Diplomacy: Difference between revisions
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==Description== | ==Description== | ||
Diplomacy reduces the cost of [[surrender]]ing, and increases the chance of wandering monsters joining you, be it for | Diplomacy reduces the cost of [[surrender]]ing, and increases the chance of wandering monsters joining you, be it 'for greater glory' or at a price. Also, whereas heroes may normally enter a [[Library of Enlightenment]] only when having reached level 10, basic diplomacy enables heroes to enter at level 8, advanced diplomacy at level 6, and expert diplomacy at level 4. | ||
On many maps, the Diplomacy skill is regarded as overpowered by tournament players, and therefore frequently banned from competitive play. | On many maps, the Diplomacy skill is regarded as overpowered by tournament players, and therefore frequently banned from competitive play. | ||
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==Wandering Monsters== | ==Wandering Monsters== | ||
Whether wandering monsters join you or not also | Whether wandering monsters will join you for greater glory, at a price, or not at all depends not only on Diplomacy, but also on several other factors (see also External Links below). | ||
First, the primary skills of a hero and the strength of the army that this hero leads are combined and then compared with the strength of the wandering monsters. The greater the relative strength of the hero’s army, the more likely it is that the monsters will join. | |||
Second, the chance of wandering monsters joining is increased when the hero’s army contains at least one upgraded or non-upgraded creature of the same type as the wandering monsters. The chance of joining is further increased when more than half of the creatures in a hero’s army are of the same type as the wandering monsters. Note that fire and energy elemental, 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. | |||
Third, when playing at easy difficulty, heroes receive a diplomacy bonus, even when they have not learned the skill. This does not affect heroes with expert diplomacy, but basic diplomacy acts as advanced diplomacy, and advanced diplomacy as expert diplomacy. | |||
==Comments== | ==Comments== | ||
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== External links == | == External links == | ||
* Thread on HeroesCommunity, started by AlexSpl: [http://heroescommunity.com/viewthread.php3?TID=28341 Diplomacy internals] | * Thread on [http://heroescommunity.com HeroesCommunity], started by AlexSpl: [http://heroescommunity.com/viewthread.php3?TID=28341 Diplomacy internals] | ||
* [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. |
Revision as of 09:17, 25 June 2014
Description
Diplomacy reduces the cost of surrendering, and increases the chance of wandering monsters joining you, be it 'for greater glory' or at a price. Also, whereas heroes may normally enter a Library of Enlightenment only when having reached level 10, basic diplomacy enables heroes to enter at level 8, advanced diplomacy at level 6, and expert diplomacy at level 4.
On many maps, the Diplomacy skill is regarded as overpowered by tournament players, and therefore frequently banned from competitive play.
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.
Wandering Monsters
Whether wandering monsters will join you for greater glory, at a price, or not at all depends not only on Diplomacy, but also on several other factors (see also External Links below).
First, the primary skills of a hero and the strength of the army that this hero leads are combined and then compared with the strength of the wandering monsters. The greater the relative strength of the hero’s army, the more likely it is that the monsters will join.
Second, the chance of wandering monsters joining is increased when the hero’s army contains at least one upgraded or non-upgraded creature of the same type as the wandering monsters. The chance of joining is further increased when more than half of the creatures in a hero’s army are of the same type as the wandering monsters. Note that fire and energy elemental, 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.
Third, when playing at easy difficulty, heroes receive a diplomacy bonus, even when they have not learned the skill. This does not affect heroes with expert diplomacy, but basic diplomacy acts as advanced diplomacy, and advanced diplomacy as expert diplomacy.
Comments
Works very well with Visions, and can easily be the skill that wins the game for you.
It goes without saying, but Diplomacy is especially useful to players who like racking up wandering monsters that match their armies. Cunning Necropolis heroes that somehow learned Diplomacy can also exploit it for free Skeletons (which is more efficient than fighting for them).
Heroes
Heroes that start with Diplomacy: Adela, Cyra, and Ryland.
External links
- Thread on HeroesCommunity, started by AlexSpl: Diplomacy internals
- Tribute to strategists: Heroes of Might and Magic III Manual by Rainalkar, pp. 22-25.