[Discuss] Brainstorming: Limiting Large Alliances (Take 42)
Timothy Collett
danaris at mac.com
Tue Oct 9 21:37:16 CEST 2007
OK, I thought of something else, that I think will help create a
solid foundation for dealing with a lot of these problems. It's not
simple or quick, but I think it will also add a really interesting
and useful new dimension to the game.
We need to make diplomatic relations more than just single numbers in
the database.
Peace treaties, alliances, and federations all need to be game-
recognized agreements, with definable conditions and limits. Wars
should be declared for specific reasons, by one realm, against
another, and if allies want to join in a war, they can. The only
diplomatic status that should be maintainable without a clear set of
defining conditions is neutrality--and even that can have conditions
when it is achieved by a ceasefire or surrender (more on those
later ;-) ). Now, to expand some:
Agreements:
All agreements that raise relations need defined terms. In general,
these will follow the same pattern: we won't attack each other, we'll
take quick action against loose-cannon infiltrators who do, we'll
always sell you food if we have at least X surplus, at least 2 weeks'
notice before dissolving, etc. These kinds of things can be
recognized by the game pretty easily, and enforced--as in, any noble
attempting to violate it will receive a warning that this contravenes
the agreement, and if they do it anyway, the other side has the
option to ignore the incident, renegotiate, or dissolve the agreement
immediately, without prejudice. Breaking an agreement without the
specified notice will incur some kind of penalty--maybe to honour &
prestige, maybe to peasant morale; the details need testing and
balancing.
Ceasefires should work much the same, but always have a relatively
short time limit, which the realms involved can override for ~1 day
on either side of the limit, extending the ceasefire. However, that
doesn't make the peasants happy...
Wars:
When declaring a war, you need defined goals. These can be game-
recognizable goals (take regions X, Y, and Z; loot this much food and
that much gold; force the banning of the noble who insulted your
ruler, etc), or freeform things like "make them apologize." The
aggressor in the war (the one who declares it) can decide at any time
that the freeform goals have been met; however, if there are game-
recognizable goals, attempting to end the war *before* they are met
will bring outrage from the peasants. Conversely, attempting to
continue the war *after* they are met will upset the peasants, too
(unless you've managed to whip them up into Hatred; then anything goes).
For the defender, I'm not quite as sure what the goals should be
defined as. Naturally, if the aggressor ever decides to end the war,
the defender can agree with no penalty. However, if they can achieve
symmetrical goals to those the aggressors have stated, I think that
should produce the same effects as for the aggressors doing the same.
If *either* side achieves their goals, the peasants on *both* sides
will be more willing to accept peace--and, indeed, will push for it,
in their own filthy, peasantly ways. That encourages the loser to
accept an unfavourable peace.
However, another condition that war can be fought to is *surrender*.
Surrender:
A realm that is losing a war (in their own subjective view) should
have the option to offer surrender. This forces the other side to
the bargaining table unless they have previously declared "no
quarter." The diplomatic status is set temporarily to "neutral", and
the rulers of both sides must negotiate terms, which can include
handover of regions, stepping down of one or more position holders
(region or Council), banning of one or more nobles (but not more than
a certain % of the realm), a payment of tribute (how that should be
handled, I'm not quite sure), and any terms applicable in agreements
as mentioned above. Naturally, the winning side is free to offer any
concessions they wish, as well, but unless they have good reason to
want the war over *fast* they shouldn't be offering much.
If terms of surrender include ongoing conditions, such as "stay out
of our land", they become established agreements, and are arbitrated
by the game much like any other.
Note that while I have been talking in terms of a 1-vs-1 war, any
number of allies can *join* a war on either side. If they want to
take a new side against both parties, they'll have to declare their
own war, which will just make things more interesting. Surrender by
the initial aggressor or defender *can*, if they agree on it, end the
war for their allies, as well. All surrender negotiations are
between the surrendering realm and *all* realms on the opposing side,
though multiple realms can negotiate together and work out identical
surrender agreements--that's up to players.
Now, that's a lot of stuff for anyone to remember, and agreements
*do* get forgotten over time....so there should be some mechanism
whereby a long-standing agreement needs to be renewed by one or both
sides every so often, or it just disappears, lost in a back drawer of
the Royal Archives. Not sure how that should work yet, though.
*Phew!* That was longer than I expected...
Timothy Collett
Anaris Family
--
"While all answers are replies, not all replies are answers."
~ Ta'Lon
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