Aurora 4x
New Players => C# Tutorials => Topic started by: Armand12 on January 15, 2022, 02:29:43 AM
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I'm playing a conventional start with a non-conventional NPR already active at game start. Didn't realize how much a leg up it would have because of that but I digress. My issue is that while we have successfully established communications, when I sent a civilian class Diplomatic Ship to a world with one of their pops on it, they told me to leave a few (5day) weeks in a row, then destroyed it. We were at 0 relations and I had them set to neutral.
Am I not going to be able to establish friendly relations with them or should I keep sacrificing ships to explore their space and find a pop they will let me park on?
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The diplomatic relation score you see is your opinion of them. As they opened fire there opinion of you is about -100 or so and set to hostile.
They will calm down , but when you get demands to leave you have to leave or relations worsen and then they open fire. a diplomatic contact in a system without a colony is less likely to cause trouble.
I have never managed much with diplomacy , but other factors I think you need to check are
1) is your diplomatic ship under 10,000 tons
2) was it using active sensors
3) did it have military drives
All of these 3 I believe mean that NPR's do not consider it a diplomatic ship and so it has full relationship penalties
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You pretty much have to hope you encounter this NPR somewhere they don't mind as much, such as a system without a colony of theirs. NPRs like to park ships and fleets in places for years and decades sometimes, so you might get lucky.
Ultimately, diplomacy is just not a well-implemented mechanic.
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My ship is exactly 10,000 tons, had an active active sensor, but it did have commercial drive(s). I think the issue is that the I found one of their primary populations. I'm now parking it next to a fleet of commercial vessels sitting on a jump point in a system they're not yelling at me about being in.
This is my diplomat
Diplomat 1 class Diplomatic Ship 10,000 tons 90 Crew 619. 4 BP TCS 200 TH 150 EM 0
750 km/s JR 1-25(C) Armour 5-41 Shields 0-0 HTK 21 Sensors 5/5/0/0 DCR 1 PPV 0
MSP 38 Max Repair 300 MSP
Captain Control Rating 1 BRG DIP
Intended Deployment Time: 3 months
Shorb Engines Limited JC10K Commercial Jump Drive Max Ship Size 10000 tons Distance 25k km Squadron Size 1
Kanitz Turbines INPEC KT-60 EP150. 00 (1) Power 150 Fuel Use 0. 77% Signature 150 Explosion 2%
Fuel Capacity 285,000 Litres Range 670. 2 billion km (10342 days at full power)
Odonnel & Kirby AS18-RK5000 (1) GPS 1000 Range 18. 5m km Resolution 100
Samsung IR5-01 (1) Sensitivity 5 Detect Sig Strength 1000: 17. 7m km
Samsung EM5-01 (1) Sensitivity 5 Detect Sig Strength 1000: 17. 7m km
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Diplomatic Ship for auto-assignment purposes