† Available Treaties †
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- No Relationship Current status for all countries
- Peace Hostility penalties (ie 5 Hostility with your own nation per attack) on own citizens are applied when battles between the nations under a Peace Treaty attack each other
- Alliance Severe (ie, 10 points) hostility penalties when attacking citizens of allied nation.
- WAR For every attack against this nation , some kind of reward will be given by the nation. This can be set upon war declaration so it can be different for each nation (ie, your country will be able to give you 25k per battle plus 25k for every win against the citizens of the nation you are at war with)
- CeaseFire One of the ways to end a war - An approved Ceasefire will stop the war. Ceasefires will last for 3 days by the moment they are approved. During the ceasefire time, the treaty will count like a Peace treaty (similar rules as peace will apply). By the end of the 3 days, the Ceasefire will be removed and two nations will return to no relationship status. Ceasefires will include a tribute fee to be paid by one of the nations.
New Laws to assist diplomacy:
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-Hostility limit for citizenship removal. Once this is met, the violator will be a Pirate (minimum is 75 which will remain as the default value)
-Hostility ratings for attacking Own citizens/Citizens of Nations that have a Peace treaty with you/Allied Nation's citizens
-Denial of Citizenship - This will be available for application to any member of the nation who has been convicted at least 1 time in the last 30 days (he has LOST citizenship at least once in last 30 days). Denial of Citizenship will last 180 days and it will be irreversible at version 1.0 - Ability to revoke this will be introduced later.
Diplomacy Management
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Votings will be used once again. They will feature a new mechanism: premature ending when voting majority is met.
Procedure
An open X-days voting will open at proposing nation. The voting will need X days or absolute majority (If there are 100 available votes, the voting will close prematurely at 51 votes in favor). Once it is successful, a new voting will appear at the receiving nation where its citizens will be asked to Accept the Treaty or Reject it.
The proposed maximum voting life for each treaty are:
-Peace: 2 Days
-Alliance: 3 Days
-War: 36 Hours (1.5 days) when there is no relationship between nations, 48 Hours (2 days) when a Peace Treaty is in place and 72hours (3 days) when an alliance is in place.
-Ceasefire: 24 hours
So typically, a Peace will need 4 days (maximum) to be established, alliances a maximum of 6 days while wars will need up to 3 days to be declared.
Forwarding design in Nation Diplomacy, here are some more ideas.
Send Payments Ability
Nations will be able to send payments to each other. Standard rules will apply.
Tribute
A daily fee paid by one country to another.
Voting processes will open to both countries for tribute to be established.
Limitations will apply to protect inactive countries from getting in debt from rogue-kings.
Trade Pacts
Peace status will be required
Trade pacts will be forged between nations.
They will share the port's market bonuses in between participating nations. (ie, if there is a trade Pact between Egypt and Spain, then Spaniards will get port market bonuses on Egyptians ports and Egyptians to Spanish ports respectively).
There will be the ability to include or except ports for increased diplomatic options.
Daily fees (optional) will be available (especially handy for nations that do not control any port).
Service Pacts
Just like trade pacts only that they will refer to all other port-specific title bonuses (ship building,crew hiring,etc).
Allied Countries
An alliance will grant by default the trade/service pact perks (no need to separately define them for allies).
Mutual Defense Pacts
These will be private (hidden from public). Peace status will be required.
This is a different pact from an alliance. Mutual Defense pacts will have specific objectives which will be activated under specific circumstances.
For example:
Bermuda and Tokelau could sign a Mutual defense pact for Neapolis and Aiora for 10M a day/maximum 20 days. Spain however decides to become aggressive and captures Neapolis. This will activate the Mutual Defense pact Bermuda had with Tokelau. For the next 20 says, Tokelau treasury will send 20M in aid to Bermuda.
Another example:
Bermuda and Tokelau sign a mutual defense pact against Spain. If Spain declares war against any of the two nations, then it will automatically enter the war with the other too. In case Tokelau declares against Spain though, then since the aggressor is one of the two nations that signed the pact, Bermuda will stay outside the war.
More types can be scripted (different objectives/triggers/rewards/support)
Vassal Countries
We could script a vassal system as well. Something along these lines which I will describe with an example:
Let's suppose that Mexico is a vassal country of Spain.
-Mexico has the obligation to follow Spain in all its wars (automatically declares in all enemies of Spain).
-Mexico pays a daily fee (non-expiring tribute) to Spain as long as they are vassals (most probably a % of the daily tax income).
-Mexico and Spain enjoy all the perks and statuses they would get if they were allied.
-Mexico has no diplomacy of its own. It cannot be declared a war. A war to spain needs to be declared instead (so it will then automatically enter the war as well).
-It cannot form any treaties on its own (ie defense pacts, trade pacts).
-Any pacts signed by Spain with other countries (ie trade pacts) do not apply to Mexico.
-It's king is considered a Spanish puppet (I am role-playing obviously)
CommonWealth System Expansion
Ability to create a CommonWealth could become possible. Ruler of the Commonwealth will be a King of the participating countries. Initially the founder but there will be a periodical election system (ie, every 3 months) to declare a new Ruler.
Entering a commonwealth will have certain buffs and limitations by default. Here is a list with some that could be included:
-Peace between all nations will be obliged.
-Trade Pacts will be active by default in between every member of the CommonWealth.
-Participating nations could share their tax income based on a pact signed by each participating nation.
-Nations will not be able declare war to any nation in the same commonwealth. Either nation must leave first.
-Entering and leaving a commonwealth will be based on votings. Once entered though, you will be obliged to stay for a specified amount of time (ie, 1 month).
-Vassal Countries will not be able to join a Common Wealth other than the Commonwealth that their Overlord is participating.
More can be fitted here, although a bit early to chew more on this in particular.
Feel free to add your feedback, propose your own ideas. This is a DISCUSSION topic, not a suggestion.
(Old topic reference: viewtopic.php?f=19&t=323 )