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Diplomacy & gifts

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

Diplomacy in Mafia King is the sit-down: you sit across the table from another boss and come away with an understanding, or without one. You can make a pact, send a gift, take an outfit under your protection, lean on a neighbour with a demand, or pay to square an old wrong. Every ask shows its odds before you send it. Every boss remembers how you treated him.

How you use it

  1. Get to the table. When one of your people reaches a town where another outfit's man is standing, the meeting opens on its own. Bosses next to your seat also invite you to sit down now and then: Sit down or Refuse.
  2. At the table, Talk is the personal side: Be friend, Insult, and Bury it if you're rivals. Diplomacy is the outfit side and only works with the man who speaks for his outfit, its boss.
  3. Under Diplomacy, pick a deal. Each one shows a verdict (SURE, LIKELY, LONG SHOT or NO) and its odds. Hover it to see every reason, line by line, before you send it.
  4. Answer what comes to you. Demands, offers and calls to war arrive as a quick text and wait in the JOURNAL under ON THE TABLE, each with a clock.
  5. To end a pact or a protection, go to OUTFIT → Agreements.

The DIPLOMACY tab on the bottom bar is empty for now ("Nothing here yet."). Everything above happens at the table, in the journal and on the OUTFIT screen.

How it works

The deals

Deal What it does Term
Non-Aggression Pact Neither side moves on the other while it stands 200 days
Alliance A defensive pact. When one of you is attacked, the other is called to arms 365 days
Take them under you Their outfit comes under your protection. You must border each other, both be at peace, and you must be at least as strong. They keep their towns and soldiers, pay you tribute and leave outside wars to you Can't be ended for its first 180 days
Ask for their protection The same, the other way round. Only an outfit that has lost a war, or is losing one, can ask Same
Request tribute Argue an existing tribute up or down one step. Argue it down to nothing and the arrangement ends —
Send a gift Cash for goodwill. Always taken —
Make a demand Lean on a neighbour (see below) —
Square it Pay a boss to forget the wrongs he holds against you —
Offer peace / Make peace During a war: ask for a white peace, or take theirs if they've offered —

Pacts cost Influence every day while they stand. When a pact's term runs out it simply ends. Ending it early is breaking your word.

Will he say yes?

Every deal adds up a score from lines you can see on the hover. At 30 or more it's SURE; at 15 or more it's LIKELY; above 0 it's a LONG SHOT; otherwise NO. Between SURE and NO the dice decide, and the chance is shown.

Line Effect
What he thinks of you Half his opinion of your boss
Strength Being stronger than him helps a pact; for protection, the bigger outfit is the one that's wanted
A shared threat Both of you border an outfit twice your size: +25 for a pact
What the deal is worth to him A NAP is cheap to give (+20); taking an offer to come under you is a big ask (−45)
His other deals −6 for each deal he already has
At war with you −100
Your Dread Being feared makes a favour harder and a demand easier. A boss who's intimidated or terrified by you gives in more readily
His traits Each sin or virtue changes one thing. Greedy wants something in it; Proud won't answer to anyone; Envious minds that you hold more towns; Diligent remembers you dealt straight before

If he says no, you can't ask him for the same deal again for 180 days. The button tells you when.

Gifts

Send a gift hands his outfit $500. He thinks better of your boss by up to +30 (amount ÷ 150), and a Greedy boss counts it double. The warmth fades over 240 days.

Beef and squaring it

Some memories are wrongs: taking his town, jumping his crew, refusing his demand, breaking a deal. They add up to beef. At 10 points of beef a boss has a justified reason for war on you, and you appear in your journal under WHO HAS A REASON TO HIT YOU.

Declaring war on an outfit you have no beef with costs 15 Influence, and every neighbour thinks less of you for it.

Square it pays him 60 per point of beef (at least $300). His wrongs against you come off the books and he remembers that you squared things. You can't square it while you're at war with him.

Demands

You can lean on a neighbour you border and aren't at war with, if you're strong enough:

Demand What you ask Strength you need
Tribute 10% for 180 days 1.6× his
A town His smallest town that borders yours (never his seat) 3× his
Protection He comes under you 2× his

He can pay, counter with half (half the tribute for half the time, cash for the town, or a non-aggression pact instead of protection), or refuse. A refusal gives you beef against him, so a war on him becomes justified. You can't lean on the same outfit again for 120 days.

When a demand is made of you, you have 10 days to answer. Silence counts as refusing.

Breaking your word

From OUTFIT → Agreements you can end any pact early. It costs memories: the other boss remembers you broke a deal (−40), or an alliance (−60), and every neighbour who hears of it thinks a little less of you too.

Calls to war

When an ally is attacked, you're called to arms. Answer the call and he remembers it (+20). Refuse the call and he remembers that a long time (−70).

Talk

Option What it does
Be friend "His opinion of you climbs every month. Costs Respect."
Insult The opposite stance
Bury it Ends a rivalry, both ways. Old wrongs stay; squaring them is separate

Numbers (all TEMP)

Number Value Where
SURE / LIKELY at 30 / 15 diplo_sure_at, diplo_likely_at (code defaults)
Opinion weight in a deal × 0.5 diplomacy system
NAP term / upkeep 200 days / 0.15 Influence a day nap_term_days, nap_upkeep_per_day
Alliance term / upkeep 365 days / 0.25 Influence a day alliance_term_days (code default), defensive_upkeep_per_day
Request tribute Costs 18 Influence; one step is 5 points; top 35% tribute_influence_cost, tribute_reneg_step, tribute_pct_max
Refusal clock 180 days deal_refusal_cooldown_days
Gift $500; opinion amount ÷ 150, max +30, 240 days diplomacy system
Protection tribute / minimum time 10% / 180 days frontier.protector_tribute_pct, frontier.protection_min_days
Vassals you can hold One per 2 outfit tiers diplomacy_m2.vassal_cap_per_levels
Beef that justifies war 10 diplomacy_m2.beef_justifies
War with no reason 15 Influence diplomacy_m2.war_naked_influence
Square it 60 per point, at least $300 diplomacy_m2.square_price_per_point, square_price_min
Demand strength: tribute / town / protection 1.6× / 3× / 2× diplomacy_m2.demand_margin, demand_town_margin, demand_protection_margin
Demand terms 10% for 180 days diplomacy_m2.demand_tribute_pct, demand_tribute_days
Wait between demands on one outfit 120 days diplomacy_m2.demand_pair_days
Time to answer a demand 10 days diplomacy_m2.demand_clock_days
An offer to you stays open 14 days diplomacy_m2.offer_open_days
A shared threat +25 when both border an outfit 2× your size diplomacy_m2.snowball_bonus, snowball_ratio

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
Diplomacy happens at the sit-down, the journal and OUTFIT → Agreements A working DIPLOMACY tab
Odds are always shown, line by line Hidden dice
A refused deal can't be re-asked for 180 days Asking again and again until he says yes
Pacts have terms and cost Influence while they stand Pacts that last for ever
Gifts are cash for opinion, at the table The gift to an officeholder (police and offices are paused in the sandbox)
No Respect for a signed pact A Respect bonus for signing
Local independents stay out of gang pacts Pacts with locals
Passage (mutual no-trespass) isn't offered at the table Passage as a deal you can make

Sources

src/systems/diplomacy.gd, src/systems/demands.gd, src/systems/frontier_council.gd, src/systems/opinion.gd, src/systems/expeditions.gd, src/ui/tabs/diplomacy_tab.gd, src/ui/tabs/journal_tab.gd, data/memories.json, data/config.json (diplomacy_m2, frontier, pact keys), data/campaigns/sandbox.json