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DIPLOMACY (version 4.0)
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1 - Counter-Intelligence: Use the yellow field to fill in the amount of contra-spionage you want to have for the next turn.
2 - Pro-Propaganda Campaign: You can use this to try to boost the morale of your own or another nation
3 - General spying-orders: In basic everything is possible. In the yellow fields (4) you can order the amount of attempts you want to conduct. Behind that (5) you see the change-%. Also fill the target-nation in (6) and specify the spy-attempt (7).

Counter-Intelligence (version 3.3)
In a world in which you are the only true civilised nation you must defend yourself against those other nations that will use any mean to discover your secrets or even worse. Therefore your nation has a counter-intelligence organisation. However this must be funded (of course). The more funds you spend on counter-intelligence, the less chance you have that a foreign spy or agent is succesful in whatever he wants to do. It also improves the chance that you will actually catch the foreign spy or agent.
The costs for counter-intelligence are different per nation and depend (amongst other things) on the type of government you have, your total population and the wealth of your nation.
The effects of counterintelligence dissapears after your turn is being processed, so if you want to keep 100% counter-intelligence you have to pay for that EVERY turn.
Note: 100% counter-intelligence does not guarantee that foreign spies will not be succesfull. It simply means that your counter-intelligence is 100% and working at their best (whatever that may be).

Pro-propaganda campaign
A pro-propaganda campaign is used to boost the morale of the specified nation. If you want to raise your own nation's morale, fill in your own nation.
It's also possible to specify a certain area. If succesful the morale-boost will be more effective than if it's done for a whole nation.

Spy-order (version 3.3)
This can be everything. However make sure to give clear specifications or directions or else your spies (me) won't understand what you want and you might get something you don't want at all, or even get misguided.
You can spy on everything you want. You name it and if succesful you'll get the information. However it has to be in reason. 1 spy can't collect the complete military setup of an entire nation, but he might be able to do it for a specific area or find out how many dreadnoughts a certain nation has or which IP's are in a specific nation or how many stockpiles a nation has or what the president had for breakfast.
Spies are also able to gather information in other nations regarding research.
There are 5 different spy-orders. All have different costs ranging from $10 to $100, but all have also different chance of succes. It's up to you to decide which spy you want to use.

Diplomatic Points System (version 4.0)
8- Use these yellow fields to spend DP's on NPC's (Non Player Controlled nations)
9- Use these yellow fields to spend DP's on PC's (Player controlled nations)
10- Use these yellow fields to spend DP's on International organisations

Each turn, every nation receives DPs according to factors like importance, military power, industrial production, etc. DPs can't be accumulated. The direct way to have more DPs is to increase the factors above. Eventually, the GM may give extra DPs as he sees fit.
There is a maximum allocation of 4 DPs towards each request. A group of nations can do the same request, though each one will be considered separately.
Every time a nation asks something from a NP-nation, DPs can be spent to increase the basic level of acceptance of the proposal. The basic level is set by the GM, according to historical and geopolitical factors, economic influence of the requesting nation, etc. Each DP spent multiply the basic level, so at least 1 DP shall be spent (1x basic chance). 3 DPs mean 3x basic chance, and so on. Other players can be informed of the request, at GM's discretion, and spend DPs to
help or deny the request. All DP spenditure is secret.
Money talks: sending to the NP-country gifts of resources/money at least above half its production of that resource/money gives 1 DP. If above the production, it is worth 2 DPs. The progression is obvious.
Note: if the NP-country does not produce that resource, each 20 units are worth 1 DP. Gifts of military equipment can follow the same rule.
Extra DPs generated by gifts do not count toward the maximum.
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Things you can ask from a NPC
There are many things you can ask from a NPC, basically the same as you can ask a Player controlled nation. Some examples:
Non Agression Pact
Defensive Alliance
Military Alliance
Trade Treaty; varying from an 1-turn deal to a long term deal, with a maximum of 12 turns.


Alignment
It is possible to align a NP-nation towards a Player-nation, meaning that the NP-nation will be more likely to agree with that player-nation. Alignments can be known with an investigation costing $1 per nation. There are 6 degrees of alignment:
Hostile: requests from the enemy nation costs triple DPs; requests against the enemy nation costs half DPs.
Unfriendly: requests from the enemy nation costs double DPs; requests against the enemy nation costs 1 DP less.
Neutral: all requests costs the standard DPs.
Influenced: requests from the friendly nation costs 1 DP less; requests against the friendly nation costs 1 extra DP.
Friendly: requests from the friendly nation costs half DPs; requests against the friendly nation costs double DPs.
Controlled: requests from the master nation costs 1/3 DPs; requests against the master nation costs triple DPs.

To change the alignment of a nation, each DP spent represents 5% of probability. Alignment change is not subjected to the alignment modifiers. Exception: attempts to become Controller of a NPC are made at 3% per DP. Alignments are changed one step by attempt. There will be always 2% of chance of an extra alignment step, and 3% of chance of the alignment changing the opposite way. All DP spenditure is secret.
DPs can be spent to prevent alignment changes. This works for all attempts on that turn.
Attempts to influence PCs have chances halved.
The alignment can be changed by the GM anytime, due to new political situations arising from player's actions.
Gifts may be sent as usual.
If you want to contact one of these NPC's send a message to: jagular@planet.nl

International Organisations
Organizations can be manipulated in the same way as NPC-nations. Depending on the organisation some also will ask for money or other resources. For example: if you fund a rebel-organisations it probably wants money and military hardware. You can use the TO GM option in your trade-sheet for this, but make sure to specify in your orders for which organisation these resources are.   
If you want to contact one of these organisations send a message to: jagular@planet.nl

Funding other organisations (version 3.3)
If you want to fund other organisations, rebels, freedom fighters or ethnic groups, you must first contact the GM. He will than decide if this organisation will be listed in the organisation-list, which is public knowledge for all nations.
If you want them to make a public statement also make sure to submit this statement, because I don't have the time to make statements for every rebel-organisation in the world.
Sometimes I might even ask you to write something for The Planet about the situation you want to create.

Player Controlled Nations
It's also possible to spend DP's on player controlled nations. In this way you can try to get something done from that nation with or without the knowledge of the player controlling that nation. The best way to look at this is that you are lobbying with the parliamentary opposition in that nation to get something done.
If you are on a friendly base with the target nation the chance of succes will of course be higher than if you are at war.