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Diplomacy & War13. Trade, Diplomacy & Sanctions

13. Trade, Diplomacy & Sanctions

13.1 Who conducts foreign policy

Since v0.7 every negotiator and ratifying body below is an AI persona or AI body; human citizens influence foreign policy only through their system’s levers (Section 8.5) – and in Veldwood by mandatory referendum.

NationNegotiates (AI)Ratifies (AI unless noted)
KindlePresident, Secretary of State, ambassadorsAssembly 2/3 for treaties; simple majority for trade deals
ConfluenceForeign Minister under the General SecretaryPolitburo majority + 3 of 4 Pillars
MeridianParamount Leader, Foreign MinisterStanding Committee majority
KorundChairman (via Foreign Commissioner)Chairman alone
AurelleMonarch, Chancellor, envoysRoyal decree
IlmarOracle’s Envoy, Assembly committeeAssembly majority + Oracle’s certification
HoarvalePrime Minister, Foreign Minister; Sovereign hosts state visitsMoot majority (alliances 2/3)
VarkandChair of the Directorate, Fleet/Army MarshalsDirectorate majority
VeldwoodFederal Council (collegial), envoysAI Assembly majority; mandatory human referendum for alliances and offensive war
FulmaraLodestar and Council of TenAI Ten majority; Grand Council share vote (human holders) for alliances; trade deals often brokered by chartered companies

13.2 Treaty types

TreatyEffectDuration / break rules
Non-aggression pactNo war declarations between signatories.Fixed term (e.g., 2 game years). Breaking costs Legitimacy and global Reputation.
Defensive allianceAutomatic war entry if an ally is attacked.Ongoing; 7 real days notice to leave.
Trade agreementTariff reductions, quotas, guaranteed supply contracts.Fixed term with renewal.
Open portsMerchant access to each other’s ports and markets.Ongoing.
Visitor accessCitizens may visit (tourism, trade fairs, pilgrimage) – never change citizenship.Ongoing; Korund rarely grants it.
Pilgrimage / missionary access (v0.3)Lets one side’s pilgrims reach the other’s holy sites and/or licenses a set number of missionaries.Fixed term; can be limited to named faiths.
Currency swap line / payment union (v0.3)Treasuries lend each other currency to defend pegs, or settle trade in each other’s money without TSR fees (Section 12.7).Fixed term; defaulting costs World Reputation.
Land sale / cessionTransfer of frontier squares for payment or in peace terms.One-time; Heartland squares excluded.
Joint developmentShared exploitation of a Commons node.Fixed term.
Ceasefire / peaceEnds a war; may include reparations, cessions, demilitarized zones.Peace locks war declarations for 10 real days.

13.3 Sanctions and embargoes

  • Embargo: a nation forbids all trade with a target (its own merchants and the World Exchange route).
  • Targeted sanctions: bans on specific goods (e.g., arms, signature resources) or on named officials (freezes their foreign assets and exchange access).
  • Multilateral sanctions: treaties among several nations; the target’s prices and Stability are hit in proportion to how much trade it loses.
  • Evasion: smuggling routes (sea lanes, Wildlands caravans) are a gameplay activity with interdiction risk – smugglers are a legitimate career in some nations and a crime in others.
  • Feedback: sanctions also hurt the sanctioning economy (lost exports), so they are a real choice, not a free punishment.

13.3.1 How sanctions and embargoes hit currencies (v0.3)

MeasureCurrency effect on the targetCost to the sanctionerEvasion route
Bilateral embargoClearing House stops netting trade between the pair; target’s currency loses that demand → depreciation pressure and import inflation.Lost exports; receivables in the target currency are paid late, at the post-embargo rate.Re-export through a neutral third nation (flagged when volumes jump), smuggling with cash bundles.
Reserve freezeReserves the target holds in the sanctioner’s currency are frozen at the Clearing House – pegs (Gauge, Ward) and the band (Current) become harder to defend.Other nations diversify away from the sanctioner’s currency into Tessera or gold.Hold reserves in Tessera or bullion (Aurelle’s gold, Meridian’s TSR); swap lines with friends.
Named-official sanctionsNamed officials’ foreign sub-accounts are frozen; they cannot trade on the World Exchange.Minimal.Proxies – illegal and detectable through linked-account rules.
Clearing House suspension (multilateral only)Target is cut off from TSR settlement entirely: trade only by barter and smuggling; Currency Confidence and Stability drop; black-market premium rises.High – everyone loses access to the target’s goods.Barter, smuggling, Korund-style State Trade Bureau deals.
  • Suspension rule: only a multilateral sanctions treaty whose signatories account for at least 50% of settled world trade over the last game year can suspend a nation from Tessera settlement, for at most 60 real days at a time, renewable by the same treaty [ASSUMPTION]. Humanitarian goods (food, medicine) always settle. (Threshold and humanitarian exemption confirmed in v0.4.)
  • Korund is already outside the system, so sanctions bite it through barter partners and the State Trade Bureau’s Tessera earnings rather than through its currency.
  • Varkand at Red Alert freezes its own foreign balances – a self-imposed partial embargo that sanctioners can exploit.

13.4 Diplomatic play

  • Embassies are buildings in capitals staffed by AI ambassadors; human visitors can attend receptions and trade fairs there.
  • Summits are scheduled events where AI leaders meet in a neutral hall (a 3D scene); citizens of the participating nations can watch the public sessions live, with transcripts released per each nation’s transparency rule.
  • World Reputation per nation tracks broken treaties, war conduct, aid and, since v0.3, monetary conduct (surprise devaluations, debasements, defaults on swap lines); low Reputation raises trade costs and makes alliances harder.
  • Faith in diplomacy: nations that share a state or established faith get a small treaty-cost discount; holy-site access and missionary access are treaty clauses; the Oracle of Ilmar can intervene through the Lumen Canon abroad (Section 14.7).
  • Diplomacy is the main bridge between nations: as citizenship is permanent, cross-nation social contact happens in diplomatic halls, trade fairs and the global channel (Section 18).

13.5 AI-to-AI diplomacy (new in v0.7)

Nations’ AI leaders negotiate with each other directly. Talks are LLM-driven dialogue over structured treaty objects: the words are generated, the terms are typed data validated by the rules engine.

  1. Opening: an AI foreign minister (or head of government) opens a channel with a counterpart, citing a reason from its digest (trade gap, border incident, sanctions, shared enemy).
  2. Offer / counter-offer: each turn carries a structured proposal (treaty type from Section 13.2, parties, terms, duration) plus in-character text. Each side’s utility model scores the proposal against its goals and citizen-input weights; the LLM decides accept, counter or walk away within a bounded number of rounds (e.g., 6 [ASSUMPTION]).
  3. Ratification: an accepted draft goes to the nation’s ratifying body (Section 13.1) – AI votes counted by the engine, plus any binding citizen step (Veldwood referendum; Fulmara share vote).
  4. Publication: treaties are public on signature; talk transcripts follow each nation’s transparency rule (democracies publish after signature or collapse; Korund shows only state-media versions).
Safeguard (kept or new)Rule
War declaration (kept)48-real-hour mobilization; defender’s battle windows; hard cap on frontier loss per week; Heartland immune; no wars during the Founding Period (Section 15).
Rate limits (new)At most 1 new offensive war declaration per nation per 14 real days and at most 2 active offensive wars per nation; 10-day peace lock after a peace treaty [ASSUMPTION].
Casus belli gate (new)The rules engine only offers DeclareWar when a deterministic grievance score (border incidents, broken treaties, sanctions, Commons disputes) passes a threshold – an AI cannot start a war ‘because the model felt like it’.
Citizen checks (kept)Veldwood offensive war needs a human referendum; Kindle and Hoarvale need AI legislative votes that weigh war-weariness polls; war weariness raises Unrest everywhere.
Sanctions and embargoes (kept)Same rules and thresholds as Sections 13.3–13.3.1; Clearing House suspension still needs ≥ 50% of settled world trade.
No collusion against players (new)AI leaders may ally and betray freely in-world, but the engine forbids actions whose only target is a specific human citizen; AI-to-AI channels never include player personal data.
Logging (new)Every AI-to-AI message and offer is logged with model and prompt versions for audit and replay.
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