![]() ![]() Diplomats will select their target randomly, but spies can be directed towards a specific goal (with a reduced chance of success). Your unit attempts to destroy either one of the city's buildings, or all of its work towards its current project. Your unit will report the status of the city, what units and buildings are within, and what it is currently producing. An embassy also allows you to propose pacts to the other player, as described below. At any time your embassy can provide you with basic intelligence about their government, treasury, trade ratios, and technology. An embassy gives you permanent contact with that civilization. Both diplomats and spies always succeed when you ask them to establish an embassy. The actions available at an enemy city are: If the defending diplomat dies, you lose one movement point and may try again. Either your diplomat or the defending diplomat will die. Enemy diplomats or spies in the city will oppose any hostile action. Diplomats can attempt only one diplomatic act, whose success or failure brings them to their end, while spies are more hardy and often survive their mission. After successful sabotage a spy is instantly returned to the nearest friendly city.Īll other actions require your diplomatic unit to reach an enemy city alive and attempt to enter it. Sabotage may only be attempted when openly at war. Only the spy may sabotage an enemy unit, reducing its remaining hitpoints by half if successful. decreases with increasing distance from enemy capital.increases with enemy unit production cost and veterancy.increases with wealth of the enemy civilization.Bribery may be attempted even when not at war, but will cause a diplomatic incident. This action doesn't work if the enemy governs as a democracy. In exchange for gold, a foreign unit may be persuaded to join your civilization. Two actions require your unit to approach a lone enemy unit and attempt to enter its square (these actions cannot be attempted on a stack of units): The more aggressive actions can spark a diplomatic incident if perpetrated against a civilization you're not at war with this is sufficient provocation to allow treaties to be revoked under representative government. Both units are fragile and must move cautiously - often under guard - to survive. ![]() Once your advances provide you with diplomats, and later with spies, you can observe and manipulate other civilizations more subtly than is possible with simple military observation and intervention. While you can arrange a meeting with the players you are in contact with, you can't have more than the most basic intelligence about their civilization without establishing an embassy either by pact or with a diplomat. If the player is an AI player, and they are not cooperating, you can usually find out why by trying to arrange a peace or alliance with them.Using the menus, decide on what you want to give another player, or what you want the other player to give you (see pacts).Select the player you wish to engage in diplomacy with.Go to reports -> players (or hit the F3 key).Once you have met another player, you can engage in diplomacy with them as follows: To meet another player entails having one of your units be adjacent to a city or unit of that player. In order to establish diplomatic relations with another player, either AI or human, you must first meet them. For Diplomacy in the Multiplayer ruleset click here.) ![]()
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