Politics

Description

| Politics is the interaction of your empire and other empires. Politics encompasses making treaties, setting boundaries, and sending warning messages. Most of the politics in the game is carried out in the Empires Window. |

Message Types

| First Contact | Until you meet another player, you obviously know nothing about them. This means that you will be unable to form any political alliances, or perform any type of intelligence operations on them. Once your ships encounter their ships in a solar system, then it is assumed that you at least know of each other’s existence. At this point, you will be able to send political messages, form treaties, and interact with them as long as there is some physical path between your two empires.
| Losing Contact | Once you meet another empire, you can engage in any form of politics with that empire. This includes what ever intelligence operations you wish to perform. This contact between your two empire remains in effect until such time as there is no physical connection between your two peoples. If, at the end of a game turn, there is no path from one of your planets to a planet of another player that you have met previously, then you will lose contact with that empire. This means that any political relations you have with them will be severed, and you will not be able to send them any form of messages. It also means that you will not be able to perform any intelligence operations either. A path between two empires is any connection of warp points that would allow travel. It does not matter whether you have explored the solar systems or not. Once contact is lost, it can be reestablished by meeting an empire’s ships in space just like when you first encounter them. Also note that your ships must be decloaked to make contact with another empire.
| Treaties | The highest goal of politics is to ally yourself with other empires through treaties. Treaties are agreements between players to act a certain way towards each other. Using politics, you can enter into and break different treaties with other empires. Since treaties have such an enormous impact on the game, it is very advisable that you acquaint yourself with them by going to Treaties.
| Political Messages | Politics are carried out through messages. Messages are sent back and forth between Empires via the Communicate Window. A message sent to an empire will show in that empire’s log on the next turn. After which, that empire can respond to the message. A complete list of messages can be found under Message Types.
| Trade | Trade is where two empires with a friendly political relationship allow for a free flow of goods, research, or intelligence across their borders. This trade is automatic and is carried out by merchant vessels far too small to be tracked in this game. Suffice to say that if the opportunity exists, someone will fill the void.

When empires enter into a treaty of Trade Alliance or better (see Treaties), they will begin to establish trade routes. As the trade routes grow, more and more goods will flow between the two nations. If the treaty is Trade Alliance or better, then construction points will be traded. If the treaty is Trade & Research Alliance or better, then research points will be traded. If the treaty is Partnership, then intelligence points will be traded. Trade routes have a knack for finding a path even when one doesn’t seem to exist. Trade cannot be interrupted, rerouted, or prevented unless the two empires allow it.

When a treaty with trade is entered into, the trade routes begin. This means that you and your ally will begin to receive resources each turn. How many resources is dependent on the size of your ally. You begin by receiving 1% of the resources they generate each turn in trade. These resources are not taken from your ally, but are actually created from the new commerce. Each turn thereafter, the trade will increase by 1%. This will continue until you reach 20% which is the maximum amount of resources which can be generated.

For example, you and empire X enter into a Trade Alliance. Empire X generates 10,000 of each resource type each turn. On the first turn, after the turn the treaty is begun, you will receive 1% of his output in trade. Which means you will get 100 minerals, organics, and radioactives in trade. The next turn, you will receive 2%, or 200 resources. This will continue until after 20 turns you are receiving 2000 resources per turn. Of course, after 20 turns, empire X’s output will probably have increased and you will receive even more resources. Also keep in mind that empire X will receive 20% of your resource output in trade as well. You don’t actually lose any resources, but he will get more than normal, and so will you.

Of course, if you break the treaty for some reason, all trade ceases. No more free resources. If you do reestablish the treaty, it will begin at 1% trade levels and rise from there. Be certain you’re ready to forfeit those resources before you do something rash like declare war!

You can find out your current levels of trade with each empire in the Empires Window. You can find out your total amount from trade in the Empire Status Window.

| Tariffs | Tariffs occur when your race is either subjugated or in a protectorate, and you must pay a certain amount to your benefactor (controlling empire) each turn. This amount is a standard 20% for protectorate and 40% for subjugation. These resources are removed from your available resources each turn before you can spend them on anything. It is also possible that you are the superior empire in one of these type of treaties, in which case the tariffs are payed to you.
| Surrender | When all is lost, and your empire cannot possibly go on, you can always surrender. You surrender to another empire by sending them a Surrender message. Once this message is sent, your entire empire will become controlled by that other player. Once you do this, your game will be over.
| Borders | Most empires in the game will want to clearly define their borders. The borders of an empire are those systems which they consider "theirs" and they will fight to defend. In the Borders Window, you can select which systems you consider to be part of your territory. Other empires can view these selections and use them to determine what territory you claim. It is quite possible that two empires claim the same systems.
| Combat | Of course, politics can make strange bedfellows. For example, your allies can in turn be allies with your enemies. Any political relationships are allowed. When it comes to combat this makes for certain conditions. If you are at a location with your ally, and you are attacked, then both you and your ally will defend against the enemy threat. If you attack a location where there are two empires who are allies, then they will both defend against you. But what happens if there are 2 empires at a location which I attack, and one is a friend and one is an enemy? Don't worry you will attack the target who is your enemy. If there are two enemies at a location then your forces will attack the one which is closer, and once their polished off, move on to the other enemy forces.

The one caveat during combat is that you cannot fire on your allies. Once combat is done, you can always break the treaty and then fire on them, but during combat you are prevented from firing on your allies.

Special Notes

| None |

Related Areas

| Empires Window, Communicate Window, Borders Window |