CIL Diplomacy
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National Status
By default, a nation is a set of core territory hexes, which is probably mostly ethnically homogenous, and physically is probably one contiguous block of territory. A normal nation has no colonies (non-core territory), no dominions, but isn’t itself a dominion. It may have spheres of influence (see below).

Imperial Power
A nation with colonies (non-core territory hexes), and/or dominions, which isn’t itself a dominion, is an Imperial Power. Being an Imperial Power gives a nation +5 NP every turn. For having colonies, an Imperial Power gets an additional +5 NP every turn. For each dominion, an Imperial Power gets another +5 NP every turn. The prestige bonuses for being an Imperial Power make obtaining a colonial empire extremely desirable.

A dominion is a nation which derives its sovereignty from an Imperial Power, but which has its own government, its own military units, its own territory, and so on. The nation’s military units may be controlled by its imperial master (although the dominion also has control). The dominion moves its units first and the imperial master may expend any remaining Action Points. By default, an AI dominion will not move its units at all, leaving the imperial master to totally control a dominion. Dominion military forces may be combined with the imperial master’s units, and become the exclusive units of the imperial master (the dominion will no longer have any control over them).

Spheres of Influence
A weak nation is frequently the sphere of influence of a stronger nation. Its markets are dominated by traders of the stronger nation, and the stronger nation’s troops patrol its territory as if it was just an extension of the stronger nation itself. A nation may declare that another nation is its sphere of influence if it has a majority share in that nation’s markets. Without declaring war, it may land its troops in the sphere of influence’s territory, and engage any other military units at will. The sphere of influence’s relationship for its would-be master drops to Hate. The would-be master may take half of the production points produced by any of the sphere of influence’s territories which are under its control. Rebels become under the control of the sphere of influence. From the sphere of influence’s perspective, a state of war, with the scope of War for Survival, exists between the two nations. The sphere of influence may make peace settlement offers, but the would-be master may not. If the sphere of influence settles for a peace with the would-be master, it ceases to become a sphere of influence.

Dominion Options
A dominion is bound to its imperial master as an ally – it may not break this alliance. When the imperial master goes to war, so must the dominion – it need not make any declaration of war. It cannot form alliances or non-aggression pacts of its own, but are subject to those of the imperial master (it is implicitly a part of its master’s alliances and non-aggression pacts). The dominion is bound to the diplomatic actions of its imperial master (eg an imperial master can allow foreign troops military access to dominions and so on). A dominion may declare war on its own, and its master is treated like any other ally. The imperial master may select to not join in the war, but doing so doesn’t break the alliance, it merely decreases the quality of the relationship between the two nations by one step.

A dominion starts with a Love relationship with its imperial master. The imperial master allocates an AI dominion’s Production Points. The imperial master may choose to take an AI dominion’s Production Points. Doing so decreases the quality of the relationship between the two nations by one step. The imperial master may choose to allocate Production Points to a dominion. Doing so will improve the relationship between the two by one step every time the imperial master gives the dominion a number of PP equal to or greater than half the number of PP the dominion may itself produce.

If a dominion’s quality of relationship to its imperial master reaches Hate, then it may declare itself independent on the grounds that it is poorly maintained. The imperial master will be given the option to declare war on the dominion. This war will be a Local War (territory of dominion) in scope for the imperial master, and War for Survival in scope for the ex-dominion. If the imperial master wins, the only peace settlements it may offer are Armistice, Dominion Status and Unconditional Capitulation.


Diplomacy Model

Cast Iron Life is an Oilbased game