Difference between revisions of "User:Eleazar/Diplomacy"

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m (spacing)
(various clarifications, and additions)
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** Options are lumped together and sometimes obedience is forced, to avoid over complicating situations.
 
** Options are lumped together and sometimes obedience is forced, to avoid over complicating situations.
 
* Minimize the concept of "trustworthiness"
 
* Minimize the concept of "trustworthiness"
** Imperial AIs are supposed to be pragmatically trying to get the best score, so trustworthiness is an illusion.  Populations may react to treaty-breaking.
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** Imperial AIs are supposed to be pragmatically trying to get the best score, so trustworthiness is an illusion.  Populations however, may react to treaty-breaking.
  
  
 
===Empire Relationships===
 
===Empire Relationships===
===== Unification?=====
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===== Unification=====
* like "Open Borders, but also includes:
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* Like "Open Borders, but also includes:
 
* Permanent Alliance
 
* Permanent Alliance
 
* automatic sharing of vision, intelligence, and tech.
 
* automatic sharing of vision, intelligence, and tech.
 
* Victory is collective, but score is decreased by some amount per member.
 
* Victory is collective, but score is decreased by some amount per member.
* this one i'm not so sure of.  may be disabled at game start.
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* Might only be be available as a team setting when starting the game.
  
 
===== Alliance=====
 
===== Alliance=====
 
* like "Open Borders" but includes:
 
* like "Open Borders" but includes:
* mutual aid in event of war.  Perhaps only if war is declared on you.
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* Mutual aid in event of war.  Perhaps only if war is declared on you.
* sharing of external vision, intelligence on mutual enemies
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* Sharing of external vision, intelligence on mutual enemies
  
 
===== Open Borders=====
 
===== Open Borders=====
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* Access to territory is allowed
 
* Access to territory is allowed
 
* Refuel and resupply ''not'' provided
 
* Refuel and resupply ''not'' provided
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* Supply distribution lines may cross
  
 
===== Closed Borders=====
 
===== Closed Borders=====
* aggression only when territory is invaded
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* Aggression only when territory is invaded
* If empire A's ships are detected in empire's B's territory, when empire B has closed borders, it is the same as if empire A declared war on B.
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* If empire A's ships are detected in empire's B's territory, A is offered the choice:
 +
** 1) to automatically be directed out of the territory, or
 +
** 2) to declare war against B.
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* Refuel and resupply ''not'' provided
 +
* Supply distribution lines do ''not'' cross
  
 
===== War=====
 
===== War=====
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===Conditional Surrender===
 
===Conditional Surrender===
Personally i don't like it when all the opposing empires are willing to fight to the death.  Especially when your actions don't excessively offend their ethos, an enemy should offer a conditional surrender when it is in it's best interest.   
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Personally i don't like it when all the opposing empires are willing to fight to the death.  Especially when your actions don't excessively offend their citizens ethos, an enemy should offer a conditional surrender when it is in it's best interest.   
  
 
The least drastic option is offering some sort of reparations (tech or resources) in exchange for the end of the war.  In more drastic circumstances an empire may offer to enter a subordinate relationship with the winner:
 
The least drastic option is offering some sort of reparations (tech or resources) in exchange for the end of the war.  In more drastic circumstances an empire may offer to enter a subordinate relationship with the winner:
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* Vassal: A vassal runs it's own affairs, except it follows the foreign policy of the stronger empire
 
* Vassal: A vassal runs it's own affairs, except it follows the foreign policy of the stronger empire
 
** A vassal looses 1/3rd of it's score to it's master
 
** A vassal looses 1/3rd of it's score to it's master
* Protectorate: A protectorate leaves the foreign policy and the ''military'' to the stronger empire
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* Protectorate: A protectorate leaves the foreign policy and the ''military'' to the stronger empire --In other words a Protectorate's military is controlled by the stronger empire
 
** A protectorate looses 2/3rds it's score to it's master
 
** A protectorate looses 2/3rds it's score to it's master
  

Revision as of 02:33, 13 July 2011

Basic Principles

  • Fair Diplomacy
    • The AI will not be manipulated in ways human players are immune to. I.E. MoO's "Diplomatic" pic.
  • Consolidation
    • Options are lumped together and sometimes obedience is forced, to avoid over complicating situations.
  • Minimize the concept of "trustworthiness"
    • Imperial AIs are supposed to be pragmatically trying to get the best score, so trustworthiness is an illusion. Populations however, may react to treaty-breaking.


Empire Relationships

Unification
  • Like "Open Borders, but also includes:
  • Permanent Alliance
  • automatic sharing of vision, intelligence, and tech.
  • Victory is collective, but score is decreased by some amount per member.
  • Might only be be available as a team setting when starting the game.
Alliance
  • like "Open Borders" but includes:
  • Mutual aid in event of war. Perhaps only if war is declared on you.
  • Sharing of external vision, intelligence on mutual enemies
Open Borders
  • Full access to each other's territory
  • Ships refueled and resupplied
  • Shared supply distribution network (not shared supplies)
Neutrality
  • Access to territory is allowed
  • Refuel and resupply not provided
  • Supply distribution lines may cross
Closed Borders
  • Aggression only when territory is invaded
  • If empire A's ships are detected in empire's B's territory, A is offered the choice:
    • 1) to automatically be directed out of the territory, or
    • 2) to declare war against B.
  • Refuel and resupply not provided
  • Supply distribution lines do not cross
War
  • ships & planets cannot peacefully coexist in the same place.
Total War
  • war to the death, no diplomacy, no surrender.
  • might only be used for monsters, precursors, or other pre-scripted foes.


Conditional Surrender

Personally i don't like it when all the opposing empires are willing to fight to the death. Especially when your actions don't excessively offend their citizens ethos, an enemy should offer a conditional surrender when it is in it's best interest.

The least drastic option is offering some sort of reparations (tech or resources) in exchange for the end of the war. In more drastic circumstances an empire may offer to enter a subordinate relationship with the winner:

Subordinate Relationships

And weak empire may enter into an unequal relationship with a stronger empire, because the stronger is about to destroy them, or because the weak needs protection from other enemies. The stronger empire may also demand tribute (resources, or tech) to pay for the expense of protection. The stronger empire may demand a one-way sharing of vision, intelligence, and/or tech as part of the tribute.

  • Vassal: A vassal runs it's own affairs, except it follows the foreign policy of the stronger empire
    • A vassal looses 1/3rd of it's score to it's master
  • Protectorate: A protectorate leaves the foreign policy and the military to the stronger empire --In other words a Protectorate's military is controlled by the stronger empire
    • A protectorate looses 2/3rds it's score to it's master

Unconditional Surrender

Rather than become extinct, an empire may offer an unconditional surrender when it's at the brink of destruction, and if their citizens don't hate the victor too much. In unconditional surrender all the assets (planets, citizens, ships, tech) of the looser become the property of the winner. However they are likely to be unhappy.

Relevant links