| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Diplomacy

Page history last edited by jagular 6 years, 11 months ago

In a game like this, diplomacy is very important and may very well define the success or failure of any game strategy. There are different ways to handle diplomacy, so you probably need to decide which one will suit your game strategy best. 

 

Diplomacy with NPCs

All NPCs are played by the GM or by a designated person (only to be designated by the GM). NPCs can act exactly the same as every other nation, so if you offend them too much they just might go to war with you, and they might have powerful allies. Contact information for all NPCs is located on the Nations & Players page.

 

Diplomacy with other player-controlled nations 

This is mainly something between the players. Diplomacy between players will mostly consist in email exchanges, although other forms of communications can be used and are valid.

 

Alliances and  treaties

Alliances and treaties are agreements between players that define the relationship between the nations they control. All alliances and treaties will be published in The Planet, so if you want to sign a secret treaty, or secret clauses to a public treaty, contact the GM and he will advise on how to handle it.

 

In order for a treaty to be considered binding it has to be ratified by all the signatories. That means that each of the players involved in the treaty must send, along with their turn orders, a copy of the treaty and order its ratification. 

 

The GM doesn't keep track of every single clause of every alliance or treaty. If you think another nation has violated the terms of an alliance or treaty, there are several ways in dealing with this:

 

  • Contact the nation that has violated the treaty (that is, contact the player) 
  • Go public (send a message to the game-list)

     

It’s up to you to decide what action you want to take, but remember that every action will have consequences.

 

Treaty types

 

In general the following basic alliances and treaties exist, but it’s up to players to define the exact content of them. Should no defining content be provided, the default conditions will be used. Unless otherwise specified, all treaties are assumed to be in force upon ratifications and can be denounced (cancelled) with one-turn notice.

 

NP - Neutrality Pact

Default conditions: Nation A promises to stay neutral in case Nation B and C go to war. Neutrality includes not providing direct military assistance to either B or C, not allowing the passage of their troops through Nation A territory and not selling military hardware or supplies (Ammo and Supplies) to them.

 

BT - Border Treaty

Default conditions: Nation A and Nation B agree to recognize their current borders and forfeit any claim on lands currently controlled by the other nation.

 

NAP - Non Aggression Pact

Default conditions: Nation A and Nation B agree not to go to war against each other. A Non Aggression Pact assumes a default Neutrality Pact and Border Treaty in place between the nations.

 

IGT - Independence Guarantee Treaty

Default conditions: Nation A agrees to engage in military actions in defense of Nation B, should Nation B be attacked by a third party, with no obligation for Nation B to do the same if Nation A is attacked. An Independence Guarantee Treaty assumes a default Non Aggression Pact between Nation A and Nation B.

 

MDT - Mutual Defense Treaty

Default conditions: Nation A and Nation B agree to engage in military actions in defense of each other, should the other be attacked by a third party. A Mutual Defense Treaty assumes a default Non Aggression Pact between Nation A and Nation B.

 

FMA - Full Military Alliance

Default conditions: Nation A and Nation B agree to engage in military actions in support of each other, either in defensive or offensive wars. A Full Military Alliance assumes a default Mutual Defense Treaty between Nation A and Nation B.

 

DOW - Declaration of War

A formal Declaration of War can be issued before large scale military operations against another nation can be ordered. See Declaring war for details. The common use of this acronym gave birth to a new verb widely used by players of the game: "To DOW", meaning "To declare war (on someone)". Common uses are "I'll be DOWing Nation A" or "Nation B has DOWed me". It is however possible to attack another nation without an official DOW.

 

CF - Cease Fire

Default conditions: Nation A and Nation B agree to cease all combat operations. Hostilities may be resumed at any time by either party. A Cease Fire assumes there was a Declaration of War between Nation A and Nation B and there'll be peace talks between them. If a Cease Fire is in place for too long without a Peace Treaty, a default Peace Treaty may be put in place.

 

PT- Peace Treaty

Default conditions: Nation A and Nation B agree to cease all combat operations. Hostilities may not be resumed without a new Declaration of War. Each side will keep whatever territorial gains it made during the war and no reparations will be paid. A Peace Treaty assumes there was a Declaration of War between Nation A and Nation B. As soon as a Peace Treaty is signed, economy will revert to "Peace Economy".

Comments (0)

You don't have permission to comment on this page.