soulmata said:
A lot of people have asked to Diplomacy to be integrated into NE. I've stated a few times that the code base of NE is such that doing this would be very difficult and time-consuming. I'm thinking a different approach might work, though.
If I can get a list of the most important / most desired features from Diplomacy people want, I can more easily integrate or emulate those using NE code. I probably wouldn't be able to directly recycle code from Diplomacy, but I could probably emulate any feature by tailoring it to NE fairly easily. I'd of course still be giving the Diplomacy devs credit, since I'd still be looking at their code to see how a particular feature was done.
So, anyway, here we are. Give me a list of the features you think are most important from Diplomacy that you would like to see in NE. If I can get some consensus on that, I can probably get some of those features integrated with less difficulty than a full merge.
That's a great idea!
I must apologize as I'm not completely sure of all the overlapping features between NE and Diplo.
I looked over this topic: http://forums.taleworlds.com/index.php/topic,116424.0.html and have basically narrowed down the items that I believe enhance gameplay.
As vassal
Persuasion attempts to convince your king to start a war
Appoint a chamberlain, who will decrease tax inefficiency by 10% and gives you the ability to set tax rates. Taxes also have an effect on center relation and prosperity. In addition he will take care of paying wages and collecting income as well as giving you the possibility to secure your money
Send patrols to important locations
Let your spouse buy some food (I know, it has nothing to do with diplomacy but it's fun
)
Return fiefs to your king, he won't like this, though
Move your residence (via spouse)
Negotiate Mid-siege surrender/walk-out terms if defending your own keeps and towns
Pay to avoid defeat
As king
Threaten other kingdoms with war and try to squeeze money out of them
If a faction sues for peace you will have the option to set terms
Form an alliance, conclude a defensive pact, sign a trade agreement or conclude a non-aggression treaty with another faction.
Change the domnestic policy of your kingdom. Choose between Centralization/Decentralization, Aristocracy/Plutocracy, Serfdom/Free subjects, Quality/Quantity which affects trade income, vassals armies size, AI army strength, relation between king and vassals as well as tax inefficiency
When asking for a truce you will get the option to pay and/or give fiefs to conclude a truce.
If another faction recognizes you as king you will have the option to ask for help against your enemy and in certain circumstances support the decision by paying money
Choose your faction culture so all your lords will recruit the same type of troops
Exchange or release your (own) prisoners
Distribute spoils of war after you conquered a town or castle
Send emissaries to persuade lords to join your kingdom
Misc/Technical
Amount of recruits available in villages will depend on honour, renown, being owner, being king, domnestic policies
"Pay to avoid defeat"
This is the only one that makes me frown. It's a little cheat if you have a wad of cash on you.