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Topic:   DIPLOMACY: Managed by Rollo Format for Better Printing
Rollo


b.02-15-99
posted June 26, 1999 11:10   Click Here to See the Profile for RolloClick Here to Email Rollo Visit Rollo's Homepage!
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Welcome to the Diplomacy thread! Here is the place to discuss and dispute ideas of Diplomacy and Borders.

Borders was my initial interest,but since it is very narrow as a subject of its own, it had to be more. I will try to gather some old posts and make a summary later. As of now i havent seen many ideas though. If you should be disapointed in me as TM for this thread, please use the good old Diplomacy-phrases from SMAC and Civ2, like; "We shall have a new TM, and we shall have him now!" ;-)

The Wish List: http://www.firaxis.com/ubb/Forum8/HTML/000015.html

[This message has been edited by Rollo (edited 07-06-1999).]

Octopus


b.02-15-99
posted June 26, 1999 11:48   Click Here to See the Profile for OctopusClick Here to Email Octopus Visit Octopus's Homepage!
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I posted this in the Social Engineering thread, but it probably belongs here: we should have the capability to demand that other civs take on certain Social Engineering settings, especially as terms of peace treaties. There are plenty of historical precedents, e.g. after World War II, the Japanese were forced to set up a democratic govenment.
DickK


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posted June 26, 1999 18:46   Click Here to See the Profile for DickKClick Here to Email DickK Visit DickK's Homepage!
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Diplomacy options should change with technology, especially transportion/communications. At first if you want to conduct diplomacy you should have to send someone there. Later that ceases to be important.

In diplomacy we need to be able to negotiate all the basic things that are important in the real world, tho' they'll be in simplified or abstract form. We need:

-- trade arrangements including setting up buy/sell/barter and offers of favorable pricing
-- various levels of treaties including nonagression pact, truce, and alliance
-- ability for allies to give units, territorial access rights, cities, etc.
-- negotiate loans of money and interest payments
-- ability to share the benefits of some or all "wonders"
-- ability to negotiate to buy/sell units, technology, cities, territory access rights, map data, etc.

Octopus


b.02-15-99
posted June 26, 1999 19:13   Click Here to See the Profile for OctopusClick Here to Email Octopus Visit Octopus's Homepage!
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In many games like civ, computer players show up on the diplomacy screen and say "hey, let's got to war with X" completely out of the blue. Even if I don't like X, I'm almost never prepared to go to war with them at the drop of a hat, so I have to say no, and then the civ that asked gets annoyed that I won't help them. When presented with this diplomatic situation, there should be a "give me n turns to prepare, and then we'll crush him!" option.
Rollo


b.02-15-99
posted June 26, 1999 19:23   Click Here to See the Profile for RolloClick Here to Email Rollo Visit Rollo's Homepage!
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Here are some ideas from previous posts in the "General forum"

Kefaed: border negotiation on the diplomacy screen. (ex. I'll offer peace if you give me the Gaza strip)

Mango: Borders not based on cities. This is kind of like in Colonization, where the land was "claimed" by whoever explored it first. You could set it up so as so claim land after
exploring it, and disputed land arising to wars and such.
Way expanded Diplomacy. The UN/Planetary council is a good idea, but needs to have way more options. Same thing with normal
diplomacy. Everyone should be able to negotiate treaties, with specific conditions, like the trade of land, money, cities, loans,technologies and so forth.
Different levels of "self-autonomy" within a nation. You could have direct control,
commonwealth status, self-governing, colony and so on. Maybe if it was self-governing, it would give you taxes and research only. And maybe if you "took self autonomy away" something like Kosovo would happen. (It would be an atrocity causing other nations to attack you.)

bab5tm: a diplomatic system which deserves the name: More possibilities for pacts, trading,

wophugus: I think that internal diplomacy has been way to simple, almost to the point of being completly ignored in civ games. I don't like the concept of being some masterful god over a civilization and as a result i have always believed that the complete control civ gives is a little silly. How about being forced to negotiate with religions? Or company's? A tratorous general siezes a large portion of your country, or all of it (a la Caeser). I think that internal diplomacy has long been overlooded in Civ games and the whole god game genre and would very much like to see it included in this game.

MasterSwitch -More indepth diplomacy
-clear borders I get really anoyed when the computer camps next to a city taking up irrigated land. Aswell as when they build a city in the center of my territory.
-larger map, with small civs. The ability for civs to break up and unite peacefully
(annexation) as well as peacefully giving up territory or granting independance. Seeding
territory. You should be able to move the border line to make claims. Demilitarized
zones and "nomans land" should exist.
-formation of long-term allies
When allies are made in Civ2, it is as though they are really cautious of you, and they do not last very long.

The DirectorGeneral: Borders ala SMAC are a must, and provinces /prefectues /states would realy add a lot of possibilities for logistics, diplomacy, ect.

CormacMacart: F. DIPLOMACY
1. CIVILIZED BEHAVIOR - there should be a changing idea of what is civilized and
what is not. This would make it harder to conquer near the end (and easier for small
civs like mine to survive).
2. TREATIES
a. UNITED NATIONS - the result of the wonder, but more. Each nation can vote on whether or not to interfere in a war and can temporarily or perminately donate units/cities. Membership is automatic for the civ that creates the Wonder and he can choose to have veto power. He must convince other civs to join in diplomatic negotiations. Veto power can be offered in negotiations.
b. PROTECTORATE - this would be a way to deal with MINOR CIVS and other civs that remain small. A portion of their taxes is funneled to the larger civ. The diplomatic penalty for attempting to break away should be restricted to the former Mother civ.
c. ALLIANCE - same as Civ II, except from a military perspective, they are looked at as a single entity, war upon one is war upon all. No diplomatic cost for.

eNo


b.02-15-99
posted June 26, 1999 19:29   Click Here to See the Profile for eNoClick Here to Email eNo Visit eNo's Homepage!
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Octopus: Good idea but the greater irritation ifor me is when I do join the war but then the civilization that asks makes peace with the opposing civ.

What I'd like to see are alliances consisting of more than two civilizations. This allow for World Wars where have the planet is against the other.

Another idea is to be able to extend borders by claiming rather than by building cities? Perhaps a special explorer unit that creates claim markers that extend borders. Then you could sell or buy land with other civis by refering to these markers.

[This message has been edited by eNo (edited 06-26-1999).]

Rollo


b.02-15-99
posted June 26, 1999 19:37   Click Here to See the Profile for RolloClick Here to Email Rollo Visit Rollo's Homepage!
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eNo, That is exactly my thought too. The annoying feature in SMAC, when the cpu-player builds a city at your border and you loose land..The borders must be stable, and when you need to expand, you must "claim" land. Thus you could settle for occupying some hexes only, and not a whole city.
HandofBobb


b.02-15-99
posted June 27, 1999 03:38   Click Here to See the Profile for HandofBobbClick Here to Email HandofBobb Visit HandofBobb's Homepage!
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as far as Borders go, there definitely needs to be a way to stabilize them, and allow them to extend over water hexes as well, that would eliminate two of the major problems currently in SMAC. Also, as diplomatic options, how about the ability to request permission to build a city, in a specific square? (I always found it odd that I couldn't build in an area controlled by a pact brother(ally) or in land that would affect his borders, but I could do it at will to someone I merely had a treaty with- one would think there'd be a way to negotiate it with an ally, whereas doing it to someone you had a treaty with should tick them off)
there definitely needs to be a way to make a formal declaration of war.- the computer can do it to you at any time, but you have to call him up and hope that either you piss him off enough that he'll declare on you, or that he'll piss you off enought that you'll be given the option- or just make a sneak attack, and get all the negative publicity.
Rollo


b.02-15-99
posted June 28, 1999 05:21   Click Here to See the Profile for RolloClick Here to Email Rollo Visit Rollo's Homepage!
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How about the possibility to create bigger pacts, like the Warszaw-pact or NATO? Something that you had to "sign". It could mean that a "cold-war era" would occur. And if there were minor-civ's in the game, they could become different spheres of interest?
n.c.


b.02-15-99
posted June 28, 1999 11:15   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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Perhaps there could be hard and soft borders. the former would be your city hexes and the latter would be explored territory. (space between cities would have to be classified one way or another) Hard borders would require war or an alliance to enter or colonize, but soft borders are more up for grabs. This idea would need to be worked on, obviously; the notion is that even though the Spanish found the americas before other Europeans they came over anyway.

On a totally separate note, I am told that the following idea goes here: when you capture a city, you should get that civ's map, and maps should be one thing diplomats/spies can steal.

n.c.


b.02-15-99
posted June 28, 1999 11:20   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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One more thing that is probably obvious: dipomacy should be equal. I should not be able to take whatever advance I want when trading secrets, only the one the other side offered. I also should be able to do everything the AI can (like sell technology, or one slick move the Indians tried to pull on me: if you give me X, I may give you Y).
DrFred


b.02-15-99
posted June 29, 1999 15:46   Click Here to See the Profile for DrFredClick Here to Email DrFred Visit DrFred's Homepage!
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I like the idea of being able to set borders beyond city squares with a special unit, but I think we need to set some very specific rules to how they work (this kind of goes a long with the hard & soft boders idea).. 1st and foremost, we have to figure a way to slow the growth of borders, beyond movement of a special unit... Otherwise everyone would just build tons of Pionees (the special border extending unit, not 'Colonization' setlers.), instead of building up cities to settle land.

perhaps what we could do is have the border extending unit carry 1-3 of flags, that he could place anywhere reletively close to your HARD borders, and they would extend a soft border the size of a normal city radius. Also, a limitation should be made that each city can only support one border extening unit per city, so they dont build millions.

with that said, here are my suggestions regarding borders: An enemy pays no attention to borders, obviously. Civs under a treaty should be able to cross eachothers SOFT (Pioneer induced) borders at will with any unit, whithout pissing off the other civ in the treaty.. (otherwise you could just build borders around an Aly's city, and keep him from expanding without declaring war.

What civs with treaties cannot do is BUILD cities (and maybe forts) within the otheres borders, regardless of whether they are soft or hard.

DrFred


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posted June 29, 1999 15:57   Click Here to See the Profile for DrFredClick Here to Email DrFred Visit DrFred's Homepage!
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new idea,

in playing SMAC today, I noticed that whenever you conquer an enemy city, you automatically get an embassy (Datalinks?) with that faction. This is a good idea but it needs to be limited in Civ3. Here's my theroy: Pre-computers: you get a temporary embassy of sorts. you can see what other citys are bulding on that particular turn, and what techs/vendetta's etc the civ has on that turn. (This comes from interogating the new city's citizens), but the info will not update until you conquer another city, or establish a real embassy, (your diplomat hires an informat or something). Post-computer: works just like it does in SMAC. This way your troops can simply download/interrogate passcodes and keep themselves updated for eternity. Note: The advent of compuetrs for this should be checked on the conqured city's civ, not the conquerer's. Of course the is a deturint to researching computers, but hey, the +'s will still out weigh the -'s

Spamkov


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posted July 01, 1999 00:14   Click Here to See the Profile for SpamkovClick Here to Email Spamkov Visit Spamkov's Homepage!
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I think Civs should be able to form in to treaty organizations kind of like NATO and be able to "co-stack" there units and attack or defend together.
Destructor


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posted July 01, 1999 05:02   Click Here to See the Profile for DestructorClick Here to Email Destructor Visit Destructor's Homepage!
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An option to ask a civ not to research something. For example:
"If you research nuclear weapons we will blow you from the face of the planet"
Hugo Rune


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posted July 01, 1999 05:52   Click Here to See the Profile for Hugo RuneClick Here to Email Hugo Rune Visit Hugo Rune's Homepage!
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Another thing I wish I could do to the AI that the AI can do to me (in SMAC):

I will give you xxx technology after I finished building the yyy wonder.

About borders: Make use of natural landmarks. Many borders are along rivers nowadays, or mountain ranges. Why not include something like it in the game?

I would also like some "Berlin Conference" kind of feature where the civs get together and divide an area up.

SnowFire


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posted July 01, 1999 10:46   Click Here to See the Profile for SnowFireClick Here to Email SnowFire Visit SnowFire's Homepage!
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Yeah. Have no borders at first- just build a city wherever the heck you want to. By Roman times, have primitive borders that extend, say, 4 squares- that way even if a city is built right on the edge of those borders, the territory only moves back 2 spaces allowing you to keep your production radius. By Rennaisance times, borders should lengthen to 8 squares.

Sea territory would expand the same way, but would require twice the amount of squares to expand, creating smaller sea borders. A city 2 squares away from land (in an age of 4 square borders) would only get one square of sea as theirs (in that direction), and a city
directly on the seacoast in modern times (8 square radius) would only extend 4 squares.

There would be a proposal between nations to "fix" the borders. You MUST be able to choose a specific segment of your borders to harden, it just shouldn't be all of them. What this means is that no matter where cities are built, the territory line remains the same.

This was also in Borders- you can arm a segment of your borders for a cetain maintenance cost each turn. It might be 1 gold/4 squares armed. Units passing through them can only travel one space beyond the borders and are instantly detected. If they attack a unit on the other side of those borders (this doesn't apply for air/naval units), they face a -25% attack penalty.

Another diplomatic action you should take is to ask a major nation to give a minor nation it's freedom back, with the threat of revoking an alliance/Most Favored Nation trade status/etc. I.E. The French support Polish independence, so they make Russia create the Duchy of Warsaw. Or we support Afghan independence, and tell Russia "Leave Afghanistan alone or no more trade." These actions can increase rebel and guerilla acivity in countries other Major Nations support (Tibet Freedom Concert!), and make it difficult for Major Nations to directly hold on to conquered Minor Nations, something that I think is very important. Grant the Irish freedom, or pay for expensive military suppression.

n.c.


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posted July 01, 1999 11:10   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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To futher modify the flags notion of Dr.Fred, perhaps a civ could establish non-city borders by harvesting natural resources from an area. I understand SMAC has a similar concept.

Basically a civ would send a special unit to mine/harvest stuff from a square outside a city radius. This is roughly what happened in Africa (with disastrous results for that continent). With a few exceptions the Europeans didn't really settle and make the land their own, they just came in a took stufff. If your country took more stuff from an area then you claimed it as yours. (I know it was more complicated than that, but this is about all Civ III would be able to handle.)

Pit


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posted July 06, 1999 02:39   Click Here to See the Profile for PitClick Here to Email Pit Visit Pit's Homepage!
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Hello,
I have a new topic for you all to consider: subversion. Through the use of propaganda (and/or brainwashing) I can alter the course of diplomacy by "influencing" that empire's civilization.
After the advent of the radio, an empire can begin to "broadcast" (through spies and diplomats, or maybe devout the production of a city...) to cause the population of another empire to either 1.)grow more friendly to the broadcasting empire or one of its allies or 2.) dislike another empire.
Of course, this would only be effective on democracies, republics, communism, and monarchies (on the assumptions of having a parliament). As a leader I could use the power of subversion to get a trade or peace treaty signed, or to have war declared on my enemy or to have the target empire back out of a civilization.
This would also lead to some non-diplomatic uses as well: brainwashing of my own population for increased morale and production, brainwash my troops for offensive and defensive bonus, etc.
On the downside, if subversion is detected, the empire that uses it has their reputation diminished and allies become more wary and may even cancel treaties. Also, if brainwashing is detected by an empire's civilization, a civil war may occur.
I think it would add another layer of diplomacy and conflict to the game.
DickK


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posted July 06, 1999 10:35   Click Here to See the Profile for DickKClick Here to Email DickK Visit DickK's Homepage!
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Snowfire -- I like the idea of being able to negotiate the borders between civs to create fixed borders.


One way to do it would result in fixed borders where ever two civ's borders then touched.

Another, more complicated to implement, would divide the territory not already within someone's borders halfway between the two existing borders.

Elsewhere there was a discussion of territorial claims, like the European nations laid claim to various parts of the 'new world'. I like that idea, but I don't think it should result in borders being created. Lots of claims and counter-claims existed and incursions into claimed territory were frowned on but still treated differently than if one nation invaded and claimed part of another.

[This message has been edited by DickK (edited 07-18-1999).]

Octopus


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posted July 06, 1999 10:43   Click Here to See the Profile for OctopusClick Here to Email Octopus Visit Octopus's Homepage!
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"Lots of claims and counter-claims existed and incursions into claimed territory were frowned on but still treated differently than if one nation invaded and claimed part of another."

Birth of the Federation had a concept of "disputed territory", land at the borders which two (or more) empires could legally be said to have claim on. One of the diplomatic options was "cede territories currently in dispute to me" (frequently good as part of a peace treaty). In BOTF, neither side could colonize or build bases in systems that were disputed.

DickK


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posted July 06, 1999 10:56   Click Here to See the Profile for DickKClick Here to Email DickK Visit DickK's Homepage!
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NC, et al.

Agree that the idea of resource exploitation and colonies need to be in the game and its got to be simple to handle. Seems to me that there are three levels of claims on territory that can be exerted --

-- exploration claim, basically what the European explorers did in the Americas as they passed thru new territory they claimed it for a European power. Meant nothing to the native civs whose territory was being claimed. Really only meant something if you negotiated the claim with the other powers competing for the territory and even then its very weak. Such claims are too fuzzy to really create borders.

-- colonization claim, the next step is to get some citizens in there along with some military forces to enforce the claim. This is a stronger claim on the territory and does create borders. Colonies are, however, territory not adjacent to your civ and are the strongest claim you can make on non-adjacent territory.

-- national/civ claim, this is the claim you make on your own civ's territory which is a contiguous area on the map. This creates borders which have the strongest restrictions for other civs actions.

Merely moving in and mining the metals or harvesting the trees doesn't by itself seem to me to create any claim on the territory. You'd do this with units (non-military, non-settler) in territory you explored and claimed by passing an explorer unit thru the area. If you did this inside an area claimed by any another civ, it would be a provocative act if/when discovered and unless you'd negotiated the rights to the resources.

[This message has been edited by DickK (edited 07-06-1999).]

n.c.


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posted July 06, 1999 12:53   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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DickK: I am not sure I understand or agree with your last post. Let me clarify what I had in mind.

I envision a situation where there are two levels of habitation: cities and outposts. The former are the same as always, and the latter would be a special unit (with military support, I agree). The outpost would generate raw materials for cities. These outposts would be the basis and reason for non-city boundaries (unless we had a softer "exploration" boundary as well).

For example, I would like to go out and get those oil shields or walruses without building a city in the desert or tundra.

In other words, I am not sure I see a difference in the second two levels in you post, other than that the colony is not adjacent.

I did well in history, but its been a decade. It is my recollection that in some cases the expanding power would found a new city (Jamestown), and sometimes would just take what it needed (much of Africa).

[This message has been edited by n.c. (edited 07-06-1999).]

CormacMacArt


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posted July 07, 1999 11:06   Click Here to See the Profile for CormacMacArtClick Here to Email CormacMacArt Visit CormacMacArt's Homepage!
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Would this outpost STAY a unit? Or would it settle into a spot and either be disbanded or possibly be able to convert to a city?
n.c.


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posted July 07, 1999 11:35   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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I'm not sure, but I think flexibility to do all of what you suggested would be good (although the whale harvester shouldn't be able to found a new Atlantis).
CormacMacArt


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posted July 07, 1999 11:39   Click Here to See the Profile for CormacMacArtClick Here to Email CormacMacArt Visit CormacMacArt's Homepage!
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No New Atlantis!? Drat!!

Rollo - I looked at the summary, I think that your format is very nice indeed! Just one think though, on my suggestion about Alliances it should read:
Alliance - seen by opponents as a single military entity.

Simon


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posted July 07, 1999 12:18   Click Here to See the Profile for SimonClick Here to Email Simon Visit Simon's Homepage!
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The outpost idea is very similar to one in SMAC, where a certain unit (any chassis with a resource (not the right word, I know) tool) could convoy resources back to the home base. It could work like a caravan, transferring resources between bases, or it could be put in the wilderness, and convoy, say, 3 nutrients, OR 2 minerals. Only one resource at a time, and only one unit per square, to make real bases more valuable.

Urngh.. I'm having a lousy explanation day today, so that's very cluttered.. but I tihnk you know what I mean

n.c.


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posted July 07, 1999 12:45   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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Simon: That sounds like a good start on what I hope to see in Civ III (I haven't played SMAC). The main difference (maybe?) would be the regular use of an area and thus the territorial claim. Perhaps the best example is the Spanish extraction of gold from the Andes. They had troops and workers there, but they did not colonize in the sense that England colonized North America (or am I wrong?).

I take back an earlier comment: extraction workers and colonizers should be separate units.

DickK


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posted July 07, 1999 12:57   Click Here to See the Profile for DickKClick Here to Email DickK Visit DickK's Homepage!
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n.c. -- I think we're getting at the same thing just coming at it from different directions.

{Warning: thread drift in progress, lots of overlap with the economic system of the game, but diplomacy is key to making this all work.)

Let's think about what happened in the Americas, especially in the period of roughly 1500 thru the middle 1700's. Similar things happened in the prior centuries over and over again but I know most about this time window. Overly simplified and stereotyped, but here goes. The British (and Portugese) are concentrating on colonizing areas, particularly to exploit agricultural resources and timber. The Spanish are, at first, simply moving into to exploit and seize existing riches; later, they'll set up colonies also. The Dutch are colonizing with the specific purpose of expanding their trading empire. The French don't have much of a plan, get distracted by affairs in Europe but are opportunists; overall they're mainly setting up trading centers with colonization secondary. At various points, the European powers get together and divide up the New World agreeing who will control what. Somehow these various forces need to be refected in the game because they influenced how nations behaved, who became powerful and who didn't.

What I think we're saying is that there's a difference between moving into an area and setting up trading centers vs. setting up colonies. Simplifying reality, in game terms colonies mean cities; trade centers are simply a fort for the traders and security provided by a small military force. So... now we've got a new function for a military unit or a settler, founding a trade outpost. Its not a city because it doesn't grow and it doesn't exert a border. It does gather resources from the surrounding squares (fur, lumber, metals, and maybe spices). It will also support some number of specialized units whose function it is to go out and gather the same resources from non-adjacent squares (much like the supply crawlers in SMAC). Trading outposts must either be on a seacoast or have a connection to the ocean via river or lake, alternatively they may connected to a seaport road.

The alternative is to found a city which then establishes a colony. These behave like any other city, and has all the abilities of an outpost as well in terms of gathering resources. But has the advantage that it can also create/gather agricultural resources: cash crops like sugar, tobacco, cotton. (I'm not saying the game actually needs to use these, but at least one of them should be there to represent that class of trade items). The downside to colonies is that negotiating with the other civs to get an agreement to found one should be much harder than a trading outpost. Without that, they will make any existing (the 'natives') civ mad. Creating a colony in territory already covered by a territorial treaty would break the treaty.

Now as far as territorial claims go, an outpost doesn't create any at all. I can lay claim to an area (an exploration claim) and not exploit it or I can put outposts in which simply claim the squares it uses. I can negotiate the right to put in an outpost more easily than establish a colony.

True, a colony creates essentially the same claim as my home territory but the fact that its not adjacent is important because my "hold" on that area is less strong. Its more vulnerable to suddenly deciding to become independent or join up with another power.

n.c.


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posted July 07, 1999 13:12   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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DickK: That is a great discussion! My only difference of opinion would be that outposts form some form of territorial claim, more than exploration and less than a city. Otherwise I totally agree with what you've said, especially colony cities sending stuff back to the main city group.
Rollo


b.02-15-99
posted July 07, 1999 16:03   Click Here to See the Profile for RolloClick Here to Email Rollo Visit Rollo's Homepage!
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CormacMacart,
Thanks!
Yes i understand that, i will see to it.
However my time is very limited right now, but i'll be back with a new and better resume .
To all, very interesting thoughts! I'm impressed and happy about the progres of this thread. Thanks!
CormacMacArt


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posted July 07, 1999 16:19   Click Here to See the Profile for CormacMacArtClick Here to Email CormacMacArt Visit CormacMacArt's Homepage!
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Rollo -no problem.

DickK, n.c. - outposts must defintily have borders. The reason that I say this: The Louisiana Purchase. That territory was laid claim to by France based on its outposts up and down the Mississippi and Missouri along with New Orleans.

DickK


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posted July 07, 1999 19:28   Click Here to See the Profile for DickKClick Here to Email DickK Visit DickK's Homepage!
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The way I'm thinking of it, outposts and territory claims are independent. Outposts don't need to even exist for my civ to have a claim on territory. I get that by exploring the area and then staking a claim--mechanism to do that to be resolved but would involve negotiating the claim with rivals. But event if I don't lay claim to an area, I might set up a trade outpost to trade with the locals, but just putting in a few trading posts isn't enough to create a claim on the territory itself -- the claim is something artificial, created in the world of goverment diplomacy. Yes, I agree the world isn't/wasn't this simple, but for purposes of the game, I'd keep the outposts independent of the idea of staking a claim--seems simpler and more understandable to me.

But if the folks who actually have to implement this stuff were to tell me that it would be simpler to do otherwise, then that would be okay too. I'm just trying to come up with a relatively simple way to account for the major reasons that civs/nations went exploring and grabbed territory, and have the way that this is done in the game bear some simplistic relationship to history. There should be reasons why civs would sometimes end up behaving historically with some setting up colonies, some grabbing the gold and running, some creating large trade empires and some doing a combination of all that.

[This message has been edited by DickK (edited 07-07-1999).]

SnowFire


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posted July 08, 1999 09:13   Click Here to See the Profile for SnowFireClick Here to Email SnowFire Visit SnowFire's Homepage!
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Hmm... cool ideas. One more important idea: You could violate someone's borders in SMAC, but in order to kill the violator the defender had to declare war. I mean, sure, in SMAC, if they didn't relent, the offender would always declare war (there was no "No, I'm not going to remove them, and no, I'm not going to be silly and declare war on you, you attack me and get blood on your hands" AI.), but you could goad other factions into ALWAYS declaring war if you refused to remove your unit. That shouldn't be how it works; you should be able to A. Issue a demand for the violator to be removed, or B. Issue notice that the penalty for trespassing is death to all nations and then, one turn later, kill the unit without starting a war yourself. (Of course, the other side may declare on you if you do so.) And of course, if you have already declared your country a no-trespassing zone before, any intruding units can be annihilated with no warning. Though of course, if you're a sofite, you can give the warning to remove the unit or watch it get blown up. Yet another rule to the mix: Should your units attack an intruding unit and fail to kill it, that intruding unit may attack back without having its sovereign country declare war.
CormacMacArt


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posted July 08, 1999 11:47   Click Here to See the Profile for CormacMacArtClick Here to Email CormacMacArt Visit CormacMacArt's Homepage!
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What about looking at it this way: "Your unit has violated my territory, if you do not leave we will interprit your actions as an act of war."?
DickK


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posted July 08, 1999 14:39   Click Here to See the Profile for DickKClick Here to Email DickK Visit DickK's Homepage!
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I think espionage is a topic that also belongs here since its so closely associated with diplomacy and diplomats.

Civ2 had diplomats and spies with the latter replacing the first after discovery of espionage. Never liked that much, so I'd like to see it replaced with two units which are both available at the beginning of the game. The spy should benefit from technology gains so that a spy from a civ with superior technology produces more information and is harder to catch. Diplomat units should also be available at the beginning since we're dependent on messengers traveling overland. But when communications technologies improve, we could probably get rid of the diplomat as a unit because transportation and communications have improved to the point that we really don't need a unit on the map to enable two civs' diplomatic communications.

Diplomats are sent to another civ to talk -- one thing they can negotiate is an exhange of embassies, but establishing an embassy can be denied by the other civ. When embassies are in place, the two civs can talk without further use of the diplomat unit. An embassy can be dissolved by either party and is automatically removed if war is declared. Having an embassy will provide basic information about the other civ, its leaders and its attitudes. Diplomats do not require support (food, shields or whatever) and are cheap to build.

Spies are separate units which do require support (shields or whatever, but not food) and are expensive to build and keep in the field (represents the intel organization behind the spies). They may be placed (without moving it on the map) in the capital of any friendly civ (one you have an embassy with). Spies can also be placed in a neutral or hostile nation/civ but there's a chance they fail to get into the target civ or are caught immediately. Once in place, they then provide more detailed information about the civ, its leaders, technology, etc. They can also perform covert missions such as influencing the target's civ's attitude towards you or obtaining technology, map info, etc. As long as they are not caught, spies remain in place, but can be removed at will. There is a chance that the spy will be detected every turn it is in the field. The chance of detection should depend on what the spy was doing, the relative technology levels of the civs and the presence of the spies from the other civ in the same city (counter espionage effort). If caught, the target civ has several options. It can elect to simply have the spy disappear quietly or it can announce the capture. Announcing the capture allows the civ to trigger a diplomatic incident which shifts the civ's attitude toward you in a negative direction. The capturing civ can send the spy home, imprision the spy, attempt to convert it to their own use or eliminate it. Executing the spy should have a negative impact on the attitude of the other civ.

n.c.


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posted July 08, 1999 14:50   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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DickK: I agree with all of the above! You sound like a fellow Tom Clancy fan. Embassies are the basis for the vast majority of spying.

I would only add one thing: have the ability to conduct missions depend in part on the victim civ's government (its a lot easier to spy in the U.S. than North Korea).

ember


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posted July 08, 1999 17:28   Click Here to See the Profile for emberClick Here to Email ember Visit ember's Homepage!
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Maybe embasies should be automatic in all contacted civ's (or established by any trade/military unit), but you have to pay maintenance to use them to gather info.
Maybe pay 1% of a civs gross economy for basic info, 2% for more detailed and 3-4% for SMAC style(everything)

------------------
Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

DickK


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posted July 08, 1999 17:58   Click Here to See the Profile for DickKClick Here to Email DickK Visit DickK's Homepage!
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You mean there is someone who isn't a Clancy fan -- no, can't be :-)

I like your idea, perhaps this is reflected in some resistance to espionage factor depending on various social choices made via social engineering. Government type and character is one of these. This is used in SMAC and influences the success of what the spy does, chances to catch them and the cost to keep one in that civ. Provides one of the several advantage/disadvantage things for democracy vs. dictatorship, tight control vs. freedom, etc.

MasterSwitch


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posted July 09, 1999 19:01   Click Here to See the Profile for MasterSwitchClick Here to Email MasterSwitch Visit MasterSwitch's Homepage!
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I just realised that I had just posted this on the wrong thread so here are my two cents:

I dont know how the rest of you feel about this, but I think that interaction between civilizations should be much increased and be made a much larger portion of the game. The one thing I dislike about civ2, is the repedativity of the computer civs. When you first come into contact with a civ, you always make peace. Later, that civ will demand money and if they dont get it, declare war on you. The only other thing that the computer civ will do is ask you for help during a war, and maby you will have a stable relationship with them for a while at least.

I think that it would be really neat to have long lasting alliances. You could have free flow of knowledge between the two or more civs. Maby you could declare some advances as top secret to keep them from being shared, but otherwise have free trade and knowledge. I dont have any problems with longstanding rivalries either, but you should not have to be paranoid of every other civ.

Another neat idea would be world organizations that actually play a part in diplomacy, like the UN, Nato, and the Warsaw Pact.

Oh, and the other thing that really anoys me is that people always get upset in a democracy if troops leave their cities. This is fine to a small degree, but if another civ takes over your capital, people get upset that you are trying to take it back.

These are just a few things that I found annoying with Civ2...

Not that they have stopped me from playing it constantly however.


I know that some of you have already brought up some of these points, I know I have earlier, but here is just my opinion.

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