An embassy gives you permanent contact with that civilization and the ability to make deals beyond Cease-fire or Peace. The actions available upon a city are: Establish embassy ĭiplomats and Spies always succeed when asked to establish an embassy. If the enemy dies, you lose a movement point, have a chance of promotion, and can try again if you have moves left. Enemy Diplomats or Spies will oppose hostile actions with Diplomatic Combat.This indicates if the action has the expectation of survival if successful. Names of Diplomatic Operations will either have the word "Escape" after them or not.Spies can select actions which may survive the mission. Except for Investigate City, Diplomats can attempt only one diplomatic act, after which the Diplomat unit will be spent.The base odds of success for diplomatic actions on enemy cities vary, though most are between 70% to 85% (see Diplomatic Operations.) Base odds can be reduced by defense bonuses such as those from a Courthouse or Police Station. This can be useful for eliminating an approaching diplomat from a hostile nation.ĭiplomatic units can do actions to cities also. Spies can engage in diplomatic combat in the open field against other Diplomat type units. After successful sabotage, a spy returns to the nearest domestic city. It requires the victim unit to be alone on its tile, although other diplomatic units do not count toward this-they will instead engage in diplomatic combat with the unit trying to sabotage their compatriot. +35% if enemy has the Mausoleum of MausolosĪ Spy can sabotage an enemy unit, reducing its hitpoints by half if successful.half cost if enemy unit is non-military.decreases with increased+ distance from enemy capital.decreases with loss of enemy unit hitpoints.increases with the enemy unit production cost and veteran level.increases with wealth of the enemy civilization.It is not necessary to be at War to bribe a unit, but it does cause a diplomatic incident, which gives the victim a casus belli against you. Bribing can only be done to units alone on their tile, although other diplomatic units do not count toward this-they will instead engage in diplomatic combat with the unit trying to bribe their compatriot. Most foreign units can be bribed with gold to join your nation. Three actions can be done by done to a lone enemy unit (these actions cannot be attempted on a stack of units): Theocracy resists a hostile espionage embassy and requires you both to agree to Cease-fire or Peace first. Courthouse, Police Station, and Supreme Court offer some protection against aggressive diplomatic actions. Aggressive diplomatic actions can spark a diplomatic incident, giving a nation Casus Belli. Both units are fragile and must move cautiously to survive. With Diplomats and Spies, you can observe and manipulate other civilizations more subtly than by military means. If an AI player is not cooperating, you can often find out why by attempting a Peace or Alliance with them. Using the menus, decide what you wish to give and receive (see pacts). Go to the Nations tab to select the nation with whom you wish to engage.An embassy allows making deals such as: trading gold, technology, shared vision, maps and forming an Alliance. All other deals require a diplomat or spy to enter a city and 'Become Ambassador' to establish an embassy.Īn Embassy gives permanent intel on tax rates, treasury gold, technologies, wonders, government type, and foreign relations. The time period you can engage after contact is seen by typing /show contactturns. To diplomatically engage requires a unit next to a nation's units or cities.
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