| The
Clash of Civilizations Diplomacy Model |
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Clash Diplomacy System v1.1 Contents: I. Assumptions II. Diplomacy System Options III. Option Descriptions 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 these organizations will be DIRECTLY RELATED to budgetary expenditure. A civ which devotes extensive resources to it's Chancellery can expect benefits to accrue in a wide number of areas. The model will allow the player to divide expenditures between the two ministries as he sees fit. =============================== II. Diplomacy System Options: 1) Interior = Counterintelligence, Internal
Operations, Create Civ =============================== 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? 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. 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. 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: 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. 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: 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. ================================= IV. State Relations (More detail to be included later) Here's a sample list of diplomatic states available between civs. These are not necessarily well thought out. The values associated with each name are modifiers on a -10 to +10 scale that Mark has used in the existing code on the diplomatic system. The numbers generally indicate the "strength" of the relationship between the powers. Diplomatic State Constants Vendetta = -10; State Seeks To Annihilate
Opponent, And Its People Any diplomatic state that is agreed-upon between two or more parties can be collateralized for any mutually-agreed-upon period of time. For instance, a peace treaty between states might be guaranteed by both to the tune of 1000C over a period of the next 20 turns. Any party that unilaterally breaks the peace gives up the collateral. Whether the collateral becomes the possession of the offended party, or simply disappears is also determined in negotiations. Collateralization is meant to symbolize things like hostage-holding, marriage alliances, and other ways to guarantee treaties where the game does not have sufficient depth to include the particular factor. I think collateral could become standard for treaties, since it ensures that each party will take the treaty seriously. This feature seems to work better in the ancient and medieval world, than in the modern. We'll have to address it as a play balance and realism issue at some point. ================================= V. Era Limitations (Much more detail needs to be added) Ancient Era Synopsis: Intelligence info comes from emissaries, traders, and armies in the field. Passive info is limited, and overt acts are restricted to bribery and assasination. Treaties are based upon marriages and hostages. Medieval Era Synopsis: Intelligence info comes from emissaries, traders, and armies in the field. Passive info is "medium". All overt actions are available except moles. Treaties continue to be based upon marriages and hostages. Modern Era Synopsis: Intelligence info comes from embassies, consulates, spies, traders, and armies in the field. Passive info is unlimited. All overt actions are available. Treaties are based upon modern factors ================================= VI. Government-Type Limitations (Much more detail needs to be added) Monarchy-type Govt Synopsis: Most options are available since reputation is less of a concern. More susceptible to bribery. Not a "trusted" form of government, so higher level treaties aren't available. Representative Govt Synopsis: Certain actions are
very dangerous for a representative government to undertake, since
failure could cause the government to collapse. "Home"
territory transfers are not an option. Vendetta is not an option. |
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