Hello, thank you for creating this fantastic mod. I'm not sure if this has been asked already, but after having searched, no one seems to have asked this, so I'd like to inquire: what options are available within the option Special Functions? I get the feeling that I'm missing out on something after having established a faction (something along the lines of engaging in diplomacy with other factions), though I can't put my finger on it.
The full list should be:
- Faction directory
- Prisoner options
- Fleet request
- Alliance options (must not have a commission)
- Take temporary control of autonomous colonies
Thank you for replying. I just found out after I asked this that to form an alliance with another faction, you would have to go to one of their markets and then check into special functions which should show Alliance options. May I suggest adding a new type of agent?
A diplomat whom you can send around the sector much like the existing agents, although less as inconspicuous as them (wherein the latter, if they fail performing a certain action towards a given faction, you risk penalizing your relationship with the targeted faction on top of spending $$$ for them to take such actions-- sometimes, there's no need to be inconspicuous if you're capable of manipulation yourself). They would allow you to contact the faction they are currently residing in, in your place, providing options such as: creating/joining an alliance, granting them gifts in the form of a generous sum of money or relief fleets, and present a proposal(request a fleet from your ally to invade/strike/defend, declare war, negotiate a ceasefire between you/your alliance and a rival faction/alliance, invite a given faction into your current alliance, request money or relief fleets into one of your colonies in exchange of their demands, etc.). If you name some unreasonable terms, they may agree to it if your relations with them are high enough, although they may look onto you with disdain. If it's well within reason, no penalty whatsoever. If the terms are generous however, they will appreciate your kind gesture.
The agents you already added into the game will still remain useful should the player wish to manipulate the relations between certain factions behind the scenes forcibly, cause havoc in a market, steal a ship and so on-- usually with a pricetag on. Diplomats will mainly serve you, with a decent paycheck every month instead of having the need to pay them $$ to perform an action. I'm just thinking that given what the mod does, pretty much turning the game into a 4X, I feel that the player is still
slightly limited as to what he/she can do. Majority of the diplomacy in this game, you're mostly getting dragged around by your allies or by certain events which occur purely in RNG (I can see fleets coming in to a certain market from time to time which can
randomly trigger an event between the faction that fleet belongs to and the faction that market is owned by), only given an option to engage in diplomacy really when war breaks out between one of your allies and an opposing faction (Yes, no, intel screen, abstain). You're not really participating in the diplomacy that occurs from time to time, which is what I was looking for when I installed this mod and, while it does deliver to an extent, is still slightly lacking. It's pretty great on its own, but I think you can do better
.
Nevertheless, I think what I suggested is quite demanding-- and tbh, if you think it really isn't worth the time, it's still good as is
just keep up the good work. Also, I apologize for the long post.