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