VetLegion told me not much work had yet been done on diplomacy yet in the game, so I thought I'd post what I had going. Again, just a rough sketch, I'll elaborate much deeper later on, as well as finish each section. Some things I especially want to hear about are different types of agreements, and things that can be traded by countries. Some of the things tie into my Politics model, so some things can be adapted later as well.
Diplomacy Model v0.1 by Trip
Contents
Concept
Diplomacy and how it relates to your civilization
Diplomatic Agreements
Tradable Things
Borders
Concept
No civlization can exist without interacting with other ones. Diplomacy has been one of the greatest influences on countries since the dawn of time. Without it, there would be no wars, no borders, no trade, no agreements, nothing involving foreign nations. In other words, it would be a very boring world. Therefore, with diplomacy being so important, I’m writing up a model to try and describe how it will work, and what its purpose is in GGS. Shall we begin? J
Diplomacy and how it relates to your civilization
The diplomacy system will integrate chatting system for human players, a way to create binding contract between two or more parties and tools to manage these contracts. Chat is included to allow flexible negotiations between parties, and to give the players something to do while waiting for the turn to end. Contracts in this context refer to bilateral or multilateral agreements, which are basically automated command scripts the execution of which is observed by all participants. Contracts may be broken, but the player is given a warning before he attempts that and the other contractors are notified of the violation (if the nature of the violation is such that they receive information about it, of course). Furthermore, contracts are something which the people of all participating civs are aware of. The public image of untrustworthy civs will be tarnished for a long time, which makes future diplomatic relationships difficult to maintain. To ease the player's choices, the game will include many ready-made contracts such as treaties, trade pacts and financial loaning arrangements.
To manage contracts efficiently there will be many more options than in conventional civ-like games. The player may try to break them in secrecy, but if this is exposed (either by accident or outside intervention) your citizens may revolt and reduce your authority. The possibilities and consequences of foul play depend on the government type: in dictatorship it is easier to keep the domestic population at bay, but the foreign nations will be more wary than they would of a democratic nation.
Another thing that will be included is a possibility to form administrative councils which may hold some international power based on contracts. For example, several nations could form an alliance which is ruled by a majority vote in a council. Or the council might only consist of the most powerful members of the alliance: much like the UN security council. Councils combined with flexible contracts will make it possible for the players to have twofold objectives: first, they will struggle to make their alliance the dominating one in the world and secondly they will attempt to raise their own status within the alliance. This allows many intricate diplomatic situations, for instance a cold war scenario where several players are divided into two camps becomes possible.
Every action you take that impacts anyone, influences world opinion of you. If you kill off members of Religion “A” within your country, then your neighbor who is predominantly Religion “A” will have a lesser view of you afterwards. Keep in mind not only the opinion of the ruler of a country matters, but the people of his country as well. Just because Ruler “A” doesn’t care about people of Religion “A” doesn’t mean the people who belong to Religion “A” won’t care as well. They will view you as a threat to their well-being, knowing that you’ve actively sought out to destroy members of Religion “A”.
Other countries’ opinion of you is based upon a scale of 1 to 100 known as a country’s Foreign Opinion of you. 50 represents a perfectly neutral relationship between two countries. 0 means the civilization absolutely detests you, and 100 means you are the best of friends that would never betray each other (in theory
). Doing things that help other countries or the people of those countries will improve their opinion of you. Doing things that harm anyone aside from people they dislike will cause them to have a more negative opinion of you.
For example, if 2 countries are at war, Country “A” with Religion “A”, and Country “B” with Religion “B”, and you kill off a bunch of people who are members of Religion “A”, then Country “A”s opinion of you will drop, while Country “B”s opinion of you will rise (though a smaller margin than the amount “A”s went down… it’s always easier to destroy something than it is to build something after all. International diplomacy is no different). The higher a country’s Foreign Opinion of you, the more it will hurt your relationship with other countries should you betray that friend. It is important to try and maintain good relationships with as many countries as possible in this game. Should you not abide by this, then you will find yourself isolated with no one to buy your goods, and no one to watch your back while enemy alliances form to crush the percieved threat you pose to them.
Diplomatic Agreements
While the Multiplayer mode of the game will have a chat option where you can more thouroughly discuss diplomatic options, there are still some hard-lined rules and types of agreements that exist.
Trade Agreement: This diplomatic option allows two countries to engage in free, normal, and unrestricted trade. Trade agreements involving the selling and buying of goods, equipment, etc. will be conducted through a Trade Agreement. It involves both members of the agreement equally in all cases.
Military Alliance: This is an unrestricted agreement whereby each civilization pledges to the other that it will support it in all military conflicts. This is the most crude form of an alliance, and the restriction of being drawn into an unwanted offensive war is always a possibility. This agreement involves all participants of the alliance.
Non-Aggresion Pact:
Mutual Protection Agreement:
Loan Agreement:
Declaration of War:
Sue for Peace:
Movement Access Agreement:
Tradable things
Things that can be traded to/from any country, by request of one country (for example, country A requests that country B send country C money, etc.) include: Goods (producable goods), Resources, Money, Territory (Provinces), War, Peace, Movement Access, Supply Line Access, Equipment, Army Size Reduction (either # of armies, # of troops, # of troops per army, or any combo of these), Troops or Armies on loan, Annexation, Free State Control (minor countries that remain sovereign but under control of another player), Policy Change (cultural or religious policy, etc.).
Borders
Diplomacy Model v0.1 by Trip
Contents
Concept
Diplomacy and how it relates to your civilization
Diplomatic Agreements
Tradable Things
Borders
Concept
No civlization can exist without interacting with other ones. Diplomacy has been one of the greatest influences on countries since the dawn of time. Without it, there would be no wars, no borders, no trade, no agreements, nothing involving foreign nations. In other words, it would be a very boring world. Therefore, with diplomacy being so important, I’m writing up a model to try and describe how it will work, and what its purpose is in GGS. Shall we begin? J
Diplomacy and how it relates to your civilization
The diplomacy system will integrate chatting system for human players, a way to create binding contract between two or more parties and tools to manage these contracts. Chat is included to allow flexible negotiations between parties, and to give the players something to do while waiting for the turn to end. Contracts in this context refer to bilateral or multilateral agreements, which are basically automated command scripts the execution of which is observed by all participants. Contracts may be broken, but the player is given a warning before he attempts that and the other contractors are notified of the violation (if the nature of the violation is such that they receive information about it, of course). Furthermore, contracts are something which the people of all participating civs are aware of. The public image of untrustworthy civs will be tarnished for a long time, which makes future diplomatic relationships difficult to maintain. To ease the player's choices, the game will include many ready-made contracts such as treaties, trade pacts and financial loaning arrangements.
To manage contracts efficiently there will be many more options than in conventional civ-like games. The player may try to break them in secrecy, but if this is exposed (either by accident or outside intervention) your citizens may revolt and reduce your authority. The possibilities and consequences of foul play depend on the government type: in dictatorship it is easier to keep the domestic population at bay, but the foreign nations will be more wary than they would of a democratic nation.
Another thing that will be included is a possibility to form administrative councils which may hold some international power based on contracts. For example, several nations could form an alliance which is ruled by a majority vote in a council. Or the council might only consist of the most powerful members of the alliance: much like the UN security council. Councils combined with flexible contracts will make it possible for the players to have twofold objectives: first, they will struggle to make their alliance the dominating one in the world and secondly they will attempt to raise their own status within the alliance. This allows many intricate diplomatic situations, for instance a cold war scenario where several players are divided into two camps becomes possible.
Every action you take that impacts anyone, influences world opinion of you. If you kill off members of Religion “A” within your country, then your neighbor who is predominantly Religion “A” will have a lesser view of you afterwards. Keep in mind not only the opinion of the ruler of a country matters, but the people of his country as well. Just because Ruler “A” doesn’t care about people of Religion “A” doesn’t mean the people who belong to Religion “A” won’t care as well. They will view you as a threat to their well-being, knowing that you’ve actively sought out to destroy members of Religion “A”.
Other countries’ opinion of you is based upon a scale of 1 to 100 known as a country’s Foreign Opinion of you. 50 represents a perfectly neutral relationship between two countries. 0 means the civilization absolutely detests you, and 100 means you are the best of friends that would never betray each other (in theory
). Doing things that help other countries or the people of those countries will improve their opinion of you. Doing things that harm anyone aside from people they dislike will cause them to have a more negative opinion of you.For example, if 2 countries are at war, Country “A” with Religion “A”, and Country “B” with Religion “B”, and you kill off a bunch of people who are members of Religion “A”, then Country “A”s opinion of you will drop, while Country “B”s opinion of you will rise (though a smaller margin than the amount “A”s went down… it’s always easier to destroy something than it is to build something after all. International diplomacy is no different). The higher a country’s Foreign Opinion of you, the more it will hurt your relationship with other countries should you betray that friend. It is important to try and maintain good relationships with as many countries as possible in this game. Should you not abide by this, then you will find yourself isolated with no one to buy your goods, and no one to watch your back while enemy alliances form to crush the percieved threat you pose to them.
Diplomatic Agreements
While the Multiplayer mode of the game will have a chat option where you can more thouroughly discuss diplomatic options, there are still some hard-lined rules and types of agreements that exist.
Trade Agreement: This diplomatic option allows two countries to engage in free, normal, and unrestricted trade. Trade agreements involving the selling and buying of goods, equipment, etc. will be conducted through a Trade Agreement. It involves both members of the agreement equally in all cases.
Military Alliance: This is an unrestricted agreement whereby each civilization pledges to the other that it will support it in all military conflicts. This is the most crude form of an alliance, and the restriction of being drawn into an unwanted offensive war is always a possibility. This agreement involves all participants of the alliance.
Non-Aggresion Pact:
Mutual Protection Agreement:
Loan Agreement:
Declaration of War:
Sue for Peace:
Movement Access Agreement:
Tradable things
Things that can be traded to/from any country, by request of one country (for example, country A requests that country B send country C money, etc.) include: Goods (producable goods), Resources, Money, Territory (Provinces), War, Peace, Movement Access, Supply Line Access, Equipment, Army Size Reduction (either # of armies, # of troops, # of troops per army, or any combo of these), Troops or Armies on loan, Annexation, Free State Control (minor countries that remain sovereign but under control of another player), Policy Change (cultural or religious policy, etc.).
Borders

) is necassary.
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