Summarizing diplomatic post
First, a short warrning. This is a
long post. Here, I including a summary of my last two posts, and some new definations, explantions and options. I also note how I would like so see the diplomatic screen, and all the diplomatic options you should have. In a nutshell, I include here a full explnation of a complete diplomatic screen.
<u>List of topics:</u>
1. Taking over cities.
2. Atrocities.
3. Hostality.
4. Diplomatic options.
5. Trade screens.
6. Diplomatic negotions.
7. Treaties.
8. Pact levels.
9. Concuil
10. Long memory
1. Taking over cities
This isn't diplomacy related, but I need to explain the difference, since I used it in my model. When you take over a city, you may do the following things:
* Take over.
* Pillage ( get some money and technology, but make the populce more hotile and destory some structures ).
* Raise ( city is destroid, all populce becomes slaves*, all buildings are scrapped for cash )
* Decimtate ( only available in Genocide, and the only option in Genocide. Completly destory the city. You gain nothing from it. Mor explantion later. )
* Slaves: A 1/1/1 unit that you may take to another city and add it to the populace. Some of the slaves will become refugaes that will fled to other nations. The higher your police rating, the less likely it will happen.
2. Atrocities
Atrocities are a broad terms for "bad" things, or "unaccepted" ones, that you may use it to complain and push on other players. For example, if Side A spy on side B ( minor atrocities ). Side B, or unrealted side C, may complain to the concuil and make it hostile toward side A.
Moderate and minor atrocities are only known to the sides involved ( and everyone who might have been in the vision area ). Major atrocity will be known to every nation after 3 turns.
Huge atrocity is known to everyone after 1 turn.
Minor atrocities: Incidendts. Low level of hostality.
Spying, Framing, Declaring strikes ( see pacts ), Taking over a city, sneaking into enemy land.
Moderare atrocities: Medium level of hostality.
Sabotage ( destroying some structure ), using low-level illegal weapons* on units, Pillaging city, declaring war, bombaring a civilian city, attacking a civilain unit ( caravan, settler ), raiding a trade route.
Big atrocities: High hostality.
Terrorize ( planting a virus, poison, etc ), killing a diplomat, declaring Genocide, raise a city, using low-level illegal weapons* on cities.
Huge atrocities: Declaring war***.
Decimtate city, using nukes on cities, using high-level illegal weapons** on cities.
* - chemical/biological weapons on units ( like in SMAC ).
** - chemical/biological missiles.
*** - The response for a Huge atrocity is an immdiate declaring strike ( see section 8 ).
3. Term: "hostality"
The hostality factor will be used several times in my post, so I will define it now. In the old games, you had a diplomatic-level slider-bar to show how much the AI liked/hated you. You had no such slider for human players. This will change. In my suggestion, you will have a bar for human players: it will just change much faster. For example, if you just fought someone ( sliderbar "Hostile" ), you can't offer him unity, the public will hate you. You sign peace. One turn after that, the Sliderbar read ( "Netural" ). For human/human relations, the bar change much faster. When you chose a diplomatic option that I say to cause hostality, the bar will drop lower.
The level of diplomatic realtions decide how much trade you get. The more friendly you are to that player, the more trade you will get from him. And, if you are playing in democracy and a become very hostile toward some player, the senate might over-rule you and declare on his own war on that player.
Therefor, if you make a certain player very hated in view of the concuil, he will get much less trade and maybe some will declare war on him.
Also, if Side A ( human ), makes side B ( AI ), more hostile toward side C ( AI/Human ), side B might declare war on side C. Therefor, hostality is the term I used on how you manipulte players against one another.
4. Diplomatic options
This section list all the diplomatic options you have:
* Request: a polite form of asking for something. Open trade screen, and put what you want in the "request" section ( see section 5 ). Also the way to request signing treaties.
* Demand: like request, but more chance the AI will accept. Cause hostality.
* Gift: open up trade screen, and up what you want to give in "give" section ( see section 5 ). An accepted gift improve reltions. You may also sign treaties this way ( you "give" them a "trade treaty" ).
* Contract: open up trade screen and offer side B an exchange ( must have atleast one thing in both sections ).
* Trade agreement: like Contract, but it's a fixed trade agreement.
* Declare war: You declare war on the current second side. You may only declare war if your pact level is peace of lower: you can't declare a war on an ally or a union member ( see section 8 ). Select war level: strike/war/genocide ( see section 8 ). You also use this section to make the war more hostile ( strike->war->genocide ). However, the decreese the level of war you must select a peace treaty.
* Complain: you may send a formal complain on any atrocities the second side did in the last 10 turns. Cause level of hostality according to the level of atrocitiy ( remember! Complaing on a huge atrocity leads to an immdiate declarting of strike ).
* Inform: you can tell side B about atrocities you know about ( and then he can use them ).
* Break treaty: you may cancel any treaty you signed, or you may drop a level in your pact level ( one every turn ) Unity->Alliance->Peace.
* Negotaite: Side A ( you ) act like a connector between side B and side C. You may ask side B to:
<list>
declare war/strike on side C.
Sign no-aggression pact with side C.
Ask side C to join a concuil.
Complain to side C against an atrocity side C did.
Embargo: cancel trade with side C.
Spy on side C.
</list>
For example, if side C spied on you, you may ask side B to complain side C on side C spying "minor atrocities". If side B accept, then side C will recive something like this: "we have learned that you spy on our friends "side A". We demand you stop at once!"
Framing is also considered an atrocity. You may demand ( by selecting complain and picking that atrocity ) from side B to admit to side C that he spied on him, and not you ( or side D, your friend ). Side D might ask you ( side A ) to make side B admit he spied to side C, not side D. How is this done?
Side D learned ( by his intel ) that side C framed him for sabatoging against side B. He "inform" you. That atrocity is now in your database. You might then complain on your own accord: complaining to side C with this atrocity.
5. Trade screen
The trade screen is used for trade between two nations. It's automaticly pop-up and updates when the diplomatic debate goes on. The trade screen is split into 2 tables, each with 10 lines. The first table is dubbed "Give" and the second is dubbed "recieve". The "Give" section is what side A gives side B, and the "receive" is what side B gives to side A. Ofcourse, the names of the tables is in relevence to who is the user. If side A gives 1 navy unit to Side B, then for side A it would appear on "give", and for side B in "Recieve".
There are two definations of trade:
<u>Fixed trade</u>
Fixed trade is a trade agreement that accures every turn, until canceled. It either can describe a fixed tribute, or a trade of A per B. As ever, it depends on what is agreed. In fixed trade, you may trade:
Food, Money and Resources ( Shields in civ II format, or resources if used in civ III ).
You may trade either a fixed amount, or a fixed portion of the income. For example:
Side A gives 100 credits every turn to side B, and side B gives side A 10% of his food production.
The food and Shields are pooled, and can be diverted either to a single city or spread equally to all cities in the empire.
<u>Single trade</u>
Single trade is a single contract, in which both parties agree to something. With this screen, you may sign treaties, contracts and give/trade for many items. Also, you may also sign fixed trade by it. For example:
Side A gives side B 100 credit, 10% of his food product, and side B will sign an alliance with side A and give him a city.
So, you may trade the following:
Money, Shields ( or resources ), Fixed trade ( per turn ), sign treaties ( see next section ), cities, lands, units, unit design ( selling a good unit-design, see treaty 8 section 7 ) and technology.
Also, you may trade in "general amounts" of item. For example: for example, Side A can give side B "xenology tech and biology tech", or he can "2 general techs", "several general techs", "2 nature-based techs", "several nature-based techs". When the second side view the offer, he decided exactly what he wants. Another example:
Side A ask side B for "several units".
Side B offer side A "several navy units".
Side A ask side B "three navy units".
Side B offer side A "three frigate ships".
Side A ask side B "offer me four".
Side B tell side A "accepted".
6. Diplomatic negoations to trade
All those marked with "*" will cause "long memory" ( see section 10 ).
All those marked with "**" may cause regret ( see later ).
Comments
This section describe the response you may do when dealing with trade. You are considered side A on this part. If Side A didn't accept of changed side B offer, then the number ( 1 ) after the description reflect how will side B react to this refusal.
<u>1. Comments on demand:</u>
Side B demands something from side A. responses are:
"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..." Open trade screen, add something to "receive" ( side B "give"'s ). (6)
"We can't give you this, but maybe you will approve of this" Change whats in "give" ( side B "recive"'s ).(6)
"Sadly, this is impossible". Cancel demand.(5)
"How dare you! We wish no more connection with you". -**- Cancel all treaties and drop to no-aggersion pact. End demand.(5)
"not only that we will not give you this, but we shell destroy you also!" -**- declare war on side B.
<u>2. Comments on request:</u>
Side B request something from side A. Responses are:
"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 what side B request.(8)
"Maybe if you just could..." Add something to what side B grants you.(8)
<u>3. Comments to trade-request ( fixed or normal ):</u>
Side B offer side A a trade agreement. Responses are:
"We gladly accept. A fair deal". commence with trade.
"Maybe if you could just add this..." Add something to what side B offers you.(8)
"Can't give you this, but phrhaps..." change what you give to side B.(8)
"We have a new agreement in mind..." change both the "give" and "request" section.(8)
"We are wounded that you can even think about cheating us like this!" -*- cancel trade offer.(7)
<u>4. comment on gift</u>
Side B offers side A a gift:
"We gladly accept your kind gift". Accept gift.
"Sadly, we must refuse". Cancel gift.
Re-comments
For all re-comments, look at the number next to comment ( in the previous section ). For comments on the re-comments ( or re-re-comments

), see the humbers (1) next to the re-comment. Is sort of a loop till you either cancel or accept.
<u>5. Comments on refual of demand:</u>
Side B comments on side A un-willingess to accept his demand:
"You dare refuse us?! This would not be forgotton". -*- cancel demand.
"For this insult, we cancel our relations with your people". -**- Cancel all treaties, end talk.
"What?! You shell die for this insult!" -**- Declare war on side A.
<u>6. Comments on new-offer after demand:</u>
Side B comments after Side A offers a different thing from his demand:
"We are not here to trade with you! But it's acceptable". Accpet new offer.
"You will also grant us... and they we will spare you". Add more things to "request". (1)
"We will say this no more! Give us what we want!" Return trade status to original one. Re-demand. (1)
"Very well then. We will watch you." Cancel demand. More hostile.
"You think we wish to bargain with you? You will die!" -**- Declare war on side A.
<u>7. Comments on refusal of trade/request offer:</u>
Side B comment on Side A refusal to accept his offer:
"Very well then. Consider our offer invalid." cancel offer.
"What if we also add this..." Add something to the "give" section (2).
"We ask you kindly, and you refused us. This will not be forgotton." -*- cancel offer.
<u>8. Comments on change of trade/request offer:</u>
Side B comment on side A new offer ( changed request or gift ) of his offer:
"Very well then. Consider our offer invalid." cancel offer.
"Maybe you can also include this" Add something to the "request" section. (3)
"We can't give you this, but what about..." change "give" section. (3)
"You refused our fair offer? This will not be forgtotton." -*- cancel offer.
Is the negotion section clear now?
Regret **
Some comments may cause "regret", and I marked those with **. When the AI or you choose a comment with "regret" ( for example: Side A demand something from side B. Side B refused, and side A declares war ) the other side has an option to repent his decision. If, like in the example, the other side declares war on you, you have the option to accept the demand or offer the other side a peace offering. If you won't, the other side will just go along and declare war or cancel all connection with you, whatever the case is.
7. Treaties
This section list all the treaties you may sign with the other side. Most of them were allready in my second post, but I revised some and added a few. Trade treaty is not autmatcily signed with you have "peace" pact or better, and was removed.
1. Science treaty: an agreement which gives both sides +% to science output.
2. Intelligence treaty: You may not spy on other side, and you both share all reports on other hostile nations. You can even pool toghter your intel to sabatoge and espionage toghter.
3. Survlience treaty: shared maps and all known enemy units location.
4. Military alliance: allows united attacks.
5. Research treaty: Side A pays side B money, and side B in exchange gives all new technology he researched.
6. Mutual research: Both sides share all new technology they accquire by research.
7. 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 ).
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 tready can only work if:
A. You have a unit workshop like SMAC.
B. A certain idea in the unit section will be included: that the stats of the prototype units will be better the higher your tech and the more money and time you invest in the development.
Side B can't, however, construct the design himself unless side A sells it to him.
9. United project: Side A and side B both design a prototype toghter ( similar to treaty #8 ). Both pool resources and the end product is available to both of them.
10. United wonder: Both sides may construct a wonder. This treaty may only work for wonders that effect society at general ( and not only give tech [ darwin voyage ], a benefit to a certain city or a certain continent ). They pick a city where it's built: but the location doesn't matter since it effect all cities. All cities gives 10% of both nations of there labor to build the wonder. The two nations split the maintance cost.
IMPORTANT! Also applies to star ships.
11. 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.
12. Right of passage: side A may pass and refuel at side B bases.
13. Port contract: Side A pays side B to build a harbor/dock at his land for refuel.
14. Trade passage: Side B allows side A to build trade routes over his land, but he gets 10% of all trade income.
15. Forbiden weapons: Both nations can agree not to use a weapon that is not classified as a nuke or illegal. For example, both nation can agree not to use Catapults, IBCM or tanks. You may also request that only a certain side won't use this tech. ( Example: in startrek, the federation agreed not to used clocking technology of any sort ).
16. Monopoly: Side A ask side B to only buy a certain item from him ( used in a commodity system, see economics/trade ).
17. 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.
18. Limited arms: Both sides agree not to use an illegal weapons.
19. Free air: Both sides agree that be "pollution-safe" after X turns. Meaning, the popultion level must not raise above Y level, or the civ is fined ( forcing the civ to hurry up and build dams, solar panels and recycling systems ).
20. No-nuke: both sides shell not build any nuclear missiles, subs or power plants.
8. Pact level
This section include the various levels of diplomatic connection.
<u>Unity</u>
Unity is a high form of allaince, which include shared victory conditions. All trade you have with your union member gets +25% bonus. Up 20%, round up, of all players may union one another to win the game toghter. If you sign unity with someone, you automatcily sign unity with all the other union members he has. ( If he allready has a unity member, you get a pop-up saying: "This also means you need to ally with "X". Is this acceptable? Yes/No ). If one member of the union wins, all the others also win. You can't declare war on a union member: you may only revert to alliance ( takes one turn ).
Those treaties are automatcily signed with in unity: 1, 2, 3, 4, 12
You may sign the following treaties: All, expect 16.
<u>Alliance</u>
Alliance is a better form of peace. You may not declare war on your ally: you first must break the treaty. Only in the next turn can you declare war. All trade with an ally gets +10% bonus.
Those treaties are automaticly signed in alliance: 4, 12
You may sign the following treaties: All
<u>Peace</u>
Peace is a firmed agreement between the two states. Once peace is declared, borders between the two nations are automaticly fixed, and may not be moved. You may also trade with a peaceful nation.
You may sign the following treaties: 1, 5, 7, 14 - 20
<u>Cease-fire</u>
You are in a state of no-war with the nation, but the borders may still be moved by buildings outposts and bases ( like in SMAC ). You may not trade with this nation. Entering into the border of an enemy with cease-fire is an atrocity.
You may sign the following treaties: 15, 18, 20
<u>Strike</u>
A form of limited war. You may only attack units and bombard cities: you may not take over any city. Strike gives none of the bonuses and minuses of war, but be warned: the senate and the people don't approve of long strikes. So either you move into war or end it quickly. ( consider Desert-war against Iraq ). Borders do not apply in strike.
<u>War</u>
War is a long bloody conflit. For the duration of the war, you gain +2 Mil / -2 Centr ( see Social engineering for applies. In general temrs, you get +20% to consturct military units, but -20% to build buildings and other civilan things ). For three turns after the war ends, you get -2 Center, but no bonus.
You may take over, pillage and raise cities.
<u>Genocide</u>
Genocide is a racist war, that it's mere creaton is a major atrocity. You get +2 Mil, +2 Mor, no minus ( +20% to military productio, +20% to military attacks ) for the duration of the war. You may not take over cities: every city you attack is decematited ( competltly destroied ). This is a HUGE atrocity. However, for X turns after you destroy a city, you gain an extra +1 Mor/+1 Hap to all tropps ( this is not cumaltive. Destroying 3 cities won't give you +6 morale ). The duration of the bonus is decided by the size of the city.
9. Concuil
This section describe the three types of concuil ( alliances, pacts ) I have.
Concuils, unlike SMAC, don't automaticly include all the members in the world. They are not wonder-based anymore ( no UN wonder ).
You may establish a concuil of your own. Every player can lead no more then one concuil. The maximum number of concuils world-wide is no more then half the number of players, rounded down.
If you want to establish a concuil, you must apply for it. There is a certain, minimal registrion cost. The other players are informed, and all of those that still don't have a concuil may bid on it. The highest bidder MUST buy the leadership. Leadership can not be sold or transfered, only given up. If the leader does anything to make him expeled or declare war on him, the leadership passes to the other oldest member. You may create any of the following alliances ( all have the same costs ):
<u>Diplomatic allaince</u>
Ala UN. This alliance has little power, so most AI are likely to join to it. Diplomatic relations between all members are improving at a great speed. There is no admintense rules: anyone may enter. However, any member doing a major atrocity is expled, and anyone who does a huge atrocity gets an immdiate mutal strike ( everyone declare strike on him ).
In a diplomatic alliance, you may:
* Ask a certain member, or all members, to sign one of the following treaties ( see section 7 ):
1, 10, 14-15, 18-20
* Ask the UN to complain on a certain player ( all members form a complain against him ).
* Ask fo strike against a player ( can be outside the concuil. Must commit a major or huge atrocity ).
* Ask for sanctions against a player ( must do an atrocity )
* Ask to expel a player ( must do a moderate atrocity )
<u>Trade alliance</u>
All members must sign peace with one another. None may declare war on a member: if he does, then he is expeled automaticly. However, this alliance take no interst in military and you can't declare war by it.
You gain +10% to trade with members. You may do the following things:
* Ask any certain member to sign the following treaties ( see section 7 ):
1, 5, 6-8, 9-11, 13-14, 16
* Ask all the members of the alliance to sign one the following treaties toghter ( see section 7 ):
6, 9-10
* Ask to cast Embargo on a certain member or outside player.
<u>Military alliance</u>
All members must sign alliance with one another. Anyone who de-grade his alliance with even one member is cast out of the alliance. In military alliance you may:
* Ask any certain memebrs to sign the following treaties ( see section 7 ):
2=3, 7-8
* Ask all members to sign treaty 9 toghter ( see section 7 ).
* Declare war/strike against any outside player.
10. Long memory
You noticed that some comments are marked with a "*". This means it will be a "long memory". A long memory are stored up to 100 turns backward. They might even suprise you when they pop up.
For example, when you ask the AI for something, he might replay you in this manner:
"X years ago, you insulted us by not giving us the X we requested. Why should we heed you now?"
The AI will remember every time you threatened on him, or when you almost declared war and he used the "repent" option. They might even look ( at the slider bar ) like they love you now. However, your past history will remain like a seed of hate. Spy on them, and they will remember it for many turns, even after you forgot it.
<font size=1 face=Arial color=444444>[This message has been edited by Harel (edited August 13, 1999).]</font>