2 .NA relations "Shows diplomatic relations between countries"
5 The relations command displays your diplomatic status with other nations.
6 If the optional argument is specified, the command displays that country's
7 diplomatic status with other nations.
9 The data displayed by the nation command is formatted as a single page
14 MGM Diplomatic Relations Report Sat Jun 17 23:24:46 1989
18 2) Groonland At War Hostile
24 Groonland Diplomatic Relations Report Sat Jun 17 23:24:46 1989
26 0) POGO Neutral Neutral
32 Relations are: \*QAllied\*U, \*QFriendly\*U, \*QNeutral\*U,
33 \*QHostile\*U, \*QMobilizing\*U, \*QSitzkrieg\*U, and \*QAt
34 War\*U. Each has certain ramifications.
37 Your ally is someone you trust deeply, and are willing to make
38 sacrifices for. If you are allied with someone, then your forts,
39 ships, planes, & artillery will support them in battle. Also, they
40 can over-fly you, and you will not be told. (I.e. an ally can map you
41 out easily). When you use the "wall" command, it sends a flash
42 message to all of your allies (see info wall). Unless the ALL_BLEED
43 option is in effect, you will benefit from tech produced by your
44 allies, but not by others . Allied nations are assumed to have
45 "friendly" trade relations.
48 When you accept a country as a trustworthy trading partner, then you
49 establish friendly relations towards them. This allows them to sail
50 ships into your harbours, load and unload goods, and have their
51 ships repaired there. You are allowed to "tend" and "follow" friendly
52 ships. You are allowed to cede sectors to a friendly
53 nation, and may send them "flash" messages (see info flash). You will
54 be warned, however, if they overfly
55 your territory. And if they do it enough times, your diplomatic
56 relations towards them will be automatically downgraded. You may
57 "spy" on a friendly nation with no consequences.
60 You start out neutral towards all countries. It simply means that you
61 are ambivalent towards them. If they overfly your territory, you will
62 be warned and your relations will automatically downgrade. Caught
63 spies will be deported.
66 If you are suspicious that a nation may be planning to attack you,
67 but you are not committed to an all out war against them, then you
68 should declare hostile relations towards them. This will ensure that
69 your planes will intercept theirs if they
70 try to over-fly you, and your forts will fire on their ships when they
71 sail within range. Also, your a-sat's and abm's will attempt
72 to intercept their satellites and missiles independent of the target
73 sector they have launched them at, and your ships with anti-missile
74 capability will attempt to intercept any incoming marine missiles
75 within range. Caught spies will be shot.
78 If you are committed to expending major resources against a nation,
79 then you should declare war on them. This will cause all of your
80 ships, artillery, planes and missiles which have been put on a mission
81 to react to enemy movement.
83 Also, there is an automatic progression. If someone you are allied with
84 attacks you, you become hostile towards them. If someone you are neutral
85 to over-flies or attacks you, you become hostile towards them. Neither of
86 these progressions can lead to war, however, they both stop at hostility.
88 The following paragraphs apply only if the SLOW_WAR option is used.
91 If you are Mobilizing, it means that you have declared war, and are getting
92 ready to attack. You cannot attack someone's land until you are actually
93 \*QAt War\*U. At the next update, you will automatically move to
94 \*QSitzkrieg\*U. Your interdiction of the enemy will be the same as
95 if you were hostile towards them.
98 Sitzkrieg is the same as \*QMobilizing\*U. You still are unable to attack
99 their land. At the next update, you will automatically move to \*QAt War\*U.
101 When you are At War with someone, you may attack them willy-nilly.