So the new-fangled pacts are added in Diplomacy, with big effect, but little interesting about them. They're the same bonuses as research. so feel like glorified research.Perhaps we can get simple ideas to make them much more unique and interesting. (Of course, I'm not saying add on top of existing bonuses.)
Diplomatic Victory sounds nice, but is... strange and feels rather arbitrary in it's current implementation. Likewise on the ideas.
Culture Pact: Allow empire's culture to give allies the bonus. Example: You get this pact with a Vas player, and their TEC ally moves some ships into their territory. Now those TEC ships get the Vas culture damage bonus. (If researched.)
Supply Pact: Reduce Upkeep cost by a percentage.
Tactical Pact: Turrets gain range, Hangars build fighters for less antimatter and faster, etc. Blanket buff to Tactical structures except superweapons. Or simpler, reduce cost of tactical slot upgrades.
Siege Pact: Gain reduced damage from siege. (Lore: As empires learn new tricks to avoid.) Also affect Pop killed. Increase siege range.
Phase Pact: Shares phase stabilizer network(s).
Armor Pact: Increase the effect of armor. Example: Armor worth 6% hull instead of 5%
Diplomatic Victory: Form Peace Treaties with all players in the game. (Game can continue for others, allowing second-place, etc. Can no longer break Peace Treaty with the winner.)
Cultural Victory: Spread Culture over X% territory.
Economic Victory: Gain X% resources over next highest player and maintain for Y time.
Research: Research Tier 8 Military, (and Defense,?) Civil, (and Diplomatic?) techs and maintain for Y time. (Techs disabled upon losing eighth lab.)
Military Victory: Duh.