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[Freeciv-Dev] Re: treaties and embassies (PR#2274)
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[Freeciv-Dev] Re: treaties and embassies (PR#2274)

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To: Davide Pagnin <nightmare@xxxxxxxxxx>
Cc: Freeciv Developers ML <freeciv-dev@xxxxxxxxxxx>, <freeciv@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: treaties and embassies (PR#2274)
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Mon, 11 Nov 2002 14:36:41 +0000 (GMT)

In general I agree with Davide's layout.

I have a request/advice though: keep rules as simple as possible.  This 
prevents confusion in players' minds and also (which is even more 
important) in coders' minds.

G.

On 10 Nov 2002, Davide Pagnin wrote:

> Hi, all! 
> 
> I'm here for some more ideas/comment on embassies and treaties. 
> 
> I have some point to propose/explain: 
> 
> 1) A simple 'contact' should be sufficient to ask for a meeting with
> other nation 
> 
> 2) As how to define 'contact' I think it should be defined this way: 
> "If nation A unit enters nation B not-fogged area then a contact is
> made" (not needed to enter a city-radius, but two simple units that meet
> themselves should suffice) 
> I haven't looked at the code, and perhaps this is just the case, now... 
> 
> 3) After a 'contact' is made, a turn count down should start, (say 20
> turns), if no permanent diplomatic status is reached in the meantime,
> the 'contact' will vanish and you lose the possibility to call the other
> nation. 
> 
> 4) A permanent status is alliance or peace or one side having an
> embassy. 
> (Cease-fire will expires at it's real end or at 'contact' expiration) 
> (neutral is not permanent) 
> (war isn't permanent but is remembered!) 
> 
> 5) During a meeting, if you haven't an embassy you should have limited
> diplomatic options (or better, you should have a limited knowledge of
> other nation status, so there are less reason not to agree to a
> meeting). 
> Example: 
> * you shouldn't see how much gold has other nation 
> * you shouldn't see how many techs you don't know and that they have 
> * you shouldn't see any cities of the other nation that you don't know 
> etc. 
> 
> 6) Embassy report should be more insightful (it should resemble the spy
> report of your entire spy network) some possible report we can add: 
> 
> * demography number of all nation you have an embassy with 
> * the names (thus the number) of every cities of the other nation 
> (but not where they are) and which of them is the capital 
> * the diplomatic status (treaties with other players) 
> * number of units (perhaps detailed?) 
> 
> 7) we can give some of the above information only if you reach a certain
> discover (say espionage for the most powerful ones) 
> 
> More words which I like to say but that are somewhat confused: 
> 
> I feel that for being able to make and embassy (thus collect information
> from the other player by your diplomats and spies) you need to have
> already discovered 'writing'. 
> Thus, I think that we can add a 'trade embassies' clause, but this
> should be possible only if both side knows 'writing', otherwise writing
> tech should be part of the clause agreement. 
> I think that 'trade embassies' should have a cost. 
> (a diplomat or gold equivalent is required, unless you have espionage) 
> 
> Moreover, I think that 'alliance' shouldn't be linked of having an
> embassy, either side. 
> 
> Instead I think that 'shared vision' should be linked to having an
> embassy, thus you need make or trade 'embassy' before or together with
> 'shared vision'. 
> 
> Eventually 'shared vision' should let you see also 'diplomatic reports'
> of the other player. (They share with you they spy network reports) 
> 
> 
> Feedback and comments appreciated! 
> 
> 
> Ciao, Davide 
> 
>   
> 
> 
> 
> 



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