again, can you please select the city and type into the console pprint(getselected():getattribute("activeenvoy")) ? The result should be 1 if there's an envoy, if it's 0 although there's an envoy, then something is wrong and the script will not process this city/envoys.
Canute VII  [author] 9 Apr, 2023 @ 9:41am 
I will look into all of this in ~2 weeks when I'm back at my desk.
mazytus 9 Apr, 2023 @ 8:30am 
> setgamespeed(3)
[[string "Resources/Scripts/EnvoyDuties/PerformEnvoyD..."]:60: Forcing script to end: (tail call)@-1
Stack trace:
...Clash of the Ancients/Resources/Scripts/Entities.lua:52
[string "Resources/Scripts/EnvoyDuties/PerformEnvoyD..."]:60
[string "Resources/Scripts/EnvoyDuties/PerformEnvoyD..."]:1339

The speed became 1 after the script was broken.
After the next purchase message, the game crashed altogether.
mazytus 9 Apr, 2023 @ 6:15am 
In a game with its own rules, I like one interesting bug: sometimes when war is declared, envoys are not killed in an enemy city and continue to work) Merchants can buy wood, and diplomats can improve relations.
mazytus 7 Apr, 2023 @ 9:13pm 
I rebooted the game, everything was fixed.

The same trouble happened to the spies - a fifth-level city, one merchant, four messengers are waiting for infiltration. Everyone is standing and working. I transfer one envoy to be a spy for infiltration, I start it up, it all hung up at the preparation stage (I checked it for an interval of up to five weeks)...