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I am pot
      
Last Seen: 4/4/2006 6:06 PM
Posts: 1,670
Visits: 2,512
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Okay, I thought about it and figured why not write up my general diplomacy guide... Enough people have asked questions about the AI and diplomacy, so here it is.
I'll start with early diplomacy:
First thing first, explore and know your starting position... Including any nearby AI's. It is important to know all the sorrounding terrain. Just scout it once so it appears on your map, no need to leave a unit nearby. This way when you discover a tech that reveals a new resource, lets say iron working, you can look through that AI's territory to see if they have that resource. Who has what resources is very important early on.
3 routes
-On your own island? Well, there really aren't any diplomatic relations are there? go back and play your game.. come back later 
-You and one other sharing an island? My preference is attack but from a diplomatic terms theres 2 key things to remember. #1 if your going to declare war, just do it! Don't move you units in until he asks you to leave then declare war and don't simply attack without the war declaration. Contact them and demand something. If you're not sure if you want war with them, ask for a few gold... If you want a war demand all his cities! After the demand is rejected, then declare war (I'm not sure if the demand does anything, but I do notice you get treated differently if you just call em up and declare war). I would then beat them into the dust if you can.. don't let them survive. If you accept a surrender offer (4 techs or something.. depends on your skill level, on diety I took 7 from the vikings when they surrendered) never break the peace treay until all 20 turns are complete (That is very important... attacking after taking a surrender will mean no civ will surrender again).Your other option...You could want to be peaceful? This is actually really hard to do. If there is a resource, more then likely you'll both have your sources of it... So trade is hard. Exchange techs whenever possible... This is a hard relationship to maintain (it's why I like option 1)
-You and several others on a landmass. This is a bit more complicated. Scout what you can and as much as you can... More than one civ on a landmass will mean there will be a few luxuries around... scout and find those first. Populate the area around these luxuries fast if you can... especially those inbetween you and another civ. You have 2 choices... War or peace?
If you want to be peaceful, create embassies wherever you can and get to mapmaking asap (If you start with the alphabet, set taxes to 90% and 10% science and let that go... you'll build up a nice treasury and have alot of money for embassies. Unless you're on Diety you'll also be the first to writing. After writing set you science to 100% if you can and goto philosophy and take mapmaking as the free tech). Embassies will show you their capitols and general starting areas along with showing whos at war with who. It's very helpful to know whos at war with who early in the game. After getting mapmaking, trade the tech around and build a harbor in any city (coastal of course). This will allow for trading between you and the other via harbors early (really, who builds roads to each others capitols early?). Anytime you can, trade whatever you can. If a war does breakout (you'll know about it), avoid what you can and expand as much as possible. If their is war... I'll often tagteam with another AI and crush another civ together. Allying early and killing off a civ creates a good diplomatic foundation based on trust and devastation 
Your other choice is to actively seek a war. Avoid writing (trade for it later) and go towards ironworking (or towards your UU). The hardest desicion for an early attack is determining who to attack. I prefer to go after one who's unique unit comes in the middle ages (anyone who uses a knight or the dutch) and is not militaristic. Sometimes geography will help you decide... one that lacks iron in their territory is a good choice, or one that you share the only border with is also a good choice (A civ that contacts you and noone else). Once again, declare war through diplomacy first. It's important that you get writing and mapmaking soon so you may make embassies and harbors for trade... The goal is to trade with other civs as much as possible (appease them with gifts if nessacary) while attacking another one. Only be at war with one civ early.. Unless absolutely nessacary. Remember the normal declaring war process. Avoid making alliances against that civ... The best result is you destroy them yourselves (and take all their territory yourself)... It's also very important . Keep the others happy with luxury trade (gifts if they've got nothing else to offer) and science trade.
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I am pot
      
Last Seen: 4/4/2006 6:06 PM
Posts: 1,670
Visits: 2,512
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Middle ages/industrial
I'll group these 2 ages together. Unlike the early ages, a large military is essential whether you want to be a warmonger or not (Early ages you can get away with falling behind a bit.. but not recommended). The second your military falls behind in the middle ages, atleast one civ is going to spot this and start trying to push you around. In the early ages, all civs would be somewhat equal (atleast all the ones you would meet) and for diplomacy you can treat pretty much all civs equally. In the middle ages you'll begin seeing the rise of the top few civs in science, power, size, and score (use f8 to tell you the scores). Lower scoring civs are going to be more passive (especially if you have a larger military). They'll be quicker to accept tech, luxury, and resource trades along with ROP's. I like to divide these ages into 3 parts.
1. Knights and fuedalism. This is when wars everywhere will break out. Pikemen just lack the defence necassary to hold off medieval infantry and knights. Something to be wary about, there are more civs with a knight for the unique unit then any other. Be aware that alot of golden ages may be occouring around you. 2 choices during this period.
-Peaceful route? simple, research towards democracy asap. Anytime your able to trade, do so.... Trade with the low scoring civs first and then work your way up to the more advanced ones. If you are ever threatened (unless it's something really dumb like a city), consider swallowing your pride and give in to the 39 gold and territory map that the AI wants. If you do get involved in a war, it is up to you to get as many other civs on your side (read Scape goatin: The diplomatic wars). If you don't ally with one civ, there is the chance that the AI you're at war with will ally with them and then you're at war with 2 nations (This is the piss off that occours in many games. I'm at war with one civ, kicking his butt and trying to remin nuetral to everyone else. Suddenly everyone allies against you and it becomes you vs the world). If your unable to ally with a civ, try offering a 20 turn luxury gift (something that will make him think twice about declaring war on you).
-War route? First, select the civ you want to attack. I recommend selecting only one at first (Otherwise the ally vs you that becomes player vs world is not uncommon). If your on an island with only one other civ still, go after that one. I would also avoid declaring war on a weaker or less advanced civ... Aim high during this era. 2 reasons... If you ally a more powerful civ, they will attack you in the not so far future. Remember the AI still views it as a game... They are uilt to win the game and not to always make sense. Allying weaker nations is much easier and can help bring down one of the stronger civs... From a bribe point of view, whos going to be easier to get on your side... The strong civ that has more gold, more techs, and more resources than you (what do you give them?) or the one that wants your techs, gold, and resources? Any civ weaker then you (who will hopefully remain weaker than you) will never backstab (unless you leave it wide open) and will remain gracious throughout the game.
2. Muskets up to infantry. This period the defence dominates. Even cavalry will have troubles taking down muskets, let alone riflemen. This is also the period navigation comes out and will allow trade overseas. The second that comes out, begin your trading. If a smaller civ lacks a tech that you have, give it to him for 20 years of a luxury or 2. Try to get any civ overseas to sign a ROP as well. It may seem dumb, but it will get rid of those constantly annoying 'Why are your troops in my territory?' discussions that come from ships sailing into another civ's culture radius. If you are going for a diplomatic victory as well this is the period that you build up the few who will eventually vote for you. Pick out the smaller civs and be nice in general. Give a gift of a tech or 2 (If it's not pagiea you'll find a couple small island nations that are waaay behind in tech and power). If a war does breakout, once again refer to the scape goatin: diplomatic wars post. It's important to get everyone on your side... If anything else only so they won't join their side. When nationalism comes about use trade embargoes as a way to damage the relations between other civs and your enemy.
At this time your also able to manipulate other wars without directly getting involved. Cut and pasting from another of my posts. I can't stress how important it is to keep a balance of power. The mongols and the Ottomans are sitting on the same island. Lets say they each own 15 cities. Now 15 cities... Thats nothing too big. They could be a cultural threat or the sort, but production/size/military... they just won't rank that high. However, if the Ottomans got their sipahi and take over the Mongols, they now have 30 cities on an island which is well enough to produce a huge military and research at a fast rate and be a real threat of winning the game before you can. Keeping this island divided between the 2 civs is extremely important... Keeping good scouting tabs (with boats on the shoreline or diplomatic info through embassies) is helpful so you can tell which side to support (I often use score). Be willing to give anything from techs and resources to money and luxuries to ensure that this power stays balanced. I've caught myself before supporting one side too much and having to flip flop to support the other side. Remember horses are offensive units only, so don't give away horses unless it's obvious who is winning.
3. Infantry to modern times. The offence is now back in the drivers seat. Between artillery and later tanks, defending units are at a huge disadvantage. Not nessacarily because of number (10 defence + modifiers gets extremely high) but because of bombarding. Bombers + artillery can turn a well fortified metro into a town with 5 1hp units barely hanging on. With the in mind, you can now make your move. From past relations and events earlier in your game, you will see the rise of one or 2 other powers + yourself. SOmetimes these powers aren't one nation alone, but 3 or 4 that have formed a large series of MPP's. If you are playing for a diplomatic win (if your not, your reading the wrong guide ;p ) this is now your opportunity to group together your allies and one of the other powers. You only need you plus 1/2 of the other civs to be voting for you... and any small nations that your nice to will vote for you. One quick warning, only ever go trade embarge with your smaller allies vs your enemy. Doing an alliance and having this small nation declare war on your enemy may result in the smaller nations death. If that small nation is about to die, donate them a small town/city (build it in a small unused area if you have to) in the center of your territory. Keeps them alive and they'll still vote for you (What a piss off for the AI who was trying to kill them off hey?). Pick out your one enemy and refer to the scape goatin: diplomatic wars post (y'know what, I'll just repost that at the end).
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I am pot
      
Last Seen: 4/4/2006 6:06 PM
Posts: 1,670
Visits: 2,512
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And finally, the modern times! Well, this is kinda silly... The only thing you need to do is make sure your the one who builds the UN.
Heres that scape goatin: the diplomatic wars post.
I've been working with this strategy for some time, and now that I got it down I've gotten some pretty good results... and sometimes humourus.
Heres the strat:
The key thing for this to work is facism and nationalism... Facism works for a great government for this as you can be at war for as long as ya need and nationalism opens up all diplomatic options.. Oh, and if you've broken a couple treaties or took a couple heavy reputation hits, theres no way you could do this.
First you need to choose your scape goat. It can really be any civ you don't like... If theres one civ close to winning, do it to them. Picking out the largest nation isn't the worst idea.
Second, Any races that you've had good relations with in the past sign a ROP and if you can, a MPP. Next bribe them into an embargo vs your chosen goat. Goto the next friendly civ and rinse/repeat.
Third, Same thing, except try the unfriendly civs... You'd be amazed how often they'll join you vs your scape goat. Just try for an embargo... it will extend from there. The key thing is damaging the relatins between this unfriendly civ and your scape goat.
Now that you have several allies (the more the better) start provoking your scape goat. Make demands, randomly run through his territory, sign more embargos vs him... so on so forth. When war finally does occour (AI's get pissed off easily), you'll be able to pull in your friendly civs into the war vs him (easiest if you have a MPP with them). You really only need to bribe 2 or 3 of your allies into this war... Remember that your allies will look out for their interests too. Since you've caused several other civ's to have poor relations with your scape goat, it won't be long until they start allying with each other vs your scape goat as well... Suddenly you have 6 or 7 civs all gracious towards you kinda fun
Heres my game that I tried this on:
I pick the French on continents and play away. Early in the game as always I picked on a civ starting near me and overwhelmed them (I should say this is on emperor and not diety... So twas a bit easier then I've done in the past). The game progressed as normal... I had several more cities then the others on my continent, but because of the difficulty we were all researching/producing at about the same rate.
When facism came out I had a pretty full world map... and on the 2nd continent was the dutch... an extremely large and advanced nation. Seeing they would probably win if they keep going unchecked, I began a diplomatic war vs them. Their military would probably easily overwhelm me alone... So I began contacting all other civilizations and signing MPP's and embargos vs the dutch. It was somewhat costly (3k gold gave facism to pretty much everyone and industrialization to some), but in the end I had 7 civ's plus myself all hating the dutch and polite towards me. When the Dutch finally attacked me (I was doing alot of provoking ) I pulled 2 others into the war with me (England and Rome). The next turn England went off and allied the Mayans and Celts and brought them into the war, while I pulled the Japanese into it... The next turn the Romans allied the Egyptians, the Mayans brought in the babylonians, and I brought in the Spanish. In a matter of 3 turns the Dutch had just went to war with the world! It was quite funny to see my foriegn advisor all shocked when the English decided to ally Maya vs the Dutch. Although no real territory loss or gain occoured in the giant war (The Dutch were actually winning vs the 8 of us), I managed to rise as the leader of our 8 nation alliance. Anytime one of the allies would sign a peace with the Dutch, one of us would just bribe them into attacking them again.. One turn had the Japanese sign a treaty with Dutch and right after a box pops up saying the Egyptians and Japanese have signed an alliance vs the Dutch and back to war went the Japanese. This war lasted for what seemed forever and the tech gap between the Dutch and Us closed quickly... We actually beat them to Modern times.
When I built the UN, I got a very easy diplomatic win... On a game I swear I was going to lose to the Dutch and their extremely high culture.
Edit: Somehow I mixed up the Maya and the dutch a few times in here fixed now
3 page diplomatic post... who'da thought that would happen?
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--- Shouldn't we be too concerned with terror and war to be discussing this right now? ---
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I shot the sheriff
      
Last Seen: 2/14/2010 9:09 PM
Posts: 1,549
Visits: 2,430
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Excellent stuff! Comprehensive and detailed. I will try some of this. So you're saying that there seems to be a positive difference when you "demand and declare' instead of just attacking?
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2009 will be better than 2008 for three reasons:1. 2008 was terrible. It has to be better or we're all in trouble. 2. 2009 is the last time any of us will see a single-digit-last-two year in our lifetimes. Unless one of us lives to see 2100. I don't plan to be 123 years old myself. 3. 9 is a good number. it is 3x3. 3 is a holy and lucky number. Three 3's is even better. Huzzah 2009!! 4. Cindy. For real this time. TCU Baseball wins the NCAA title this year. Remember I said that. ...Let's go Horned Frogs, Let's GO!!!...
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Poncho Marx?
Last Seen: 3/13/2009 8:41 AM
Posts: 977
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I am pot
      
Last Seen: 4/4/2006 6:06 PM
Posts: 1,670
Visits: 2,512
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Warlord
      
Last Seen: 2/25/2005 5:12 PM
Posts: 99
Visits: 103
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I shot the sheriff
      
Last Seen: 2/14/2010 9:09 PM
Posts: 1,549
Visits: 2,430
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may i have your love child seared?
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2009 will be better than 2008 for three reasons:1. 2008 was terrible. It has to be better or we're all in trouble. 2. 2009 is the last time any of us will see a single-digit-last-two year in our lifetimes. Unless one of us lives to see 2100. I don't plan to be 123 years old myself. 3. 9 is a good number. it is 3x3. 3 is a holy and lucky number. Three 3's is even better. Huzzah 2009!! 4. Cindy. For real this time. TCU Baseball wins the NCAA title this year. Remember I said that. ...Let's go Horned Frogs, Let's GO!!!...
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I am pot
      
Last Seen: 4/4/2006 6:06 PM
Posts: 1,670
Visits: 2,512
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Warlord
      
Last Seen: 2/25/2005 5:12 PM
Posts: 99
Visits: 103
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