I thought Kull's diplomacy model was good to start with, but the problem was that in the following discussion many ideas, counter-ideas, problems, etc. were developed and the model itself was never updated.
So what I did here was to revamp the diplomacy model, and add to it the most important concepts that were thought out subsequently. I also put in a few ideas of my own. So consider this as a summary of the thinking that has gone into this model, and more importantly yet a starting point fo further discussion and refinement.
Additions are highligthed by ***.
Link to the coding thread: Coding thread
Link to the previous discussion thread:
Kull's diplomacy model thread v1.1v
Clash Diplomacy System v1.1 +summary of suggestions to date
Contents:
I. Assumptions
II. Diplomacy System Options
1) Interior
2) Foreign
III. Option Descriptions
1) Counterintelligence
2) Internal Operations
3) Create Civ
4) Tariffs
5) Treaties
6) Threats & Protests
7) Spying
8) Contact Methodology
9) Voluntary Disclosure
IV. State Relations
V. Era Limitations
VI. Government-Type Limitations
===============================
I. Assumptions:
1) Diplomacy System Options will be affected primarily by the status of State Relations (as defined in section IV). Another important factor is Era. (Probably determined more by research advancements than a pre-determined year. I haven't seen this discussed yet, but I assume we'll do it.) Within each era, the range of available options will be further affected by the Government Type. Government types are determined by Hrafnkell's government model. The Diplomacy model assumes three eras: Ancient, Medieval, Modern.
2) Clash will not use individual "Spy" or "Diplomat" units. The Diplomacy model depends upon the existence of what I'll call "The Chancellery". The chancellery is a government organization, and contains two primary components. A "Foreign Office" and an "Interior Ministry". A sub-component of the Foreign ministry is "Intelligence". One could also look at the chancellery as the entire government and include ministers representing each of the key models: Economy, Military, Social, & Science. (But that's beyond the scope of this discussion!)
3)*** Effectiveness of the Chancellery should be related to luck, strength of the network, and immediate resources for overt ops. Putting more money into passive ops would give you more info on the civ, a likelihood of suddenly gaining a big piece of important info, and your spy network would become more powerful. Overt ops would require a certain amount of money, and a certain network strength depending exactly on the op, but there would also be a risk(luck) factor. For instance, assassination would require a lot of luck, a very powerful network, but not necessarily a lot of money. Briberies on the other hand would require more money but maybe less luck and strength, depending on the internal strength of the opposing civ. We thus have three factors:
-luck(depending on the op).
-money immediately available for a specific overt op.
-long time investments into the spy network, which combined to time(experience), gives you a stronger network.
Result of operations vary from total success to total failure.(here's a proposal for different levels of overt ops achievement:
-total success, they are even suspecting the ***ese!
-total success.
-success, but our civ is suspected. Expect further investigation into the matter from their part.
-success, but they know it's us. Expect a protest or retaliatory actions.
-failure, but they think it was the ***ese who did it!
-failure, but we remain unsuspected.
-failure, and they suspect us. Expect further investigation into the matter from their part.
-failure, and they know we did it. Expect a protest or retaliatory actions.
***
===============================
II. Diplomacy System Options:
1) Interior = Counterintelligence, Internal Operations, Create Civ ***why create a new civ within your own borders??***
2) Foreign = Tariffs on Trade, Treaties, Threats & Protests, Spying, Contact Methodology, Voluntary Disclosure
===============================
III. Option Descriptions:
1) Counterintelligence: Activities directed against foreign operatives within the boundaries of your civ. On an increasing scale of awareness, here's what you can learn and do:
a) Is your civilization an intelligence target?
b) Which countries are responsible? ***NB: if the other civ has a really strong spy network, they might make you believe it's an other civ that's spying on you.***
c) What are they trying to learn?
d) ***Has an overt op taken place? Who's responsible?***
The first two are very general levels of knowledge. The second two are specific enough that you can take actions of your own:
e) Issue a Protest.
f.)***Take retaliatory measures(this gives you a casus belli, more detail on that later.)***
f) Feed false information.
*** This would all work similarly to the passive ops in spying. Get a powerful intel network, and the more info you'll get. Feeding false info would involve risk, and would take a strong (experienced)network. But failure wouldn't have such big consequences, because you were only defending yourself from infiltration.
Issuing a protest: I think several kinds of protests should be in, very similar to threats. Specific options for protest consequences would be to ask the civ to disband their spy network, or to make it less strong.***
2) Internal Operations: These involve intelligence activities directed toward your own people.
a) Determine Happiness Levels: Clicking a button to determine exact happiness levels is not realistic. Using agents to see what people really think is the usual procedure.
b) Riot Prediction: Solid information on happiness. Ability to predict where riots will start, allowing you to appease the populace or squelch them with the military.
c) New Religion Identification. The earlier you learn that one has either sprung up inside your borders or spread from someplace else, the more options you have in dealing with it. Those specifics are contained in the Social Model.
d) Disseminate Propaganda: Ranges from crude hate mongering to sophisticated "spin doctoring".
e) Characters: Spy on your characters to determine their true capabilities and allegiance.
***This is also similar to passive ops. Here there is no "opposition", you are only investigating matters within your own civ. Notice though that internal ops' success varies depending on your control of your civ. Sying on characters also, if the character notices it, could affect their relationship with you. They might get disgruntled and sell their services to another civ, or just retire.***
3) Create a new Civ: As described in Mark's Model
Civilizations with sufficient power in a controlled area can unilaterally create another civ. The created civ has whatever properties the creating civ desires. However, if the foundation of this state is unrealistic it will quickly change radically from the form in which it was created.
***I don't see the use of creating a new civ? Can somebody explain? It would be against the interests of the player to lose territory, woudn't it?***
4) Tariffs on Trade: As described in Mark's Model (with some mods)
The player has control over taxes on trade, and can essentially move trade from a free-trade basis to a trade embargo by changing tariffs. In my opinion in would be way too messy to let the player handle tariff levels for every special commodity with every civ. So instead, I propose to let the player just raise or lower the overall tariff level with respect to each other civ. Trade status in the economic model would simply be handled by adding a number to the average tariffs between 0% and, say, 999% to get the tariffs for a given commodity with respect to a particular country. A quick example. I have instituted tariffs of 20% on steel, and 50% on textiles. So a most-favored nation (a + 0% modifier) would get these same numbers. A country I'm having a trade war with (+ 50% modifier) would suffer tariffs of 70% on steel, and 100% on textiles. (Edited 6/16 Note: Non-penalty trade & tariff adjustments are handled in the Economic Model, thus the ability to have different tariffs for each commodity.)
5) Treaties: As described in Mark's Model (with some mods)
a) Treaty Description - Treaties can be formed between any number of states. To keep things simple, treaties that involve more than two states must handle all members of the treaty on equal footing. So, for instance, five civs can participate equally in a mutual-defense pact against another civ, or another alliance. Three civs could participate in a most-favored-nation trade pact. Each treaty can include an unlimited number of clauses (drawn from an as-yet-to-be-determined list).
b) Treaty components (possible clauses) include:
1. Change of basic diplomatic status (peace, war, cold-war etc. A change in status that makes the diplomatic state between two parties more hostile can be undertaken by either party if they have the internal power within their civ to do so. A change in status that is less hostile requires agreement of all parties.) The diplomatic state can be collateralized
2. Cash (either in lump-sum or in an installment plan) or loans
3. Territory transfer (either now, or at some future date)
4. Technology (although, as discussed in the tech model, trade of a technology does not necessarily result in the acquiring civ immediately having that technology available.)
5. Ceding control of military units (usually temporary)
6. Trade status (from most-favored-nation up to embargo)
7. Internal matters, such as treatment of religious or ethnic minorities (this one will be tough)
8. Demilitarized zones
9. Arms reduction treaty elements (FE: "My army will grow to at most 20% more powerful than yours.")
10. Dynastic Marriage (Added 6/16)
***11. Right of passage.
***12. Mutual tech development.
***13. Mutual investments(roads, pollution control...)
***14. Approvisionment in a specific resource?
c) Treaty Duration - Treaties do not last forever in the real world, nor should they in Clash. The following rules will govern treaty duration. (Added 6/16 - Thanks for reminding me about this, Harun!)
1. Treaties always come up for review whenever there's a change in government type.
2. Non-representative governments experience a "treaty review" every "X" number of turns.
This periodic review represents "Ruler Lifespan", historically the biggest factor behind changes in diplomatic status.(Note: The determining factor for "X" should be entertaining game play, not realism.)
3. A variety of factors will be used to determine the result of the treaty review process. A treaty could be extended, canceled, downgraded, or upgraded. One mechanism would be to "weigh" the interactions between the two states during the life of the treaty. Negative factors would include spying, threats, assassinations, and protests. Positive factors would be gifts, military aid, similar culture & religion, etc.
*** A change in reputation of one of the civs might also trigger a chage in treaties.***
4. Surpassing an as-yet-undetermined level of Negative or Positive "points" will cause a treaty to automatically come up for review.
5. Unilateral cancellations are always an option, but carry their own set of risks such as reputation "hits", risking other treaty relationships, etc.
6) Threats & Protests: As described in Mark's Model (with some mods)
Threats in Clash need to be every bit as nuanced as treaties. The player should be able to make a threat using all the components above. Protests are similar to Threats, except they are based upon actions which the other civ has taken against you. Subjects for Protest include: Treaty violations, military provocations, and Intelligence activities.
7) Spying: Intelligence operations aimed at other civs. There are two types, passive and overt. As a general rule, each civ expects the others to conduct passive spying, so there's little downside. Overt acts carry more severe penalties should one be caught. Penalties include reputation loss (of varying severity), change in treaty status, even internal unrest.
a) Passive:
- Society Details (Potentially all info contained in another civs Social Model)
- Government Details (Potentially all info contained in another civs Governance Model)
- Economic Details (Potentially all info contained in another civs Economic Model)
- Military Details (Awareness, but NOT theft, of another civs Military unit info)
- Research Details (Awareness, but NOT theft, of another civs Research Model info)
b) Overt:
- Theft of non-Military Research info
- Theft of Military Research info (harder and more dangerous)
- Bribery of Cities (Added 6/16)
- Bribery of Units/Armies (Added 6/16)
- Bribery of Characters (risky)
- Assassination (VERY risky)
- Moles (Intelligence Agency penetration)
-***Make another civ look responsible.***
***c) Dismantle the spy network: similar to what happened worldwide after 1989, or might be a consequence of another nation asking you to do it. Some cash may be generated.***
8) Contact Methodology: Civilizations cannot perform any diplomatic activity unless and until they achieve contact. Until such time as permanent embassies are allowed, each government contact will require the dispatch of an official representative.
a) Emissaries: Permanent embassies are a fairly recent phenomenon (since @1700 AD). Until that time, governments dispatched personal representatives who would visit the court of the foreign ruler and present gifts, demands, treaty options, etc. The clash diplomacy system will rely heavily upon this mechanism until modern times, with an obvious impact on the quality and timeliness of the information it produces. As a ruler, you must make extensive use of emissaries in order to have any idea what is going on around you, and that will cost $$.
b) Embassies: Physical structures located in the capital city of an opposing civ. Requires $$ to open and maintain. Existence of an embassy provides automatic low level intel on happenings in enemy capital (attitudes, troop movements there, anything you could glean from a newspaper) .
c) Consulates: Physical structures located in the provinces of an opposing civ. Requires $$ to open and maintain. Requires approval of civ to open these. Usually a sign of good relations. Improves reliability and quantity of low level intel.
9) Voluntary Disclosure: The same information which intelligence seeks to obtain illegally will have to be provided voluntarily by the partners in every State Relationship beginning with Peace. The level of disclosure should not be subject to negotiation, but rather be treated as an integral part of the treaty. More details are required, but here's an example of military disclosure based on treaty relations (see section IV).
a) Peace: I know exactly how many units he has and vice versa, but no details.
b) Co-Agression: Same as above. If we are at war with the same enemy, we share unit info on those which are in the "War Zone" with that enemy. This zone could be defined as "X" number of squares from the "front".
c) Cooperation: We share numbers and locations and generic types. Also sharing of "War Zone" unit info (as defined above)
d) Defensive Alliance: Same as Cooperation but includes detailed unit specs for those stationed on a mutual border. (ie between the allies).
e) Offensive Alliance: I have complete details on his military and he on mine, except injury and preparedness data.
f) Same Ruler: I know everything about his military, he just gets total numbers on mine.
So what I did here was to revamp the diplomacy model, and add to it the most important concepts that were thought out subsequently. I also put in a few ideas of my own. So consider this as a summary of the thinking that has gone into this model, and more importantly yet a starting point fo further discussion and refinement.
Additions are highligthed by ***.
Link to the coding thread: Coding thread
Link to the previous discussion thread:
Kull's diplomacy model thread v1.1v
Clash Diplomacy System v1.1 +summary of suggestions to date
Contents:
I. Assumptions
II. Diplomacy System Options
1) Interior
2) Foreign
III. Option Descriptions
1) Counterintelligence
2) Internal Operations
3) Create Civ
4) Tariffs
5) Treaties
6) Threats & Protests
7) Spying
8) Contact Methodology
9) Voluntary Disclosure
IV. State Relations
V. Era Limitations
VI. Government-Type Limitations
===============================
I. Assumptions:
1) Diplomacy System Options will be affected primarily by the status of State Relations (as defined in section IV). Another important factor is Era. (Probably determined more by research advancements than a pre-determined year. I haven't seen this discussed yet, but I assume we'll do it.) Within each era, the range of available options will be further affected by the Government Type. Government types are determined by Hrafnkell's government model. The Diplomacy model assumes three eras: Ancient, Medieval, Modern.
2) Clash will not use individual "Spy" or "Diplomat" units. The Diplomacy model depends upon the existence of what I'll call "The Chancellery". The chancellery is a government organization, and contains two primary components. A "Foreign Office" and an "Interior Ministry". A sub-component of the Foreign ministry is "Intelligence". One could also look at the chancellery as the entire government and include ministers representing each of the key models: Economy, Military, Social, & Science. (But that's beyond the scope of this discussion!)
3)*** Effectiveness of the Chancellery should be related to luck, strength of the network, and immediate resources for overt ops. Putting more money into passive ops would give you more info on the civ, a likelihood of suddenly gaining a big piece of important info, and your spy network would become more powerful. Overt ops would require a certain amount of money, and a certain network strength depending exactly on the op, but there would also be a risk(luck) factor. For instance, assassination would require a lot of luck, a very powerful network, but not necessarily a lot of money. Briberies on the other hand would require more money but maybe less luck and strength, depending on the internal strength of the opposing civ. We thus have three factors:
-luck(depending on the op).
-money immediately available for a specific overt op.
-long time investments into the spy network, which combined to time(experience), gives you a stronger network.
Result of operations vary from total success to total failure.(here's a proposal for different levels of overt ops achievement:
-total success, they are even suspecting the ***ese!
-total success.
-success, but our civ is suspected. Expect further investigation into the matter from their part.
-success, but they know it's us. Expect a protest or retaliatory actions.
-failure, but they think it was the ***ese who did it!
-failure, but we remain unsuspected.
-failure, and they suspect us. Expect further investigation into the matter from their part.
-failure, and they know we did it. Expect a protest or retaliatory actions.
***
===============================
II. Diplomacy System Options:
1) Interior = Counterintelligence, Internal Operations, Create Civ ***why create a new civ within your own borders??***
2) Foreign = Tariffs on Trade, Treaties, Threats & Protests, Spying, Contact Methodology, Voluntary Disclosure
===============================
III. Option Descriptions:
1) Counterintelligence: Activities directed against foreign operatives within the boundaries of your civ. On an increasing scale of awareness, here's what you can learn and do:
a) Is your civilization an intelligence target?
b) Which countries are responsible? ***NB: if the other civ has a really strong spy network, they might make you believe it's an other civ that's spying on you.***
c) What are they trying to learn?
d) ***Has an overt op taken place? Who's responsible?***
The first two are very general levels of knowledge. The second two are specific enough that you can take actions of your own:
e) Issue a Protest.
f.)***Take retaliatory measures(this gives you a casus belli, more detail on that later.)***
f) Feed false information.
*** This would all work similarly to the passive ops in spying. Get a powerful intel network, and the more info you'll get. Feeding false info would involve risk, and would take a strong (experienced)network. But failure wouldn't have such big consequences, because you were only defending yourself from infiltration.
Issuing a protest: I think several kinds of protests should be in, very similar to threats. Specific options for protest consequences would be to ask the civ to disband their spy network, or to make it less strong.***
2) Internal Operations: These involve intelligence activities directed toward your own people.
a) Determine Happiness Levels: Clicking a button to determine exact happiness levels is not realistic. Using agents to see what people really think is the usual procedure.
b) Riot Prediction: Solid information on happiness. Ability to predict where riots will start, allowing you to appease the populace or squelch them with the military.
c) New Religion Identification. The earlier you learn that one has either sprung up inside your borders or spread from someplace else, the more options you have in dealing with it. Those specifics are contained in the Social Model.
d) Disseminate Propaganda: Ranges from crude hate mongering to sophisticated "spin doctoring".
e) Characters: Spy on your characters to determine their true capabilities and allegiance.
***This is also similar to passive ops. Here there is no "opposition", you are only investigating matters within your own civ. Notice though that internal ops' success varies depending on your control of your civ. Sying on characters also, if the character notices it, could affect their relationship with you. They might get disgruntled and sell their services to another civ, or just retire.***
3) Create a new Civ: As described in Mark's Model
Civilizations with sufficient power in a controlled area can unilaterally create another civ. The created civ has whatever properties the creating civ desires. However, if the foundation of this state is unrealistic it will quickly change radically from the form in which it was created.
***I don't see the use of creating a new civ? Can somebody explain? It would be against the interests of the player to lose territory, woudn't it?***
4) Tariffs on Trade: As described in Mark's Model (with some mods)
The player has control over taxes on trade, and can essentially move trade from a free-trade basis to a trade embargo by changing tariffs. In my opinion in would be way too messy to let the player handle tariff levels for every special commodity with every civ. So instead, I propose to let the player just raise or lower the overall tariff level with respect to each other civ. Trade status in the economic model would simply be handled by adding a number to the average tariffs between 0% and, say, 999% to get the tariffs for a given commodity with respect to a particular country. A quick example. I have instituted tariffs of 20% on steel, and 50% on textiles. So a most-favored nation (a + 0% modifier) would get these same numbers. A country I'm having a trade war with (+ 50% modifier) would suffer tariffs of 70% on steel, and 100% on textiles. (Edited 6/16 Note: Non-penalty trade & tariff adjustments are handled in the Economic Model, thus the ability to have different tariffs for each commodity.)
5) Treaties: As described in Mark's Model (with some mods)
a) Treaty Description - Treaties can be formed between any number of states. To keep things simple, treaties that involve more than two states must handle all members of the treaty on equal footing. So, for instance, five civs can participate equally in a mutual-defense pact against another civ, or another alliance. Three civs could participate in a most-favored-nation trade pact. Each treaty can include an unlimited number of clauses (drawn from an as-yet-to-be-determined list).
b) Treaty components (possible clauses) include:
1. Change of basic diplomatic status (peace, war, cold-war etc. A change in status that makes the diplomatic state between two parties more hostile can be undertaken by either party if they have the internal power within their civ to do so. A change in status that is less hostile requires agreement of all parties.) The diplomatic state can be collateralized
2. Cash (either in lump-sum or in an installment plan) or loans
3. Territory transfer (either now, or at some future date)
4. Technology (although, as discussed in the tech model, trade of a technology does not necessarily result in the acquiring civ immediately having that technology available.)
5. Ceding control of military units (usually temporary)
6. Trade status (from most-favored-nation up to embargo)
7. Internal matters, such as treatment of religious or ethnic minorities (this one will be tough)
8. Demilitarized zones
9. Arms reduction treaty elements (FE: "My army will grow to at most 20% more powerful than yours.")
10. Dynastic Marriage (Added 6/16)
***11. Right of passage.
***12. Mutual tech development.
***13. Mutual investments(roads, pollution control...)
***14. Approvisionment in a specific resource?
c) Treaty Duration - Treaties do not last forever in the real world, nor should they in Clash. The following rules will govern treaty duration. (Added 6/16 - Thanks for reminding me about this, Harun!)
1. Treaties always come up for review whenever there's a change in government type.
2. Non-representative governments experience a "treaty review" every "X" number of turns.
This periodic review represents "Ruler Lifespan", historically the biggest factor behind changes in diplomatic status.(Note: The determining factor for "X" should be entertaining game play, not realism.)
3. A variety of factors will be used to determine the result of the treaty review process. A treaty could be extended, canceled, downgraded, or upgraded. One mechanism would be to "weigh" the interactions between the two states during the life of the treaty. Negative factors would include spying, threats, assassinations, and protests. Positive factors would be gifts, military aid, similar culture & religion, etc.
*** A change in reputation of one of the civs might also trigger a chage in treaties.***
4. Surpassing an as-yet-undetermined level of Negative or Positive "points" will cause a treaty to automatically come up for review.
5. Unilateral cancellations are always an option, but carry their own set of risks such as reputation "hits", risking other treaty relationships, etc.
6) Threats & Protests: As described in Mark's Model (with some mods)
Threats in Clash need to be every bit as nuanced as treaties. The player should be able to make a threat using all the components above. Protests are similar to Threats, except they are based upon actions which the other civ has taken against you. Subjects for Protest include: Treaty violations, military provocations, and Intelligence activities.
7) Spying: Intelligence operations aimed at other civs. There are two types, passive and overt. As a general rule, each civ expects the others to conduct passive spying, so there's little downside. Overt acts carry more severe penalties should one be caught. Penalties include reputation loss (of varying severity), change in treaty status, even internal unrest.
a) Passive:
- Society Details (Potentially all info contained in another civs Social Model)
- Government Details (Potentially all info contained in another civs Governance Model)
- Economic Details (Potentially all info contained in another civs Economic Model)
- Military Details (Awareness, but NOT theft, of another civs Military unit info)
- Research Details (Awareness, but NOT theft, of another civs Research Model info)
b) Overt:
- Theft of non-Military Research info
- Theft of Military Research info (harder and more dangerous)
- Bribery of Cities (Added 6/16)
- Bribery of Units/Armies (Added 6/16)
- Bribery of Characters (risky)
- Assassination (VERY risky)
- Moles (Intelligence Agency penetration)
-***Make another civ look responsible.***
***c) Dismantle the spy network: similar to what happened worldwide after 1989, or might be a consequence of another nation asking you to do it. Some cash may be generated.***
8) Contact Methodology: Civilizations cannot perform any diplomatic activity unless and until they achieve contact. Until such time as permanent embassies are allowed, each government contact will require the dispatch of an official representative.
a) Emissaries: Permanent embassies are a fairly recent phenomenon (since @1700 AD). Until that time, governments dispatched personal representatives who would visit the court of the foreign ruler and present gifts, demands, treaty options, etc. The clash diplomacy system will rely heavily upon this mechanism until modern times, with an obvious impact on the quality and timeliness of the information it produces. As a ruler, you must make extensive use of emissaries in order to have any idea what is going on around you, and that will cost $$.
b) Embassies: Physical structures located in the capital city of an opposing civ. Requires $$ to open and maintain. Existence of an embassy provides automatic low level intel on happenings in enemy capital (attitudes, troop movements there, anything you could glean from a newspaper) .
c) Consulates: Physical structures located in the provinces of an opposing civ. Requires $$ to open and maintain. Requires approval of civ to open these. Usually a sign of good relations. Improves reliability and quantity of low level intel.
9) Voluntary Disclosure: The same information which intelligence seeks to obtain illegally will have to be provided voluntarily by the partners in every State Relationship beginning with Peace. The level of disclosure should not be subject to negotiation, but rather be treated as an integral part of the treaty. More details are required, but here's an example of military disclosure based on treaty relations (see section IV).
a) Peace: I know exactly how many units he has and vice versa, but no details.
b) Co-Agression: Same as above. If we are at war with the same enemy, we share unit info on those which are in the "War Zone" with that enemy. This zone could be defined as "X" number of squares from the "front".
c) Cooperation: We share numbers and locations and generic types. Also sharing of "War Zone" unit info (as defined above)
d) Defensive Alliance: Same as Cooperation but includes detailed unit specs for those stationed on a mutual border. (ie between the allies).
e) Offensive Alliance: I have complete details on his military and he on mine, except injury and preparedness data.
f) Same Ruler: I know everything about his military, he just gets total numbers on mine.
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