                             Command : RELATIONS

NAME
   relations - Shows diplomatic relations between countries

Level: Basic

SYNTAX
   [##:##] Command : relations

The  relations command displays your diplomatic status with other nations.  If
the optional argument is specified, the command displays that country's diplo-
matic status with other nations.

The data displayed by the nation command is formatted as a single page report.
   [##:##] Command : relations

           MGM Diplomatic Relations Report       Sat Jun 17 23:24:46 1989

           0) POGO                  Allied    Allied
           1) 1                     Neutral   Neutral
           2) Groonland             At War    Hostile

   [##:##] Command : relations 2

           Groonland Diplomatic Relations Report       Sat Jun 17 23:24:46 1989

           0) POGO                  Neutral   Neutral
           1) 1                     Allied    Neutral
           3) MGM                   Hostile   At War

Relations are: "Allied", "Friendly", "Neutral", "Hostile", and "At War".  Each
has certain ramifications.

Allied  Your  ally is someone you trust deeply, and are willing to make sacri-
fices for.  If you are allied with someone, then your forts, ships, planes,  &
artillery  will  support them in battle.  Also, they can over-fly you, and you
will not be told.  (I.e. an ally can map you out easily).  When  you  use  the
"wall"  command,  it  sends  a  flash  message to all of your allies (see info
wall).  Unless the ALL_BLEED option is in effect, you will benefit  from  tech
produced  by  your  allies, but not by others .  Allied nations are assumed to
have "friendly" trade relations.

Friendly  When you accept a country as a trustworthy trading partner, then you
establish friendly relations towards them.  This allows  them  to  sail  ships
into your harbors, load and unload goods, and have their ships repaired there.
You  are allowed to "tend" friendly ships.  You may send "flash" messages (see
info flash) to friendly nations.  You will be warned, however, if they overfly
your territory.  And if they do it enough times, your diplomatic relations to-
wards them will be automatically downgraded.  You may "spy" on a friendly  na-
tion with no consequences.

Neutral  You  start  out  neutral towards all countries.  It simply means that
you are ambivalent towards them.  If they overfly your territory, you will  be
warned  and your relations will automatically downgrade.  Caught spies will be
deported.

Hostile  If you are suspicious that a nation may be planning  to  attack  you,
but  you are not committed to an all out war against them, then you should de-
clare hostile relations towards them.  This will ensure that your planes  will
intercept  theirs  if  they  try  to over-fly you, and your forts will fire on
their ships when they sail within range.    Also, your a-sat's and  ABMs  will
attempt  to  intercept their satellites and missiles independent of the target
sector they have launched them at, and your ships with anti-missile capability
will attempt to intercept any incoming marine missiles within  range.   Caught
spies will be shot.

War  If  you are committed to expending major resources against a nation, then
you should declare war on them.  This will cause all of your ships, artillery,
planes and missiles which have been put on a mission to react to  enemy  move-
ment.

Also,  there  is  an automatic progression. If someone you are allied with at-
tacks you, you become hostile towards them. If  someone  you  are  neutral  to
over-flies  or  attacks you, you become hostile towards them. Neither of these
progressions can lead to war, however, they both stop at hostility.

SEE ALSO
   Diplomacy

