Diplomacy states: no war during a truce, no instant peace after a surprise attack
Relations between two powers are a small set of states, and the interesting part is not which states exist but which changes are forbidden and for how long. Without those pauses, players declare and end wars every turn. Here is a full table with real waiting times.
Why this works
A promise only means something if breaking it costs time. Rules about what may follow what, and how long to wait in between, stop players from flipping relations every turn and give each state a weight.
When not to use it
Do not use fixed waiting times for fast, open-ended games where relations are meant to change at will, or for a story where the plot decides who is friend or foe. There, let events and character choices set the relations instead of a table.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 28 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Diplomacy states: no war during a truce, no instant peace after a surprise attack" (read_entry diplomacy-war-truce-peace-alliance-rules) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP