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Posts from The usefulness of the "Diplomacy" perk in a campaign.

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13 years ago
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Hello everyone. I have a question: how useful is diplomacy in campaign missions? It's no secret that one of the fundamental factors in whether neutral creatures join or don't join is the Courage parameter. It comes in three types:
Always_fight - they always enter into battle
Always_join - they always join
Can_flee_join - the creatures' actions are undefined in advance, and their actions depend on various modifiers (including the hero's army strength, the presence of a diplomacy perk, the creatures' morale, etc.).

Courage is a fixed and constant parameter (i.e., when restarting a campaign mission, the courage values will not change randomly). In principle, you can observe a trend in campaign missions that neutral creatures whose faction matches the hero's faction will always join (this means that they are assigned the "Always_join" courage parameter). The question is: in the campaign, besides creatures from the hero's faction, are there any neutral monsters that can join the hero, and if so, how effective is Diplomacy in such a case?

Please, no answers like "well, I played, and I only remember a couple of times they joined" or "but with me...". I'm only interested in an accurate answer from someone who is well-versed in the game's mechanics and who has repeatedly delved into campaign maps using the editor.
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13 years ago
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In my opinion, "Diplomacy" is useless in the campaign. Even if someone agrees to join you, you either won't have enough space for troops or there will be too few of them to achieve anything. Mostly, neutral creatures join, such as a Wolf or a Phoenix, and their number is around 10-30, no more.
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13 years ago
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In the 3rd mission of the Agrael campaign, diplomacy would be useful, but as far as I understand, its application there is more of a random stroke of luck than a rule.

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