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  • #76
    Third edition - almost finished!

    Revision: 3

    <u>Diplomacy summary 2.1</u> - By Harel Eilam ( harel@isdn.net.il )

    <u>Index:</u>

    1. Pacts
    2. Treaties
    3. Special operations
    4. Trade
    5. Diplomatic option/screen
    6. Negotations
    7. Diplomatic realtions
    8. Atrocities and complaints
    9. Long memory


    1. Pacts

    A pact is an agreement between three of more players ( AI or humans ) to work toghter under the same ground. The most common pact is a militarial where several players can unite their own forces, but other pacts also exist, a trade, science and diplomatacy pacts.

    1.1.1 Diplomatic pacts are the most basical ones. They serve is a formal meeting house for many civs, but rarely hold any real power. It acts much like the UN, or SMAC concuil. AI have a very good chance of joining a diplomatic pact, more then any other form of pacts.
    1.1.1.2 A player may address a diplomatic pact with the following things:
    1.1.1.2.1. Expel a member ( only if he commited to a serious atrocity ). Maybe this can be only temporerly?
    1.1.1.2.2 Suggest a new member.
    1.1.1.2.3 Suggest a strike ( form of limited war ) or a player which commitied a serious atrocitiy.
    1.1.1.2.4 Suggest a full scale war, but only on a player which commited genocide.
    1.1.1.2.5 Signing a global trade treaty ( bonus to trade ).
    1.1.1.2.6 Electing a pact leader ( like SMAC concuil leader ).
    1.1.1.2.7 Finanacing a global project ( like in SMAC ).
    1.1.1.2.8 Ask for embargo on a player ( commited minor/major atrocities ).
    1.1.1.2.9 Call for an open debate ( chat, when caller set the topic and talks first ).
    1.1.1.2.10 Sign any of the following treaties: 2.4.1, 2.4.2., 2.4.3, 2.4.4.
    1.1.1.2.11 A united wonder project for all the members of the pact ( see 2.3.2 ).
    1.1.1.2.12 Ask to strip a player of Veto power ( see 1.7 ).
    1.1.1.2.13 Demand a player ( in the pact or outside ) to make peace. This could be further induce with an aultimetum: sign peace in X turns, or we declare war on you.
    1.1.1.2.14 Ask pact to re-evalute borders: diplomatic pacts can advise on borders, and delcare that one nation must pass X land to the other side. If not, the pact may declare war on the refuser.
    1.1.1.2.15 Demand cease-fire: the pact can demand a cease-fire between nations, and send force to inforce it.
    1.1.1.2.16 Establish de-militarilized zone: the pact eract a zone where only her military forces may enter. Any other force may be destroyed.
    1.1.1.2.17 Give autonomy: the pact may demand a nation which conquered an entire civ to give here autonomy, in a vassal form ( see 7.1 ).
    1.1.1.3 The diplomatic pact can either be created in reserved to specific members, like in the other pacts, or can be like the UN/SMAC concuil: it's automaticly created and all civ's around the world are joined. If it's a universal pact, then 1.1.1.2.1 and 1.1.1.2.2 can't exist.
    1.1.1.4 Should the diplomatic pact be resereved to only when you have the UN wonder?
    1.1.1.5 Just joining the pact should gives you a small bonus ( if, unlike 1.1.1.3, it's a pact with admition and membership ). Maybe +% to diplomatic realtions?
    1.1.1.6 Should it be reserved to only democracies? If true, what happens when a member changes it's goverement type AFTER he joined? Is he automaticly expeled, or it there a vote?
    1.1.1.7 The UN shouldn't be a wonder, or it should be modified, in the following options:
    1.1.1.7.1 Several players reach a certain tech level.
    1.1.1.7.2 A certain player discovers "modern politics".
    1.1.1.7.3 it's available right from the start.
    1.1.1.7.4 No certain nation builds the UN wonder, but several nations toghther.
    1.1.1.7.5 The UN wonder can't be destroyed, and if it can't, it should be able to be rebuilt.

    1.1.2 Military pact is the most used pact there is. It's a union of players for a military might and united protection.
    1.1.2.2 Automaticly, all members of a military pact can't attack any other member without breaking the pact. Similar to NATO.
    1.1.2.3 A player may address the concuil with the following things:
    1.1.2.3.1 Suggest a new member.
    1.1.2.3.2 Expel a member ( requires only a vote ).
    1.1.2.3.3 Declare a war ( on a player which is not in thr pact ).
    1.1.2.3.4 Sign any of the following treaties with any specific member: 2.2.1, 2.2.2, 2.2.2, 2.2.3, 2.2.4, 2.2.5, 2.2.6
    1.1.2.3.5 All the treaties from 1.1.2.3.4 may be signed globely: for example, 2.2.2 means all member share intel, 2.2.3 means all members share some units, etc. 2.2.4 can't be signed globely, but 2.2.5 means all members will pool thier resources to create a single, unified project.
    1.1.2.3.6 Designate target: when a war was declared by the pact on a single enemy, you may suggest a specific target for the pact to concentrate.
    1.1.2.3.7 Summon war meeting: similar to 1.1.1.2.9.
    1.1.2.4 All members in the pact must be allied to one another. If not, joining the pact automaticly allies you with all the others.

    1.1.3 Emergency pact: emergency pact is similar to a militarial pact. It's created to the sole purpose of destroying a specific enemy. The pact automaticly disolve when the enemy is destroyed, or peace is signed.
    1.1.3.2 the only possible actions you can make in an emergency pact is to call for new members, direct the assault ( see 1.1.2.3.6 ), and call for a war meeting ( see 1.1.2.3.7 ). The treaties can be signed by the normal diplomacy channel, but not via the pact screen.

    1.1.4 Science pact: Science pacts are a group of nations that share their intellectul knowladge between themselfs.
    1.1.4.1 Players may suggest the following things to the concuil:
    1.1.4.1.1 Add new member.
    1.1.4.1.2 Expel a member ( requires only a vote ).
    1.1.4.1.2 Signing any of the following treaties: 2.1.2, 2.1.3, 2.1.4, when 2.1.3 and 2.1.4 can be suggested as a global effort.
    1.1.4.2 All members automaticly sign 2.1.1 between themselfs.
    1.1.4.3 Beyond the bonus that is recieved via 1.1.4.2, all members get a +1% per member to thier total research points ( for example, 10 members, not including yourselfs, will give you +10% to your RP output ).
    1.1.4.4 All members in the pact must be in peace with one another.

    1.1.5 Trade pact: or an economic pact, a union of nation for better profit margin.
    1.1.5.1 You may ask the concuil to do the following things:
    1.1.5.1.1 Add new member.
    1.1.5.1.2 Expel a member ( requires only a vote ).
    1.1.5.1.3 Suggest any of the following treaties: 2.3.1, 2.3.3, 2.3.4, 2.3.5, 2.3.7, 2.3.8 to a certain player or offer to the highest bidder.
    1.1.5.1.4 You may offer to share a global wonder ( see 2.3.2 ) to all the members, or a specific one.
    1.1.5.1.5 Demand a monopoly ( see 2.3.6 ) from all the members, or a specific one.
    1.1.5.1.6 Ask for sancations on a specific player ( outside the pact ).
    1.1.5.2 All players must be at peace with one another. All players gets +1% to trade profit for every member in the pact ( not including the player ).

    1.2. All pacts ( with the possible exception of the diplomatic pact, see 1.1.1.3 ), are created by at least two members. The creator, which is considered the leader of the pact, send a request to the second party. Under agreement, a pact is formed. The pact may then be expanded with further members.
    1.2.1 Should the total number of pacts be limited?
    1.2.2 A player must not be a leader of any more then one pact, but he may a member in how many he wishes. A possible solution to 1.2.1?
    1.2.3 Should the establishment cost a certain fee?

    1.3 Should membership in a pact cost a certain fixed fee?

    1.4 Is leaving the pact cause some damage? Pay the other members some fixed fee?

    1.5 Is expeling members should be temporily or permenant? In case of diplomatic pacts ( which can only expel a member if he commited atrocities ), should he be able to join after X turns?

    1.6 You should be able to have "secret" pacts. All considering, it can only be seriously used in military combat, as trade and science pacts automaticly recieve too much attention. A "secret" pact won't be informed, or shows in your civ info. But it should cost considerbly more then "normal" pacts.

    1.7 Veto power is in the hands of the pact founder, and maybe the biggest nations in the pact, around 10-20% of them. Veto can be cast to over-rule any decisions, but it does cause some hostality toward you from the oppisition. Veto can be re-overruled with a 66% vote in the oppisition. Vote power can be also stripped with a 66% vote.

    2. Treaties

    2.1 Science treaties: Can be signed via the Science pact ( see 1.1.4 ), or via the diplomacy screen when the diplomatic realtions are atleast peaceful.
    2.1.1. Science treaty: an agreement which gives both sides +% to science output.
    2.1.2 Research treaty: Side A pays side B money, and side B in exchange gives all new technology he researched.
    2.1.3 Tech treaty: Both sides pool their RP togther and research a specific tech. After it's discovered, the pooling ends.
    2.1.4 Mutual research: Both sides share all new technology they accquire by research.

    2.2 Militarial treaties : Can be signed via the Military pact ( see 1.1.2 ), or via the diplomacy screen only when you are allied with the other side.
    2.2.1 Intelligence treaty: You may not spy on other side, and you both share all reports on other hostile nations. You can even pool toghter your intel to sabatoge and espionage toghter.
    2.2.2 Survlience treaty: shared maps and all known enemy units location.
    2.2.3 Defence treaty: both sides position some military units in each other cities for protection.
    2.2.4. Design contract: Side A pays Side B to design and build a prototype of a unit. Side B gets 10% of the cost. This tready can only work if:
    2.2.4.1.1 You have a unit workshop like SMAC.
    2.2.4.1.2 A certain idea in the unit section will be included: that the stats of the prototype units will be better the higher your tech and the more money and time you invest in the development.
    2.2.4.2 Side B can't, however, construct the design himself unless side A sells it to him.
    2.2.5. United project: Side A and side B both design a prototype toghter ( similar to treaty 2.2.4 ). Both pool resources and the end product is available to both of them.
    2.2.6 Lend units: Side A pays side B, and recieve several military units for it's use, for a limited time. Those units can't however, attack the original owner cities or land.
    2.2.7. Right of passage: side A may pass and refuel at side B bases.

    2.3. Trade treaties : Can be signed via the Trade pact ( see 1.1.5 ), or via the diplomacy screen when the diplomatic realtions are atleast peaceful.
    2.3.1 Construction contract: Side A pays money to Side B, by ordering construction of several units. Side B select a city, which then invest all money to speed-up production of the required units. Side B get 10% of the construction cost. ( Used when you have a good construction ratio in one city, mainly because of a good wonder ).
    2.3.2 United wonder: Both sides may construct a wonder. This treaty may only work for wonders that effect society at general ( and not only give tech [ darwin voyage ], a benefit to a certain city or a certain continent ). They pick a city where it's built: but the location doesn't matter since it effect all cities. All cities gives 10% of both nations of there labor to build the wonder. The two nations split the maintance cost. IMPORTANT! Also applies to star ships.
    2.3.3 Hired workers: Side A pays side B to gain worker support. Side A select a city, and side B also. Half of all the labor force in side B cities is passed, for the duration of the treaty, to side A city.
    2.3.4 Port contract: Side A pays side B to build a harbor/dock at his land for refuel.
    2.3.5. Trade passage: Side B allows side A to build trade routes over his land, but he gets 10% of all trade income.
    2.3.6 Monopoly: Side A ask side B to only buy a certain item from him ( used in a commodity system, see economics/trade ).
    2.3.7. Funded trade: Side A pays side B to build some caravans and establish a trade route with another civ that normally he can't because he has no contact of way to her. Side B gets 10% of the income.
    2.3.8 Development area: Side A pays side B for the automated "rent" of some of this settlers. Those settlers then go, and build the job they are hired for: "build a road from here to there", "make farms", etc. Very useful when needs to clean a lot of pollution after a massive nuclear strike.
    2.3.8.2 If the public works idea from CtP is added, then side A can "buy" work points from side B for a sum, and use it himself.

    2.4. Agreements: Can be signed via the Diplomacy pact ( see 1.1.1 ), or via the diplomacy screen when the diplomatic realtions are atleast not of war.

    2.4.1 Forbiden weapons: Both nations can agree not to use a weapon that is not classified as a nuke or illegal. For example, both nation can agree not to use Catapults, IBCM or tanks. You may also request that only a certain side won't use this tech. ( Example: in startrek, the federation agreed not to used clocking technology of any sort ).
    2.4.2 Limited arms: Both sides agree not to use an illegal weapons.
    2.4.3 Free air: Both sides agree that be "pollution-safe" after X turns. Meaning, the popultion level must not raise above Y level, or the civ is fined ( forcing the civ to hurry up and build dams, solar panels and recycling systems ).
    2.4.4 No-nuke: both sides shell not build any nuclear missiles, subs or power plants.

    3. Special operations

    Special operations are the product of special units. In civ III, those were the Diplomat and the spy. However, there is a dispute on which operations should go to each unit, and some suggested even new types of special units. Therefor, I divided this section into two: one listing all the possible operations, and the other all the units and suggested things they can do ( with all the disputes ).

    3.1.1 Peaceful operations: those operations can be done at any time, with little danger of discovery, or damage if caught.
    3.1.1.1 Investigate city: allows the player to see, for one turn, the management of the enemy city. The entire city radii, what building it has, and the popultion distribution.
    3.1.1.2 Establish ambsassy ( serves to give you key statistics on enemy civ every turn ).
    3.1.1.3 Military status: see the positions of all the units which belog to the city, even those that are outside in the field right now.

    3.1.2 Hidden opeations: those operations can't be done against an ally which you signed an espionage treaty with. It's moderatly dangerous, and may create hostility toward you if you are caught.
    3.1.2.1 Sway away unit: pay X amount, and the targeted enemy unit become yours. The expreince level of the operator increase the chance, by high unit morale, exp and proper SE options reduce the chance. Only for Infantry, or other cheap units. If it's a costly unit, its consideres a "war-time operations" ( see 3.1.3 ). Also, it's only applies for manned unit. For missiles, look at 3.1.1.5.
    3.1.2.2 Steal technolgy.
    3.1.2.3 Steal blue-print: get the design of a certain unit ( if the project idea is used, see units thread ).
    3.1.2.4 Still money: the cost of operations must always be higher then what is gained by the process. The advantge is that it drains the treasure of the enemy.
    3.1.2.5 Still goods: for a certain turn, a certain amount of shields from the enemy city is moved to your nearest city ( or spy home city ), and boost production.
    3.1.2.6 Damage unit: reduce unit health by 50%, and cripple it ( can't move for X turns ). The morale level of the unit is also reduced to the lowest level ( not exp, however ). The operator unit is destroyed.
    3.1.2.7 Cause revolt: has a low chance the city will revolt. Still cheaper and with higher chance then a succesful bribing.
    3.1.2.8 Nuclear deployment: see the positions of all the nukes in the civ, or atleast parts.
    3.1.2.9 Rescue operator: if an operator has failed in it's mission, it caught and may be rescued for X turns.
    3.1.2.10 Donate terrorists: create an AI raider spy which will work against the city itself. Reduce the danger from yourself, but it cost a lot and the terrorist is less capale then your own operator.
    3.1.2.11 Donate criminal ( see economics thread for pirates ): you may donate money which goes directly to the pirates AI, which can then harrass the enemy even more.
    3.1.2.12 Raid trade route: steal a low amount of money off any trade routes, or caravans, moving near you.

    3.1.3 War-time operations: those operations can only be done against an enemy with you are atleast in cease-fire with. If caught, it will move you directly to war.

    3.1.3.1 Bribe a city: pay X amount, and the city is yours. However, you can't bribe a city which has military units in it, and the more resilent the enemy civ is ( set by her social engineering options ), the bigger the change the operation will fail alltogher.
    3.1.3.2 Nuke a city: acts just like a nuke hit the city, however with less pollution ( more advance bomb, if it's that small ), and bypassing SDI defence. However, a key observation was made: the cost of nuking a city must be higher then the cost of a normal nuke ( reasonable, isn't it? ).
    3.1.3.3 Pollute/Poison water: reduce city popultion.
    3.1.3.4 Destroy city building.
    3.1.3.5 Steal nuke/missile: allows you to steal any un-maned that are sitting in a city ( like missiles and nukes ).
    3.1.3.6 Kill nation leader ( only in capitol city ). Throws the entire nation to revolt, for a turn or two.
    3.1.3.7 Destory trade route: destroy a trade route of the enemy, and kill all caravans on it.

    3.2.1 Some claim that since operators are a single man, or a very small group, it should require no support and cause no unhappiness to the popultion when outside city radii. Ofcourse, this could make spies too powerful.
    3.2.2 Spies ( or other, fiting operators ) should have one or more of the following abilities/powers:
    3.2.2.1 A good line of sight ( 2 ).
    3.2.2.2 Quick movement.
    3.2.2.3 Hiding: can only be found by scouts and other spies.
    3.2.2.4 Use enemy railraods ( considering that the bug from civ II would dis-allow forgien countries to use your own railroads in normal conditions ).
    3.2.2.5 Can board enemy transporters un-noticed ( unless there is a scout on the ship ), and requires 0 cargo capacity on your own carriers ( but only for a single operators ).
    3.3 It was suggested that you will give the operators instructions, and not the direct assignment. Meaning? For example, you can tell your spy to: "recon around ( X,Y ) for X turns, then proceed to city X where you will bomb Y, and continue to bomb the following X city improvements, until you return to your home city of X."
    3.4 If an operator has fail in it's mission inside a city, it's caught, and unless rescued ( see 3.1.17 ), there is a good chance there will be a security breach ( gives away maps with combat units positions, techs, etc. )
    3.5 Should the entire intel process by automated? You spend money on intel, and all operations are done automaticly? If so, they are several options:
    3.5.1 The computer automaticly build the operators, assign them to missions and proceed.
    3.5.2 The computer creates and control the units, but you assign them missions ( also see 3.3 ).
    3.5.3 You have no operator units, which requires too much micro-management anyway. You have a "generic" intel screen, which you assign missions and spend money, but you don't use units: you just have basics chance of sucess/fail.

    4. Trade

    4.1 Single-time trade: this form of trade is a single time exchange of goods between two sides. Every trade process has two sections: "give" and "get". Ofcourse, it's reverse for every other side. To make it clear here, "A" will define what side A gives to side B, or what side B gets from side A, and "B" define what side A wants from side B, or what side B gives to side A. This trade can also apply for gifts and requests, where only one side is filled. You may replace any of the following things in single-time trade:

    4.1.1 Land ( a rectangle of land )
    4.1.2 Cities
    4.1.3 Money
    4.1.4 Units
    4.1.5 Technology
    4.1.6 Resources
    4.1.7 Treaty ( sign an alliance with me, and i will give you 50 crdits and steam engine, tech, for example )
    4.1.8 Politics ( see 5.8. For example: cancel your alliance with X, and I will give you Y )
    4.1.9 Fixed transfer: see 4.2 for extra details. You can create the following suggestion: sign an alliance with me, and i will give you 20 food units for 25 turns.
    4.1.10 map information. The entire map, or a certain region.
    4.1.11 Intel: sell enemy military units deployment, civ status and city information.
    4.1.12 Protoype design: sell a design ( see 2.2.4 ).

    4.2 Agreements/Contracts/loans: this section describe how to create a fixed agreement. X items will be replaced by Y items every turn, for infinite time ( or a fixed amount of time ). It can also describe tribute. The following things can be exchanged:

    4.2.1 Money. This also applies to loans. For example, a loan looks like this: you give me 1000 credit right now, and I give you 20 credits per turn, for 60 turns ( intersts ).
    4.2.2 Resources
    4.2.3 Technology access: a very intersting suggestion that also relates to the technology thread. You can grant the other side only limited access to the technology, and not full use ( giving it to him ). He would only be able to use the applications of it, and won't allow to research like he has it ( a technology shelf ). Nor would he keep the technology after you stop sharing it with him. For example, if you share gunner powder with him, he could build muskterees, but that will stop once you stop sharing it with him. Also, the effects of gunner powder ( like ending the effects of wonders and buildings ) won't apply on the other side.
    4.2.4 Food
    4.2.5 Units: give X units every turn. Genralzied amounts. See 4.3 for extra details.
    4.2.6 Design access: similar to 4.2.3, only it grants a limited access to a certain unit design.

    4.3 when offering a trade offer, you can also talk in "general" numbers. A general number of units can appear like this:
    "Sign an alliance with me, and I will give you some units".
    Where units can be generalizied in the following ways:
    4.3.1 Some units
    4.3.2 Some military units
    4.3.3 Some naval units
    4.3.4 Some frigate class "B" units
    4.3.5 X units ( fixed number )
    4.3.6 X mililtary units
    4.3.7 X naval units
    The other side will then select the number and type of the offer.

    5. Diplomatic screen

    Here are the following options on the diplomatic screen. Check out the trade section ( 4 ), for further details.

    5.1 Ask for treaty ( if you don't want it via the trade screen. Treaties and diplomatic level ).

    5.2 Give gift ( add something to "give" section )

    5.3 Ask/Demand/Force something ( add something to "get" section, and choose attitude ).

    5.4 Offer trade ( add somethin to the "give" and "get" section ).

    5.5. Offer trade agreement ( a contract, see 4. Also applies to loans )

    5.6 Declare war / break alliance/unity

    5.7 Complain ( see 8 )

    5.8 Politics: this is a large section. It contains all the options that regards to other players, not just you too. For any request here, it opens a trade screen. You might add something as a gift "sign peace, and i will give you X". The other side might responds in a bigger request ( see 6.2 ).
    5.8.1 Offer new member to pact. If you are both members of a pact, you can recommend a new member here.
    5.8.2 Expel a member: if you are both members of a pact, here you can recommend the expelation of a certain other member.
    5.8.3 Offer new pact: suggest your ally to add you, and form a new pact. See pact section ( 1 ), for limitions and costs.
    5.8.4 Ask for peace: ask side B to sign peace with side C.
    5.8.5 Declare war: ask side B to declare war on side C.
    5.8.6 Ask for Embargo: ask side B to cancel all trade with side C.
    5.8.7 Ask to break alliance: ask side B to cancel his alliance/unity with side C.
    5.8.8 Ask for side B to complain to side C on something he did to you ( see 8 ).

    5.9 Surrender to / Join second side ( see 7.1 )

    5.10 Offer surrender/membership: offer the nation to be spared if she joins you, or a full membership ( see 7.1 ).

    6. Neogtions

    6.1 A very useful option is the option to "screen-save", either map images or statisics, and send them or show them in your negotions. For example, you might show a player the number of your techs when you are trying to convince him to join a science pact with you, a military formation when you want to scare off an enemy to give you credit, and other very nice things.

    6.2 Interaction: this is probaly the most important thing. Diplomatic connections should be a prologed, deep, realistic system of responses. Meaning, that the other side will respond to your request/gift/demand/trade with an answer of he's own, and then you can respond to his, and him to you, until a settlement will be reached. It will make trade negotations much more realistic. Here is a details explantions on how this works:

    The numbers after the comments shows with sections is the appriopate responses to this responses.
    * - present long memory ( see 9.2 ).
    ** - allows "regret" ( see 6.2.9 ).
    A - What side A offer to give side B, or what side B gets from side A.
    B - What side A wants/demands from side B, or what side B gives to side A.
    It's assumed that negotion starter is side A.

    6.2.1. <U>Comments on demand:</u>
    "We are more then happy to give it to you". Hand over requested items.
    "We will give you want you want, but we won't forget this." -*- Hand over requested items.
    "Maybe if you would add this..." Add to "A" (6)
    "We can't give you this, but maybe you will approve of this" Change "B" (6)
    "Sadly, this is impossible". Cancel demand.(5)
    "How dare you! We wish no more connection with you". -**- Cancel all treaties and drop to cease-fire. End demand.(5)
    "not only that we will not give you this, but we shell destroy you also!" -**- declare war.
    6.2.2 <u>Comments on request:</u>
    "We are happy to help our friends." Hand over requested items.
    "Sadly, we can't give you what you ask". Cancel request.(7)
    "We can't offer you this, but maybe you will like..." Change "B" (8)
    "Maybe if you just could..." Add to "A" (8)
    6.2.3 <u>Comments to trade-request:</u>
    "We gladly accept. A fair deal". commence with trade.
    "Maybe if you could just add this..." Add to "A" (8)
    "Can't give you this, but phrhaps..." Change "B" (8)
    "We have a new agreement in mind..." Reset "A" and "B" (8)
    "We are wounded that you can even think about cheating us like this!" -*- Cancel trade offer.(7)
    6.2.4 <U>comment on gift:</u>
    "We gladly accept your kind gift". Accept gift.
    "Sadly, we must refuse". Cancel gift.
    6.2.5 <u>Comments on refual of demand:</u>
    "You dare refuse us?! This would not be forgotton". -*- cancel demand.
    "For this insult, we cancel our relations with your people". -**- Cancel all treaties, end talk.
    "What?! You shell die for this insult!" -**- Declare war.
    6.2.6 <u>Comments on new-offer after demand:</u>
    "We are not here to trade with you! But it's acceptable". Accpet new offer.
    "You will also grant us... and then we will spare you". Add to "B" (1)
    "We will say this no more! Give us what we want!" Return trade status to original one. Re-demand. (1)
    "Very well then. Bit we will watch you." Cancel demand. More hostile.
    "You think we wish to bargain with you? You will die!" -**- Declare war.
    6.2.7 <u>Comments on refusal of trade/request offer:</u>
    "Very well then. Consider our offer invalid." cancel offer.
    "What if we also add this..." Add to "A" (2).
    "We ask you kindly, and you refused us. This will not be forgotton." -*- cancel offer.
    6.2.8 <u>Comments on change of trade/request offer:</u>
    "Very well then. Consider our offer invalid." cancel offer.
    "Maybe you can also include this" Add to "B" (3)
    "We can't give you this, but what about..." Change "A" (3)
    "You refused our fair offer? This will not be forgtotton." -*- cancel offer.
    6.2.9 ** Regrets: when a certain side says something like ""You think we wish to bargain with you? You will die!", it has ** after it. Meaning, that the other side has an option to regret. For the response after it, and only then, you may respond in "very well then, we will give you what you want". If you choose not to regret, the threat will automaticy take place ( the declaration of war, or cancelation of all treaties ).

    7 Diplomatic realtions

    7.1 Surrender effect: when a nation surrenders to you, when you choose to accept it membership proposel or she accepted your offer, when you conquered the entire nation or when you conquered just a part but the rest of the nation is destroyed, you have a decision to make on what to do with the civ ( or the part of the civ you have ). You have the following options:

    7.1.1 Vassal: Vassal nations still keep there autonomy, but gives you a fixed tribute, all thier technology, and are allways allied with you. They are still AI controlled and have thier own army. However, they are reasonably happy ( if you don't tax them too high ), and won't rebel too often. ( +30% unrest ).
    7.1.2 Annix: The entire nations becomes part of your own empire, just like any other city. However, if it's not a membership addition ( a conquered nation ), the popultion of the city will be vary unhappy and will convert very slowly. They will remain unhappy and the corruption rating will be twice as high ( see economics thread for pirates section ). The only solution is to give the nation autonomy. The diplomatic pact ( UN ), may force a conqueror to grant that civ autonomy ( +100% unrest ).

    7.1.3 Split: Like annixing, only you can split the civ ( city by city ) between several nations. Good when several allies attacked the enemy toghther.

    7.1.4 Autonomy: Much like vassal, only the AI gives you no tribute. They remain loyal ( allied ) to you, but unlike vassal they don't have to. They posses no military, and requires your might to protect them. They will give a fixed taxs ( like they were your own cities ), but you may not ask any more by tribute. ( +10% unrest ).

    7.1.5 Confed:The city belongs to you, and share your color, but the city will always be controled by the AI goverenor. Any units it produce belongs to you, but you can't decide or direct the AI. The city pays taxs and give science output as normal ( +60% unrest ).

    7.1.6 Total freedom: The nations returns it complete freedom, and have no connections ( and no taxs ) to the conqueror. However, the citizens will be very fond of your empire, and will be in unity status with you ( see 7.2 ).

    7.2. Unity: a special, new form of alliance. Unity is a "shared-victory-condition" status. United nations can win togther. They can build a spaceship togthter ( both win ), kill all other players, or try to make one world leader. The unity is however, NOT a union: other nations can't just join. It's not a pact. However, if a third party wants to sign a unity with one part, he must sign unity status will the second part ( also true when you have three, four and even five such players united togther ).
    7.2.1 In unity, the following treaties are allready signed: 2.1.1, 2.1.4, 2.2.1, 2.2.2, 2.2.6, 2.3.5. You may sign all the treaties, expect for monopoly ( 2.3.6 ).
    7.2.2 Should unity require both nations to have the same goverement type? What about religous and market selections?
    7.2.3 All sides in the unity must be atleast with peace with all the friends of the other side.
    7.2.4 it was suggested that united wonders treaty will be automaticly signed for every wonder ( see 2.3.2 ).
    7.2.5 Every side should contribute to the cause of the union of the two ( or more ) nations. While you are not forced to give the same thing ( for example, even if the union is in war, if you give your share by the value of food, money or technology, and not weapons, it's ok ). However, if a certain side seems to be negelecting it's duties ( not giving a major portion of a certain key reqruirment: food, money, tech, units ), then you may be charged with a fee.
    7.2.6 Should unity be limited to only democracies and republics? Personaly, I don't support this.
    7.2.7 The maximum number of unity members must be limited. It should not be more then 20% of civs in the game, rounded up. For example, if they are 12 players, not more then 3 may group toghter ( the rest can grouped toghther, but still no more then 3 ). This means that no specific group is bigger then 3, but you CAN have four groups of three, for example.
    7.2.8 It's was suggested that any union member can temper, and change, to a certain degree the economy of the rest of the members. Meaning, he can move people around the cities, direct the build quaue, upgrade units, disband old units, and so on. Meaning, help improve the status of his friend empire. Ofcourse, some players may use this power to the worse. I suggest giving the unity members only limited powers.

    7.3 Diplomatic levels: in civ II, we had four levels of diplomatic levels: war, truce, peace and alliance. This is clearly not enough, considering how many different levels were proposed over the forums. I try to summarize the similar ones, and show them all here, so, from total peace to total war, here we go:

    7.3.1 Unity: see 7.2 for further details.
    7.3.2 Alliance: Similar to brotherhood pact in SMAC. You may not attack the other side, and may sign all the treaties with your ally ( including militarial ones ). You automaticly share all map information with your ally, and you can co-ordinate strikes against your enemies.
    7.3.2.1 Alliance safe-step: you may not declare war on an ally. You may only "cancel alliance", which drops you to peace status. Only in the next turn can you declare war.
    7.3.2.2 Alliance should give you bonus to science and trade output.
    7.3.3 Peace: very similar to peace in civ II and SMAC. You may trade with your friend, and sign all the treaties except for militarial ones. Borders are fixed, and may not be moved even by close expansion.
    7.3.3.1 Declaring war on your peaceful friend cause great moral damage ( see 7.4 ).
    7.3.4 Cease-fire: you may not enter the enemy land, and you may trade with him via the diplomacy screen ( but not create trade treaties ). You can only sign agreement treaties ( see 2.4 ), and create ambassies. You may spy on your enemy, but not have any act of sabotage/terrorize.
    7.3.4.1 Should cease-fire cancel after some time?
    7.3.4.2 Should borders be fixed, or moving ( just without conquering enemy land? ).
    7.3.5 Neutrality/Hostility: A level of no-communcation with the other nations. Borders are not fixed, and may move. You can have low level of espionage, but not any direct assault ( like sabotage ). You can't trade with the other side, but you can sign agreement treaties ( see 2.4 ).
    7.3.6 Strike: a level of limited war. You may not take over cities, and none of the negative minus ( or bonuses ) of war applies to your economy. However, the senate and other players will constantly demand you stop the strike.
    7.3.7 War: a total war, just like in civ II. However, a prolonged war should effect your economy: gives a bonus to military producation, while hampering civilian infra-structure. The minus to the infrastructutre should effect you several turns even after the war ended. You may not commit any major atrocities however, like nuking.
    7.3.7.1 it was suggested to limit the amount of cities you can take over in several turns, for example, up to 3 cities in 10 turns.
    7.3.8 Total war/genocide: a much more powerful war. Your bonus to military, and morale, is huge. You can commit and atrocities, and nuke enemy cities. However, it can't be done in democracy/republic, and cause huge diplomatic damage. A diplomatic pact might declare war on you if you declare genocide.

    9. Long memory

    The AI should "rememebr" things, and treatments over the years. It thus responed in a much more realistic fashion.
    9.1 If you asks him to declare war on another player, he won't go and sign peace with him just a few turns after you talked.
    9.2. If you refused to give him something he wants, he might mention it later, or let it change it attitude. For example, when you ask him for 1000 credit, he might say: "X turns ago we asked you for your X tech. If you want your credits, give us what we want".
    9.3 A very unique and intriguing idea was suggested that the rules of diplomatic conduct should be an evolution in each game. Rules of conduct means defination of atrocities, there level, and other events. For example, if used for a great deal of time by many sides, blocking or sieging cities might be considered normal, while in other games sieging might be considered a major atrocities. Slavery might be accepted in a certain game ( for example, if no democracy existed for a very long time ), while in some other games it could turn the entire world against you. Those rules will be based on the process of each game, and the AI should act accordingly.

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    <font size=1 face=Arial color=444444>[This message has been edited by Harel (edited September 25, 1999).]</font>
    "The most hopelessly stupid man is he who is not aware he is wise" Preem Palver, First speaker, "Second Foundation", Isaac Asimov

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