Diplomacy Policy

A colony’s diplomacy policy is used to configure how its people interact with those of other colonies and off-world authorities.

quarthanid_diplomacy_policy

Configuring diplomacy policy to be friendly toward a nearby Quar’thanid outpost.

Summary

  • Your colony’s diplomacy policy serves as the basis for how your colonists will interact with colonists from other organizations.
  • Diplomacy policy is also used to determine which NPCs are viewed as threats by your military personnel and other combatants.
  • Diplomacy policy also works in conjunction with your colony’s law configuration to regulate foreign influence, by permitting or outlawing socialization and personal barter with foreign peoples.

Configuring Policy

diplomacy_policy_menu

Location of the diplomacy policy menu item.

To configure diplomacy policy, start by opening the diplomacy policy configuration interface, from the colony configuration menu, as shown above. Clicking this button will open the diplomacy policy interface, which lets you configure a variety of options.

The top part of this interface shows a list of organizations toward which you can set a policy. Some organizations are off world authorities. These are parent organizations that generally correspond to archetype cultures, and setting policy toward these entities defines how your colonists will behave toward off worlders that belong to these organizations. For example, if a platoon of Kelgonian soldiers arrives on your planet via a shuttle, they don’t belong to any colony on your world. Rather, they’re part of the greater Kelgonian Federation’s off world authority. As such, your policy toward that authority will govern how your colonists deal with those NPCs.

Individual colonies on your world also appear in this list, and you can configure custom policies for these entities. For example, in the screenshot at the top of this article, you can see an option for “The Violent Shorttailed Noise: Quar’thanid”, which is the name of a specific Quar’thanid colony on this world. (Note: The Quar’thanid people are a minor faction, and they name their colonies after patron creatures, in keeping with their shamanistic religion.) Configuring diplomacy policy toward this entity will govern how you deal with this specific colony.

This setup allows a great deal of customization in establishing policies for dealing with off-world and on-world organizations. It’s important to keep in mind, however, that inconsistencies in dealing with organizations that belong to the same culture can create mixed feelings in your individual NPCs’ culture views. This can make it more challenging to implement a desired local culture via culture policy, so unless you have a specific reason, its’ best to configure a similar policy toward all organizations that belong to a culture.

It’s also important to keep in mind that a diplomacy rating is only for your colony’s feeling toward another authority. The other authority does not have to reciprocate with the same rating. This means that you can view another entity as an ally, but it might still view your colony as its enemy.

cult_dr

A view of friendly diplomacy policy toward a local Cult of Oren’dar temple. Your colony and theirs view one another as strong allies.

Beneath the authority selection list, you’ll see configuration options. The first is for setting a diplomacy rating. The ratings have the following meanings:

  • Truest Friend and Ally: Truest friend and ally is the highest form of alliance possible. When this rating is attained, certain events can occur that go beyond normal alliance. Other colonies that view you in this light may give you gifts, teach your people secret professions, or do other helpful things.
  • Ally: Allies will fight alongside your combatants and help them if they’re in trouble. Allies may also perform other helpful activities, like gift giving or beneficial trade.
  • Neutral: Neutral entities usually won’t go out of their way to harm or help your colonists.
  • Enemy: Enemies will regard your colonists and tamed creatures as threats, engaging them in combat on sight.
  • Mortal Enemy: The mortal enemy rating usually denotes a level of hatred that goes beyond normal enmity. This sort of rating should be reserved for wars of annihilation against an enemy organization, as this rating will increase the likelihood of battlefield executions and other atrocities being committed in combat.

The final portion of the diplomacy dialog helps regulate interactions between your colonists and foreigners. Here, you can define whether socialization and personal barter are permissible with a certain group. These ratings, however, have no teeth unless you punish these actions in some way via your expedition law configuration.

Improving Diplomacy Rating

Different sorts of actions can improve your diplomacy rating with different authorities. Gaining rating with the Bounty Hunters’ Guild can be different from gaining rating with the Cult of Oren’dar, but one surefire approach that works for most every foreign authority is favorable trade. Sending money, materials, and finished goods to a nearby colony will usually help to improve your diplomacy rating with that group.

Posted in NPCs, Simulation