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Mikael
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Rio de Janeiro
Jan 1970 time: 05:15
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Anything going on here? I await instructions either from Mark or Sancio to do something... By myself at this stage I'm not sure what I should be doing.
A somewhat idle Mikael.
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Mikael
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Rio de Janeiro
Jan 1970 time: 05:15
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Mark, I'll be studying this weekend (end of school exams...) but I'll try working on the D6 diplomacy model sometime next week.
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Mikael
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Rio de Janeiro
Jan 1970 time: 05:15
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OK guys, out of the blue, an early proposal of what we could try and include in demo6, diplomacy-wise.
I.) Internal options.
A- Create civ.
B- Determine happiness levels.
II.) Foreign options.
A- Tariffs on trade?
B- Treaties.
1. Treaty clauses: *change of diplomatic status.
*cash.
*territory transfer.
*technology.
*right of passage.
*dynastic marriage.
2. Treaty duration is based on change in govt type; and in non representative govts, every X turns, the treaty comes up for a review(new king).
C- Passive spying. You get only very basic info, such as the location of foreign cities close to your borders, the basic type of government, and basic culture and econ info. Development of trade or penetration by army brings more info on other provinces.
D- Overt actions: *theft of research info.
*bribery of enemy cities and mil. units.
E- State relations: *war.
*contact.
*peace.
*def. and off. alliance (we'll put the two of them together here).
F- Civ reputation. We'll keep it very basic here, only in terms of good/bad: bad actions are breaking a treaty, waging wars of conquest, and all of the above may be enhanced by a diverging culture. Good actions are similar culture, a history of keeping your word in treaties, and good state relations with other civs.
III.) Era limitations: I assume we're keeping this demo stuff at the ancient level, right? That explains most of my simplifications.
IV.) Govt type limitations: I don't think we really need this in demo6.
So what do you guys think? Is this feasable?
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:15
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Hi Mikael, thanks for putting up a plan. It looks a little aggressive to me, but I certainly could be wrong. Here is the stuff I consider of either first importance, or easy:
II.) Foreign options.
B- Treaties.
1. Treaty clauses: *change of diplomatic status.
*cash.
*right of passage.
2. Treaty duration is based on change in govt type; and in non representative govts, every X turns, the treaty comes up for a review(new king).
C- Passive spying. You get only very basic info, such as the location of foreign cities close to your borders, the basic type of government, and basic culture and econ info. Development of trade or penetration by army brings more info on other provinces.
E- State relations: *war.
*contact.
*peace.
*def. and off. alliance (we'll put the two of them together here).
[Gary has some already coded in Ally, Enemy, and Neutral -- Sancio these are in game.ai.Attitude. If you haven't done this already those may be of use.]
F- Civ reputation. We'll keep it very basic here, only in terms of good/bad: bad actions are breaking a treaty, waging wars of conquest, and all of the above may be enhanced by a diverging culture. Good actions are similar culture, a history of keeping your word in treaties, and good state relations with other civs.
III.) Era limitations: I assume we're keeping this demo stuff at the ancient level, right? That explains most of my simplifications.
[agree]
At least that is my take on things that will give diplomacy some meaning without trying to do too much on the first pass. But you and Sancio may determine that some things I thought are harder are easy... Sorry my comments aren't very deep, but I'm kind of fried mentally for now
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Mikael
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Rio de Janeiro
Jan 1970 time: 05:15
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OK, what's going on here? I'll be away from Dec. 14th to Jan. 14th, so I'd like things to get started pretty soon, if possible.
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