Author Topic: New Diplomatic Rules for v4.1  (Read 10064 times)

0 Members and 1 Guest are viewing this topic.

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11673
  • Thanked: 20457 times
New Diplomatic Rules for v4.1
« on: August 01, 2009, 06:28:12 PM »
I have mentioned in passing in several threads that I have completely rewritten the diplomatic rules for v4.1, including their use by NPRs, but I haven't created an official thread with the new rules so here it is.

I have taken an entirely new approach to Diplomacy, basing it on the mechanics of Aurora rather than a set of abstract treaty states with no significant in-game effects. The first major change is that there is no longer a single relationship between two Empires. Each Empire has its own opinion of each alien race and two Empires may have different opinions of each other. You can see your own Empire's view of other Empires but their view of you can only be determined by the diplomatic actions that they take. Their underlying opinion is not revealed. In addition, communication attempts take place for each race involved and a situation could result where Empire A can understand the language of Empire B but not vice versa. Sort of like when you go to Paris and the waiters can speak English but refuse to do so if you don't speak French. This has important implications for interrogating prisoners and for espionage.

The view of each Empire toward another is determined by the Political Modifier. This is a number which will change over time based on different events and situations. It will also affect the treaties that can be set up, either automatically by NPRs or manually by players. Empires will determine by themselves what treaties to grant to other Empires and each is handled on a unilateral basis. Thus Empire A can grant Trade Access (for example) to Empire B without that being reciprocated.

The Political Modifier is set initially for each side when first contact takes place. This is set to zero minus a random number between 1 and the Empire's Xenophobia (which is equal to the Xenophobia of the dominant species within that Empire plus any modifier for government type). So although the Political Modifier will start negative on both sides, it could be significantly different for each Empire. The Political Modifier you have for each alien Empire will change over time based on the criteria described below. Unless specifically listed as instant, all modifiers are added or deducted over the course of one year, with small increments being added/deducted during each 5-day increment.

Positive Modifiers
The rating of a diplomatic team assigned to you by the alien Empire will be added over the course of one year. So if the alien team rating was 120 then the political modifier you have for that Empire would increase by 120 every year with small increments being added during each 5-day increment. NPRs will create their own diplomatic teams to influence your perception of their Empire. An NPR's view of you will be influenced by the diplomatic team you assign to that NPR.
Instant changes ranging from 1 to 10 for positive communication efforts
Instant 10 for establishing communications
100 per year if the alien race has granted trade access
100 per year if the alien race is sharing geological survey data
100 per year if the alien race is sharing gravitational survey data
200 per year if the alien race is sharing research information
100 per year if the alien race views you as Friendly
200 per year if the alien race views you as Allied

Negative Modifiers
The Xenophobia of your Empire will be deducted over the course of one year. So if your Xenophobia was 50 then the political modifier for each alien race would decrease by 50 every year with small increments being deducted during each 5-day increment. If an NPR had a xenophobia of 60 then the political modifier for each known race, including the player race, would decrease by 60 every year
-100 per year if communication not established.
Instant deductions equal to any damage inflicted to your ships or PDCs by the alien race. This is doubled for any internal damage
Instant deductions equal to 200% of any planetary bombardment damage
During the 5-day increment, NPRs will deduct points for any alien ships they detect on active sensors in systems in which they have a population. The deduction is equal to 10% of contact size. So a 5000 ton ship (size 100) would cause an instant 10 point deduction. For the purposes of this rule, they will ignore freighters if a trade treaty is in effect and they will ignore ships from Empires they class as Friendly or Allied.

If an Empire is attacked, all treaties with the attacking race will be cancelled and if the the political modifier is greater than -150, it is reduced to that amount.

Treaties
The Political Modifier Level required for different treaties is as follows:

Neutral Military Status: -100
Friendly Military Status (Jump ships can escort the alien Empire's ships): 800
Allied Military Status: (Ships will defend the ally's ships against missile attack): 4000

Trade Access: 200
Share Geological Survey Data: 800
Share Gravitational Survey Data: 2400
Share Research Data:  6000

Treaties are one-way only so if an NPR grants you trade access you have access to the NPR populations but they will only have access to yours if you grant them trade access. The same applies to geo treaties, grav treaties, etc.. NPRs will automatically grant the various treaties when the political modifier reaches the appropriate level. Player races have the option of granting the treaty status for NPRs. While it might appear at first to be a good idea to let NPRs grant you acess and not return the favour, there are several advantages to granting various treaties,

If you grant trade access, NPRs will move trade goods within your Empire, between your Empire and the NPR populations and between your Empire and others with whom the NPR has a treaty. This can include moving infrastructure to your colonies that is produced by alien populations. You will gain export taxes for goods moved from your populations and you may get some free infrastructure. Granting grav or geo treaties has a couple of benefits. Primarily, it improves your relations, which can lead to the NPR declaring you friendly or allied, or even sharing its research knowledge. Secondly, if you don't want an NPR poking around in your systems, let them have the geo knowledge than they have no reason to send in survey ships. The research treaty is a easy way to get new knowledge to the a friendly/allied NPR so it can upgrade its ships and again will improve relations to the point where the NPR can reciprocate - if hasn't already done so.

To facilitate the changes, the existing Diplomacy window has been removed and a new tab has been added to the Tactical Intelligence window, which is now the Intelligence and Foreign Relations Window. A screenshot is shown below

[attachment=0:bdr81179]Aliens.GIF[/attachment:bdr81179]
Steve
 

Offline sloanjh

  • Global Moderator
  • Admiral of the Fleet
  • *****
  • Posts: 2805
  • Thanked: 112 times
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2021 Supporter 2021 Supporter : Donate for 2021
Re: New Diplomatic Rules for v4.1
« Reply #1 on: August 01, 2009, 09:36:09 PM »
Looks really slick, Steve!!

John
 

Offline Paul M

  • Vice Admiral
  • **********
  • P
  • Posts: 1438
  • Thanked: 63 times
Re: New Diplomatic Rules for v4.1
« Reply #2 on: August 03, 2009, 03:08:04 AM »
Wow...that looks great!  Looks like I can shelve a restart of the Draakka till after 4.1 comes out!
 

Offline Randy

  • Sub-Lieutenant
  • ******
  • Posts: 146
  • Thanked: 1 times
Re: New Diplomatic Rules for v4.1
« Reply #3 on: August 04, 2009, 03:51:10 PM »
Are there any limits on the frequency of the instant modifiers?

eg. IF the same ship is in a system with alien pop and has sensors active for 2 build cycles, does the modifier get applied twice?

What happens if the build cycle is not 5 days (eg 1 day or 10 days) - how is the instant modifer affected?
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11673
  • Thanked: 20457 times
Re: New Diplomatic Rules for v4.1
« Reply #4 on: August 04, 2009, 04:46:23 PM »
Quote from: "Randy"
Are there any limits on the frequency of the instant modifiers?

eg. IF the same ship is in a system with alien pop and has sensors active for 2 build cycles, does the modifier get applied twice?

What happens if the build cycle is not 5 days (eg 1 day or 10 days) - how is the instant modifer affected?
Yes, it would be applied twice. So it's not a good idea to hang around in populated alien systems unless you have a friendly relationship or the ship is a freighter and a trade treaty is in force.

The length of the build cycle doesn't matter for the instant modifier in this case. There will be longer and shorter cycles but it will average over time. Besides, with the new sub-pulses it is much more likely that interval will happens after 5 days rather than a longer period.

Steve
 

Offline Randy

  • Sub-Lieutenant
  • ******
  • Posts: 146
  • Thanked: 1 times
Re: New Diplomatic Rules for v4.1
« Reply #5 on: August 06, 2009, 03:01:14 PM »
I guess my big concern is the fact that I prefer the 1 day build cycle - thus it seriously impacts things that a ship will be counted multiple times before it can get out of the situation...

  :)
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11673
  • Thanked: 20457 times
Re: New Diplomatic Rules for v4.1
« Reply #6 on: August 06, 2009, 03:19:19 PM »
Quote from: "Randy"
I guess my big concern is the fact that I prefer the 1 day build cycle - thus it seriously impacts things that a ship will be counted multiple times before it can get out of the situation...

  :)
Ah! I hadn't considered that. I will change it to be multiplied by the fraction of 5 days instead but I just wrapped up v4.2 so it won't happen until 4.21 or 4.3

Steve
 

Offline rdgam

  • Chief Petty Officer
  • ***
  • r
  • Posts: 30
Re: New Diplomatic Rules for v4.1
« Reply #7 on: August 07, 2009, 10:07:23 PM »
How do you make contact with a new race.

Before as soon you got an EM reading on one of their planets you could try to initiate communications.

Now it seems like you have to use active sensors for them to show up on the diplomacy screen.
Since this generates negative modifiers, I would like to avoid it.  (If I am playing peaceful).
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11673
  • Thanked: 20457 times
Re: New Diplomatic Rules for v4.1
« Reply #8 on: August 08, 2009, 10:18:01 AM »
Quote from: "rdgam"
How do you make contact with a new race.

Before as soon you got an EM reading on one of their planets you could try to initiate communications.

Now it seems like you have to use active sensors for them to show up on the diplomacy screen.
Since this generates negative modifiers, I would like to avoid it.  (If I am playing peaceful).
Argh - for some reason that is no longer working. I'll sort that out.

Btw, use of active sensors is not regarded as hostile by NPRs, only a continued presence in their populated system if you are less than Friendly.

Steve
 

Offline Laurence

  • Warrant Officer, Class 1
  • *****
  • L
  • Posts: 92
  • Thanked: 15 times
Re: New Diplomatic Rules for v4.1
« Reply #9 on: August 11, 2009, 12:58:18 PM »
Is there a way to set the initial communication status and starting treaties?  For setting up a multi-nation Earth scenario.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11673
  • Thanked: 20457 times
Re: New Diplomatic Rules for v4.1
« Reply #10 on: August 14, 2009, 12:29:51 PM »
Quote from: "Laurence"
Is there a way to set the initial communication status and starting treaties?  For setting up a multi-nation Earth scenario.
Not at the moment but that would be very useful. All you would really need to set in SM mode would be the Diplomatic Rating as that would open up the various treaties for the player races.

I have added a new button called Change DR that allows the SM to enter the diplomatic rating directly. That updates the window so that different treaties will become available.

Steve
 

Offline Father Tim

  • Vice Admiral
  • **********
  • Posts: 2162
  • Thanked: 531 times
Re: New Diplomatic Rules for v4.1
« Reply #11 on: August 14, 2009, 02:10:56 PM »
So if you are having a multi-empire start on Earth, and you're less than Friendly with another government, are you going to spiral inevitably into war due to the presence of your ships & PDCs in "their" home system, even though it's your home system as well?
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11673
  • Thanked: 20457 times
Re: New Diplomatic Rules for v4.1
« Reply #12 on: August 14, 2009, 02:29:54 PM »
Quote from: "Father Tim"
So if you are having a multi-empire start on Earth, and you're less than Friendly with another government, are you going to spiral inevitably into war due to the presence of your ships & PDCs in "their" home system, even though it's your home system as well?
Only if the other races are NPRs. Player races don't apply that modifier to the Diplomacy Rating.

Steve
 

Offline Laurence

  • Warrant Officer, Class 1
  • *****
  • L
  • Posts: 92
  • Thanked: 15 times
Re: New Diplomatic Rules for v4.1
« Reply #13 on: August 15, 2009, 06:54:10 PM »
Quote from: "Steve Walmsley"
Only if the other races are NPRs. Player races don't apply that modifier to the Diplomacy Rating.

Steve

Steve, if I make my starting race (a player race) on Earth, then create additional races (China, etc) and give them a government type of something other than "Player Race", will the game run them as NPRs?  

Laurence
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11673
  • Thanked: 20457 times
Re: New Diplomatic Rules for v4.1
« Reply #14 on: August 15, 2009, 10:08:20 PM »
Quote from: "Laurence"
Quote from: "Steve Walmsley"
Only if the other races are NPRs. Player races don't apply that modifier to the Diplomacy Rating.

Steve

Steve, if I make my starting race (a player race) on Earth, then create additional races (China, etc) and give them a government type of something other than "Player Race", will the game run them as NPRs?  
If you have the Generate New Empires as NPRs option set then any Empires you create should run as NPRs. Be aware though that as things stand in v4.26, they will eventually treat your race as hostile which could lead to an interesting series of events in the Sol system.

Steve