This has been discussed to death. Diplomacy games are BETTER without solid alliances, unbreakable pacts, and similar options. They limit strategy and are ultimately self-defeating, as well as leading to boring, uneventful, and ludicrous games (where, as you relate, people spend all their time chasing down "PE" players and so on, instead of actually playing a strategy game).
The way to fix diplomacy games is not more complicated rules, but a better understanding of how they work and players getting on the same page about how to play them. Just like the way diplomacy works in the real world - surprises, betrayals, misunderstandings, and so forth are what make the diplomacy mode interesting in the first place. Make those impossible and you're playing with dolls instead of a vibrant and challenging game where an infinite number of strategies are possible.
Besides, the options you are suggesting are very complex and liable to cause problems and broken games - you'll have all the same problems and complaints even if they are developed (and that would take an inordinate amount of effort).
What would really improve Diplomacy games? Try these simple things:
1. Allow players to change their display name during a game. This could be something each user can do (change your own name when the game starts), or something a game creator does, by naming each slot (e.g. "FRANCE").
So, in the game, instead of being Player123, you can show up as "FRANCE (Player123)".
You could also easily use this to declare alliances. Change your name to "FRANCE - ALLIES (Player123)" and then, later in the game, you can change sides simply by changing it again to "FRANCE - AXIS (Player123)".
2. A more flexible messaging system. (A relatively complicated thing to change, possibly.) If it was possible to set up a group chat for a "team" in the middle of the game, that would help things a lot.
3. Another chat window which allows each player to list some kind of status. "Player123 - Allied with Barbarians", or "Player123 - Looking for allies against Germany", and things like that. Any time during the game, you can open up this window to see who is active, who has special status (I'm playing a game now where some players are "necromancers" and therefore follow different rules, but it's impossible to track unless someone repeatedly posts in the chat about current players' status), and so on.
It would just look like a table, with players across the left side, and a box for each one to note their current status.
4. Allow players to create password-protected open games. To join, you need to enter a password.
Now you can host a diplomacy with your friends (give them the password), or include the password in the text of the rules of the game, so that only people who have read the text will be able to "agree to the rules" and join the game.
...
I'm sure a clever person could think of more, but that's where I would start if I wanted to make Warlight more friendly to Diplomacy games.
(Interested readers can check out some of these earlier threads on the subject:
https://www.warlight.net/Forum/103883-diplomacy-game-mod?Offset=0https://www.warlight.net/Forum/101473-prime-example-diplo-game-overrun-pes?Offset=0https://www.warlight.net/Forum/92041-diplomancyhttps://www.warlight.net/Forum/84552-opinions-diplo?Offset=20)
Edited 9/4/2015 17:42:40