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.
| Nation | Negotiates (AI) | Ratifies (AI unless noted) |
|---|---|---|
| Kindle | President, Secretary of State, ambassadors | Assembly 2/3 for treaties; simple majority for trade deals |
| Confluence | Foreign Minister under the General Secretary | Politburo majority + 3 of 4 Pillars |
| Meridian | Paramount Leader, Foreign Minister | Standing Committee majority |
| Korund | Chairman (via Foreign Commissioner) | Chairman alone |
| Aurelle | Monarch, Chancellor, envoys | Royal decree |
| Ilmar | Oracle’s Envoy, Assembly committee | Assembly majority + Oracle’s certification |
| Hoarvale | Prime Minister, Foreign Minister; Sovereign hosts state visits | Moot majority (alliances 2/3) |
| Varkand | Chair of the Directorate, Fleet/Army Marshals | Directorate majority |
| Veldwood | Federal Council (collegial), envoys | AI Assembly majority; mandatory human referendum for alliances and offensive war |
| Fulmara | Lodestar and Council of Ten | AI Ten majority; Grand Council share vote (human holders) for alliances; trade deals often brokered by chartered companies |
13.2 Treaty types
| Treaty | Effect | Duration / break rules |
|---|---|---|
| Non-aggression pact | No war declarations between signatories. | Fixed term (e.g., 2 game years). Breaking costs Legitimacy and global Reputation. |
| Defensive alliance | Automatic war entry if an ally is attacked. | Ongoing; 7 real days notice to leave. |
| Trade agreement | Tariff reductions, quotas, guaranteed supply contracts. | Fixed term with renewal. |
| Open ports | Merchant access to each other’s ports and markets. | Ongoing. |
| Visitor access | Citizens 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 / cession | Transfer of frontier squares for payment or in peace terms. | One-time; Heartland squares excluded. |
| Joint development | Shared exploitation of a Commons node. | Fixed term. |
| Ceasefire / peace | Ends 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)
| Measure | Currency effect on the target | Cost to the sanctioner | Evasion route |
|---|---|---|---|
| Bilateral embargo | Clearing 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 freeze | Reserves 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 sanctions | Named 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.
- 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).
- 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]).
- 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).
- 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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