Diplomacy: Difference between revisions

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== Basis of joining ==
== Basis of joining ==
Whether or not the wandering monsters will join you for "greater glory" or at price, depends not only on a hero's level of Diplomacy, but also on several other factors (see also External Links below).
Whether or not the wandering creatures will join you for "greater glory" or at price, depends not only on a hero's level of Diplomacy, but also on several other factors (for details, see also External Links below). For creatures with a randomized chance to join, the chance can be summed up in the following way:


First, the primary skills of a hero and the strength of the army that this hero leads are combined and then compared with the strength of the wandering monsters. The greater the relative strength of the hero’s army, the more likely it is that the monsters will join.
* [[Army strength]]
** 40% bonus with expert [[Diplomacy]] (30% chance to hire) if the army is 3 times the strength of the creatures
** 30% bonus with advanced [[Diplomacy]] (20% chance to hire) if the army is 2.5 times the strength
** 20% bonus with basic [[Diplomacy]] (10% chance to hire) if the army is 2 times the strength
** 10% bonus if the army is 1.5 times the strength of the creatures
** 10% penalty if the army is weaker than the creatures
** 20% penalty if the army is less than half the strength
** 30% penalty if the army is less than a third of the strength
* Army composition
** 20% bonus if over 50% (creature count) of the hero's army consists of the same type (up/downgrade) of creatures
** 10% bonus if there's at least one creature of the same type (up/downgrade) in the hero's army
* [[Diplomacy]]
** 30% bonus for expert
** 20% bonus for advanced
** 10% bonus for basic


Second, the chance that wandering monsters join is increased when the hero’s army contains at least one upgraded or non-upgraded creature of the same type as the wandering monsters. The chance of joining is further increased when more than half of the creatures in a hero’s army are of the same type as the wandering monsters. Note that fire and energy elementals, water and ice elementals, and earth and magma elementals are considered different creature types, even though the latter of each pair is an upgrade of the former.
Note that fire and energy elementals, water and ice elementals, and earth and magma elementals are considered different creature types, even though the latter of each pair is an upgrade of the former.


Third, when playing at easy difficulty, heroes receive a diplomacy bonus, even when they have not learned the skill. This does not affect heroes with expert diplomacy, but no Diplomacy acts as Basic Diplomacy, basic diplomacy acts as advanced diplomacy and advanced diplomacy as expert diplomacy.
When playing at easy difficulty, heroes receive a diplomacy bonus even when they have not learned the skill. No Diplomacy acts as basic Diplomacy, basic Diplomacy acts as advanced Diplomacy, while advanced and expert diplomacy act as expert Diplomacy for the purpose of joining.
 
Fourth, these three factors together are compared to the aggressiveness of the wandering monsters. A group of wandering monsters that the mapmaker has set to ‘compliant’ will always join, whereas a group of ‘savage’ wandering monsters will never join. The default setting is ‘aggressive’, meaning that at the beginning of the game the aggressiveness of each group of wandering monsters is pseudo-randomly determined to range from as high as those of ‘savage’ monsters, to so low that creatures may join even when neither diplomacy, nor any creatures of the same type are present. ‘Hostile’ monsters have a higher aggressiveness than ‘aggressive’ monsters but might still join, whereas ‘friendly’ monsters have a lower aggressiveness than ‘aggressive’ monsters but still often fight or flee.


== {{withhota}} {{hota}} ==
== {{withhota}} {{hota}} ==

Revision as of 15:14, 2 January 2020

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Diplomacy
Basic Diplomacy: allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 20%.
Advanced Diplomacy: allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 40%.
Expert Diplomacy: allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 60%.

Diplomacy is a secondary skill, that increases the chance wandering creatures will offer to join the hero's army and lowers the cost of surrendering to another hero. Additionally, Diplomacy enables hero to learn primary skills from Library of Enlightenment earlier than experience level 10. With Basic Diplomacy hero has to be at least on level 8, with Advanced Diplomacy on level 6 and with Expert Diplomacy on level 4 to receive +2 to all primary skills from Library of Enlightenment.

Heroes with Diplomacy as a starting skill:

Basis of joining

Whether or not the wandering creatures will join you for "greater glory" or at price, depends not only on a hero's level of Diplomacy, but also on several other factors (for details, see also External Links below). For creatures with a randomized chance to join, the chance can be summed up in the following way:

  • Army strength
    • 40% bonus with expert Diplomacy (30% chance to hire) if the army is 3 times the strength of the creatures
    • 30% bonus with advanced Diplomacy (20% chance to hire) if the army is 2.5 times the strength
    • 20% bonus with basic Diplomacy (10% chance to hire) if the army is 2 times the strength
    • 10% bonus if the army is 1.5 times the strength of the creatures
    • 10% penalty if the army is weaker than the creatures
    • 20% penalty if the army is less than half the strength
    • 30% penalty if the army is less than a third of the strength
  • Army composition
    • 20% bonus if over 50% (creature count) of the hero's army consists of the same type (up/downgrade) of creatures
    • 10% bonus if there's at least one creature of the same type (up/downgrade) in the hero's army
  • Diplomacy
    • 30% bonus for expert
    • 20% bonus for advanced
    • 10% bonus for basic

Note that fire and energy elementals, water and ice elementals, and earth and magma elementals are considered different creature types, even though the latter of each pair is an upgrade of the former.

When playing at easy difficulty, heroes receive a diplomacy bonus even when they have not learned the skill. No Diplomacy acts as basic Diplomacy, basic Diplomacy acts as advanced Diplomacy, while advanced and expert diplomacy act as expert Diplomacy for the purpose of joining.

Horn of the Abyss Horn of the Abyss

On all standard random map templates, monsters now only join for money, and only half the group for the price of the entire group; these settings can be altered in the map and template editors.

Description

Diplomacy reduces the cost of surrendering, and increases the chance of wandering monsters joining you, be it 'for greater glory' or at a price.

Recommended for: At least one hero, typically a support, on maps with wandering monsters that are not set to 'savage', but preferably to 'aggressive' (i.e., the default setting).

Although a main hero's attack and defense skill help in convincing wandering monsters to join, it typically works well to let a support hero learn this skill instead. This support hero can then borrow troops from your main hero to convince wandering monsters to join and return the troops immediately after. This saves your main hero a skill slot and potentially a lot of movement points.

External links