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Battle-for-Tismo/shared/data/relations.js
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JavaScript

// 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";