You could augment Ves's suggestion by using switches instead of variables, with each switch representing each battle. You can set it so that if they lose, the switch for that battle remains off (and later down the line, you can have an option to display that article's makeup based on whether it was a win or a loss with an if-else statement), and if they win, obviously the switch is turned on instead.
As an example, let's say we're battling our way through the Treaty of Versailles. Say we want to set up a battle with French President Clemenceau.

We've already got his pre-battle line set up, so now we're ready to set up the battle itself.

We set up a Battle Processing call against the French President Georges Clemenceau and specify that the party can lose without restarting, meaning that they can continue to try developing the treaty with the rest of the delegates.

This ads a little "if-else" statement into our event, so now we can change what happens if the party won or lost. In this case, we want to specify that if we win the battle, we will turn Switch 1 (which represents the outcome of this battle) on. In "else" segment, we can either specify that Switch 1 will be off, or just leave it alone (as the switch will be off by default).
Now we can go to our events for the other battles, and include similar scripts. For the battle against US President Woodrow Wilson, we use Switch 2. For the battle against British Prime Minister David Lloyd Geord, we use Switch 3. And so on and so forth.
Then, when we have an event that shows the player how well they did, we include if-else statements to show them how they did.

So we create a Conditional Branch for Switch 1, which (as we said earlier) represents the outcome of the battle against French President Clemenceau. This switch will only be on if the party won the battle, so we make sure the conditional branch checks that it's looking for that. Then we also add an "else" branch, so that we can have alternate terms, should the party lose the battle.

Now our treaty includes results for both if the player was successful (compromise achieved) or if they were unsuccessful (the French get their way in entirety).
If you wanted to have the players fight through several battles all grouped to the same article or objective, you could use something similar to the solution Ves pointed out above. For example, maybe we want the player to have 3 fights against the American delegation, with multiple outcomes based on how many of those fights they won.

We start by setting up our battle similarly to how we did it for the French delegation. However, this time, instead of using "Control Switches", we use a Control Variable. We set the variable to the one of interest (in this case, Variable 3, which represents how willing the USA is to compromise). Then, if the battle is won, the compromise level will increase by 1. If they lose, the compromise level doesn't change (or if you're being particularly harsh to your player, maybe it even decreases!).

Now we have this little script we can copy for use in 3 different events, or perhaps in 3 different pages. Every time the player wins one of these 3 battles, the USA's compromise score will increase by one (represented by Switch 3), and if they lose, it doesn't change.

Now we go back to our event that shows how the player did on the treaty, and add a new if-else statement for how the player did at getting the USA to compromise by winning their battles. This time, we want to make it based on the variable, and not a switch, since our battle changed the variable. With this one, it's important to note that right now, we're measuring if the variable is **equal** to 0 (the case where they didn't win any of the battles against the US delegation).

However, since we want to include multiple outcomes, we need to include another if-else statement, nested in the "else" part of the previous one, to check for other possible outcomes of the series of battles. In this example, I'm saying that whether you won 2 battles or only 1 battle, your impact in convincing the American delegation had the same result, though I could have measured these cases separately (this would have required an extra if-else statement to be nested in somewhere later on). Now we just add a line for their impact if they won all battles (that is, had a USA Compromise Level of 3), or if they just won some of the battles.

Now our section for the player's feedback includes states for if they won none of the battles (America seeks maximum punishments), if they won some but not all of the battles (limited success), or if they won all of the battles ("Peace without Victory").
Anyhow, that's how I'd do it if it were up to me. If you have more specific questions, please just let me know any time!
Also, I really love this idea of using the battles to represent debates for forming a treaty. It's a really clever use of the mechanics, and a really nifty idea in general. I might have to steal it (with credit, of course) later on...