For some time, I have had little use for diplomats, except to establish embassies so I could have inside intelligence.
However, recently I was playing a Diety game where I built quite a few diplomats as a way of having some on hand to bribe a stream of barbarians which were cursing (or cruising?) the land and seas. During the mid game, the hordes seemed to come to a stop, and as I was trying to conquer a good size city (with less troops than I should have had), I sent the dips from my nearby cities to see if I could get the "walls to fall down." Imagine my surprise when the 3rd or 4th dip got the walls. Another time, I had sent a dip to a city (in early game) and knocked out the wall on the first try. My question is:
Is there a specific sequence to what the dip will be able to sabotage? Like, if the city had a barracks, temple and granary, would the dip sabotage the targets in the order they are listed on the city improvements schedule?
Another question: When I had successfully stolen a tech from a French city, the next dip didn't even get the option to steal tech for quite a long time. I noticed that also in the recent game, I got a couple techs from the two nearest cities, but then my dips were unable to even get the chance to steal for a number of turns (maybe even until I had completed the tech that I was researching), and after that, I could get the offer to steal tech again. How does that work?
I know with spies you can even direct them to try to steal a specific advance....but it seems to me that even then you can't steal from the same civ/city for a few turns, since the citizens are even more vigilant about spy stealing for some period of time. Is this your experience too?
Several posters here say the dips and spys are too powerful. I agree the spy has some very very good options....but, I haven't really gotten the lowdown on the power of the diplomat yet. Comments, anyone?
However, recently I was playing a Diety game where I built quite a few diplomats as a way of having some on hand to bribe a stream of barbarians which were cursing (or cruising?) the land and seas. During the mid game, the hordes seemed to come to a stop, and as I was trying to conquer a good size city (with less troops than I should have had), I sent the dips from my nearby cities to see if I could get the "walls to fall down." Imagine my surprise when the 3rd or 4th dip got the walls. Another time, I had sent a dip to a city (in early game) and knocked out the wall on the first try. My question is:
Is there a specific sequence to what the dip will be able to sabotage? Like, if the city had a barracks, temple and granary, would the dip sabotage the targets in the order they are listed on the city improvements schedule?
Another question: When I had successfully stolen a tech from a French city, the next dip didn't even get the option to steal tech for quite a long time. I noticed that also in the recent game, I got a couple techs from the two nearest cities, but then my dips were unable to even get the chance to steal for a number of turns (maybe even until I had completed the tech that I was researching), and after that, I could get the offer to steal tech again. How does that work?
I know with spies you can even direct them to try to steal a specific advance....but it seems to me that even then you can't steal from the same civ/city for a few turns, since the citizens are even more vigilant about spy stealing for some period of time. Is this your experience too?
Several posters here say the dips and spys are too powerful. I agree the spy has some very very good options....but, I haven't really gotten the lowdown on the power of the diplomat yet. Comments, anyone?
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