Sins of a Solar Empire
 
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= Overview =
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==Overview==
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With enemies on all sides, it will take a strong foundation to build an empire that will not<br />only survive, but stand the test of time. Doing so will require diplomatic skill, a profitable<br />economy, a powerful military, research & development, and occasionally dealing with less<br />than reputable elements.
From the manual:
 
<blockquote>[You will have the] opportunity to deal with the other empires in your part of the galaxy. ... You can see what other empires think of you, forge alliances, give gifts, sue for peace and take on missions that other empires may ask you to complete for them.</blockquote>
 
   
= Faction Disposition =
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==Faction Disposition==
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The Relationship slider tells you how friendly you are with another faction at a glance. Many factors - shown in detail via an InfoCard - go into determining what other empires think of you, and this overall level will be the deciding factor on whether you’ll make allies or enemies. Empires you have good relations with will be more likely to accept your invitations for treaties, pacts and joint attacks. On the flip side, those you have poor relations with are almost certainly guaranteed to ignore you and will actively seek your demise.
Your relationships with AI empires are represented by the "Faction Disposition" of that AI.
 
   
  +
You can also see an overview of the relationships between the factions in the game using the Relationships screen, located to the right of the Diplomacy button on the main interface. By hovering over the portraits for each faction, you can see details on the factors that are affecting their relationships.
== Increasing Faction Disposition ==
 
As of [[1.01|version 1.01]], the only way to increase an AI's Faction Disposition is to complete missions within the time limit.
 
   
== Decreasing Faction Disposition ==
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===Increasing Faction Disposition===
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#Donating resources to another faction
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#Completing missions and offering missions
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#Research
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#Culture towers
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#Trade
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#Envoys
  +
 
===Decreasing Faction Disposition===
 
There are two primary actions that will cause your Faction Disposition to go down:
 
There are two primary actions that will cause your Faction Disposition to go down:
 
#Failing to complete a mission within the allotted time
 
#Failing to complete a mission within the allotted time
#Opening fire on a ship, planet, or structure owned by the AI (even if the AI is the aggressor)
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#Opening fire on a ship, planet, or structure
  +
 
==Missions==
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{{Main|Missions}}
  +
  +
Sometimes other empires will seek your assistance in some matter, such as a request for<br />resources or to attack an enemy. When a mission comes in, you can choose to complete or<br />reject it within the time limit shown (note - you won’t be able to reject the mission once the<br />countdown passes the halfway point). Failing to complete a mission or repeatedly rejecting<br />missions will hurt your standing with the empire making the offer, while accomplishing the<br />mission will raise your standing with them and possibly provide some other reward.
  +
  +
You may also offer missions to other factions once you’ve researched the appropriate<br />technology from the Diplomacy research tree. To issue a mission, select the faction you want<br />to work with and then click the Offer Mission button. Select the type of mission you wish to<br />offer, the target faction and the other required details via the Change Level button.
  +
 
==Gifts==
  +
From time to time, you may want to persuade an enemy of your good intentions (whether<br />legitimate or not!) or send aid to an ally. Both can be accomplished by giving gifts of [[credits]],<br />[[metal]] or [[crystal]] once the appropriate diplomatic technology is researched. Giving gifts will<br />endear you to the recipient and improve your relationship with them for a period of time.
  +
 
==Treaties==
  +
Treaties are your primary political tool in Sins of a Solar Empire. Using them you<br />can shape the future of your people – for better or worse. The various types include:
   
 
===Go to War===
= Missions =
 
  +
As the name suggests, by declaring war against another faction you are terminating all existing accords with them and giving your military units permission to open fire on their ships and structures. Earning back the trust of a faction you‘ve declared war on may not always be possible and will definitely take time should you decide to sue for peace later.
Missions are described in more detail in a [[Missions|seperate page]].
 
   
  +
===Cease Fire===
If you dislike the default mission frequency you can change it via a [[Simple Diplomacy Modification]]
 
  +
Cease fires are essentially states of non-aggressive neutrality with another empire. Neither side will fire on the other, but either may decide to do so with no explicit ramifications.
  +
*Minimum Relationship required: 4.50
   
 
===Peace Treaty===
= Gifts =
 
  +
Peace treaties are formal accords of friendship and alliance. To establish one, you must first have a cease fire agreement in place. As with cease fires, neither side may attack the other and to do so will require formally breaking the peace treaty – an act not viewed well by your partner. If you and your treaty partner are on very good terms, you may be able to coordinate assaults on enemies (using Pings or Missions). After breaking a peace treaty, neither nation will be able to attack the other for some time.
Gifts of [[Credits]], [[Metal]], and [[Crystal]] can be sent to another player (AI or human) through the diplomacy screen.
 
  +
*Minimum Relationship required: 9.00
   
 
===Trade Alliance===
The only time a gift of [[Resources|resources]] will increase your Faction Disposition is when you have a specific mission to do so. Sending a gift outside the context of (or beyond the amount required by) a mission will simply be a waste of resources.
 
  +
There‘s an old saying that credits make the galaxy go around and trade alliances are key to that purpose. Empires in a trade alliance will consider each other‘s planets for optimal trade routes by their respective freighters. A side bonus of the trade alliance is a steady improvement in relations between the two empires. Trade ships are immune to enemy fire when a trade alliance is in place.
  +
*Minimum Relationship required: 2.50
   
 
===Ship Vision===
= Treaties =
 
  +
This is an intelligence treaty that will give each empire sensor information<br />from one another‘s ships.
Treaties define the interactions between factions.
 
  +
*Minimum Relationship required: 8.00
== Go to War ==
 
War is default stance non-allied factions at the beginning of any game. It marks the absence of treaties, and is the eventual state of all but locked team allies. Acting under the command of this treaty, your ships have full permission to open fire on enemy ships and structures.
 
   
== Cease Fire ==
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===Planet Vision===
  +
This is another intelligence treaty, but instead of granting the sensor data from ships, it does so for planets. With a planet vision pact, each faction will have complete views of one another’s territory.
A simple nonaggression pact. Neither side will fire on the other.
 
* '''Minimum Faction Disposition to accept''': 50%
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*Minimum Relationship required: 9.50
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[[Category:Diplomacy]]
* '''Break the Treaty below''': 25%
 
== Peace Treaty ==
 
Peace treaties bind empires in friendship and (possibly) military alliance. If you have a Peace Treaty and your faction disposition is high enough, you may request military aid from your allies using a [[Ping]]. After either side breaks the Peace Treaty, ships and structures of the two empires will be unable to attack one another for some time.
 
* '''Minimum Faction Disposition to accept''': 90%
 
* '''Break the Treaty below''': 75%
 
== Trade Alliance ==
 
Your empire will consider the allied empire's trade infrastructure when determining the longest trade route. Additionally, each empire's [[Trade Drones]] are immune to attack as long as the treaty holds.
 
* '''Minimum Faction Disposition to accept''': 25%
 
* '''Break the Treaty below''': 10%
 
== Ship Vision ==
 
The two empires will share sensor data from all ships (this does not include structures or planetary [[Strike Force]] fleets).
 
* '''Minimum Faction Disposition to accept''': 80%
 
* '''Break the Treaty below''': 50%
 
== Planet Vision ==
 
The two empires will share the vision granted by planets and colonized asteroids. In effect, the empires will have complete knowledge of one another's territory. As such, this treaty is only granted by AI's that hold you in the highest esteem.
 
* '''Minimum Faction Disposition to accept''': 95%
 
* '''Break the Treaty below''': 75%
 
== Changing the default treaty requirements ==
 
You can change the default Faction Disposition limits with a [[Simple Diplomacy Modification]].
 

Latest revision as of 18:24, 22 June 2012

Overview[]

With enemies on all sides, it will take a strong foundation to build an empire that will not
only survive, but stand the test of time. Doing so will require diplomatic skill, a profitable
economy, a powerful military, research & development, and occasionally dealing with less
than reputable elements.

Faction Disposition[]

The Relationship slider tells you how friendly you are with another faction at a glance. Many factors - shown in detail via an InfoCard - go into determining what other empires think of you, and this overall level will be the deciding factor on whether you’ll make allies or enemies. Empires you have good relations with will be more likely to accept your invitations for treaties, pacts and joint attacks. On the flip side, those you have poor relations with are almost certainly guaranteed to ignore you and will actively seek your demise.

You can also see an overview of the relationships between the factions in the game using the Relationships screen, located to the right of the Diplomacy button on the main interface. By hovering over the portraits for each faction, you can see details on the factors that are affecting their relationships.

Increasing Faction Disposition[]

  1. Donating resources to another faction
  2. Completing missions and offering missions
  3. Research
  4. Culture towers
  5. Trade
  6. Envoys

Decreasing Faction Disposition[]

There are two primary actions that will cause your Faction Disposition to go down:

  1. Failing to complete a mission within the allotted time
  2. Opening fire on a ship, planet, or structure

Missions[]

Main article: Missions

Sometimes other empires will seek your assistance in some matter, such as a request for
resources or to attack an enemy. When a mission comes in, you can choose to complete or
reject it within the time limit shown (note - you won’t be able to reject the mission once the
countdown passes the halfway point). Failing to complete a mission or repeatedly rejecting
missions will hurt your standing with the empire making the offer, while accomplishing the
mission will raise your standing with them and possibly provide some other reward.

You may also offer missions to other factions once you’ve researched the appropriate
technology from the Diplomacy research tree. To issue a mission, select the faction you want
to work with and then click the Offer Mission button. Select the type of mission you wish to
offer, the target faction and the other required details via the Change Level button.

Gifts[]

From time to time, you may want to persuade an enemy of your good intentions (whether
legitimate or not!) or send aid to an ally. Both can be accomplished by giving gifts of credits,
metal or crystal once the appropriate diplomatic technology is researched. Giving gifts will
endear you to the recipient and improve your relationship with them for a period of time.

Treaties[]

Treaties are your primary political tool in Sins of a Solar Empire. Using them you
can shape the future of your people – for better or worse. The various types include:

Go to War[]

As the name suggests, by declaring war against another faction you are terminating all existing accords with them and giving your military units permission to open fire on their ships and structures. Earning back the trust of a faction you‘ve declared war on may not always be possible and will definitely take time should you decide to sue for peace later.

Cease Fire[]

Cease fires are essentially states of non-aggressive neutrality with another empire. Neither side will fire on the other, but either may decide to do so with no explicit ramifications.

  • Minimum Relationship required: 4.50

Peace Treaty[]

Peace treaties are formal accords of friendship and alliance. To establish one, you must first have a cease fire agreement in place. As with cease fires, neither side may attack the other and to do so will require formally breaking the peace treaty – an act not viewed well by your partner. If you and your treaty partner are on very good terms, you may be able to coordinate assaults on enemies (using Pings or Missions). After breaking a peace treaty, neither nation will be able to attack the other for some time.

  • Minimum Relationship required: 9.00

Trade Alliance[]

There‘s an old saying that credits make the galaxy go around and trade alliances are key to that purpose. Empires in a trade alliance will consider each other‘s planets for optimal trade routes by their respective freighters. A side bonus of the trade alliance is a steady improvement in relations between the two empires. Trade ships are immune to enemy fire when a trade alliance is in place.

  • Minimum Relationship required: 2.50

Ship Vision[]

This is an intelligence treaty that will give each empire sensor information
from one another‘s ships.

  • Minimum Relationship required: 8.00

Planet Vision[]

This is another intelligence treaty, but instead of granting the sensor data from ships, it does so for planets. With a planet vision pact, each faction will have complete views of one another’s territory.

  • Minimum Relationship required: 9.50