Star Trek Clan 101 - Diplomacy
Part 1: A short introduction to
diplomacy
Back in the old days
of clans, like Quake and some of the other older FPS games, and even
in old style BBS RPG clans, diplomacy has occurred. However, since
the days after the end of 2000, and with the massive rise of
federation based clans in the majority of the Star Trek games, one
aspect of clanning has taken a major rise to the current massive
levels it is today...Diplomacy.
Diplomacy in clans,
just like the real world has implications, especially if the clan
you are in has some unfriendly clans who are after it, quite frankly
the more allied clans you have, theoretically, the more safer your
clans are in a war, although it doesn't always turn out like that.
No doubt you have all read the basis of 'Starting A Clan' in this
same section, and you have also read the guide to making a basic web
page.
Diplomacy should ONLY
be started when you have a clan that's got at least 5 members and
already has a fully running website, if you start diplomacy too
early with a clan of only 2 or 3 and no site, few clans will take
your request seriously. You need a stable clan first of all before
you even attempt to pull on the resources of good diplomacy.
Diplomacy in Trek based clans can fall under several categories,
even having a designated 'Outside Clan Poster' who goes from clan to
clan posting 'hi' and having a chat in other clans forums can be
considered diplomacy and that kind of thing is happening a lot
nowadays. The reliance on just using a site like the clan directory
or other clan directories to get first contact under way is now more
apparent than ever and directories like this or the GCD is a massive
resource for things like that.
The other direction
for diplomat is of course the direct approach, actually contacting
someone in the clan, either a diplomatic rep or the actual clan
leader, and requesting some kind of diplomatic arrangement. It's
this road that really counts in the overall running of diplomacy,
you can post away in other clans forums but never get any kind of
treaty formed, but if you have treaty formed and still post away in
that clans forums the members of that clan, and your own, will start
to see dialog and more friendly matches in game server with your
clan, and the clan you have contacted.
Part 2: The diplomatic
types, and what they mean
One thing you need to
know before you start making diplomatic advances is to know the
different styles and treaties that make up the diplomatic world of
Star Trek clans.
1: Neutrality
The neutrality option hasn't actually been used for a very long time
now, its rare for a clan to make a diplomatic treaty to another clan
of being 'Neutral'. However, when a war is happening between one
clan and another, and if your clan is friendly with BOTH of these
clans then an announcement of neutrality will make sure both of
these clans know your intentions and that you own members know not
to get involved in a war.
2: N.A.P
N.A.P, or the Non Aggression Pact is the next step up from
neutrality. It basically means that your clan, and the clan you wish
to form a N.A.P with will not attack each other in anger, and only
in friendly matches or even training games. N.A.P is the more common
diplomatic tie between 2 clans and has many variants and styles. If
anything a N.A.P between 2 clans means that you respect each others
clans, it also means that diplomatic and member to member ties and
chats/games will be less aggressive and more friendly...normally
anyway.
3: M.P.P
The M.P.P is the major one that a lot of smaller and even larger
clans are after. M.P.P, or Mutual Protection Pact, is the basis of a
lot of diplomatic ties with regards to the larger clans in Star
Trek. It's the step below a full blown alliance and basically means
that if your clan, or the clan you made the agreement with goes to
war with a 3rd clan then you, or your M.P.P clan will step into the
war and defend you, and you will defend them. It's the backdoor way
of other clans getting involved in a war that they had no idea was
happening until an M.P.P was called with a clan they made an
agreement with M.P.P is a sure fire way of stacking a war in your
own favour if you actually do get involved in a clan war. However it
isn't the be all and end all. If your other clan you have an MPP
with also has an MPP with the clan you are at war with it usually
means that clan you wanted to help you fight will usually decide to
stay neutral.
4: F.A.P
F.A.P, or the Full Alliance Pact, is only agreed to if both the
clans involved know each other well. Full alliances means a sharing
of resources like intelligence, other ties to clans and resources
that the other clan may want. It means that both the clans who
agreed to it are basically in there own form of republic with each
clan there own state. A full alliance has all the perks of the MPP
as well, which means if one of the clans go to war with another or
war is declared on another clan the alliance clan is obliged and
bound by the treaty to help in any way with the defence of the clan
they allied with.
That's the basic 4.
There are variations of those 4 which include other ideas that each
clan agrees to but they generally fall under those 4 categories.
When approaching a clan for some kind of diplomatic talks it is best
to actually know the clan first of all. It's no use walking into
some clans boards that you don't know and ask for some kind of
diplomacy treaty if neither clan actually knows each other, this is
especially more true if your clan is new and is relatively unknown.
The next thing to consider is when NOT to ask for a form of
diplomacy...Continue
to Section 2
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