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Realistic guide to diplomacy and projecting state power(OOC)

A staging-point for declarations of war and other major diplomatic events. [In character]
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El Cuscatlan
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Realistic guide to diplomacy and projecting state power(OOC)

Postby El Cuscatlan » Wed Aug 27, 2014 8:59 am

This is an OOC guide, please no IC posts.

Realistic guide to diplomacy and projecting state power


All of us will agree – state posses certain types of power, through which it influences international relations. In this guide, we shall not focus on nature of this power and where it comes from, because there are several theories of it, each one excluding other. However, each state – to certain degree – is able to spread it’ s influence into international area, trying to influence other counties to comply with their national or ideological interests. This power may be divided into diplomatic power, economic power and military power.

Diplomacy is weapon very often disregarded by NS players, despite the fact that many empires – like ancient China or Byzantine empire – relied on Diplomacy instead of force of arms to keep their enemies at bay. Both of these counties mastered manipulating their enemies, often turning one barbarian tribe against other, thus making them no threat for their empires. Traditional diplomacy is influencing other counties through negotiations, trying to convince them to take specific course of action. Some methods, used by diplomats, include:

    - Expressing unhappiness to target state’s actions, publicly or privately

    - Offering better relationships with target state if certain actions done by target state would change

    - Threaten negative consequences

    - Adhere to international body seeking recognition for one’s actions

    - Give target state something it needs ( Diplomatic recognition, economic aid) for exchange of specific action.

    - Remove what target state wans (international aid, support )
Diplomacy usually begins with Bargaining. Both states know that certain actions lead to reaction by other parties. Usually bargaining is repeated until a consensus is reached: or the negotiations are cut. Many players however are totally not seeing the fact that culture, religion, ideology, international situation etc. have big influence on what the state wants, and how it would behave. Rational move for one player will be totally irrational move for second player. Let’s take look at fictional situation.

Two counties are engaged in economic talks. Both are economic powerhouses, but have different systems of economy. Country B sells a lot of X to country A, but does not accepts other products from country A. Now, country A, world liberal benchmark, tries to support economic liberalization of county B, to balance trade. However County B sees no interest in changing their policies, because liberalization opposes their political interests of being economically and politically independent. Thus both players have much different perspectives about the situation, often not understanding what second side wants.

Interesting concept is also Public diplomacy. Goal of this concept is to create a diplomatic look around the country as diplomatic power. Example of it is series of travels undertaken by leaders, to promote certain image of the country.

Second important mean of influencing other states is through economic sanctions. Economic sanctions can be positive or negative, and are generally carrot or stick game. Positive sanctions are often carrot, trying to reward moves in desired direction. Negative sanctions are stick, trying to punish moves in not wanted direction. State economic ability depends on it’s economic potential and possible use of all economic assets it has. For example, key resource in weaker state can be useful way of negotiation with stronger state. Weaker states also can use mediators as mean to influence stronger state in certain direction they want.

Generally, economic sanctions may be divided into:

POSITIVE:

  • Give the nation status of Most Favored Nation (MFN), which includes a lot of privileges
  • Give them allowance to trade sensitive materials ( Military technologies, atomic technologies)
  • Invest in target state when it seems too risky
  • Allow key product of target state into your market at best terms


NEGATIVE:

  • Freeze banking assets in your banking system
  • Blacklist certain country
  • Boycott goods and services
  • Sanction certain products


Third, and most often – sadly – practiced mean on NS is use of force. Most of NSers use force like it was nothing, totally disregarding military and political realism. However, two major strategies used by counties are COMPELLENCE and DETERRENCE.

COMPELLENCE – trying through use of force or threats make the target undo something It has done.

DETERRENCE
– Discourage target from use of force.

That is mostly how international relations look like. I hope this guide helps.
Last edited by El Cuscatlan on Wed Aug 27, 2014 9:05 am, edited 3 times in total.
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Tuva SSR
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Postby Tuva SSR » Wed Aug 27, 2014 9:02 am

Nice guide! Two thumbs up! :clap:
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Blackledge
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Postby Blackledge » Wed Aug 27, 2014 9:10 am

Neat little guide. I wish more players would try diplomacy instead of cutting straight to war.
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Domernicus
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Postby Domernicus » Wed Aug 27, 2014 11:00 am

We do this plenty in our region, but every once in a while they lose their mind and attempt to blow up entire countries. :Y
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Valaran
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Postby Valaran » Wed Aug 27, 2014 11:01 am

Blackledge wrote:Neat little guide. I wish more players would try diplomacy instead of cutting straight to war.



This.^



And its an excellent guide, Nice work GC! :)
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Aeyariss
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Postby Aeyariss » Sat Aug 30, 2014 6:19 am

Well it's true that most RPer in II doesn't adhere much to these fundamentals...it's all "I declare war" and "I land troops", and "I win" style of play, but that's probably because they don't know any of these. Hope others can learn 1 or 2 things from this. ;)

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Havenburgh
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Postby Havenburgh » Sat Aug 30, 2014 7:21 am

Nice guide! Happy to see somebody else following diplomacy as a way to get further in NS. More people should follow this.

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Ghant
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Postby Ghant » Wed Sep 10, 2014 6:29 pm

Looks good, great work EC!
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The Macabees
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Postby The Macabees » Wed Sep 10, 2014 7:00 pm

Great guide. I feel, though, that the diplomatic aspect to II may be under-appreciated, because most of the diplomacy is going to take place "behind the scenes" (TGs, IRC, etc.). The success of diplomatic action can depend on secrecy, and for better-or-for-worse the fact is that it's easy to for 'secret IC' to influence other players if they become aware of. So, back channels are usually preferred, since third parties don't have access to them.
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The State of Monavia
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Postby The State of Monavia » Sun Sep 14, 2014 12:30 am

I have a number of reasons for believing that this guide needs to be added to the required reading list for new roleplayers. One of them is the guide’s concision. It quickly defines what sanctions and other diplomatic processes are and spells out the difference between compulsion and deterrence. These are basic facts that are prerequisite for most quality roleplaying of power struggles. The lists of specific examples are also useful as they provide players who read them with ideas for their threads.

On the negative side of things, you have a few typographical errors. While it is very hard to produce a perfect post that is 5,000 words long, this post is very short and east to proofread. Your formatting is inconsistent (e.g. you use two different types of bullet points for similar lists). The biggest drawback, however, is the lack of comprehensiveness. For a post that is supposed to address different aspects of what power is, you limit most of your guide to diplomatic power and barely mention much about anything else. I personally think you could make this guide a lot more interesting if you added in more material.

Great guide. I feel, though, that the diplomatic aspect to II may be under-appreciated, because most of the diplomacy is going to take place "behind the scenes" (TGs, IRC, etc.). The success of diplomatic action can depend on secrecy, and for better-or-for-worse the fact is that it's easy to for 'secret IC' to influence other players if they become aware of. So, back channels are usually preferred, since third parties don't have access to them.


Ah, yes, the old diplomacy behind the scenes cannot be forgotten. While I have no objections to OOC haggling and planning out of view, it is hard to follow a story if most of the background governing the plot is hidden inside the telegrams of the thread’s writers instead of being displayed with the other writing being roleplayed.
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Ontorisa
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Postby Ontorisa » Sat Oct 18, 2014 2:46 pm

Oooh, sexy.


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