Posts by NEKSJETS#II

    (and example of what a SR wood elf town looks like)


    Before starting to get into details I want to point out a few things: first, this strategy has been viable for a long time now but since Arkheim is constantly changing you should keep in mind it might not work one day, so always keep an eye on patch notes; second, this strategy requires to invest real-world money in the game to use it, so make sure you are okay with doing that, do NOT try to follow it with half-measures or thinking you can do it without investing anything, it will be a disaster; third, this strategy should not be tried by inexperienced played, it requires a very a good understanding of the game and high activity; all this said I hope all of you can enjoy this small guide and learn something new.


    If you have played Arkheim for some time you might ask yourself if there are any "secret" strategies high-level players use to maximize their res production in their town, well there is one and it's called "Single Res" (SR) (it's really not a secret but it's not well-known to the general public either).

    As the name suggests it consists of focusing all your production into one single resource, for those of you that came from Travian you can picture a village with all camps of the same type.


    So, how does it work?

    The first thing you need to decide is what resource you want to maximize, it usually depends on race, dwarves go for iron and elves for wood; this is because dwarves have an extra bonus for iron production in their masteries (an extra 5% in total) compared to the other resources, and elves have the same with wood. Some elves still go for iron instead of wood because iron is much more useful in donations.

    You might ask yourself, what about crop? Well, crop is a terrible idea, because the mills are often unlocked at higher levels of the citadel and are in some cases locked behind moon phases.

    So how does your village work once you have only one resource being produced? Well, you use alchemist scrolls to transform it into the other 2 resources. Usually you wait until your storage is full of wood/iron and then you change it all to the other two, it's also important to not blindly divide it equally between the other 2 resources but to balance it depending on what you need to do with those resources. It's important to plan ahead to avoid wasting alchemist scrolls.


    Then, what do you do when you are starting in a new server?

    Well, you should have already decided the res to focus on ofc, at the beginning it would be too expensive on scrolls to go all in already and there is some valuable exp to be gained from quests, so you will still upgrade the other 2 base camps to level 7 and then leave them there. Every new camp you unlock will go to the res you choose, after a few days you can then demolish the 2 base camps not of your chosen res and convert them to it. Regarding the building that boosts res production you will of course focus on the ones of your single res, but you can and should build and then demolish the other two (up to level 3 or 5) to do the relative quests for some small rewards.
    In the beginning you will likely have to use a lot of alchemist scrolls, but don't get too scared about it, you will use less and less later on, if you want to save some scrolls then focus on upgrading your storage, buying you more time between alchemists.


    Pros


    1) You will save 8 points in your mastery tree, since you will be able to skip putting points in bonus production of the other 2 resources, you will still need to put 1 point in each of them to progress in the relative mastery tree branch, this alone is a big advantage since it basically gives you an 8 levels advantage on players not using this (even if you might waste some of these points in storage bonus you might not need with the normal strategy);

    2) You won't need to build and upgrade the buildings that boost res production, this removes 8 buildings in total from your town, freeing space for more houses and storage but especially saving a LOT of time and resources.

    Cons

    1) This strategy requires a lot of attention of activity, you will need to expand your storage a lot and keep an eye on when it will be full since you don't want to waste any resource; it is highly suggested to have a dual for your account since you storage will fill every 6h or even less;
    2)Let's talk about the price of this strategy, as a rough estimate you will need about 10 alchemy scrolls a week, for a total of 100 scrolls. A pack of 10 scrolls + 200 sapphires is 2.49 euros, which totals to around 24.5 euros for a server. This can vary depending on a lot of factors, including random gains of alchemy scrolls from dungeon tomes that can help you out. But expect the cost to be around that amount. Do not use sapphires for alchemy, buy the Alchemist scrolls package from the shop, it's much more convenient. Right now that bundle is not always available, it rotates on and off every few days.


    I want one thing to be clear, this strategy is not necessary to compete, it just gives you a small boost.

    Many players will also pair this strategy with heavy use of scrolls and sapphires, and as u can imagine it is a very powerful combo.

    But this strategy alone (with or without heavy sapphire use) won't achieve anything, succeeding in Arkheim requires coordination, effort and team play, there are no shortcuts for that and no amount of sapphires that can cover for it.


    For a little history, this strategy was first implemented by the realm Murx during the first Early Access Server and was publicly shared in this forum at the end of that round by a player of that realm. You can read the original post here: Why the top4 Murxies are the top4 Murxies

    I just wanted to make this small guide to highlight this strategy once again and introduce it to players that never read the original post.

    (Prima di iniziare voglio che siano chiare tre cose: primo, dato che il gioco cambia regolamente questa guida potrebbe diventare obsoleta un giorno quindi fate attenzione, secondo, questa strategia richiede di investire dei soldi veri nel gioco, è inutile provarla se non avete intenzione di spendere perchè non funzionerà, terzo, questa guida è per giocatori che sono in un regno che cerca di vincere, se giocate casualmente e per divertimento leggete pure perchè è interessante ma non provatela a fare)


    Se giocate ad Arkheim da un po di tempo vi sarete chiesti cosa fanno i giocatori più forti per massimizare la propria città, al momento la strategia più popolare ed efficare è chiamata SR, Single Resource (Singola Risorsa), e come il nome suggerisce consiste nell' avere la propria produzione concentrata tutta su una sola risorsa (per quelli che vengono da travian immaginate un villaggio con tutti i campi dello stesso tipo).


    Allora come funziona?

    La prima cosa da decidere è che risorsa massimizare, la scelta dipende dalla razza, gli elfi tipicamente vanno per il legno e i nani per il ferro. Questo perchè le maestrie degli elfi danno un bonus aggiuntivo alla produzione di legno e quelle dei nani lo stesso per il ferro (5%).

    Non si va mai di grano, è di molto inferiore come scelta perchè i mulini si sbloccano pù tardi dei rispettivi edifici per legno e ferro.

    La strategia è relativamente semplice, l' inizio è normale, i tre campi iniziali vengono portati tutti e tre al livello 7, ma ogni campo aggiuntivo viene costruito nella risorsa che si è scelta. Più avanti anche i due campi iniziali non della risorsa scelta verranno anche loro sostituiti.

    Ovviamente non vengono costruiti gli edifici che potenzialo la produzione delle risorse non scelte (conviene cmq costruirli e portarli al livello 3 o 5 per completare le missioni, ma subito dopo vengono distrutti), questa strategia richiede inoltre di costruire tanti magazzini (il quanti e a quali livelli si può aggiustare giocando, ma inizialmente almeno tre al 10+ sono obbligatori).


    Come si fa allora a costruire se non produciamo alcune risorse?

    Quando il magazzino è pieno della risorsa scelta viene usato l'Alchemista per convertirla interamente nelle altre due (gli usi dell' alchemista richiedono di spendere zaffiri o una pergamena dell' Alchemista), questo porta ad una serie di conseguenze importanti:

    -primo, bisogna avere una scorta di queste pergamene, si possono trovare nel gioco da tomi, ma quelle trovate in giro non bastano neanche lontanamente, quindi dovrete comprare un pacco da 10 dallo shop (non è sempre disponibile, ma ritorna sempre ogni paio di giorni circa);

    -secondo, producendo una sola risorsa il vostro magazzino si riempirà molto rapidamente, richiedendo l'uso di tante permagene dell' alchemista, la soluzione è ampliare il proprio magazzino di molto, un problema legato a ciò è anche che bisogna essere online spesso per trasmutare le risorse, se no vengono sprecate ore preziose di produzione, un magazzino grande risolve solo parzialmente questo problema, se pensate di utilizzare questa strategia sappiate che dovrete essere molto attivi e presenti.

    -terzo, bisogna in anticipo considerare cosa vorrete costruire e che risorse vi servono, cosi quando tramutate la vostra singola risorse nelle altre due potete regolate le percentuali in cui viene divisa in modo appropriato.


    Adesso che abbiamo chiarito come funziona, perchè conviene?

    I motivi principali sono:

    -Risparmiate 8 punti nell'albero delle maestrie, perchè potete evitare di metter punti nella produzione di due risorse (uno per risorsa dovete metterlo per forza), che è come dire che sarete sempre 8 livelli al di sopra di un generico giocatore;

    -Non serve costruire gli edifici che aumentano la produzione delle altre due risorse, e quegli edifici sono costosi (sopratutto in tempo), in totale dovete costruire e upgradare 6 edifici in meno, liberando anche spazio nella città per costruire magazzini e case.


    Qual'è però il costo di questa strategia?

    Bhè, come detto in precedenza richiede molto impegno ed attenzione, è facile fare errori che possono portare a conseguenza anche gravi per la vostra economia.

    Inoltre richiede l' acquisto delle pergamene dell' alchemista dallo shop, sono vendute in pacchi da 10 a 2.5 euro, con 200 zaffiri bonus; all' inizio del server c'è un uso maggiore di queste pergamente tipicamente, ma è stato visto che in media è più che ragionevole utilizzare un pacco alla settimana, tipicamente ne vengono poi usati anche solo uno al giorno più avanti nel gioco.

    Una stima realistica è di 10 pacchi per un server, intorno ai 25 euro, se siete fortunati con i tomi e ampliate il magazzino abbondantemente si puo usarne di meno ma circa siamo su quella cifra.


    Voglio che sia chiaro che questa strategia non è assolutamente necessaria per giocare bene, il vantaggio che da è molto utile ma può essere facilmente battuto da impegno e dedizione al gioco, non è una strategia che permette ad un giocatore scarso di improvvisamente diventare forte.

    Inoltre molti di quelli che usano questa strategia usano anche molte pergamene e zaffiri, e come potete immaginare combinare queste due cose potenzia di non poco la propria città.


    Un'altra cosa vorrei ricordare a tutti, Akrheim è un gioco in cui conta prima di tutto il regno, un singolo account non può cambiare le sorti del regno, serve coordinatione, impegno e lavoro di squadra, non ci sono scorciatoie.


    Questa strategia è stata introdotta dal regno Murx nel primo server dell' open beta ed è stata pubblicata sul forum alla fine di quel server da uno dei giocatori di quel regno, da allora il suo uso si è diffuso nei regni più competitivi nei server successivi e fino ad ora è rimasta una delle strategie più utili e relativamente economiche per potenziare il proprio account.


    Spero che questa piccola guida sia stata interessante, se avete domande o dubbi commentate pure qua sotto.

    -Nekomata.

    It may seem to many that the chaos that swept through Tragonos is long gone, and that we should all just forget about it and move on; but it is our opinion that we shouldn't do that. We decided that we want to acknowledge what happened and even if a little late release this statement.


    Us, leaders of New Asylum, Silver Vales, Square Root and The Advent want to take responsibility and apologize for our own parts we played in all the drama that overtook the center of i3, and that ended up spilling even in public discord chat.
    In retrospect we see that our reactions were over proportion and we let it go way too far.


    But we want to use this as a lesson for all of us. that trash talking, badmouthing and personal assaults/flaming are not something we should ever engage in. This is especially true for us, in our role as leaders, as the voice of our realms we should always strive to be an example to follow. Alas, we failed this time and for that we are sorry.


    It is our hope that everyone of us can learn from our mistakes so we can all try our hardest to not let it happen every again.


    We are not naive, we know that since this is a competitive game it is bound to generate heated arguments. But after looking at the devastation that this incident brought with it, and the time that was needed before we could finally quell the flames of drama, we hope that we all will remember this before going down this path again.



    Signed:

    ELE (NA), Jiav (TA), Nekomata (SV), Perturbo (SR), Sylania (SV).



    A Commitment for the Future.


    We agree that behaviors like trash talking, badmouthing, personal attacks and flaming will not be tolerated in our realm in any form, both from us and our members.


    We agree that some "war talk" and "friendly flaming" is natural to have, but that it should always be aimed at a realm and never to a person, remembering that there is another person on the other side of the screen.


    We agree that the "War of snippets" is not healthy for building good personal relations, and screenshots must never be shared without the consent of all the involved parties.



    Signed:

    ELE (NA), Jiav (TA), Nekomata (SV), Perturbo (SR), Sylania (SV).


    As a gesture of commitment we ask you, leaders of realms, to sign this agreement with us by writing your name and realm below. There's no pressure to do so, a lot of us do not even need this, but we thought that such an action might help us all engrave it deep into our minds and never forget it.

    There are a few tricks I think are important, but in general i think Khrwan said most of the stuff i would have written:


    -quest early game are very useful, especially troops production ones, since u need anti goblin troops to clear supplies on the map and camps in your town anyway.


    -apart from anti goblin to do the tasks above you shouldn't produce any other type of troop, pvp troops are a waste of resources at the start of the game.


    -focus everything on upgrading your production, don't upgrade military buildings.

    I said this before, but activity is king, i will take a player that doesn't buy anything anytime over a player that buys but it less active.

    You also don't really need that much production to max out everything, i think the biggest benefit of p2w is that u'll have a lot of resource to dump on towers and that lets u level up a lot.

    In the end resources just aren't that useful. Sure u have some advantage early, but nothing that can't be reached with some good strategies.
    (Also supplies will always be king)


    There is also one note, just dumping sapphires on your city won't do much other then empty your wallet, u do need to use it wisely. especially since it gets pretty expensive pretty fast (which is good).


    Also as usual the players that tend to use sapphires the most are the top players, which can cause the gap that already exist to widen even more. But that gap would probably exist in any case.

    A player doesn't become good just because he pays. That's why i think it's wrong to say it's a p2w.

    There is also the fact that was pointed out above, 1 player over 15 does not impact the realm much if at all.

    i didn't wanna weight in the actual example but i guess i will, without even considering how complex the real diplomatic situation is, "him/her" is not talking to you directly but to the realm you are part of and he's doing so also not as himself but as the realm he is part of (u can notice him almost always using the plural for himself and for you, it might not be clear since "he/her" is not an English native speaker but that's what's happening). (and in the general case conversations between leaders are often between the fictional leaders players are assuming the role of, i have had heated and angry discussions with other leaders but then pleasant ones right after when we switched to talking as players/people, ofc u should still always be polite and never insult anyone EVER) .


    what i think is that this is a war game, as long as it's between fictional entities inside the game like realms/leaders, threatening another realm, or demanding from them compensation or anything else can not be compered to bullying someone for real, one could say Arkheim in diplomacy is very much a role play game.


    (Real bullying is a tragedy of modern society and an often, unfortunately, underestimated problem that require a knowledge to discuss about it that i don't presume to have. )


    I don't really like how "he/her" went to the other leader talking about it in this way but other than that it is true that "he/her" was pretty calm, he didn't insult you, he made a request as a realm to your realm and explained pretty clearly their in-game motivations for it, was it an unreasonable request? maybe even a little excessive one? doesn't really matter in this conversation from my point of view, if he asked "YOU" as a person to come to him and compensate/apologize for your actions then sure, "he/her" would be in the wrong, but that's not the case from the way i'm looking at this.


    Could "he/her" have worded it better? Probably yes, but as someone already said before (i don't remember who or where) not everyone is a native English speaker, and since we are using text messages it can be VERY easy to interpret it a little differently then what was intended. (There are multiple example i could make but this is an already very long message.)


    There HAVE BEEN some real personal attacks here and there already in this game, more or less serious, and we as a community have failed some times to restrain ourselves on this topic, i am ashamed of it as a part of it, and i do admit i have some regrets myself about situations here and there where i could have done better but i didn't.

    we do get carried away sometimes about in game stuff, we are human, but still we should always leave it inside the game, and not let it spill from it.


    -Nekomata

    First of all thxs for sharing your opinion.

    To be honest it's true that diplomacy can be very harsh, but it's also true that balance of the game is now based around strong realms attacking smaller ones, sure every now and then some big wars do broke out later in the game, but it's a different kind of situation. Since u need space and orbs to go on u are forced to go steal, and since there is almost no advantage to go fight someone on your level or stronger, it's "natural" to go fight smaller targets.The only reason to ever go against a strong realm is containment or victory.

    Then ofc this does not excuse a poor behavior in diplomacy, but i think some people tend to blame diplomacy a little too much these days. It's the harsh truth that realms that go in the middle of the fight will need to use diplomacy to survive, and they will likely have to sacrifice something to gain an alliance or a DP or a NAP from another realm.
    Again this does not mean realms can go around insulting people (not accusing anyone, it's a general example), that's ofc a very toxic behavior, but i'm saying the actions themselves are not derived from that, they will happen regardless, that's not an excuse ofc but it's important to divide the 2 things.


    For example now a lot of strong realms from the center of i3 are starting to look around them in search of targets, is it because their are evil? no, it's because they need orbs and good towers to keep themselves in the competition, they don't really even have a choice in the matter, at that point again i will reiterate that it's important that we all try to be civil about it, ofc a little heated "war talk" is fine, but everyone should know where the line is and not go over that.


    Also small note, p2w is not as impactfull as some people may think, the road to victory is built on activity, then often those that do have a lot of activity tend to also spend some money on the game, but activity alone can be very powerful already. it's also true that p2w can get VERY expensive, and the advantages gained can often be pretty small in the realm scale.


    In the end a difference in strategy, efficiency and activity will almost always trample the difference in money spent.


    -Nekomata

    deals


    So now you are finally talking with another diplomat, there can be a lot of different situations of course, but the most common types of deals are usually the same ones:


    • NAP (Non Aggression Pact): probably the deal that has been made the most times in Arkheim, it's as simple as it can be, but there are a few details that are always important to keep track while making NAPs. First of all "duration", how long will this deal last? Usually it tends to be a deal made for a specific island, so the duration is normally along the lines of "for the entirety of our stay on i1/2/3/4". Some NAPs can also include a break clause, that enlist the terms under which the NAP can be broken before it's intended end, it's usually a truce after notice of intent type of clause (after communicating your intent to break the NAP with the other party there are X hours of truce before any fighting can begin), but of course put other kind of clauses to it. The important thing is that it must be clear to both parties what you are agreeing to (this is true for everything);
    • DP (Defensive Pact): not very common but appears from time to time, it's a middle way between a NAP and a real alliance, a lot of alliances are in fact nothing more then a DP with at times some secondary deals attached. Honestly it's often not a great deal to make, in my experience it fails more often then not to accomplish anything useful.
    • Alliance: this type of deal can honestly vary a lot depending on the situation, but as the name suggests in the end it's a cooperation agreement with a certain goal, fighting against one or more enemies is the most common one, but there can be alliances that are born, for example, with the goal to climb together and helping each other succeed along the way. They are one of the most fragile deals that often lead to the most drama, since they require a lot of cooperation and trust to work, and they are often not that easy to achieve.
    • Coalition: a general term for a alliance that includes 3 or more realms that all share the same goal, if u thought that a single alliance can be a mess to coordinate coalitions are notorious to have an exponential difficulty to maintain and coordinate the more realms are part of it. They are usually born to crush a specific enemy, typically the first in the ranking. They are one of the most cruel type of alliance both internally and to their enemies, as I said at the beginning the warlord limit is very harsh, and any coalition of 4 or more realms can almost control the entire island they are in. But even with all that it has a lot of drawbacks, the most important ones are the fragility of it and the possibility of internal conflict, the usually unfairness of the deal, there is always someone that benefits from it more then others, and even if it's sounds weird, negative diplomatic backlash, that can alone cause the creation of an even bigger coalition to crush the original one.


    A few special and particular types of deals are also:

    • Orbs Farm: a realm that sacrifices their orbs to another in exchange for something, usually peace with that realm and possibly some territory when the other realm ascends.
    • Puppet/wing: a realm that is playing for the benefit or another, often without a benefit for themselves, it can be more or less explicit. Lately a lot less common, was more present when players slots unlocked with realm levels, and that required a wing realm to grow the members that would later join the main realm.
    • Hegemony: a particular kind of coalition, one where all the members expect one are usually some kind of puppet realm, and their objective if the success of the leader of such coalition, with the hope of other members to be able to profit from it. They can be more or less official, sometimes Hegemonies can be kind of naturally formed around strong realms without much input or work by said realms.

    All these deals need one thing to work well, clarity, and the best way to achieve it is through a well written agreements that includes all the details of it and the obligations asked to the participants.

    It's often not enough to simply say "we are allies now, nice", it's better to agree on specific terms, the more comprehensive the details are the better you will sleep at night. And of course the most complicate types of deal require even more "paperwork", i can share from my experience that when we participated in a coalition we spent around 2 days writing down a 2 or 3 pages ToS (Terms of Service) agreement that we asked everyone to "sign" before starting to do anything else.

    Usually the most important points are: "how will we decide something if we disagree on it?", "orbs/ascension order/ascension gate?", "how to divide supplies?"

    Failure to be able to resolve or have ways to resolve these issues will sank most agreements.


    Another important point is to agree on a duration and the possibility or not to break this deal with certain conditions, usually 95% of all deals are limited to a certain islands and expire the moment one of the 2 parties ascends. Conditions to break certain deals can be extremely important since you can then be way more flexible in your play style, they are hard to propose at times since it can feel like your making that deal only to then break it. And of course any possibility to break a deal means the other side can also do that as well so it's a double edged sword.



    final considerations

    The more time passes the more it seems people start to notice how important politics can be, from when i started playing the number of alliances or coalitions have skyrocketed. And it's a very delicate subject, since they can alone ruin the whole server for everyone playing in it. The main problem with it is that there is no current way to balance this inside the game, any balance change to numbers of troops, orbs, moon phases and so on won't have any effect on the diplomacy game. So how balanced a server will be mostly depends on who the player base will approach it.


    I personally like diplomacy, when it's not full of drama, because it's very intense and can give you a lot of satisfaction when done the right way. I like talking with a lot of different people and plan with or against them, try to convince then to join our side and in general to sway them in the direction we prefer. But we all need to try to avoid creating too much drama and salt while doing so, too much server diplomacy spills into discord server and tends to last for way longer then it should be. This is usually caused by a lot of rumors going around and not enough people actually checking them before acting on them.


    I've very thorn about the possible introduction of a war/diplomacy system to the game, as a general idea i really like how free the current "system" is, i mean there is no system right now. Now we need to see if this much freedom is something we deserve and know how to enjoy it or if we'll exploit it to the ground. Only time will tell, but i must say i'm not too optimistic about it.



    end


    P.S: If u have read everything till here you i'm gonna apologize to make you read such a long and boring wall of text, i hope it's been an interesting read overall even if some of the stuff is pretty basic. I didn't want to go too much into details or examples since it would have become a book. If this "guide" gathers enough interest i will try to make a second part or write about something else entirely to keep boring you people like this.

    I also want to apologize for any grammar mistake i may have made while writing this that i didn't find, English is not my first language so even if i tried my best it's very possible that something slipped through.


    Any comment and discussion is welcome, i will gladly talk about it in more details with whoever wished to.


    (I will note that i'm posting this in a period of this server (EA3) that has been very volatile especially in the diplomacy field, but this project was started way before any of it began, and it's the result of about one week of work by me so i'm not about to delay it or scrap it simply because of drama in the game. And for the same reasons you are welcome to discuss it but I ask some respect for the amount of work that went into this and not to correlate it to anything happening in-game at the moment of this posting, since it has nothing to do with it.)


    Thanks again,


    -Nekomata.


    :3


    (had to divide it in 2 posts because it was too long :P)


    [30/03/21: this guide was written before the introduction of the war&peace system, most of the content is still viable but not everything, when I'll have time I will update it to fit in the current meta. -Nekomata]


    First of all I should introduce myself, my nickname is Nekomata, I've played Arkheim from the beginning of Early Access 1 and i'm been a diplomat and then a leader from almost the beginning of it. Diplomacy is probably the field i'm more confident about in this game, so when i was thinking about writing a guide it was a natural choice of topic.


    This Guide is intended mostly for new/inexperienced players that want to know more about this aspect of Arkheim, hopefully even others can learn something from it.

    why is diplomacy important?

    Well, the answer is simple, it doesn't matter how strong your realm is, the number of warlords all players have at their disposal is limited to a maximum of 8, that limits the capacity of a realm to attack/defend. This makes alliances incredibly overpowered, which means is in the best interest of your realm to negotiate with your neighbors and negotiate to avoid being outnumbered, backstabbed or form alliances to defeat an enemy or defend from one.



    diplomat's position and responsibilities


    Normally all realms have a certain number of people that are tasked with diplomacy, they can be the leaders of the realm, or a member that decided to take that mantle, 2 or 3 people are ideal in my opinion. My suggestion is to add something along the lines of "contact (player_name1)/(player_name2) for diplomacy" to your realm description, if that's not the case usually people write the players wearing the crown in the realm they want to contact, but that often leads to loss of time since they might not the one in charge of diplomacy.


    The role of a Diplomat can vary, the first most basic and important responsibility is of course to be in charge of the official communications between their realms and others. If the diplomat is not the leader of the realm it will be his/her responsibility to negotiate any kind of deal between realms.

    But the "true power" of a diplomat comes from their secondary role, they are basically a spy, information is VERY important in this game, and they often have a web of contacts in a lot of realms that lets them collect a lot of rumors and chatter from everywhere, they usually have a grasp on the relations on the map, who is friends with who, which realms hate each other, what they are planning and so on.



    the tools of the trade


    All of this means that a diplomat usually has conversations with a lot of different people and often also needs to share images/screenshots, which makes it impossible to use the in-game chat for it (except for some basic stuff). This translates to a first contact inside the game and then a switch to a discord chat. The first thing a diplomat will likely ask you is your discord name and tag. Probably the most useful way to deal with diplomacy is to create a "diplomacy" section in your realm discord, and create a separate chat for each realm u want to be in contact with, make specific roles for all of them and then invite the other realms diplomats in your server and gave them access to their respective chat.


    This means around 80% if the real work is "outside" the game, in discord servers and chats, the remaining 20% is about keeping up to date on realms and map situation.

    Honestly discord becomes your best friend really fast, since you tend to have a lot of conversation you need to keep track to.


    Some more crazy people have folders or screenshots and documents about all that they find useful, most people simply try to remember the important stuff. It's important to know that information from previous rounds can still be useful in future rounds, for example which player played where in the past can be useful to know possible connections and get an idea of that player's play style and character.


    trust is the base of diplomacy

    Since there is no current implementation of a diplomacy system or similar between realm everything is based on TRUST, it's the base of all current diplomacy in the game, every time you make a deal of any kind you are putting a lot of TRUST into the other party (as they are doing with you).

    So why should you TRUST them? well, you have to count on the fact that TRUST is the main asset of any diplomat, and if you break a deal with another realm people will remember it and the more you do it the more difficult it will became for you to actually do any real diplomacy with possibly serious repercussion on their game. And then of course there is the moral reason, a lot of people, me included, take pride in honoring their deals, and luckily i can say that almost everyone i have dealt with in this community hasn't disappointed in this aspect.

    Unfortunately sometimes deals are broken, and it's never a good thing, whatever the reasons behind it are, because the more it happens the harder it will became to TRUST other realm in the future.


    diplomacy 101

    So now lets get to the more practical part, talking and dealing with other realms and their diplomats.

    It kind of goes without saying but as in any interaction with another human being being polite and respectful is always a great start; it might seem weird at first but starting a conversation with another diplomat even in a formal manner can be helpful to establish you are there for business and to be taken seriously. Being clear about the your credentials is also very important, who are you? which one is your realm? even clarifying your own position in your realm can help making the conversation go smoother.

    Are you there simply as a diplomatic emissary? Do you have authority to discuss and decide? Your "adversary" would appreciate to know if you can make decisions or you are simply there to relay and collect information, leaving things unclear can often lead to misunderstandings or bad feelings that can be very hard to clear afterwards.


    After introducing yourself you should of course explain why you reached out, this will depend on the situation of course and we will look at the most common types of interactions after.

    Every time you are proposing, negotiating or accepting/refusing a deal you should remember that you are giving away information, and the other party is too, you could say it's a special kind of battle, your are trying to read your "opponent" and they are trying to read you. why are you/they offering this deal? You can often try to lead the conversation in topics you are interested in, for example relationship with other realms, war intentions and so on. As before there is always a trade, it's impossible to not give away at least some information, the aim is to gain more then you lose, and to control as much as possible what information you are letting slip through.


    Probably the most annoying and difficult part to control about diplomacy is that with all the secrecy and hidden deals that go around, a lot of realms tend to act based on rumors that come from conversations between random people from different realms. Normally the best way to deal with this would be to contact the other party through an official channel to clear things up, but unfortunately often that doesn't happen or happens too late to resolve it without a whole lot of drama.


    Personally i think the best way to conduct diplomacy is directness, no stalling, no long conversations that often lead nowhere, you should go to the other diplomat make your proposal and negotiate on it if necessary. This game is very quick, u shouldn't lose time in diplomacy (unless you intend to stall your adversary through diplomacy, that's another topic entirely), since it would delay your other actions.


    Another thing that's important to remember is that people's memory of what they consider "attacks" or "insults" is VERY long, of course everyone would like to think that every round is separate from each other, but that's very much not the case, this doesn't always has to be a bad thing, friendships forged in our server can be very useful for the future of course. But it's mostly bad, old feeling of anger are often the cause of a lot drama and conflict both inside and outside a realm, you should always remember this and take it into consideration.

    It's honestly crazy how much can grudges from previous round influence future round.