Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Diplomacy in Driftland is currently an idea that a 4X/strategy game needs one, so it was added. Campaigns are scripted, so there's really no need for it there, and skirmishes are FFA, so even if you manage to ally someone it just means you have a temporary cease fire until you'll ultimately duke it out after you two wiped enemies out.
I'd love this aspect to be more fleshed out, but ultimately I'm not sure how well it would fit the game. I feel like scale is just too small to allow any proper diplomatic shenanigans and in the end peace never was an option. Maybe if there was some kind of mini-campaign option that would consist of going through couple of skirmishes with persistent AI players to see who captures most regions? That opens a whole can of its own worms, though.
Also, AFAIK, gifts mean that the request for resources will appear in diplomatic screen and you can send them by 'accepting offer'.
It definitely seems to be an afterthought (though not a negative one). Can definitely see scale being an issue to getting a good diplomacy system in though.
My fear is that it would require adding a whole 'pacifistic' layer of gameplay and the game could become unnecessarily bloated. The question is whether it's really needed? As shallow as the current diplomacy is, it fits the game loop. The 'non-violent' goals to win a game are even, imo, like signal for everyone else to band up on the leader, rather than actual victory conditions.
At its core Driftland is your usual RTS, a duel between war manufactories that spit out armies at each other. Heroes being out of your control just add some interesting volatility to the system, rather than altering it. I'm not even sure some deeper/additional mechanics can be added to it in a way that makes the game as competent as what it wants to be as it is currently.
I'm already wondering about how much the new DLC will alter the game. It will definitely be interesting thing to see.