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ThunderHawk3

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TWF Dev Diary #6: Secrecy and Information


Today we're going to talk about secrecy and information in TWF - what you will and won't know about your nation and others, and what I can and can't tell you.

First of all, I got more than a few questions about the sample stats I posted after the last dev diary and I want to reassure you that there are more stats - actually, a LOT more stats - but they are mostly hidden or (in some cases) haven't yet been implemented. However, a lot of these stats are secret - unknowable to you or anyone else in the game other than me. After every update I will publish this big list of stats, much like the sample output I put up last time. It doesn't include everything there is to know. Most of the hidden stats are either gamey in nature or extremely hard to measure objectively. Some of you may have noticed that I blanked out Legitimacy in the sample output, as I'm still deciding whether or not it falls into this category.

PjQOftz.jpg

1. All the legitimacy you need?​

Even though the game hasn't started yet, I've been getting a lot of requests for information. I'm basically only answering rules questions in the pre-game (many people haven't signed up, others have reserved nations but lots of people are still switching factions, etc.). I gather that in the past, your GMs have given you lots of information. Until the game starts and nation choices are finalized, I won't answer any IC questions at all. When the game does start, here are my ground rules on answering questions: 1) In general, I can give you any objective information that would be available to your government. 2) I will try to avoid answering questions that have vague or wishy-washy answers, or are matters of opinion. I can, however, sometimes give you public opinion poll results. 3) I cannot tell you what might happen, or what will happen, if you submit an order, or advise you as to what order you can or should submit. I cannot answer questions of the type, "What should I do?," "How Should I do it?," or "What will happen if I do this?"

miDVuVW.jpg

2. A lot of people, I guess​

I want to elaborate on this last point a little, because I get a lot of "What should I do?" or "What will happen?" questions phrased a lot of different ways. I basically can't give you any information that might constitute advice. If you come to me and ask, "What do my generals think I should do?" or "What do the economists think I should do?" In reality, I'm sure your generals or your economists would have very strong opinions about what to do - perhaps right, perhaps wrong. But since I have to speak for you generals or your economists, this essentially amounts to asking me what I think you should do. I'm of the opinion that the guts of the game is thinking for yourself and devising your own national orders, rather than coming to me and asking me what I think you should do. So I generally won't answer questions of this nature. I'll try to limit the information I give you to objective, precise information, not advice - even if such advice would in reality be available to your national leadership.

So that pretty much covers information and secrecy OOC. What about IC information? What about information and orders?

Knowledge is power, and I expect in the course of TWF you're going to want to submit secret orders, run black operations, develop clandestine projects, etc., etc., etc. Fine - grand. False flag operations, black ops, and secret projects are all perfectly valid orders in TWF. However, use them with caution - as all secret orders have a chance of becoming known to other players (even if the order itself otherwise succeeds). In some cases, this will be a very embarassing and public failure for your faction or government, with information about your project coming out in the international media (and the general update I regularly write). In other cases, the secrecy of your order may be compromised without you knowing it at all, and another player may be informed of your actions in private. On the other hand, sometimes you will be able to completely convince everyone that a false version of events is the correct and true one.

bad8au4.jpg

3. Everyone suspects the janitor is a spy. But hardly anyone suspects the mop is also a spy.​

Now. There's a second way to ask me for information, which is by submitting an order to ask for it. I'm talking about orders that read something like, "Convene a panel on how to modernize the national energy grid" or "Commission a study into how to increase economic growth." These orders also amount to asking me "What should I do?" but I treat them slightly differently. Getting information by order may be better than just tracking me down on IRC and badgering me because I'm more likely to give you at least some kind of answer. If you submit a policy question by order - though I only recommend doing this if you're really lost - it may take some time for your panel or commission to report back and it costs PP - you generally will get a response.

You may also be able to steal secrets - or uncover unlikely truths - by submitting orders to your own covert agents. While passive intelligence and counterintelligence exists in TWF, active orders will always be better for intelligence and counterintelligence work. You may also receive false intelligence (either as a result of another player's machinations or at random) so watch out.

9LHIJZH.jpg

4. This is what counterintelligence looks like, apparently​

Note that it is generally harder and more expensive to do something in secret than it is to do it publicly.

I'm currently tinkering with a system that allows nations to conceal certain stats from the rest of the world based on how isolated and secretive they are. For example, North Korea's stats will start almost entirely hidden.

ze9XbA5.jpg

5. But nothing will ever be able to hide Kim Jong Eun's great love in life​

Oh, one last note. There are things that we, as players, don't know about the real world ("known unknowns") - for example, the progress of Iran's nuclear program, or the sophistication of American secret military technology. These things are almost universally open to debate, but I will have to make some sort of assumption about them in order to run the game. Even if you think my assumption is wrong - say, if I decided that Iran has enough nuclear material to make X number of nuclear weapons but you think Y - I'm afraid I'm going to have to ask you to go along with it. I am going to have to make a lot of assumptions about real world secrets in order to run the game.

400px-Operation_Upshot-Knothole_-_Badger_001.jpg

6. To be honest, I just wanted to use this picture​

Next dev diary will be Diplomacy and International Affairs.

 

LatinKaiser

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Otto of england

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Nothing is secret in Belarus from Belarus​
 

ThunderHawk3

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TWF Dev Diary #7: Diplomacy and International Affairs


For today's hopefully very straightforward Dev Diary, we're going to be talking about diplomacy and international affairs.

TWF engine doesn't touch on diplomacy much (it doesn't track relations between nations), so I think it's going to be pretty much what you're used to. Bilateral relations and diplomacy between player character factions and countries is done pretty much the same way as in other nation games - decide between yourselves and post a treaty in thread, affix signatures, etc. I'll decide whether or not it counts as an order and charge you PP accordingly. You must be the faction in control of your government to make treaties. You can also break treaties. This also costs PP.

316px-The_Scrap_of_Paper_-_Enlist_Today.jpg

1. Breaking some treaties is more consequential than breaking others...​

Diplomacy with NPC countries proceeds in a similar way, except I have to take the role of the NPC nation. While most of the largest and most influential world powers will have players in TWF, obviously some won't so I'll fill in for them to the extent that it's possible. If you want to secure a treaty with an NPC nation, I would prefer it if you sent in an order that said something about what you were trying to do, and I could then treat it as a normal order. IE, maybe send me an order saying, "Attempt to negotiate a free trade agreement with such-and-such" and I could resolve it. As with everything else, this costs PP.

The one point of diplomacy and international relations that I've gotten a lot of questions about (mainly from one person, but still) is the UN. The United Nations will not have a player/Secretary General for the foreseeable future. This is for two good reasons. 1) No one has so far asked to play as the UN, and 2) rightly or wrongly, I regard the UN - to the extent that it acts independently - as having mainly pulpit power in world affairs, or else it responds automatically. If someone really, really wants to play as the UN I will consider allowing it, but I would caution any potential Secretary Generals that I think it will be quite boring compared to other positions, and I still have a lot of nation positions I need or want filled.

Dmitry_Medvedev_at_the_34th_G8_Summit_7-9_July_2008-49.jpg

2. On the plus side, Secretary Generals get invited to all the cool kids' parties​

The UN Security Council works like this: any of the permanent members of the UNSC (USA, UK, France, Russia, China) can introduce a resolution at their leisure. If none of the five permanent members of the Security Council vote against the resolution, it is assumed passed unless I say otherwise. (This means that even if all five members abstain, it is assumed passed unless I say otherwise.) I'm not going to bother tracking who has a rotating seat on the Security Council.

640px-UN-Sicherheitsrat_-_UN_Security_Council_-_New_York_City_-_2014_01_06.jpg

3. I'm pretty sure if I sat on the Security Council I would spend my whole time looking at that mural​

While I had sort of hoped my vote tallying days were over, I will also do UN General Assembly votes if I deem them to be important enough. To introduce a UN General Assembly resolution, a nation with a UN seat needs to introduce the resolution, and it must be co-sponsored by at least one other nation with a UN seat (ie: this must be done by the player who presently controls the internationally recognized government if your nation has more than one player). Every nation with a UN seat gets one vote. I will then tally up the votes.

640px-RIAN_archive_828797_Mikhail_Gorbachev_addressing_UN_General_Assembly_session.jpg

4. I think if your country has been bad, you have to sit at the back​

Like everything else, introducing resolutions to the UNSC and the UN General Assembly counts as an order and will usually cost PP. Voting on them does not, although they may affect you anyway.

Next week's Dev Diary will be on the Military, and it will be much more avant-garde.

400px-Operation_Upshot-Knothole_-_Badger_001.jpg

5. I adore what it says about the human condition in post-structralist society​

 

Bonecracker(NL)

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Hadi government in Yemen is an open position

Please guys :(
 

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((This game looks awesome, to bad I think I don't have enough time for this game, unless there is a not important nation open
EJaaDk2.gif
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Ironhide G1

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((There are plenty! Be Malta-at least I think its open! Something small! I for one am Luxembourg, so you should probably pick something different, but there are plenty. Malta is the smallest; sadly Microstates are not allowed-otherwise I would be Vatican City,))
 

ThunderHawk3

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((This game looks awesome, to bad I think I don't have enough time for this game, unless there is a not important nation open
EJaaDk2.gif
. ))

((There are plenty of unimportant nations open, though I leave it to you whether or not you choose to play one.))

list of reserved countries ?

((Here's the list of countries that have been reserved so far. Theoretically, public signups aren't open yet, so if you want to take an open position come track me down on IRC or PM me with your choice.))