// Diplomatic relations between two civilisations. Only peace and war exist for // now, but the catalogue is data-driven so further statuses (alliances, // truces, ...) can be slotted in without touching the simulation. export const RELATION_PEACE = "peace"; export const RELATION_WAR = "war"; // Kinds of news item shown in the feed. Newsworthy events are recorded in // GameState with their in-game hour so every client can render them. export const NEWS_WAR = "war"; export const NEWS_CAPTURE = "capture"; // A government enacted a minority policy. Recorded by the model. export const NEWS_POLICY = "policy"; // A technology was discovered. Repeatable research levels raise these too, but // flagged so the news list can keep them quiet while the feed still notifies. export const NEWS_TECHNOLOGY = "technology"; // A player took control of a nation. Recorded by the server, not the model. export const NEWS_JOIN = "join"; // A government changed an import or export tariff. The involved trading // parties see it in the news feed. export const NEWS_TARIFF = "tariff"; // A region's food ran out: a famine has begun. Reported to every nation. export const NEWS_FAMINE = "famine"; // A diplomatic treaty was proposed, signed, rejected or broken. The stage // travels in the record so one feed entry covers each step. export const NEWS_TREATY = "treaty"; // A spy sabotaged a tile abroad: its production is crippled for a week. The // record may name a `suspect`, which counter-intelligence may have got right or // wrong. export const NEWS_SABOTAGE = "sabotage"; // A spy satellite was launched. Everyone is made aware of the launch. export const NEWS_SATELLITE = "satellite"; // A nation's intelligence services have learned that another nation has begun // enriching uranium. export const NEWS_ENRICHMENT = "enrichment";