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# System prepended metadata

title: Moose's Diplomacy System - Design Doc
tags: [Version 0.8]

---

# Moose's Diplomacy System - Design Doc
*For Project Towny Update 0.8 (Diplomacy), Version 1.0*
*Currently in early planning stages, nothing seen below is final!*
###### tags: `Version 0.8`

## War Points - The Basics of War
War Points are the main driving force of wars. This is what players fight for, and the more your nation has the better!

But more specific, what are War Points?

War Points are points generated by players belonging to a town or nation, by performing actions against players of another town or nation that you are at war with. Lets take a look at some sources of War Points.

| Action |  War Points |
| -------- | -------- |
| Killing an enemy player | 25 War Points |
| Getting killed by an enemy player | -10 War Points |
| Breaking blocks in enemy territory | 0.25 War Points |
| Taking an enemy town | 5000 War Points |
| Losing a town belonging to your nation | -2500 War Points |


War Points are important because, not only do you need them to do more stuff in a war, but they also display how well you are doing in a war. The more War Points you have in comparison to your enemy, the better off you are doing in the war.

## DEFCON - The Levels of War
Your town or nation's DEFCON level is determined by how many War Points your town or nation has generated. But not directly determined.

Your town or nation is always naturally at DEFCON 5, even when not at war. Your town or nation's DEFCON level will only increase during a war. But how do the levels increase?

The DEFCON Level increases (and maybe decreases) depending on three factors:
1. War Points - War Points must be spent to increase your town or nations DEFCON level, the cost scales based on the level.
2. Enemy DEFCON - The enemy can only increase their DEFCON level to one level higher than the highest nation's DEFCON level. Meaning if one nation is at DEFCON 4, the highest the enemy can go to is DEFCON 3 without the enemy nation also going to DEFCON 3. This system is in place to prevent the unessisary complete destruction of a town, in the event that they are losing terribly to the enemy nation.
3. Leader Decision - DEFCON increasing doesn't happen solely because your War Points, the other factor is what the leader of your town or nation wants to do. While in some cases increasing the DEFCON level may be beneficial, it can also be harmful. It is the leaders job to decide whether or not spending the nation's War points at that time is worth it.

Each DEFCON level determines what you can do it a war. The higher the DEFCON level gets, the more intense and balanced the war is as you can only increase your DEFCON level if the enemy does the same (See DEFCON level factor 2 for more info).


## DEFCON Levels:
### DEFCON 5 - 0 War Points
The default level a town or nation is at when not at war. This level is also what wars start at, and stay in for the preperation phase of war. PVP, while not banned, does not contribute to the war, as it generates no war points, meaning during DEFCON 5 PVP isn't worth it. See Wars sections for more information.
### DEFCON 4 - ~250 War Points
The first "real" war level, PVP between players of opposing towns or nations now contribute to their town or nations War Points. At this stage in a war, PVP is the most effective method of generating War Points.
### DEFCON 3 - ~5,000 War Points
At level 3, protections in enemy towns are disabled, meaning you can freely begin to destroy sections of a town (buildings, roads, and other insfrastrucute). Level 3 is also when basic Tier 1 explosives are allowed to be used. At this stage breaking blocks and blowing stuff up now also generates War Points. This level also allows capturing of towns.
### DEFCON 2 - ~25,000 War Points
At level 2, the war has been going on for a while, probably around a week. This is more of a transition stage between the war of DEFCON 3 and the Nuclear Apocalypse of DEFCON 1. That being said Tier 2 ICBM's are unlocked at this stage.
### DEFCON 1 - ~50,000 War Points
This is the final and most severe DEFCON level for wars that have lasted severe amounts of time, without a clear winner. Everything that wasn't allowed before is now allowed, most importantly, Tier 3 ICBM's, including nukes and other dangerous ordinances. If your nation reaches DEFCON 1, good luck.

## War Point Upkeep
War Points aren't solely used just to level up your DEFCON level...
Some things require War Point upkeep:

* Offline Protection - Once the enemey reaches DEFCON 3 your nation will begin to require offline protection upkeep. The purpose of this upkeep is to protect your towns from getting destroyed when no citizens are online. It can be a good idea to try to reach DEFCON 3 quickly to begin to make your enemy bleed War Points. The offline upkeep depends on how long it's been since a citizen of a town has gotten online. For short amounts of time like 1-2 days the upkeep is relativly small. Consuming around 25 - 50 War Points a day, however the longer player stay offline, the more and more points get consumed.
* Occupying Cities - Once you have taken a town that doesn't belong to your nation you will have to pay a War Point Upkeep to keep the town under your nation's control. The more towns you control that aren't yours the more upkeep you will have to pay. Meaning nations will want to hold on to towns for as little time as possible, before settling for peace. Once peace has been established, if the town has been given to the nation occupying it, the upkeep will go away.

## Casus Belli [WIP]
**The following concept is copy and pasted from a discord message, nothing below is anywhere near final, nor is it properly formatted, I will get to this soon. Take everything below with a grain of salt!!**

To begin a war a town or nation must gain a Casus Belli on another town or nation. Depending on the Casus Belli you gain will determine how the war progresses.

* Formal War: The easiest Casus Belli to obtain, all you have to do is denounce another town or nation, then after a set period of time (something like 2-3 days or something) you'll be able to declare war on them. This gives boths sides of the war to prepare for war, and plan with there citizens how they are going to go about

* Reconquest War: This Casus Belli can be obtained instantly as long as you have a city originally founded by a member of your nation, in the possession of another nation

* Liberation War: This Casus Belli has a short delay around 1-2 days, more time for the enemy to prepare compared to a formal war, but less than a Reconquest War. You obtain this one by having an ally who has lost a town to another nation. (I'm only saying town for these, because if you can only have one town without creating a nation, so Casu Belli's such as the reconquest War can only occur if you have more then one town that needs to be defended)

* Protectorate War: This Casus Belli can be obtained instantly, but to obtain it an ally of your's must have had war declared on it, not them declaring war on another nation, another nation declaring war on them. The nation attacking your ally still has to wait the delay, depending on the type of Casus Belli, before you can join to begin with, but once the war against them actually starts, your nation is free to instantly join.

* Territory War: If a town belonging to another nation is decently close to a town that your nation owns (around 100 - 200 blocks between your borders) you can declare a territory war, it has less of a delay compared to a formal war.

Maybe Casus Belli's:

* Colonial War: A casus belli against a nation is who is much farther behind

* Ideology War: Against a nation with a adifferent Ideology (If I had those)

The basic formal war is the most generic war type, not providing any pros or cons.

However other wars reasons will change how the war will play out
War points are affected by Casus Belli's in the following way:
"base_war_value * casus_belli_modifer", so if the base_war_value is something simple like 5 war points everytime you kill an enemy, and it will check a certain condition depending on the Casus Belli to determine the casus_belli_modifier

The most basic casus_belli_modifer is the defense modifier, if a war is occurring (like pvp and stuff) in a town you own your casus_belli_modifier would be slightly higher for instance something like "1.2". Meaning for every 5 war points kill, as long as it's in your city you gain 6 instead, while the enemy gains the original 5, since they wouldn't be getting the defense modifier

Some more specific examples:
For all of these the base_war_value = 5

Reconquest War: When taking back the city you gain more war points for your actions, while the enemy gains less, as long as the actions are performed in the city that was taken from you. However on the other hand, if you attempt to fight or take a city that didn't originally belong to you, you get less war points, while the enemy gains more.

casus_belli_modifer = 1.5
Formula: base_war_value * casus_belli_modifer = 7.5 War points for each kill

Liberation War: Pretty much the same as the Reconquest War, just not in your cities, and the modifier isn't quite as good (you're mearly helping so you don't get a bonus as good as the main nation)

casus_belli_modifer = 1.2
Formula: base_war_value * casus_belli_modifer = 6 War points for each kill

Territory War: You get a bonus fighting in the town near your town, fighting in the enemy's towns that are not withing your territory reach gives them a slight bonus

Same Values as Liberation War