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
- 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.
- 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.
- 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.
- 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.
- 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
- Opinion: memories, wrongs and the breakdown
- Orgs: other outfits and who runs them
- Outfit & seats: the Agreements page
- War & conquest: justified war and peace
- Journal & quests: ON THE TABLE and its clocks
- Events & scenes: how a sit-down plays
- Mechanics
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