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  #1  
Old December 28th, 2000, 07:40 PM
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Default Re: Diplomacy woes...again...1.19

umm, yeah.. i was very kidding below.

but as for a limited war, I think the whole "border" and "contested system" Idea is a great one, and a good step in that direction. I think that it may even be possible to implement the concept of limited warfare in seiv if there were a mechanism to exchange controll of a system (its a trade or gift option.. maybe trade a system for a non-aggression treaty?) and end a conflict. The AI might not go to war unless there are contested systems (or human aggressor), and might limit attacks to the contested system.

maybe WAR could be changed to 'border war' and 'total war' treaty status, and border war could be defined as war over any systems listed as contested. if the human player crosses the lines into a non contested system in a border war, maybe the AI would send a message or the game would pop-up a 'are you sure you want to enter that system' message, and the AI would be like: "you prick, now im going to call a total war on you, and your reputation with the other AIs is going to decrease. i hate you, and your little doggie too!"

or something like that. but even in a limited fashion, I think it is do-able if MM has the time or desire.
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Old December 28th, 2000, 08:12 PM

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Default Re: Diplomacy woes...again...1.19

Now this is a topic close to my greedy repo heart ,limited wars. My favorite, and perhaps the best grand strategy game ever designed is Empire in Arms. For those of you who never played, it is a cardboard and paper game of the Napoleonic wars, 1805 to 1815. The reason I bring this game up here is its treaty system which would work perfectly in SEIV.

In EiA, you cannot attack without a declaration of war. That rule could be adopted in some form.

Peace can be arrived at either on consent, or by suing for peace. One side in a war has the option to sue for peace once per turn. The other side then responds with either an unconditional surrender or a conditional surrender. A conditional surrender must be accepted, while an unconditional surrender may be rejected. A conditional surrender, if I remember correctly, allowed the winning side to pick two peace terms, while an unconditional surrender allowed the winning side to pick three peace terms from an expanded list of terms (such as lost territory, occupation of the nation, higher reparations than from the conditional treaty chart).

As far as I know, EiA is out of print due to the demise of Avalon Hill, but will probably be reinstated as the New AH grows. However, if anyone is interested in reading an unofficial rule rewrite, it is available at www.empiresinharm.com.

Such a system could be the inspiration for a fairly simple treaty system, as most of the pieces are already in place. Ceding systems, planets, tribute, protectorate and subjection status, gifts and so forth are all elements which could be part of a treaty system.


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Old December 28th, 2000, 08:46 PM
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Default Re: Diplomacy woes...again...1.19

Puke and Repo you have got some great ideas there, You should email malfador with them because im not sure they look at this forum much.
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Old December 28th, 2000, 09:17 PM
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Default Re: Diplomacy woes...again...1.19

Ashe,

MM does look at this board.

We it would be nice if everything else in the game worked, drones are missing, bugs still to be fixed. Diplomacy while I agree needs tweaking isn't causing game crashed or error Messages. Therefore it may be at the bottom of the list.

Personally I just want to wipe out everyone else.

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