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Re: [Freeciv-Dev] Borders
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To: FreeCiv <freeciv-dev@xxxxxxxxxxx>
Subject: Re: [Freeciv-Dev] Borders
From: Ed Cogburn <ecogburn@xxxxxxxxxxxxxx>
Date: Sun, 05 Sep 1999 08:53:38 +0000

Claus Leth Gregersen wrote:
> 
> hm, i think i was too tired when i wrote my previous message.
> 
> Well first of all diplomacy has to be finished.
> Every race has to have a reputation score, which will decrease everytime
> they
> declare war, break treaties.
> Whenever you want to declare a war or break a treaty
> You'll have to first get allowance from your goverment, this is granted
> automatically
> except when playing republic or democracy (finally some way to degrade both
> in power).
> The vote of the goverment should be based on your opponents reputation, the
> higher the harder.
> Under Republic you have a better base chance of  breaking the treaty.
> When an AI go to war, the AI should send a request to all it's alliance
> members to join it, and maybe try to convince those it's having peace with
> to join aswell.
> 
> Now for the borders.
> 
> In the client We'll need a list of choices for each of the races of what
> should happend if this race try to cross your border (and you're not in war
> or alliance):
> 
> 1) Ask trespasser to retreat unit to nearest city, if trespasser refuses
> declare war. (you can declare war in this case without any goverment check)
> 2)  Ask trespasser to retreat unit to nearest city, if trespasser refuses,
> he has to declare war. (he has to do a goverment check first, or his
> offending unit will be teleported to his nearest city.)
> 3) allow it without any questions
> 
> This upfront answer system is needed, as we can't wait for modal dialogs in
> the client.
> 
> Goverment votes should last for some rounds in the future, so you can't just
> try to cross with one
> unit, get a no, then try again and have a chance of getting an ok.
> 
> > Jules Bean wrote:
> > >
> > > Claus Leth Gregersen wrote:
> > > >
> > > > What i think would be nice to do was:
> > > > add 5 diplomatic states:
> > > > war, siege fire, neutral,  peace, alliance
> > > >
> > > > In war and Alliance borders means nothing.
> > > >
> > > > Hmm, in neutral you'll automatically go to war? (it's your initial
> > > > state) if you cross the border.
> > >
> > > I think the client should warn you ('are you sure you want to do that?
> > > It may be interpreted as aggressive').  But you should still be able to
> > > do it, without going to war.  You cannot, however, make a directly
> > > offensive move - attack or pillage - without first going to war.
> > >
> > > Merely crossing the border would make an AI trust you less (but that's a
> > > second level effect).
> >
> >
> > I don't think thats a good idea.  You are essentially allowing a
> > hostile force to move at least one offensive unit into your
> > territory before war is declared.  Imagine moving a tank unit
> > across a border, getting close to a city, and starting war on the
> > next turn.  This applies to AIs more so than human players.  A
> > human could see the threat and immediately declare war to attack
> > the above mentioned tank before it gets a chance to use its
> > offensive strength.
> > The AI especially should consider a state of war the moment a
> > unit crosses its border.  This will prevent the AI from being
> > taken advantage of.  Only in alliance status, should the AI allow
> > humans to move forces over its borders.
> > Also, the AI should be taught to garrison its borders, so that a
> > move like the one above couldn't happen anyway.
> >
> If war breaks out, maybe the attacked should be allowed to attack this round
> and the attacker can't until next round?


        For the situation where an attacker can get units to one of your
cities in one turn (think of it as blitzkrieg), the only thing
that can be done here is to garrison your borders.  We shouldn't
try to do anything fancy here.  The problem of course will be with
the AIs.  They'll have to be taught to garrison their own border,
to prevent the one turn attack and loss of cities.
        For the situation I mentioned, an attacking unit crossing the
border to get close to a city, the war declaration occurs
immediately the moment the unit crossed the border, meaning that
the defender gets first crack at the attacking units in the next
turn.  Therefore, I think we can keep this fairly simple, the one
caviat being the training of the AI.  Without that training, the
AIs will be vulnerable.


>
> [snip]
>


-- 
Ed C.

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