TI Multiplayer/Diplomacy and Chat

From Terra Invicta Official Wiki

This page is part of the TI Multiplayer mod.

This page covers how players deal with each other in a TI Multiplayer Sandbox campaign: trade, other diplomacy, chat and notifications.

Trading between players

A trade between two human factions starts like in single player: a councilor's Contact mission succeeds against an identified councilor of the other faction. Then both players get the trade window, and the game pauses for everyone (The clock is paused during a trade negotiation.).

  1. Put your offer together and click Send Offer.
  2. The other player can Accept Deal, change it and click Send Counter-Offer, or Reject Offer. Closing the window ends the negotiation.
  3. Messages: <name> sent you a trade offer. · Trade with <name> completed. · <name> rejected the trade. · <name> ended the trade negotiation. · The trade negotiation with <name> timed out.

Only one negotiation can run at a time.

Rules between human players

  • Improve Relations is not offered, and the usual ideology and relation requirements do not apply.
  • A non-aggression pact is always available, a truce needs a war and sharing intel needs a pact.
  • With Extended Trading Options (a campaign setting, on by default) there are two extra tabs: Ships and Control Points - players can hand over ships and control points of nations. These tabs only exist between human players.

Trading with the AI

Contacts with AI factions and the aliens work as in single player. The negotiation runs on the host, and the clock is paused for everyone while it is open.

Other diplomacy

Policies, federation and unification answers, breaking pacts, calls from allies and "ignore contact" choices all work for every player. Changes the host makes for its own faction reach the other players at the next council phase.

Chat

A collapsed Chat bar sits at the bottom left of the strategy screen, with a counter for unread messages. Click it (or press Enter) to open the Multiplayer panel:

  • a list of players (offline players are dimmed and marked (offline))
  • the last 100 messages
  • an input line for up to 200 characters - Enter sends, Escape closes. Game hotkeys are blocked while you type.

Important multiplayer messages (toasts) are copied into the chat log too. The chat is only available in Sandbox campaigns, not in the main menu or in Skirmish, and there are no private messages.

Notifications

  • Each faction's notifications and popups reach its player within about a second, without duplicates.
  • Short multiplayer messages appear at the top centre in the vanilla style for about 8 seconds, at most four at a time.
  • Global narrative events - events that concern the whole world - are decided by the host's faction. The other players see them without option buttons.
  • A player who joins a running game does not get the old notification history.

Steam Rich Presence

Your Steam friends see what you are doing: Multiplayer Mod - Lobby (n/8), Multiplayer Mod - Sandbox - <faction> or Multiplayer Mod - Skirmish. With the setting Notify on Steam when next turn is ready it shows Sandbox - Turn N ready after each month. Friends can use Join Game to join a Sandbox session (not Skirmish).

Known issues

  • If a player disconnects during a trade negotiation, the clock may stay paused. Save and reload the session to continue.

See also