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#155
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Kventin
Can you state the reason why non-overpowered diplomacy shouldn't be in a regular online game?
I can. Out of all secondary skills, only two allow you to obtain troops from nowhere – Necromancy and Diplomacy. Diplomacy has the maximum impact on the game. One good join turns the game upside down. This is precisely why it is almost impossible to make diplomacy an average playable skill. Diplomacy will either be overpowered or useless. All value restrictions are just half measures; it is almost impossible to find a balance in this case.
There were two examples of how to bring diplomacy back into the game.
1. Tournaments where Kirr and Ryland competed, with a limit on diplomacy for creatures 1-5. Here, you can assess the effect based on real games.
2. A more strict example from a balancing guru. And another one!
Kventin
I remember playing anarchy games - I see 20 gold, 100 pits, 150 fire elementals, 70 gorgons - isn't this what the main joins used to be, which now aren't really possible?
Some people play without rules specifically for that :rolleyes:
Kventin
Accordingly, we can discuss:
1. What is bad about having non-overpowered diplomacy in the game?
2. What is bad about the fact that, essentially, Eagle Eye's native idea will sometimes allow comebacks in the final stage?
3. What is bad about strengthening demonology through First Aid?
1. Nothing
2. Nothing
3. Nothing
The issue here is not that; it’s about trying to add something unnecessary. I repeat, I can come up with ways to strengthen Navigation, Scouting, Tactics, Earth Magic, and even Wisdom. BUT it's not needed! It's like giving new properties to units. What's wrong with air elementals being able to fly? Seemingly nothing, but why? :confused:

P.S.: Regarding AI, I don't even want to answer because I don't see any point in arguing; much has already been said in various topics in the relevant sections.