Busting the Ghost in the Machine
Diplomacy is system manipulation. The
Diplomatic AI in Civ 5 is neither stupid nor brilliant. It acts in a
sensible and predictable manner. If a rival power is weak and you are
strong, it will attempt appeasement until the balance of power shifts
or until it can form alliance with other rivals against you. If you are
weak and it is strong, it will patronize you, bully you and try to
destroy you.
The diplomatic AI may be put to several uses by the wily player. First,
it serves as an alarm system for malevolent intent. A player who
establishes diplomatic relations with a rival power will be presented
with evidence of that civilization's current amicability* through
diplomatic discourse. A once-friendly civilization may begin to make
demands, cancel treaties, and deliver insults, all of which are signs
of impending war. This knowledge grants the player a few precious turns
of preparation time before being attacked.
Trade: Give and Take, Then Take Some More
Diplomacy also allows for the trade of Strategic
and Luxury
Resources. Since Civilization maps generally spread their myriad
resources across vast distances, trade is one of the best ways to
acquire the Luxuries Citizens demand to produce all-important Happiness.
Trade
can
also supply access to
war-necessary materials like Horses, Iron, and Oil, and spark the
growth spurts generated by We Love the King Day.
Generally speaking, demanding even trades of one Resource for one
Resource is a good idea. Trading away multiple Resources for a single
Luxury is rarely worth it. If a civilization won't make an even trade
with you, they likely don't want the Resource you're offering all that
much. Likewise, acquiring a trade weighted in your favor usually only
occurs in situations where you have such a overpowering Military
presence that you could take what you want by force.
Research Agreements allow civilizations to combine Gold
allowances to develop a random technology
mutually enjoyed by both members of the Research team. These agreements
are vital for rapid Technical progress and should be undergone whenever
possible, as they represent one of the few methods available to
accelerate Technological development.
Treaties, Privileges and Alliances
Civilizations may Open Borders with one another, allowing Units to pass unmolested through one another's territory. Opening borders is usually worth the exchange, as it allow your scouts quicker access to geographic information and other civilizations' trade networks. Beware a suddenly dour civilization with which you share an open border. If you feel an attack is coming, position you Units accordingly and do not renew Open Borders when the treaty expires.
Civilizations can also form Defensive
Pacts, declaring mutual defense in the case of rival invasion. These
pacts guarantee an ally in war, but also commit you to conflict with
the enemies of the cooperative state. They're a good idea if you have
martial intentions or suspect imminent attack by a strong power.
Pacts of Secrecy are non-binding agreements between two powers to work
against a third. They have two practical benefits: they inform you of
who is plotting against who, and responding to them gives you a chance
to either build or sour relations with other states.
Pacts of Cooperation are similar positive non-binding agreements which
serve as a barometer of intentions for other powers and can lead to
easier agreements in alliance and trade.
You may also request that a friendly power declare war on an unfriendly
one alongside you, and you will likewise be asked by some powers to
take part in such shenanigans. Properly underlaid with Pacts of
secrecy, weak powers can use this option to combine their forces
against strong powers. When approached with such a proposal, measure
your response carefully. You may accept, refuse or request ten turns to
prepare.
It is sometimes expedient to use the knowledge afforded by such a
proposal to betray the party who approaches you. A nation preparing for
war will often move its key Units to the frontier, leaving valuable
real estate open to supposedly secure allied flanks. By moving quickly,
you may be able to snatch territory during the ten-turn wait and take
advantage of your co-conspirator's trust.
Bribery
Sometimes you have to swallow your
pride and pay The Man. A bribe can carry diplomacy a long way. Gifts of
Gold can smooth over stalled treaties. The AI often responds favorably
to large infusions of cash or Resources as a means of inciting attack
on other civilizations. Gifts of Gold can also be used to curry favor
with powers who are souring toward you, but in the long run doing so is
rarely worth it.
A much more powerful currency of bribery is a City. The Diplomatic AI
regards Cities as highly valuable in negotiation. In a war you can't
win, bending all your resources on capturing an enemy City and then
bribing an opponent with it may buy peace for a time. When attacked by
allies on multiple fronts, a gifted City may even convince your former
attacker to betray their partner in crime. While the loss of these
Cities sting, bribery is sometimes the best recourse in a no-win
military situation.
Of much more interest to the would-be despot is how to get the AI to
bribe YOU. The computer player can be manipulated into suing for peace
and offering incentives as long as it has no reason to distrust your
word, i.e. a history of broken treaties. Destroying several AI Units
and capturing a city or two is often enough to provoke peace talks
where the AI Leader offers large gifts of Gold, Resources and even
Cities.
They are especially vulnerable to such
manipulation when they are fighting an unwinnable multi-front war, so
conceiving Alliances against them may further push them to desperate
acts of gift-giving. Since captured Cities can be quite a pain, it's
sometimes worth taking the bribe and respecting the treaty rather than
going to the trouble of flattening a rival state.
Betrayal
Sooner or later, you'll find yourself
in a situation where breaking an agreement is in your best interest.
Don't shed a tear over this. Machines don't have feelings yet. Unless
you fear the reciprocity of Skynet sometime in the future, embrace
betrayal like a sultry lover.
Whenever possible, observe the forms when betraying an enemy. Allow
treaties to expire before attacking, as future diplomacy with other
civilizations may be soured by a perception that you are untrustworthy.
Of course, if you don't give a damn what other civilizations think of
you, then feel free to launch your very own Tet Offensive, ignoring
cease fires with impunity and jumping unsuspecting Units in the open.
Diplomacy
With City-States: The Cost of Friendship
Diplomacy with City-States can render
great rewards. A friendly City-State may provide access to Culture Points,
free
Units
or Food
Bonuses.
City-States
are
glad to provide Allies access to adjacent Resources,
open their borders, and go to war against enemies of their patron.
City-State diplomacy is an exercise in catering. Bribes of Gold
guarantee a degree of fidelity from City-States proportional to the
amount spent. City-States also occasionally offer missions to the
player. Fulfilling these missions grants large amounts of Influence.
You may also gift Military Units to City-States, which grants a small
amount of Influence.
Regardless of the initial source, City-State Influence erodes over time
and must be constantly renewed by new gifts and mission fulfillment.
Each time Gold is used to buy Influence, the amount of Influence that
the same amount of Gold will purchase next time decreases slightly.
Some Policies can modify the rate of this erosion in your favor, as can
Alexander's Leader power.
City-States are relatively weak and tempting targets for conquest.
Whether you choose to cooperate with City-States or conquer them, it is
good to know that City-States look out for one another. If you capture
two City-States, the remaining City-States will become worried, and
from then on every City-State you conquer increases the chance that one
or several others will declare Perpetual War on you. Cities which do so
will remain hostile throughout the game until destroyed.
Missions
Missions for City-States are usually
Military or construction oriented. A City-State may wish you to destroy
a Barbarian encampment or a rival City-State. They may call on you to
aid them in war with another power by destroying several Units
controlled by that Civilization, or ask you for gifts of Units to
combat their enemy.
They may request that you create a Great
Person of some type. Just the birth of the
Great Person will fulfill the mission. You do not have to grant them as
a gift to the City-State, and the Great Person may be expended as
normal. City-States may also ask you to construct a specific Wonder in
one of your Cities to inspire their populace. Again, you retain all the
benefits of the Wonder.
GO TO: ECONOMICS
GO TO: TECHNOLOGY
GO TO: DIPLOMATIC VICTORY