HUMANKIND™

HUMANKIND™

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The Star Shine Diplomatic System
By 华1
   
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The Star Shine Diplomatic System
Badge System
Badge system fully updated
: (Because the badge system is a stacking system, it will stack the bonuses of the previous level, so I will only write the bonuses of the corresponding level)

Traitor (obtained by back-alliance raids)
Traitors will hit others with extra war support when they loot, and others will hit traitors with extra war support when they loot traitors
Traitor If a unit kill occurs during a battle, then after the battle both sides' support is affected by 2 support points per level (not affected by the number of unit kills)
Renegade medal level 1
Renegade Medal Level 2 +1 Mobility
Traitor Medal level 3 +1 combat power

Hero (obtained by declaring war on traitors)
Hero badge level 1 Army +1 combat power
Hero badge level 2 army +1 mobility, +5 blood return
Hero badge level 3 Army +1 combat power, +30% experience gain, -20% army maintenance cost

Merchant (gained by trade)
Merchant badge level 1 Merchant +2M
Merchant badge level 2 +1M luxury resources in territory +1M strategic resources
Merchant badge level 3 +5%M for each ally you have

Peacemaker (gained by proposing White Peace to an opponent with less war support than you)
Peacemaker badge level 1 Opponent -3 war support per turn
Peacemaker badge level 2 Opponent-3 war support per turn
Peacemaker badge level 3, opponent -4 war support per turn.

Thief (obtained by looting the city)
Thief badge level 1 Increase looting income
Thief badge level 2 +1 unit vision, +8 looting power
Thief badge level 3 +1 plunder population income, increase plunder income

Warrior (obtained by declaring war on more than one country at the same time)
Warrior badge level 1, our battle victory +5 extra support points, +1 battle power
Warrior badge level 2, +5 additional support points for our battle victories, +1 combat power
Warrior badge level 3, our battle victory +5 additional support points, +1 combat power
Embassy system
Embassy system
Embassy Envoy Spy
The Embassy will be unlocked in the Philosophy Technology of the Classical Age
Envoys will be unlocked in Rhetoric after Philosophy Technology
The World Conference will be unlocked earlier in the classical era, and players can participate by building embassies.
This means that the difference in emphasis between cultures from the classical period onwards will become increasingly profound, and players will also have the option of cultural and technological oppression in the form of diplomacy through trade in production capacity, with the new indoctrination of the king and the politics of virtue.
Stalker moves to Theology
Spies move to Alchemy
Ace of Spies moves to movable type
Earlier opening of covert combat allows the line of diplomatic covert destruction stream to be revealed while technology comes online adds a large number of units Infrastructure makes coming online more valuable
Messenger system modification
The system of ambassadors is modified to start with a cap of 2 diplomatic units, and later add buffs to the cap of technology, municipalities and infrastructure unlocks.
Fixed the deletion of the effect of +1 diplomatic unit cap in the common rule dlc culture
Era3 theology - new buff +1 diplomat cap
Era4 Living Word Printing added buff Diplomatic personnel cap +1
World Parliament - principle axis
World Council single principle open price adjusted to the initial 600i, each open will bring the other ideology a need to open additional times
This means that players will be able to open Embassy Principles completely free of charge around the early modern era, while prioritizing the opening of principles will also be more beneficial to influence-rich cultures, increasing the number of gaming points around the left and right of the principles first and foremost.
Each principle is now changed to be unlocked with only one investment
The time of change of the axis points of the embassy principles is standardized at a rate of every 10 fast every 5, so that the ideological changes and feedback will be more immediate and effective in influencing the world situation
Human Council principle ideology axis system overhaul
Loyalty: +1 additional use of strategic resources Industrial zones +5I>-50% resource gathering facilities construction Ic >none <-20% cost of buying resources <commercial roads +2M
Harmony: +2F Population +5M in Peasant Zone -5S in Scientific Zone >Population +1F>None<+5S in Scientific Zone 2i<+10S in Scientific Zone +10S in Scientist
Wisdom: -50 war support balance (including previous level) >+20 support needed for official declaration of war +30 support needed for raid war > none <+8 support from opponent's retreat and our victory -5 maintenance <(including previous level) +100% war score -30% maintenance
Inspiration: state religion technology sharing Stability cap +50 Holy Land +5f (includes previous level) > Holy Land +5st +5S > none < +3i for featured areas < +10i for wonders Ic for wonders construction -20% +1 force for featured units