Difference between revisions of "User:Eleazar/Diplomacy"

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* Mutual aid in event of war.  Perhaps only if war is declared on you.
 
* Mutual aid in event of war.  Perhaps only if war is declared on you.
 
* Sharing of external vision, intelligence on mutual enemies
 
* Sharing of external vision, intelligence on mutual enemies
* Planting Colonies within territory allowed
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* Planting Colonies within territory allowed -- maybe, or maybe you can negotiate for it.
  
 
===== Open Borders=====
 
===== Open Borders=====
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* Ships refueled and resupplied
 
* Ships refueled and resupplied
 
* Shared supply distribution network (not shared supplies)
 
* Shared supply distribution network (not shared supplies)
* Planting Colonies within territory ''not'' allowed
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* Planting Colonies within territory ''not'' allowed, or maybe you can negotiate for it.
  
 
===== Neutrality=====
 
===== Neutrality=====

Latest revision as of 03:10, 27 July 2012

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.
  • Exactly what regions are included in "territory" or within an empire's "borders" is not fully determined yet. But at a minimum it would include any system where the empire is the only with planets.


Development Comments

  • Since "Unification" and "Total War" are special relationships that may not occur under ordinary circumstances, that leaves 5 diplomatic relationships. That's a reasonable number, but i wonder if it is more than necessary. "Neutrality" could be eliminated, with some of it's aspects going to water down "Open Borders".


Empire Relationships

Unification
  • Like "Open Borders, but also includes:
  • Permanent Alliance
  • automatic sharing of vision, intelligence, and tech.
  • Planting Colonies within territory allowed
  • 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
  • Planting Colonies within territory allowed -- maybe, or maybe you can negotiate for it.
Open Borders
  • Full access to each other's territory
  • Ships refueled and resupplied
  • Shared supply distribution network (not shared supplies)
  • Planting Colonies within territory not allowed, or maybe you can negotiate for it.
Neutrality
  • Access to territory is allowed
  • Refuel and resupply not provided
  • Supply distribution lines may cross
  • Planting Colonies within territory not allowed
Closed Borders
  • Aggression only when territory is invaded
  • Violation of closed borders is automatically handled. See below for possibilities.
  • Refuel and resupply not provided
  • Supply distribution lines do not cross
War
  • ships & planets cannot peacefully coexist in the same place.
  • Planting Colonies within territory allowed -- if you can get away with it
Total War
  • war to the death, no diplomacy, no surrender.
  • Planting Colonies within territory allowed -- if you can get away with it
  • might only be used for monsters, precursors, or other pre-scripted foes.


Violation of Closed Borders

Possible implementations of Closed Borders

Bouncing
  • Any ship detected behind closed borders is bounced back to where it came from
  • No information on the system is gained
Choices
  • 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 -- without gaining vision of that system--, or
    • 2) to declare war against B.
Forfeiture
  • Any ship discovered behind closed lines is confiscated by the violated empire.
  • First contact may be an exception


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: (or Puppet, or Satellite) A vassal runs it's own affairs, except it follows the foreign policy of the stronger empire.
    • A vassal looses 1/2rd of it's score to it's master.
    • Under certain conditions a vassal may be able to regain independence.

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