Looks great.How deep is the diplomacy systems and does the A.I roleplay it nation ideology.Can you enslave,vassalise and genocide other nations.
PEACE, n. In international affairs, a period of cheating between two periods of fighting.
The Diplomacy system functions on several layers:
* Cultural Predispositions: Each realm has its own history, its own animosities and ambitions.
What all this translates to is an intricate web of relations rooted in cultural bias. And yes, these predispositions also influence (but do not determine) decision-making of the AI. Some provinces are historically contested between two realms. Elves tend to prefer Forest. Dwarves tend to like to live in Mountain. Some realms are historically friendly; others have a history of feuds. While these are all powerful influencers for the AI, the future remains yours to shape.
* A Perspective of History: Each Realm has its own history, its own motivations, and these influence its decisions and relations with neighbors. For example, Human Realms are the most widespread, but there are three Elven Realms to choose from. All once fought the relentless incursions of Men, but each today holds a unique world view. The High Elves of Sonneneve chose to sign land concessions in order to reserve what forest remained for themselves. The Night Elves of Sirucil steeped themselves in dark magic to fight a Blood War against all of mankind. Meanwhile, the Wood Elves of Aevinwode simply retreated into the idyll of their enchanted forest, far from bloody battlefields. The Night Elves would dearly love to reunite the Elven armies, but they also harbor deep and ancient wounds. When the Elven Nations needed unity above all to carry on the fight, the Night Elves were betrayed by their fair cousins and left to fight alone.
* Your actions are observed by your neighbors. Every action you take that has some ripple effect on your neighbors is measured. Leave a province unprotected; others may come to covet it. Attack a neighbor: its enemies will like you more; it's friends will like you less. Cast a beneficial spell into a neighbor's Realm, forge a Trade Route, refuse an offer of Alliance, destroy an enemy Capitol, invade without a formal Declaration of War, maintain Peace with a neighbor over time...all these and many more natural actions will also affect your diplomatic standing in the world, and with specific realms with localized interest in your realm.
* Send an Ambassador to smooth relations. Ambassadors project your good intentions, whether or not your intentions are actually good. They are the PR masters and spin doctors of the diplomatic world. Station an Ambassador in another Realm, and that realm will be less affronted by your bad behavior, and more inclined to overtures of goodwill. They may help maintain a tense peace. They may pave the way to Alliance. Some Realms are more diplomatically-savvy than others, and this is represented in the game by having more Ambassadors to send into the world.
* Treaties: On a more official level, Trade Routes may be forged. One realm might trade Horses for Gems or Fish. Each Resource benefits a realm in a different way. But, because Trade Routes are mutually beneficial to both realms, they also serve as powerful deterrents to war. Alliances can be formed. These may function as simple non-aggression treaties or may take more powerful form as a War Bloc against a common foe.
* Wars of Annihilation come at a price. A Realm may be destroyed by annexing its Capitol province; however doing so is considered by most Civilized realms as a grievous diplomatic offense. Others may begin to view you as a usurper, a madman to be stopped. World opinion may shift away from you, and you may one day face a world with too many enemies. Diplomatically speaking, it can be better to reduce a rival to ineffectualness, than to destroy it utterly.
Incidentally, I mentioned Sirucil's Blood War against mankind. Sirucil is indeed fighting a war of annihilation against mankind. If you are playing a Human Realm, expect no quarter from Sirucil. None will be given.