Diplomacy: Difference between revisions

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== Importance ==
{{fanopinion|
{{fanopinion}}
 
For early development, Diplomacy really rocks. It is a good idea to bring almost all troops to the army of a hero with Diplomacy, so that his/her army is stronger at the moment of potential units' joining, thus increasing the possibility to join. However, keep in mind there should be a free slot, or the hero has same units as those on the map (basic and upgraded units are the different, e.g. you cannot unite [[Swordsmen]] with [[Crusader]]s outside a [[Castle]] with the upgraded 4 level dwelling!) Otherwise, the hero will have to dismiss some of his/her units. Summoning units from the home faction is especially brilliant, as they won't spoil [[morale]] and will become an integral part of your army.
For early development, Diplomacy really rocks. It is a good idea to bring almost all troops to the army of a hero with Diplomacy, so that his/her army is stronger at the moment of potential units' joining, thus increasing the possibility to join. However, keep in mind there should be a free slot, or the hero has same units as those on the map (basic and upgraded units are the different, e.g. you cannot unite [[Swordsmen]] with [[Crusader]]s outside a [[Castle]] with the upgraded 4 level dwelling!) Otherwise, the hero will have to dismiss some of his/her units. Summoning units from the home faction is especially brilliant, as they won't spoil [[morale]] and will become an integral part of your army.


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In the endgame, Diplomacy is losing its power, as most wandering monsters are already eliminated from the map, and it's unlikely that someone who could really help your army which is already very big will join (i.e. there is a low opportunity to get 10 [[Angel and Archangel|Archangels]] or someone like this) - strong wanderers usually don't join, as they are in map's keypoints and guard something important. Often in tournament and multiplayer games, Diplomacy skill is regarded as an overpowered secondary skill and is frequently banned from competitive play.
In the endgame, Diplomacy is losing its power, as most wandering monsters are already eliminated from the map, and it's unlikely that someone who could really help your army which is already very big will join (i.e. there is a low opportunity to get 10 [[Angel and Archangel|Archangels]] or someone like this) - strong wanderers usually don't join, as they are in map's keypoints and guard something important. Often in tournament and multiplayer games, Diplomacy skill is regarded as an overpowered secondary skill and is frequently banned from competitive play.


== Tips ==
=== Tips ===
'''Recommended for:''' At least one hero, typically a support, on maps with wandering monsters that are not set to 'savage', but  preferably to 'aggressive' (i.e., the default setting).
'''Recommended for:''' At least one hero, typically a support, on maps with wandering monsters that are not set to 'savage', but  preferably to 'aggressive' (i.e., the default setting).


Although a main hero's attack and defense skill help in convincing wandering monsters to join, it typically works well to let a support hero learn this skill instead. This support hero can then borrow troops from your main hero to convince wandering monsters to join and return the troops immediately after. This saves your main hero a skill slot and potentially a lot of movement points.
Although a main hero's attack and defense skill help in convincing wandering monsters to join, it typically works well to let a support hero learn this skill instead. This support hero can then borrow troops from your main hero to convince wandering monsters to join and return the troops immediately after. This saves your main hero a skill slot and potentially a lot of movement points.


== External links ==
=== External links ===
* [http://heroescommunity.com/viewthread.php3?TID=28341 Diplomacy internals] - thread on [http://heroescommunity.com HeroesCommunity]
* [http://heroescommunity.com/viewthread.php3?TID=28341 Diplomacy internals] - thread on [http://heroescommunity.com HeroesCommunity]
* [http://www.scribd.com/doc/215189069/Heroes-of-might-and-magic-III-strategy-guide Tribute to strategists: Heroes of Might and Magic III Manual] by Rainalkar, pp. 22-25.
* [http://www.scribd.com/doc/215189069/Heroes-of-might-and-magic-III-strategy-guide Tribute to strategists: Heroes of Might and Magic III Manual] by Rainalkar, pp. 22-25.
}}<!-- end of fan opinion -->


{{secondary skill 'see also'}}
{{secondary skill 'see also'}}

Revision as of 12:57, 17 May 2021

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Diplomacy
Basic Diplomacy: allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 20%.
Advanced Diplomacy: allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 40%.
Expert Diplomacy: allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 60%.

Diplomacy is a secondary skill, that increases the chance wandering creatures will offer to join the hero's army and lowers the cost of surrendering to another hero. Additionally, Diplomacy enables hero to learn primary skills from Library of Enlightenment earlier than experience level 10. With Basic Diplomacy the hero has to be at least on level 8, with Advanced Diplomacy on level 6 and with Expert Diplomacy on level 4 to receive +2 to all primary skills from Library of Enlightenment.

Heroes with Diplomacy as a starting skill:

Basis of joining

Whether or not the wandering creatures will join you for "greater glory" or at price, depends not only on a hero's level of Diplomacy, but also on several other factors (for details, see also External Links below). For creatures with a randomized chance to join, the chance can be summed up in the following way:

  • Army strength
    • 40% bonus with expert Diplomacy (30% chance to hire) if the army is 3 times the strength of the creatures
    • 30% bonus with advanced Diplomacy (20% chance to hire) if the army is 2.5 times the strength
    • 20% bonus with basic Diplomacy (10% chance to hire) if the army is 2 times the strength
    • 10% bonus if the army is 1.5 times the strength of the creatures
    • 10% penalty if the army is weaker than the creatures
    • 20% penalty if the army is less than half the strength
    • 30% penalty if the army is less than a third of the strength
  • Army composition
    • 20% bonus if over 50% (creature count) of the hero's army consists of the same type (up/downgrade) of creatures
    • 10% bonus if there's at least one creature of the same type (up/downgrade) in the hero's army
  • Diplomacy
    • 30% bonus for expert
    • 20% bonus for advanced
    • 10% bonus for basic

In total, this allows for a 90% chance to join (60% free, 30% hire) if all the conditions are met.

Note that fire and energy elementals, water and ice elementals, and earth and magma elementals are considered different creature types, even though the latter of each pair is an upgrade of the former.

When playing at easy difficulty, heroes receive a diplomacy bonus even when they have not learned the skill. No Diplomacy acts as basic Diplomacy, basic Diplomacy acts as advanced Diplomacy, while advanced and expert diplomacy act as expert Diplomacy for the purpose of joining.

Horn of the Abyss Horn of the Abyss

On all standard random map templates, monsters now only join for money, and only half the group for the price of the entire group; these settings can be altered in the map and template editors.

Chance to get

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Castle  Knight   4
Castle  Cleric   7 (highest)
Rampart  Ranger   4
Rampart  Druid   4
Tower  Alchemist   3
Tower  Wizard   4
Inferno  Demoniac   4
Inferno  Heretic   3
Necropolis  Death Knight   2
Necropolis  Necromancer   4
Dungeon  Overlord   3
Dungeon  Warlock   4
Stronghold  Barbarian   1 (lowest)
Stronghold  Battle Mage   3
Fortress  Beastmaster   1 (lowest)
Fortress  Witch   2
Conflux  Planeswalker   2
Conflux  Elementalist   4
Cove Horn of the Abyss     Captain   5
Cove Horn of the Abyss     Navigator   2
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}


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