Announcement

Collapse
No announcement yet.

Diplomacy Model

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Diplomacy Model

    Diplomacy
    Here is the 1st version of my diplomacy model. It is currently a work in progress, and I would like you to comment as I work.

    The Diplomacy should spilt into sections. Here I will talk about a few
    1. International Affairs
    This is the main one. This is the feature that has been most prominent in the diplomacy of Civilization 1 and 2, and also Alpha Centauri. What we need to do is to extend it, so that all option's can be available. The sought of new options that I am talking about is very complicated trades - i.e. 3 cities, for the technology "Flight". There is an easy way to do this. You have a screen, and you select what you want and then they get back to you saying what they are prepared to trade with you. You should also be able to buy and sell land of civilizations.
    Borders should be a big part of this diplomatic model. Borders should not be as random as they are in SMAC. When you should create a city, borders should be created around landmarks, such as a river or a mountain line, where possible. Borders are another negotiable item. You can use them as a tool for negotiation, e.g., saying 'I will move my borders back by 1 hex, giving you control of the Listern River, in exchange for gunpowder." Building a new city should not change the borderline, unless the piece of land is unclaimed. If you move a military unit onto a populated hex, then you can actually 'control' the population of that square. The higher the populated the hex is (i.e. the closer to the city it is), the more agitated the faction, who originally owned the square, will get.
    Talking to other factions should be done in a way similar to the system that Guildmaster proposed:
    First you have the choices "I beg, I request, I demand, I will" and second would be a listing of "That you do the following, that you do not do the following" and follow that with another series of options followed again by another option list etc. This way you can make your own demands to the computer
    "I demand-That you do the following-Attack-The Soviets"
    "I beg-That you do the following-Make peace with-Me"
    "I demand-That you do the following-surrender to-Me-No conditions no terms"
    "I request-that you do not do the following-trade with-the Mayans-city of- Palenque"
    "I demand-a formal apology for-the battle of-Crete"
    2. Propaganda
    This is also the job of the government, but what I am thinking is that as diplomacy is a branch of the government, perhaps this model should control propaganda. Propaganda is an intriguing way of fighting a war.
    quote:


    Quote from Microsoft Encarta '95
    The motivational power of propaganda is often employed in wartime. During World War II, the British and United States governments often portrayed Germans as barbarians. This propaganda stirred fear and hatred among the citizenry, prepared them for the necessary sacrifices of the war, and dehumanized the enemy.

    Propaganda is easier to use depending on what Government you have. As we have seen in real life, governments that can control the media can control propaganda (USSR, Germany), easier than the one's that can't (USA). Here is what you can do. Assign a proportion of your profits to propaganda. You should be able to select which Civ you want to make look bad, and then how bad you want them to look. Then you will select how many resources you want to put into this. Especially during Cold War's and controversial war's (Vietnam), propaganda is very important.
    3.Espionage
    Espionage has been a major part of the previous Civ games. Yet in GGS we should use an entirely different system. Spies should not be individual unit's, they should be a section of the government.
    Espionage is the secret collection of information, or intelligence, that the source of such information wishes to protect from disclosure.
    Intelligence work, including spying, proceeds in a five-step process. Initially, what the decision-makers need to know is considered, and requirements are set. The second step is collecting the desired information, which requires knowing where the information is located and who can best obtain it. The information may be available in a foreign newspaper, radiobroadcast, or other open source; or it may be obtained only by the most sophisticated electronic means, or by planting an agent within the decision-making system of the target area. The third step is intelligence production, in which the collected raw data are assembled, evaluated, and collated into the best possible answer to the question initially asked. The fourth step is communicating the processed information to the decision-maker. To be useful, information must be presented in a timely, accurate, and understandable form. The fifth and crucial step is the use of intelligence. The decision-maker may choose to ignore the information conveyed, thus possibly courting disaster; on the other hand, a judgment may be made on the basis of information that proves inaccurate. The point is that the decision-maker must make the final crucial judgment about whether, or how, to use the information supplied. The intelligence process can fail at each or any of these five basic steps.
    4. Pacts
    Pacts are another important part of the games. A pact is an alliance between two, or more, factions. The most common pact is a militarial where several factions can unite their own forces, but other pacts also exist, trades, science and diplomacy pacts. Diplomatic pacts are the most basic 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 council. AI have a very good chance of joining a diplomatic pact, more then any other form of pacts.
    A player may address a diplomatic pact with the following things:
    1.1.1. Expel a member (only if he committed to a serious atrocity). 1.1.2 Suggest a new member.
    1.1.3 Suggest a strike (form of limited war) or a player, which committed a serious atrocity.
    1.1.4 Suggest a full-scale war, but only on a player which committed genocide.
    1.1.5 Signing a global trade treaty (bonus to trade).
    1.1.6 Electing a pact leader (like SMAC council leader).
    1.1.7 Financing a global project (like in SMAC).
    1.1.8 Ask for embargo on a player (committed minor/major atrocities).
    1.1.9 Call for an open debate (chat, when caller set the topic and talks first).
    1.1.10 Sign any of the following treaties: 2.20, 2.21, 2.22, and 2.23
    1.1.11 A united wonder project for all the members of the pact (see 2.13).
    1.1.12 Ask to strip a player of Veto power (see 1.27).
    1.1.13 Demand a player (in the pact or outside) to make peace. This could be further inducing with an ultimatum: sign peace in X turns, or we declare war on you.
    1.1.14 Ask pact to re-evaluate borders: diplomatic pacts can advise on borders, and declare that one nation must pass X land to the other side. If not, the pact may declare war on the refuser.
    1.1.15 Demand cease-fire: the pact can demand a cease-fire between nations, and send force to enforce it.
    1.1.16 Establish de-militarized zone: the pact erect a zone where only her military forces may enter. Any other force may be destroyed.
    1.1.17 Give autonomy: the pact may demand a nation that conquered an entire civ to give her autonomy. Applies only to confide and annexed status, not vassal (see 7.1).
    1.1.18 Condemn player: if a player has committed atrocities, you can suggest a global complaint against him (more hostility).
    1.1.19 Suggest a global donation to the pact: everyone must donate X units (see 1.1.105).
    1.1.20 Call for peace meeting in a big war (see 9). A mediator that calls for a peace meeting gets a good reputation bonus.
    1.1.21 Ask to save a civ, which is under un-fair attack (see 8.1.28)
    1.1.22 Resurrect dead civs: the UN charter can assign a city, which belongs to some of the members (he could volunteer maybe, for extra reputation). The city then becomes the first city of a now dead race, like the Jewish recreation on Israel. Not applicable to dead human players civ. (see 11.3).
    1.1.23 Join protectorate: once a protectorate is declared (see 11.7), you can ask the entire pact to help enforce it.
    1.1.24 Ask for liberation: ask an occupying civ to give an annexed/confide nation (see 7.1) full liberation.

    1.1.100 The diplomatic pact can either be created in reserved to specific members, like in the other pacts, or can be like the UN/SMAC council: it's automatically created and all civ's around the world are joined. If it's a universal pact, then 1.1.1 and 1.1.2 can't exist.

    1.1.101 Should the diplomatic pact be reserved to only when you have the UN wonder?

    1.1.102 Just joining the pact should gives you a small bonus ( if, unlike 1.1.3, it's a pact with admission and membership ). Maybe +% to diplomatic relations?

    1.1.103 Should it be reserved to only democracies? If true, what happens when a member changes it's government type AFTER he joined? Is he automatically expelled, or it there a vote?

    1.1.104 The UN shouldn't be a wonder, or it should be modified, in the following options:
    1.1.104.1 Several players reach a certain tech level.
    1.1.104.2 A certain player discovers "modern politics".
    1.1.104.3 it's available right from the start.
    1.1.104.4 No certain nation builds the UN wonder, but several nations together.
    1.1.104.5 The UN wonder can't be destroyed, and if it can't, it should be able to be rebuilt.
    1.1.104.6 The UN should be a wonder, with a large upkeep. If the upkeep isn't paid, the UN is shut-done. Any civ that pays for the UN upkeep ( by donating or by owning it ), has a large reputation bonus ( see 7..5 ).

    1.1.105 A player can donate forces ( maybe only temporarily? ) to the pact. Those units will be used by the AI to enforce the decisions of the pact. Gives a good reputation.

    1.1.106 Maybe the UN can automatically appear after a large-scale global war?

    1.2 Military pact is the most used pact there is. It's a union of players for a military might and united protection.
    A player may address the council with the following things:
    1.2.1 Suggest a new member.
    1.2.2 Expel a member ( requires only a vote ).
    1.2.3 Declare a war ( on a player which is not in their pact ).
    1.2.4 Sign any of the following treaties with any specific member: 2.5, 2.6, 2.7, 2.8, 2.9, 2.10
    1.2.5 All the treaties from 1.2.4 may be signed globally: for example, 2.6 means all member share intelligence, 2.7 means all members share some units, etc. 2.8 can't be signed globally, but 2.9 means all members will pool their resources to create a single, unified project.
    1.2.6 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.
    1.2.7 Summon war meeting: similar to 1.1.9
    1.2.8 All members in the pact must be allied to one another. If not, joining the pact automatically allies you with all the others.

    1.2.100 Automatically, all members of a military pact can't attack any other member without breaking the pact. Similar to NATO.

    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 automatically dissolve when the enemy is destroyed, or peace is signed.

    1.3.1 the only possible actions you can make in an emergency pact is to call for new members, direct the assault ( see 1.2.6 ), and call for a war meeting ( see 1.2.7 ). The treaties can be signed by the normal diplomacy channel, but not via the pact screen.

    1.3.2 If one side of the pact makes peace with the designated enemy, then all sides of the pacts sign peace with him.

    1.4 Science pact: Science pacts are a group of nations that share their intellectual knowledge between themselves.
    Players may suggest the following things to the council:
    1.4.1 Add new member.
    1.4.2 Expel a member ( requires only a vote ).
    1.4.3 Signing any of the following treaties: 2.2, 2.3, 2.4, when 2.3 and 2.4 can be suggested as a global effort.

    1.4.100 All members automatically sign 2.1 between themselves.

    1.4.101 Beyond the bonus that is received via 1.4.100, all members get a +1% per member to their total research points ( for example, 10 members, not including yourselves, will give you +10% to your RP output ).

    1.4.102 All members in the pact must be in peace with one another.

    1.5 Trade pact: or an economic pact, a union of nation for better profit margin.
    You may ask the council to do the following things:
    1.5.1 Add new member.
    1.5.2 Expel a member ( requires only a vote ).
    1.5.3 Suggest any of the following treaties: 2.12, 2.14, 2.15, 2.16, 2.18, 2.19 to a certain player or offer to the highest bidder.
    1.5.4 You may offer to share a global wonder ( see 2.13 ) to all the members, or a specific one.
    1.5.5 Demand a monopoly ( see 2.17 ) from all the members, or a specific one.
    1.5.6 Ask for sanctions on a specific player ( outside the pact ).

    1.5.100 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 ).

    1.6 Questions in pacts.

    1.6.1 Should the total number of pacts be limited?
    1.6.2 Should a player be restricted to be a leader of no more then one pact?
    1.6.3 Should the establishment cost a certain fee?
    1.6.4 Should membership in a pact cost a certain fixed fee?
    1.6.5 Does leaving the pact cause some damage? Pay the other members some fixed fee?
    1.6.6 Is expelling members should be temporally or permanent? In case of diplomatic pacts ( which can only expel a member if he committed atrocities ), should he be able to join after X turns?
    1.6.7 Should you have the option to have "secret" pacts? All considering, it can only be seriously used in military combat, as trade and science pacts automatically receive too much attention. A "secret" pact won't be informed, or shows in your civ info. But it should cost considerably 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 hostility toward you from the opposition. Veto can be re-overruled with a 66% vote in the opposition. Vote power can be also stripped with a 66% vote.

    2. Treaties

    Science treaties: Can be signed via the Science pact ( see 1.4 ), or via the diplomacy screen when the diplomatic relations are at least peaceful.

    2.1. Science treaty: an agreement which gives both sides +% to science output.
    2.2 Research treaty: Side A pays side B money, and side B in exchange gives all new technology he researched.
    2.3 Tech treaty: Both sides pool their RP together and research a specific tech. After it's discovered, the pooling ends.
    2.4 Mutual research: Both sides share all new technology they acquire by research.

    Militarial treaties : Can be signed via the Military pact ( see 1.2 ), or via the diplomacy screen only when you are allied with the other side.

    2.5 Intelligence treaty: You may not spy on other side, and you both share all reports on other hostile nations. You can even pool together your intel to sabotage and espionage together.
    2.6 Surveillance treaty: shared maps and all known enemy units location.
    2.7 Defense treaty: both sides position some military units in each other cities for protection.
    2.8 Design contract: Side A pays Side B to design and build a prototype of a unit. Side B gets 10% of the cost. This treaty can only work if:
    2.8.1 You have a unit workshop like SMAC.
    2.8.2 A certain idea in the unit section will be included: that the status of the prototype units will be better the higher your tech and the more money and time you invest in the development.
    2.8.3 Side B can't, however, construct the design himself unless side A sells it to him.
    2.9 United project: Side A and side B both design a prototype together ( similar to treaty 2.8 ). Both pool resources and the end product is available to both of them.
    2.10 Lend units: Side A pays side B, and receive several military units for it's use, for a limited time. Those units can't however, attack the original owner cities or land.
    2.11 Right of passage: side A may pass and refuel at side B bases.

    Trade treaties : Can be signed via the Trade pact ( see 1.5 ), or via the diplomacy screen when the diplomatic relations are at least peaceful.

    2.12 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 ).
    2.13 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 maintenance cost. IMPORTANT! Also applies to star ships.
    2.14 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.
    2.15 Port contract: Side A pays side B to build a harbor/dock at his land for refuel.
    2.16 Trade passage: Side B allows side A to build trade routes over his land, but he gets 10% of all trade income.
    2.17 Monopoly: Side A ask side B to only buy a certain item from him ( used in a commodity system, see economics/trade ).
    2.18 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.
    2.19 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.
    2.19.1 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.

    Agreements: Can be signed via the Diplomacy pact ( see 1.1 ), or via the diplomacy screen when the diplomatic relations are at least not of war.

    2.20 Forbidden 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 ).
    2.21 Limited arms: Both sides agree not to use an illegal weapons.
    2.22 Free air: Both sides agree that be "pollution-safe" after X turns. Meaning, the population 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 ).
    2.23 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 ).

    Peaceful operations: those operations can be done at any time, with little danger of discovery, or damage if caught.

    3.1 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 population distribution.
    3.2 Establish embassy ( serves to give you key statistics on enemy civ every turn ).
    3.3 Military status: see the positions of all the units which belong to the city, even those that are outside in the field right now.
    3.4 Steal map: gain the empire map. Without tile improvements or units locations.
    3.5 Get secret intel: see 4.4.
    3.6 Get political information: learn some of the political movements / agreements / trades / treaties the enemy nation signed in the last turns. Covert treaties, like declaring war and such are more important to obtain.
    3.7 Learn crimes committed: learn what atrocities this nation committed, unknowingly to anyone else.

    Hidden operations: those operations can't be done against an ally which you signed an espionage treaty with. It's moderately dangerous, and may create hostility toward you if you are caught.

    3.8 Sway away unit: pay X amount, and the targeted enemy unit become yours. The experience 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". Also, it's only applies for manned unit.( For missiles, see 3.24 )
    3.9 Steal technology. A spy shouldn't be able to steal a technology far above their current tech tree
    status. Even when a technology is stolen, their should be a delay before you can construct the various improvements obtained from the stolen technology.
    3.10 Steal blue-print: get the design of a certain unit ( if the project idea is used, see units thread ).
    3.11 Steal money: the cost of operations must always be higher then what is gained by the process. The advantage is that it drains the treasure of the enemy.
    3.12 Steal 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.
    3.13 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.
    3.14 Cause revolt: has a low chance the city will revolt. Still cheaper and with higher chance then a successful bribing.
    3.15 Nuclear deployment: see the positions of all the nukes in the civ, or at least parts.
    3.16 Rescue operator: if an operator has failed in it's mission, it caught and may be rescued for X turns.
    3.17 Donate to 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 capable then your own operator.
    3.18 Donate to criminal ( see economics thread for pirates ): you may donate money which goes directly to the pirates AI, which can then harass the enemy even more.
    3.19 Raid trade route: steal a low amount of money off any trade routes, or caravans, moving near you.
    3.20 Sneak in supplies: only cities that are under vassal or autonomy status can be targeted thus ( see 7.1 ). Increase the chance the AI will support your request to breakaway. Cost food and money. ( see 11.4 for effects ).
    3.21 Disarm unit: make a mechanical unit disarm itself, meaning it won't be able to fight in combat ( missiles will just explode, doing no damage ). However, this can only be found out after the unit has already fired. If the unit survives somehow, the unit will fix itself after a single turn.

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

    3.22 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 resilient the enemy civ is ( set by her social engineering options ), the bigger the change the operation will fail altogether. Cost of bribing, and chance of mission accomplishment also depends on the number and quality of the military units in the city, and the morale of the people of the citizens. All around, the morale should effect the cost of bribing more then anything else.
    3.23 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 defense. 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? ).
    3.24 Pollute/Poison water: reduce city population.
    3.25 Destroy city building.
    3.26 Steal nuke/missile: allows you to steal any unmanned that are sitting in a city ( like missiles and nukes ).
    3.27 Kill nation leader ( only in capitol city ). Throws the entire nation to revolt, for a turn or two.
    3.28 Destroy trade route: destroy a trade route of the enemy, and kill all caravans on it.
    3.29 Plant virus: plant a virus that spreads along the trade routes. Damage is set by the medical level of the attacked civ.

    3.100 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 population when outside city radii. Of course, this could make spies too powerful.

    3.101 Spies ( or other, fitting operators ) should have one or more of the following abilities/powers:
    3.101.1 A good line of sight ( 2 ).
    3.101.2 Quick movement.
    3.101.3 Hiding: can only be found by scouts and other spies.
    3.101.4 Use enemy railroads ( considering that the bug from civ II would dis-allow foreign countries to use your own railroads in normal conditions ).
    3.101.5 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 ).

    3.102 The suggested special operators are:
    3.102.1 Spys: for most of the "hidden operations".
    3.102.2 Diplomat: for embassies and bribing cities.
    3.102.3 Saboteur: for all the "war-like" operations.

    3.103 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."

    3.104 If an operator has fail in it's mission inside a city, it's caught, and unless rescued ( see 3.16 ), there is a good chance there will be a security breach ( gives away maps with combat units positions, techs, etc. )

    3.105 Should the entire Intel process by automated? You spend money on Intel, and all operations are done automatically? If so, they are several options:
    3.105.1 The computer automatically build the operators, assign them to missions and proceed.
    3.105.2 The computer creates and control the units, but you assign them missions ( also see 3.103 ).
    3.105.3 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 success/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". Of course, 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 credits 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. Also, you can get, buy and trade with other nations map ( "I have the Egyptian map" ). The maps don't include tile improvements or military units location.
    4.1.11 Info: sell enemy military units deployment, civ status and city information.
    4.1.12 Prototype design: sell a design ( see 2.8 )
    4.1.13 Agreement to peace meeting settlement ( see 9 ). A mediator might ask a single nation, alone, discreetly, to support his peace meeting. For example: "I will give you 50 credits and sign alliance with you, if you give me 2 units and support my peace meeting".
    4.1.14 General Intel: see section 4.4. You can sell it or trade for some other Intel, etc.
    4.1.15 Give me your vote: the AI will vote for you in the next pact meeting. Select pact type and voting type.
    4.1.16 Sell political information: sell your political information you gained with your spies on other empires.

    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 ( interests ).
    4.2.2 Resources
    4.2.3 Technology access: a very interesting 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 musketeers, 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. Generalized 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.
    4.2.7 Vote transfer: automatically vote for me in any upcoming pact meeting.

    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 generalized 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 military units
    4.3.7 X naval units
    The other side will then select the number and type of the offer.

    4.4 General Intel: Apply only to AI's. General Intel is the classified, general information that is kept quiet. Like, who the emperor is sleeping with, home location, and other such stuff. Intel can be sold to other empires, or used by you to leverage on diplomatic discussion. By using the Intel you can increase your chance the AI will agree to what you say ( see also 5.14 for extra info ).

    4.5 Multi-sided trade: a trade can made between several sides, in the same time, via the peace meeting screen. See section 9.

    5. Diplomatic screen

    Here are the following options on the diplomatic screen. Check out the trade section ( 4 ), for further details. The diplomacy screen is integrated into the trade screen, or vise versa. For example, you ask for a treaty via the diplomacy screen. If the other side refuse, a trade menu pops up automatically and you can start negotiating by using trade menus of "give" and "get" ( see negotiation ,6.2 ). Also, most of the diplomatic option can be accessed via the full trade screen.

    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 something 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. If an emperor refuse to talk with you, you still can declare war on him ( the only option opens to you ).

    5.7 Complain ( see 8.1 )
    5.7.1 You also have complaints that are not atrocity relating. They are available only when it's appropriate: for example, when the other civ army is really bigger then yours, etc. You can complain the following ( see 6.7 for explanation ). When you are complaining, you can choose an attitude ( polite, angry, and threat. A threat is different from angry that if the other side doesn't replay to your threat, you automatically declare war on him ).

    5.7.1.1 Side B is too big.
    5.7.1.2 Side B military might is too big.
    5.7.1.3 Side B is expanding too quickly
    5.7.1.4 Side B is spying too much
    5.7.1.5 Side B is trying to get a military edge ( technology )
    5.7.1.6 Side B is trace-passing on your land

    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 expulsion 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 limitations 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 ( emergency pact, see 1.3 ).
    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 )
    5.8.9 Pass a msg. to side C: write a msg. that you can pass to side C. Useful if you didn't yet contact side C, he became un-reachable, or refuses to talk with you.
    5.8.10 Call for a peace meeting ( see 9 ).
    5.8.11 Push autonomy subject: ask side B to request from side C that he give's side D autonomy ( if side D is in confed/annexed status, see 7.1 ).
    5.8.12 Push membership subject: ask side B to push on side C to except your membership suggestion ( see 7.6 for membership description ).
    5.8.13 Ask to joined protectorate: ask side B to join you in protectorate on side C to increase the chance that it will agree to breakaway from side D ( see 5.17, 11.4 ).
    5.8.14 Push liberation subject: ask side B to assist you in making side C giving side D freedom. Requires side D to be annexed/confed to side C ( see 11.5 ).
    5.8.15 Ally: Ask side B to ally with side C.
    5.8.16 Ask to break treaty: ask side B to break a specific treaty with side C ( not embargo ).
    5.8.17 Joined covert operation: side A ( you ) and side B join together ( one supply the spy, the other the finance to the mission ) to an operation against side C. This can vary from collecting Intel, stealing tech or sabotaging. Any spy operation can be done. Benefits are shared ( Intel, tech, etc. ), and specific rewards or decided on one-by-one basis ( if you bribed/stole a unit/city ).
    5.8.18 Complain on political attempt: Side B can complain on a political treaty/agreement/trade/whatever Side A made with side C. Side B select from a pull down menu of different sides side A had a commune with last, and what events transpired between them. Side B can only acquire this information using spies.

    5.9 Surrender to ( see 7.1, under player specifications )

    5.10 Offer surrender: offer the nation to be spared if she joins you ( see 7.1 for the various options ).

    5.11 Ask to talk with the emperor ( multi-player only ): free chat.

    5.12 Cancel any treaty.

    5.13 Ignore: you can ignore a player for as long as you want.

    5.14 Use Intel: use Intel you gained by your spys or by buying it from other empires to gain a diplomatic bonus for the next discussion when asking for things ( land, tribute, etc. ).

    5.15 Offer membership: minor civ only ( or extremely small major civ ). The nation will become a part of your empire ( see 7.6 ).

    5.16 Offer goods support: give food and money to a vassal/autonomy mode nation, to increase the chance they will break away ( see 11.4 ).

    5.17 Offer protectorate: promise a vassal/autonomy mode nation, that you will protect her if she will breakaway. If accepted, both event happens: you declare protectorate ( see 11.7 ) on the controlling empire and the autonomous nation breakaway.

    5.18 Ask for protectorate: If you are in occupied mode, you can ask side B to help you breakaway from side C ( see 11.7 for protectorate description ).

    5.19 Army limitation: demand that the civ will submit to a certain limitation in it's army type and size.
    The command will be programmed thus:
    * Destroy all/Don't build anymore/Limit to X units total/Limit to X unit per turn ...
    * Specific design ( M-1 tanks )/general unit ( tank )/general area ( ground forces )/any unit
    * For ever/for X turns/till I say so

    5.20 Ask for vote in the upcoming pact meeting ( like the trade screen ).

    5.21 Demand liberation: demand side B gives side C freedom. Requires side C to be a confed/annexed nation. ( see 11.5 ).

    5.22 Validate Agreement ( for agreements below alliance, truce/no-agrresion/peace ): for several turns both sides share military maps. Automatic notification of any attempt to break treaty. Increase hostility and tension as there is no trust.

    5.23 Demand political shift: demand from side B to shift to a specific government type.

    6. Negotiations and the AI

    6.1 A very useful option is the option to "screen-save", either map images or statistics, and send them or show them in your negotiations. 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 probably the most important thing. Diplomatic connections should be a prolonged, 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 negotiations much more realistic. For this, the diplomacy screen ( see 5 ) and the trade screen ( see 4 ), are integrated into the same product ( think windows 98 + internet explorer 5 ). Here is a detailed explanation on how this works:

    The numbers after the comments shows with sections is the appropriate responses to this responses.
    * - present long memory ( see 6.11 ).
    ** - 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 negotiation starter is side A.

    6.2.1. Comments on demand:
    "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 Comments on request:
    "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 Comments to trade-request:
    "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 perhaps..." 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 comment on gift:
    "We gladly accept your kind gift". Accept gift.
    "Sadly, we must refuse". Cancel gift.
    6.2.5 Comments on refusal of demand:
    "You dare refuse us?! This would not be forgotten". -*- 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 Comments on new-offer after demand:
    "We are not here to trade with you! But it's acceptable". Accept 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 Comments on refusal of trade/request offer:
    "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 forgotten." -*- cancel offer.
    6.2.8 Comments on change of trade/request offer:
    "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 forgotten." -*- 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 automatically take place ( the declaration of war, or cancellation of all treaties ).

    6.3 The AI should not have secret information. When negotiating, or ask for items, the AI shouldn't know exactly how much money, or what tech you have. He should ask generally "give me some cash and some technology! ( see 4.3 for generalization ). He shouldn't also keep demanding tribute from you: tone down the amount of demands by the computer.

    6.4 The AI needs to think about survival before winning. Therefor, he won't attack you when he has no chance of winning, and defy you for long if you are a lot stronger then him.
    6.4.1 Maybe you should have in the beginning of the game the option to choose from a "realistic" computer to a "win" AI. A realistic AI will only attack you when he can afford too, a "win" AI will always think of the win, like the AI from civ II.

    6.5 The AI should be influenced by public and world opinion. If a certain player is very unpopular by the world, even if he is his best friend, it could strain on their own diplomatic relations ( see 7.4 ). Government type should also effect the AI approach: democracies should automatically like each other, and almost never declare war on one another. A democracy should also be hostile to a despotic emperor.

    6.6 It's fun to have civ-specific speech and conversation, like in SMAC. Every civ should have a slightly different speeches, considering the personality of the leader, nation and Gov. type. I can just see Napoleon hailing for France: "You think our republic is short! We shell show you who is taller!" Hmm...

    6.7 I would like to scream back at the AI! You know what I mean. For example, if an AI blames you for spying ( frame ), you can replay "Bloody hell it's not me! And if you don't believe me, maybe you want to believe this IBCM, eh?". Also, the AI keeps blaming you for "you expand too much", bla bla bla, and even declare war on you. Why can't I do that? I want to tell him he's too expanding to much also!

    6.8 The AI should be peace loving too. A peace-keeper civ, like Lal from SMAC, will call for peace meetings herself ( see 5.8.10 ), lobby against atrocities, and more. The point is, don't keep just the players in the deep diplomacy: the AI should have interests also.
    6.8.1 This also means the AI will help you, just it would have helped other AI's, in case of an evil attacker. If someone is nuking you ( atrocity ), the other civ should rally to your cause and attack him just as they would have attacked you if you were using nukes. Same thing when the rule of un-fair conduct is done ( see 8.1.28, or 1.1.21 ). The AI, and diplomatic pact, should be just as helpful to you if you are fighting a hopeless cause then against you if you were the attacker.

    6.9 The AI should evolve over-time, changing it's attribute. For example, a militaristic leader in charge of a nation that keeps losing, might turn more peaceful along the time.

    6.10 Remembering requests and conflicts: If you asks the AI to declare war on another player, he won't go and sign peace with him just a few turns after you talked. Same thing when he ask you to declare war on a certain other player. He should keep with what he suggest. If you or him sign peace with the other side, it applies to both of you. This is to prevents conditions like this:
    Spain declares war on me, I get the Aztecs to help me.
    Spain sees the futility of opposing me, but now the Aztecs get annoyed with me when I call for peace and try to get them to do the same.
    The next turn, the Aztecs call me up and say "We are at war with the evil Spanish, you must honor our alliance and attack them!"

    6.11. If you refused to give the AI 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".

    6.12 The citizens should remember wars for a very long time. For example, if a certain player attacked your land 100 turns ago, and since them you became best friends, when you choose to attack him once more ( or he attacks you ), even after 100 turns, the people becomes very happy. Something like: "the people are happy they can now revenge the old war of X". Big wars will also be assigned names: "The British-Russian conflict", "The 30 Year War", "The Europe Conflict", etc. Those names will be used in the peace-meeting window to select the suitable war ( see 9 ).

    6.13 The AI should be adjusted to too many tributes, either asked by or from. An AI shouldn't be able to get pushed from tributes all the time from the bully ( that's you, pal ). He should after some time refuse, and lobby for the UN for protection ( see 1.1.21 ). In another hand, the AI shouldn't ask you for tribute every 5 turns or so, even if he is far more powerful then you.

    7. Diplomatic relations

    7.1 Surrender effect: 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 ). The cities you took over are, in essence, a part of your empire: they posses your color, count on your statistics, and other such matters. On managing them, however, the subject is different. Beside, the AI should also keep thinking about breaking-free ( unless he's a member, see 7.6 ).
    Even after a nation converts to a full-fledge city ( for conversation, see 11.6 ), they still might break away in the future. The AI should have a very nationalistic approach, and might even return to the older status even after conversation ( see 11.2 ).
    About human players: once a human player is defeated, you have several options on how to treat it's empire. See player info tab in every occupational option. No conversation for player cities.
    This are the possible mode of occupation:

    7.1.1 Vassal: A vassal nation is a mini-region of your empire, that is still controlled by their own leaders, but is subjected to you.
    Tech advances: you gain them all.
    Connection: via the diplomacy screen, always allied to you. Other nations may also commune with them.
    Converting: vassal city turns into a normal city after 15 turns * pop amount in the city. 9 turns * pop amount if the controlling empire is a democracy/republic.
    Taxes: as normal, plus you can demand tribute via the diplomacy screen.
    Military: AI built and controlled, but you can order it via the diplomacy screen.
    Cities: AI controlled, but you can watch the city window. Wonder effects do not extend to your empire.
    Unrest: +30%. Will breakaway and join enemy if you are under attack by a superior force. A vassal can be offered support ( see 11.4 ).
    Player: player builds and control it's own cities and units, but earns no taxes, all of it passes to the emperor ( after maintenance cost ). You can't rush-build anything. Controller might ask for military units in tribute. You keep your technology and your wonders don't effect him.

    7.1.2 Annix: The entire nations becomes part of your own empire, just like any other city. An occupational force is needed.
    Tech advances: you gain them all.
    Connection: a part of your empire.
    Converting: annexed city turns into a normal city after 5 turns * pop amount. 4 turns * pop amount if the controlling empire is a democracy/republic.
    Taxes: normal.
    Military: normal.
    Cities: normal.
    Unrest: +100%. Will breakaway if no military unit present. Can be liberated ( see 11.5 ).
    Player: player is removed from game.

    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 together.

    7.1.4 Autonomy: An autonomous region is virtually it's an independent civ
    Tech advances: you gain none.
    Connection: via the diplomacy screen, always friendly to you. Other empires may commune with them.
    Converting: the entire autonomous empire turn your after 20 turns * pop amount in the entire nation. 10 turns * pop amount if the controlling empire is a democracy/republic.
    Taxes: as normal. Can't demand tribute.
    Military: posses none, requires your protectorate.
    Cities: AI controlled, but you can watch the city window. Wonder effects do not extend to your empire.
    Unrest: +10%. Can be offered support ( see 11.4 ).
    Player: Like vassal, only you can't build any military units. However, you can't be asked any tribute, and you only give 50% of your taxes.

    7.1.5 Confed: The nation becomes a connected ally.
    tech advances: you gain all.
    Connection: a part of your empire.
    Converting: every confed city turn yours after 10 turns * pop amount in the city. 7 turns * pop amount if the controlling empire is a democracy/republic.
    Taxes: as normal. Can't demand tribute.
    Military: AI builds them, but you control them all.
    Cities: AI controlled, but you can watch the city window. Wonder effects that are global effect your empire too.
    Unrest: +60%. Can be liberated ( see 11.5 ).
    Player: player control it's own buildings, but he loses control on all it's military units it builds. All taxes passes to the controller, so you can't rush-build anything. Controller might demand you build unit's for him. Your global wonders also benefit him. You must give and share all tech advances.

    7.1.6 Total freedom: The nations returns it complete freedom, and have no connections ( and no taxes ) to the conqueror. However, the citizens will be very fond of your empire, and will ally with you almost instantaneously.

    7.2. Unity: a special, new form of alliance. Unity is a "shared-victory-condition" status. United nations can win together. They can build a spaceship together ( 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 together ).
    7.2.1 In unity, the following treaties are already signed: 2.1, 2.4, 2.5, 2.6, 2.7, 2.11, 2.15. You may sign all the treaties, expect for monopoly ( 2.17 ).
    7.2.2 Should unity require both nations to have the same government type? What about religious and market selections?
    7.2.3 All sides in the unity must be at least with peace with all the friends of the other side.
    7.2.4 it was suggested that united wonders treaty will be automatically signed for every wonder ( see 2.13 ).
    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 neglecting it's duties ( not giving a major portion of a certain key requirement: food, money, tech, units ), then you may be charged with a fee.
    7.2.6 Should unity be limited to only democracies and republics? Personally, 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 together ( the rest can grouped together, 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 queue, upgrade units, disband old units, and so on. Meaning, help improve the status of his friend empire. Of course, 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 automatically 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 embassies. 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-communication 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 production, while hampering civilian infra-structure. The minus to the infrastructure should effect you several turns even after the war ended. You may not commit any major atrocities however, like nuking.
    7.3.7.1 Needless to say, all trade and treaties are cancel when in war.
    7.3.7.2 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.
    7.3.7.3 Should democracies/republics be disallowed to attack other democracies? Or maybe there should be a huge diplomatic relations disadvantage. Maybe the other democracy must commit some atrocity?
    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.

    7.4 Public feeling and the senate: All players should have a diplomatic level scale, even the human players. That represent the feeling of the people. For example, if you just had a war with a human player, your level with him will be "hostile". If you will now go and sign an alliance with him, the people would be very angry, and it will cause unhappiness. The senate might even overrule you ( "the senate refuses to ally with our common enemy". You must sign peace, and wait for the level of connection to rise slowly.
    7.4.1 The level of connection also decided the bonus from trade. The closer you are to the other player, the more profit you get. Therefor, if a player becomes more hostile toward you ( lowering the relation scale ), you will get significantly less money from trade. Therefor, when you committed atrocities, you can make a lot of player more hostile toward you, and get a lot less money from trade. Of course this doesn't measure the feeling of the human player, but hostility has effects.

    7.5 Improving reputation: doing good things improves your reputation ( your relation levels with all players, see 7.4 ). Building wonders ( not taking over them ), condemning/attacking villains ( players which committed a lot of atrocities ), acting honorably ( helping your allies ), donating forces to a diplomatic pact ( see 1.1 ), or helping cities which were hit by random events ( see economics thread for special caravan abilities ). Calling for peace meetings also helps ( see 9 ).

    7.6 Membership: a minor civ, or a major civ that dropped from power ( has one or two cities left ), can be adopted into your empire. The cities becomes an integral section of you, without any unrest or any remnants of the older empire. However, if treated poorly, and repeatedly switching hands, it might re-establish the older empire ( see 11.2 ). However, if that city has poor connection to the old empire ( they revolted against it ), they might establish a new empire, not returning to the old one.

    8. Atrocities and complaints

    8.1 Atrocities:

    I included a short explanations on your choice's that are open to you when you capture an enemy town. It's required in order to understand some of the next atrocities in the list.

    * Guard: keep a garrison in the city, and she is considered lost for the other side, but remains the property of the other side. Can be used in strike mode ( see 7.3.6 ).
    * Take over
    * Raid: still belongs to the other side, but you gain some money.
    * Pillage: taking over, also increase military unit morale ( raping the population ), increasing units health ( food ), more money out of the city. Destroys 50% of all buildings in the city.
    * Raise: like pillage, only 100% of all buildings are destroyed and sold for money.
    * Sack: destroys the entire city, all citizens of the city becomes slaves ( a 1/1/1 unit that moves to the nearest city where it becomes a normal, unhappy worker ).
    * Exterminate: only in genocide ( see 7.3.8 ). The entire city is destroyed with no profit. However, all combat units world-wide morale is increased for 3 turns. This is the only option in genocide ( you can't select anything else ).

    Events/minor atrocities: those include everything that can cause a small strain to nations. It can cause minor hostility toward you.

    8.1.1 taking over a city ( if done without harming the people, then it's not a major atrocity )
    8.1.2 Spy inside land
    8.1.3 Espionage ( low level )
    8.1.4 Framing
    8.1.5 Breaking cease-fire
    8.1.6 Polluting ( pollution appears on map )
    8.1.7 Blocking city exit points
    8.1.8 Destroying tile improvements
    8.1.9 Create a fortress or city near borders ( pushing them )
    8.1.10 Use of military units against citizens ( to reduce unrest )
    8.1.11 An oppressive despotic rule ( too many taxes )
    8.1.12 Steal: money, resource, units, or any other thing.
    8.1.13 Bribing city.
    8.1.14 A significant military build-up.
    8.1.15 Breaking an Embargo: trading with a nation that the diplomacy pact ( UN ) has agreed not to trade with at all.

    Medium atrocity: those events may cause great hostility, sanctions by pacts, and cancellation of treaties.

    8.1.16 Owning slaves
    8.1.17 Raiding a city
    8.1.18 Espionage ( high level, stealing tech )
    8.1.19 Terrazzo ( destroying a building, financing terrorists, etc. )
    8.1.20 Using forbidden weapons on military units
    8.1.21 Bombarding city
    8.1.22 Sieging city ( putting units inside city radii )
    8.1.23 Destroying a civilian unit
    8.1.24 Raiding a trade route
    8.1.25 Breaking peace ( by declaring war )
    8.1.26 Major pollution: oil leak, nuclear weapon test
    8.1.27 Brain wash: like SMAC.
    8.1.28 Occupying another nation city.
    8.1.29 Attacking a helpless enemy: if one side of a war clearly out-pass his enemy by numbers, size and technology, it's really is a massacre. He should be stopped.

    Major atrocity: those atrocities may have you expelled from councils, make civs break contact and trade with you, and cause major sanctions.

    8.1.30 Sacking a city
    8.1.31 Pillaging cities
    8.1.32 Raise city
    8.1.33 Poison city
    8.1.34 Using forbidden weapons on civilian units.
    8.1.35 Attacking a diplomat
    8.1.36 Killing a leader
    8.1.37 Destroying a trade route

    Crimes against humanity: Most likely, most of the nations would declare war on you, unless you have a huge political power and support ( like the US bombing Hiroshima ).

    8.1.38 Nuking a city
    8.1.39 Exterminate a city
    8.1.40 Use forbidden weapons on city
    8.1.41 Declaring genocide
    8.1.42 Plant a virus

    8.2 The effects of committing atrocities change along the game. In a general sense, in the modern world is much more harsh to atrocities. In old days, everyone saked cities: now it considered a major atrocity. The discovery of modern communication, world-wide spread democracy and the establishment of the UN wonder, and Geneva convention should all increase the hostile attitude toward a atrocity-doer. It also needs to increase the level of some atrocities into a higher category. Also, the state of the political world needs to be considered. If a civ kills an evil despot, which committed a lot of atrocities, it might not be considered a major atrocity ( see 8.1.3.7 ), but might even gain the assinating civ popularity! Also, for example, until a global "no-nuke" charter passes, nuking might be considered acceptable.

    8.3 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 definition 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.

    8.4 Complaints: Complaints are a new option in the diplomacy screen. You can send a formal complaints upon any atrocity, even a minor one, to the maker. Every complaints reduce your diplomatic relations ( see 7.4 ), which will drastically cut off his profit from trade. You can also ask a third side to complain also, reducing the level of relations with him too. You can even lobby for a diplomatic pact council for a formal complaints, which will make all the pact members more hostile to the evil doer.
    8.4.1 Explanation: when you complain, you get a pop-up screen which list all the atrocities the target did in the last ten turns. You can then choose one, or more, and complain. The more serious the atrocity, the more hostile you will become. Complaining on crimes against humanity ( see 8.1.4 ) automatically place you at war with that side.
    8.4.2 It would be more realistic if you won't be automatically aware of all the crimes committed by the evil doer. You will need scouts and intelligence rating to know. For example, if side B saked side C city, only side C, and other civ that accidentally had units there at the time, will know. However, side C may report this, by selecting "ask X to complain to side Y on..." ( see 5.8.8 ). Then, side X will know also about the crime.

    9. Peace meeting

    A peace meeting is a three-sided, or more get-together of several

  • #2
    How many people know this...
    After the Archduke franz ferdinand of the Austro-Hungarian empire was assassinated, the Austrians made four demands in their ultimatum to the Serbians. One of them was that they "Immediately discontinue all anti-Austrian propaganda."
    So it should be aware to all nations the kind of propaganda any player is being used, and it makes sense that way too.

    Here's something else:
    Diplomacy needs to be for everyone, including religious leaders, military officials, and industrialists.

    For example:
    You as a king could demand that your country's top industrialist stop shipping railway ties to Nigeria, a country you have made sanctions against. He doesn't have to comply, maybe if he doesn't you send the military to arrest him. Then you have a problem because he's given the military a huge discount over the past 10 years, so your military says no. Instead, he tells the military to enforce the sanctions for all other countries and companies except his. Now you have a real problem because your own country's industry has more control of what goes on than you do. What do you do when he decides not to pay taxes anymore?

    This is actually, another reason why I would like to see at least three different companies in the same country. I know it's more work and I know it's more programming but the diversity is worth it I think. It would also allow more tools for conquest... say one company has economically raped another country to the point its people want no more trade with you. But then you can say that was the other company and this one over here isn't as bad.

    It's not all to unreal also to expect demands from a religious entity. Maybe the Morman leader orders you to stop sending military aid to the Mexicans because they are at war with Belize, and Belize might have a vast Mormon population.

    There should be a like/dislike scale similar to the one in Civ2 but I don't think it should go up or down for absolutely no reason like it did in Civ2. The entity should weigh your current action and how it benefits them. If it doesn't help or hurt either them or anyone they particularly like or dislike then they shouldn't care at all. I noticed in Civ2 other countries that used to like you suddenly don't like you and all you did was irrigate a grassland.
    Exception:
    The world around 1900 had what was called a superpowers club... England, France, Germany, Russia, and the Austro-Hungarian Empire. The fading Ottoman Empire used to be there and after the Russo-Japanese war, Japan was welcomed into the club.
    So once a nation becomes powerful enough they don't want to see other nations become too powerful and become a threat. This is the main reason the Japanese went to war against the Chinese in the 1930s, a united China would have been a threat to Japan... also they wanted to secure resources in Manchuria.
    In Civ2, the tenancy is for another empire to declare war against you from the other side of the world even though all they have in your territory is a phalanx and a horsemen. That is stupid. When a powerful nation becomes a threat is when they're right next to you across the border. Nazi Germany suprise wasn't a threat to France because the thinking was the Germans are going to fight the Communists, so the Nazis were allowed to build up.
    In GGS game terms, we could say that no one liked the Communists because of the Comm-intern, or propaganda from within other countries to get the people to overthrow the government and make it communist. So communism wasn't too popular among foreign governments.
    Action: Russia initiates propaganda in France and Britain.
    PR: Capitalism is bad, destroy French government, establish communism in France loyao to Russia. Destroy British government and establish Communism in Britain loyal to Russia.
    Response: British and French government opinion of Russia very poor
    Action: Germany initiates propaganda in Germany
    PR: Communism is bad, destroy communism everywhere
    Response: Russian opinion of Germany lowered, British and French opinion of Germany raised.
    Action: Germany rearms military violating Versailles treaty
    Response: French conclude Germany is going to fight Russia. French opinion of Russia is poor, Germany fighting Russia is therefore good for France
    Action: Germany occupies Rhineland further violating Versailles treaty
    Response: French conclude Germany is going to fight Russia. French opinion of Russia is poor, Germany fighting Russia is therefore good for France
    Action: Nazi Leader Adolf Hitler announces propaganda which vehemently detests communists and Jews
    Response: British and French applaud Germany for stance on Communism.
    Action: Germany has Anschluss with Austria
    Response: British and French conclude Germany is gaining strength for purpose of fighting communism. Germany fighting communism is good for both Britain and France because opinion of Russia is poor.


    See how events unfold...

    ------------------
    The night is young and so are we... Let's make love and dance the night away
    - Debelah Morgan
    He's spreading funk throughout the nations
    And for you he will play
    Electronic Super-Soul vibrations
    He's come to save the day
    - Lenny Kravitz

    Comment


    • #3
      There are some really good ideas here!

      Heardie:

      All these ideas are really great. I don't think we need to start implementing much diplomacy as long as the game is at this early a stage, but it is a good idea to have some clear visions of how it should work. And you presented that excellently.

      Like we talked about on mirc I have mailed Harels diplomacy summary to you. It doesn't have many groundbreaking new ideas, but it pretty much lists all diplomacy otions we would ever need.


      Guildmaster:

      Also some great ideas. Especcially on domestic politics. Propably what I like most here is your idea on having more than one company per civ. I have also thought about that, and previously I had thought that it would be too dificult to implement. But after reading your post I feel that we should have it. How about implementing it by having one company per province in the beginning. Then during the industrialization the companies in each provinces would spread throughout the world, and fight each other. Some would go bankrupt from the competition, others would spread, and might end up being more powerful than the civ themselves.

      I also think that in the domestic politics model there should be a class for all the companies combined in the beginning of the game. But after some discovery (industrialization?) this class would be turned in to more classes - one for each of the major companies and one for the small companies (the little bourgeoisie - self employed people) combined.

      I am not sure if this would be too much to implement, but it would be really cool if we could do it. But of cause we can just make it an addon, start by making a more simple system and then gradually making it more advanced.

      ------------------
      "I chose not to choose life. I chose something else."
      - Trainspotting
      "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
      - Hans Christian Andersen

      GGS Website

      Comment


      • #4
        I updated the 1st post.

        Comment


        • #5
          Cool!

          I will read through it later, since there is a lot to read. I think I have read the summary once a long time ago, though.

          Note that I don't think we should just copy Harels list. There are ways to improve it. It just has sooooo many details in it, that it would be silly of us not to use it as a reference.

          ------------------
          Vote Gore. For the sake of people, not god.
          "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
          - Hans Christian Andersen

          GGS Website

          Comment


          • #6
            There's currently so much to read in the first post, that I couldn't read it all right now. I will comment it later. About Guildmaster's post, that sounded good. About having more than one company per civ, I earlier objected against it because it would not be much more realistic to have 3 companies instead of one. Also I do think that all the desired effects, including the one presented by Guildmaster, could be modeled also with one company. I try to come up with an example for that occasion. But I also do think that it would be wise to have one company per region. That way it would be easier to handle "switching sides" of regions, independencies etc. I will make some company ideas when the economy demo is ready.

            About Diplomacy Model, I agree mostly with Joker. It is good to keep making detailed ideas for it, too, but it is not very high on our priority list for now. It will take at least until summer before we can even dream about implementing anything resembling diplomacy. About what we generally would like the diplomacy system to be like, I think we all agree it should be as good and realistic as possible.

            Comment


            • #7
              I agree with Amjayee. We don't really need to spend a lot of time making a diplomacy model. Yet. It is cool to have an idea on where we are going, and I think Heardie provided this. And we should also think about this and how to improve it, like secret diplomacy and other stuff.

              ------------------
              Vote Gore. For the sake of people, not god.
              "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
              - Hans Christian Andersen

              GGS Website

              Comment


              • #8
                I suppose I can see where one company would be represented in ancient times, perhaps by a workers' guild or something to that effect.
                But after industrialization, especially after industrialization we need to be able to have more than one private sector in a civ. Doesn't make it so, but I think it should be a possibility.
                Suppose you have one company for one civ...
                What happens in the Reniassance if that company goes bankrupt? The whole country is without a private sector until the end of time? Does that mean no more industry five-hundred years later?

                ------------------
                The night is young and so are we... Let's make love and dance the night away
                - Debelah Morgan
                He's spreading funk throughout the nations
                And for you he will play
                Electronic Super-Soul vibrations
                He's come to save the day
                - Lenny Kravitz

                Comment


                • #9
                  I'd really like this to be cleared out; the "one company system" doesn't mean that there is only one large company in the civ (or province). Rather it means, that all of the many companies are modeled with one imaginary company. This is based on the same facts as the population system; large amount of people are replaced with one larger "entity" which has all the properties of the individuals in it summed up. This can be done with some statistics; there is always an average. So, one "company" would mean a bunch of companies it tries to model as well as possible. This way we will hugely cut down the amount of calculations needed, and gain mostly the same results, I think.

                  Just like population, "company" could be divided into many "industries"; there might be car industry and electronic industry represented with a figure. And just like the whole population doesn't vanish when some of the people die, only some of the real companies modeled inside the big company can be bankrupted. And so on.

                  I will make more detailed thoughts of the company system after the economy demo is ready.
                  [This message has been edited by amjayee (edited November 02, 2000).]

                  Comment

                  Working...
                  X