Diplomacy Feature Request

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UserGuy123
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Diplomacy Feature Request

Post by UserGuy123 »

I have a suggestion for the diplomacy update for the devs. I really think that the diplomacy update should have dynamic relations going on beyond just the player's input. I come from the Steam forums, and many users are also requesting such a feature. I think it would be a great addition because it would add a level of "aliveness" to the universe and make the player be able to rethink how they wanna do something.

For example, if they want more of a certain resource, they could invade a specific faction or target another faction that's already under attack. Then, maybe when the player is at war, they have to have some ships ready in case an AI decides to invade them. Obviously, it wouldn't be random for when attacks happen, but I think that any level of diplomacy along these lines would take the game into the stratosphere for not only who it can appeal to but also what you can do with it. You could make your corporation become a real empire.

I'd strongly ask the devs to look into this idea as it seems to be highly requested.
Last edited by UserGuy123 on Wed, 16. Jul 25, 00:13, edited 3 times in total.
Alan Phipps
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Re: Diplomacy Feature Request

Post by Alan Phipps »

Hi, I've not allowed your two other posts; one as it was a straight duplicate of this, and the other as it was pretty much this suggestion again made in a beta forum testing request thread. The latter is for testing what is there in the beta and not for suggestions - which do belong in this forum here.
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UserGuy123
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Re: Diplomacy Feature Request

Post by UserGuy123 »

Alan Phipps wrote: Tue, 15. Jul 25, 22:18 Hi, I've not allowed your two other posts; one as it was a straight duplicate of this, and the other as it was pretty much this suggestion again made in a beta forum testing request thread. The latter is for testing what is there in the beta and not for suggestions - which do belong in this forum here.
Gotcha, thanks! I was kinda guessing where stuff belonged a bit lol
jlehtone
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Re: Diplomacy Feature Request

Post by jlehtone »

UserGuy123 wrote: Tue, 15. Jul 25, 19:56... would take the game into the stratosphere ...
I.e. quite easily "explode" the simulation into the most stable edge case: death.
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UserGuy123
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Re: Diplomacy Feature Request

Post by UserGuy123 »

jlehtone wrote: Wed, 16. Jul 25, 08:17
UserGuy123 wrote: Tue, 15. Jul 25, 19:56... would take the game into the stratosphere ...
I.e. quite easily "explode" the simulation into the most stable edge case: death.
???
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Re: Diplomacy Feature Request

Post by CBJ »

UserGuy123 wrote: Tue, 15. Jul 25, 19:56 I have a suggestion for the diplomacy update for the devs. I really think that the diplomacy update should have dynamic relations going on beyond just the player's input. I come from the Steam forums, and many users are also requesting such a feature. I think it would be a great addition because it would add a level of "aliveness" to the universe and make the player be able to rethink how they wanna do something.
I suggest you (and the people on the Steam forums) take a look at the Protocol Null feature of the Diplomacy update.
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mr.WHO
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Re: Diplomacy Feature Request

Post by mr.WHO »

That's a good question - what is Protocol Null? - I don't know anything about it beyond name :(
PV_
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Re: Diplomacy Feature Request

Post by PV_ »

mr.WHO wrote: Thu, 17. Jul 25, 12:21 That's a good question - what is Protocol Null? - I don't know anything about it beyond name :(
Its something related to a research following after "Diplomacy network". I didn't get one though. Perhaps to appear it requires several manual diplomacy incidents to be concluded first.
jlehtone
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Re: Diplomacy Feature Request

Post by jlehtone »

mr.WHO wrote: Thu, 17. Jul 25, 12:21 That's a good question - what is Protocol Null? - I don't know anything about it beyond name :(
The beta annoucement notes:
Enable Protocol Null to sow chaos and trigger periodic inter-faction events

Events can lead to shifting alliances, wars, ceasefires, or changes in strategic resource access, making the universe feel more alive and reactive to your decisions
... and that player can influence those events. In other words, it sounds like more chances to change the faction-faction relationships than just the handful in the plots.

If that is what it is, then it is merely a new mechanic for player (puppeteer) to toy with the hapless and helpless factions.


The name itself ... would that be more Dal Busta than Boso Ta?
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UserGuy123
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Re: Diplomacy Feature Request

Post by UserGuy123 »

jlehtone wrote: Thu, 17. Jul 25, 16:08
mr.WHO wrote: Thu, 17. Jul 25, 12:21 That's a good question - what is Protocol Null? - I don't know anything about it beyond name :(
The beta annoucement notes:
Enable Protocol Null to sow chaos and trigger periodic inter-faction events

Events can lead to shifting alliances, wars, ceasefires, or changes in strategic resource access, making the universe feel more alive and reactive to your decisions
... and that player can influence those events. In other words, it sounds like more chances to change the faction-faction relationships than just the handful in the plots.

If that is what it is, then it is merely a new mechanic for player (puppeteer) to toy with the hapless and helpless factions.


The name itself ... would that be more Dal Busta than Boso Ta?
Im a bit confused, this Protocol Null sounds like exactly what I was asking for (I will ensure to take this message back to my people). How would that simply be a way for the player to toy with factions?
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alt3rn1ty
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Re: Diplomacy Feature Request

Post by alt3rn1ty »

The in-game short description reads :

Image

.. and ..
Enable Protocol Null to sow chaos and trigger periodic inter-faction events

Events can lead to shifting alliances, wars, ceasefires, or changes in strategic resource access, making the universe feel more alive and reactive to your decisions
Thats all we know.

I would like to know if this can negatively impact the Player, is there a possibility factions could turn against us?
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jlehtone
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Re: Diplomacy Feature Request

Post by jlehtone »

alt3rn1ty wrote: Fri, 15. Aug 25, 12:44 I would like to know if this can negatively impact the Player, is there a possibility factions could turn against us?
We naturally hope the answer to be "yes". :)

(We can always press the "Declare war" button, or just shoot to "adjust" our reputation to more tolerable level, but that gets boring and predictable.)

---

"cell" as in "terrorist cell"?
"You can now fund terrorists" does not perhaps sell as well as "Diplomatic options". :gruebel:
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flywlyx
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Re: Diplomacy Feature Request

Post by flywlyx »

alt3rn1ty wrote: Fri, 15. Aug 25, 12:44 I would like to know if this can negatively impact the Player, is there a possibility factions could turn against us?
No, it doesn’t involve players. It’s simply a random event generator that selects two factions and creates a random interference event between them.
The player can use an agent to try influencing the outcome, or simply leave it to chance.
UserGuy123 wrote: Thu, 17. Jul 25, 18:09 Im a bit confused, this Protocol Null sounds like exactly what I was asking for (I will ensure to take this message back to my people). How would that simply be a way for the player to toy with factions?
Since it’s completely random, there’s no real logic behind it, just saving
Spoiler
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12
influence points to trigger an interference.
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alt3rn1ty
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Re: Diplomacy Feature Request

Post by alt3rn1ty »

flywlyx wrote: Sat, 16. Aug 25, 05:59
alt3rn1ty wrote: Fri, 15. Aug 25, 12:44 I would like to know if this can negatively impact the Player, is there a possibility factions could turn against us?
No, it doesn’t involve players. It’s simply a random event generator that selects two factions and creates a random interference event between them.
The player can use an agent to try influencing the outcome, or simply leave it to chance.
So really if the game has stagnated the economy because there are no wars, Protocol Null potentially stirs the pot again (depending on the outcome of the random generated event).
I started it once, but did not like the first event as it went against my plans (turning Teladi and Argon against Vig), so I cancelled it. Now thats achieved and Vig are nearly extinct, I'm going to give Protocol Null another shot.
Thanks flywlyx

I only hope now that there are a large amount of different generated events. Could be interesting.
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jlehtone
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Re: Diplomacy Feature Request

Post by jlehtone »

flywlyx wrote: Sat, 16. Aug 25, 05:59
alt3rn1ty wrote: Fri, 15. Aug 25, 12:44 I would like to know if this can negatively impact the Player, is there a possibility factions could turn against us?
No, it doesn’t involve players. It’s simply a random event generator that selects two factions and creates a random interference event between them.
The player can use an agent to try influencing the outcome, or simply leave it to chance.
In other words, the "selects two factions" cannot pick player as one of the factions?
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flywlyx
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Re: Diplomacy Feature Request

Post by flywlyx »

jlehtone wrote: Sat, 16. Aug 25, 14:51 In other words, the "selects two factions" cannot pick player as one of the factions?
No, it is the same list that players could select from in the "initiate diplomatic interference".
alt3rn1ty wrote: Sat, 16. Aug 25, 09:55 I only hope now that there are a large amount of different generated events. Could be interesting.
True, but since players can only earn influence points at a limited speed, having too many interferences at once ends up forcing them to ignore some.

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