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  • How to get more alliances and gold

    I may have come up with a few ideas about alliances and gifts that may prove to be valuable, especially for OCC players. So far, game experience and a few tests I have made confirm their validity, so I will list them here for others to consider and test. The first section deals with alliances which the human player attempts to initiate:

    1) The number of alliances you can obtain depends on your power rating, which can be checked with the foreign minister:

    Supreme - 1 alliance
    Mighty - 2 alliances
    Strong - 3 alliances
    Moderate - 4 alliances
    Inadequate - 5 alliances
    Weak or Pathetic - 6 alliances

    This would explain why only 1 alliance has been achievable in early landing games where we must quickly become supreme, and also explain why so many alliances have been possible in the last few OCC games, where the player power ratings have been minimal, especially in the OCC game limiting players to a size 4 city and the super deity game where the human player quickly became rated as Pathetic due to accelerated AI growth. In the most recent OCC “old fashioned way” game I managed 5 alliances quickly, while rated Inadequate, and the 6th one came immediately after I slipped into the Weak category.

    2) Only your own power rating matters at the time of forming an alliance. You can get an alliance with an AI civ rated higher or lower, just as long as your rating is low enough to afford an additional alliance beyond the number you already have. For example, if you are rated Inadequate and already have 4 alliances, it will be possible to get one more, even with a Pathetic AI civ.

    3) It is okay to increase you power rating after getting a lot of alliances. So if you obtain 6 alliances while Weak or Pathetic, and then become Supreme, the alliances can be maintained through diplomacy and tech gifts.

    4) Your reputation is a separate factor. If it is less than Spotless, the chances of you initiating an alliance become slim, and maybe even zero.

    5) Your power rating (and of course your reputation, too) are adjusted every turn, and early in the game, your power rating and that of each AI can vary considerably, depending mostly on the number of citizens produced, since the power rating for each player is determined by the following formula, where:

    P = current power rating of a player

    C = current number of citizens the player has
    T = current number techs the player has
    G = current total of gold the player has

    P = C + (T/2.67) + (G/256)

    The player with the highest value of P is rated Supreme, and the player with the second highest value is rated Mighty, and so on down to a rating of Pathetic for the player with the lowest value of P.

    6) You can control power ratings somewhat, by controlling your own rate of growth and by making gifts of tech or gold to one or more AI. The effects of manipulations like these will be seen on the turn after they are made.

    7) The fact that your power rating allows another alliance does not guarantee getting it, but there are some things you can do to increase your chances of getting alliances quickly.

    a) Establishing an embassy first may help. I’m not sure about this, but even if its presence makes no difference in establishing an alliance, it can become very useful in maximizing gifts after an alliance is in place.

    b) My experience so far suggests that if the AI does not make any immediate demands or just wishes to trade techs during the first encounter, asking for an alliance right away is likely to work.

    c) If the AI demands a tech on the first meeting, this seems counter-intuitive, but the best thing to do is to refuse and then hope that they declare war. Regardless if a war results, on the following turn, contact them again. If they ask for a tech, give it now. A peace treaty will follow and an alliance can be requested and secured right afterwards. If they will not talk, a wait of about 8 turns will be necessary before they will.

    d) If an AI does not want an alliance, buttering it up with additional techs does not seem to make any difference on their willingness. Only the techs needed to end a war and the one requested by the AI to form the alliance should be necessary. An amusing quirk of the game is that very often the very tech requested by the AI to form an alliance has just been presented to them, if they had only been paying attention. Perhaps the euphoria induced at the prospect of joining the human player makes the AI lose track of what it already knows!

    So, to sum it up quickly, when going for a new alliance make sure you have: a) a low enough power rating to be eligible for another alliance b) enough extra techs to cement the deal


    This section deals with gifts and how to maximize them. These ideas have held up so far in my limited tests. More testing will either confirm, deny or refine them:

    1) If you are desperate for gold, ask for a gift right after securing the alliance, because there is a waiting period after an alliance is formed before the gifts will be available, again. If you trade techs or share maps, etc., right after an alliance if formed, you may lose the chance of this initial gift.

    2) Right after an alliance is formed, there is a waiting period of 8 turns before you can get a gift, so this time is better spent gifting techs or trading maps, etc.

    3) After the 8 turn waiting period you can ask for a gift, and will receive it if:

    a) The AI has more than 50 gold.
    b) Your current power rating is less than that of the AI.
    c) The AI’s attitude is Enthusiastic or better.

    4) Any and every turn following where these conditions are true, you can keep asking for additional gifts. Unlike humans the AI are not emotional about their gold, so you can repeatedly drain their savings down the 50 gold level. Just keep an eye on their attitude.

    5) The amount of gold you receive will depend on the disparity between your power rating and that of your ally. The greater the disparity, the greater the gift. For example, if you are rated Pathetic and your ally, who has say 225 gold, is rated Supreme, you may receive 200 gold all at once. If you are rated just one notch lower in power than your ally who has, say 700 gold, you are more likely to get only 25 or 50, each time you ask. A very long run of small gifts will be available. However, keep in mind that the transfer in funds could result in a transfer of power ratings, cutting off the flow of income.

    6) If you are eligible for a gift when you ask, you may receive a tech in place of the gold you might prefer. When an ally has a huge pile of gold, it is worth the carrying costs to trade for a useless tech in order to get access to the gold.

    7) The power ratings of the AI can be guessed by first sharing maps to get a citizen count. The amount of gold and techs can be estimated, too. However, the easiest way to find out if an ally has more than 50 gold and a higher power rating is to just ask for a gift. A better idea might be to establish an embassy with your ally. Then you can calculate their power rating exactly, monitor how much gold they have, and also monitor what they are trying to research. The gold received in gifts will far exceed the cost of establishing an embassy.

    8) If you are eligible for a gift and the ally is pressed for time, ask for the gift right away! Don’t be distracted by tech trading offers or pleas for assistance in their battles with other AI. When the window is open for receiving gold, grab it!

  • #2
    All the first part about getting alliances seems mostly true/reasonable cf my experience. Point 7d - can depend on the reason they give I think. If they cite your back-stabbing behaviour or your power you can forget it but if they are demanding you go to war with a neighbour then you can still get an allliance (without declaring war). It may require them to be significantly weaker than you. They always demand the same tech that you have just given them in my experience. Later in the game they can make multiple demands for an alliance usually ending with the request to declare war on someone (no war -> no alliance).

    Getting gifts.
    You can often get two gifts a turn from an AI, one when you contact the AI and another if the AI contacts you. The AI will be more likely to contact you if you have a tech it wants to trade for or if it wants you to end an alliance/go to war with its enemy. You can often get gifts when the AI is cordial and even down to icy, just don't be surprised if the alliance is ended. If they're receptive or worse - best not to try near the end of a game. If they're pressed for time it takes 4-8 turns with no contact to allow you to have a longer chat (so you can give more than one tech and get maps, gifts). You can pretty much turn down all their requests and still get a gift until towards the end of the game but its probably best to give them occasional sweeteners. In fact you can often get a gift when they would have otherwise denied you after a request of theirs. I find that if you give them key techs (eg. invention, gunpowder, railroad) you get a bigger gift afterwards.

    End of the game is after 1750AD or you have discovered spaceflight.

    The AI position on the powergraph is shown by the number of weapon symbols in the panel on the left hand side of the negotiation screen.
    0 symbols -> pathetic
    6 symbols -> supreme
    At least I don't think the army size has any effect on this.
    "One day your life is going to flash before your eyes, make sure it is worth watching."

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    • #3
      I vote in favour of having this thread in the GL.
      Perhaps 'alliance specialists' have got a lot more to tell us, but IMHO solo's post is clear and precise, and might be a great help to many players (... including me).

      (this guy is La Fayette, ready to follow Ming's advice and get enormous tribute from the AI)

      (this guy is La Fayette, ready to follow solo's advice and get even more money from his allies than from his enemies)
      Aux bords mystérieux du monde occidental

      Comment


      • #4
        EOL,

        Thanks for your input. Most of your comments sound right on track to me, confirmed by my own game experience. You include many important clarifications and factors that I had omitted or just got wrong, such as the end of game effect on gifts or the attitude level needed to receive gifts.

        On one point I have a question. After losing Spotless, I have not yet been able to start a new alliance, although I have been asked by the AI to join them against one of the others. Have you have been able to do so? Initiate an alliance with a less than perfect reputation?

        Many thanks for noting the alternative way of finding out the AI position on the powergraph. I now remember reading about that long ago, but had forgotten it immediately after saying to myself, "Who cares about the powergraph positions!" Embassies are still worth a lot for their other attributes, though, and do allow one to determine powergraph positions before initiating contacts.


        La Fayette,

        Thanks for the vote of confidence. I'm hoping to get a lot more input here, such as provided by EOL, which will be used to formulate a more complete and accurate summary of the topic, before submitting it for inclusion into the GL.

        solo

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        • #5
          Originally posted by solo
          EOL,
          On one point I have a question. After losing Spotless, I have not yet been able to start a new alliance, although I have been asked by the AI to join them against one of the others. Have you have been able to do so? Initiate an alliance with a less than perfect reputation?
          I can't get an alliance if supreme after 1750 regardless of rep (excuse changes with rep). I just loaded up a few old saves and had a look. I was able to get alliances with civilised civs if I had an excellent rep at all times (even after 1750 if not supreme). It always cost me a pile of gold or a tech. In one game some Egyptians suggested an alliance to me but decided they wanted me to declare war after I accepted their initial proposal. It may be that other civ types will as well but I tended to be at war with them. As the reputation dropped below excellent the excuses changed from 'We can look after ourselves..' to 'Although we admire your greatness...' to 'Do you take us for fools...'

          A quick summary of what happened

          If supreme after 1750 you'll need to go to war even if spotless.
          Excellent - Can get alliances (any year if not supreme) but it'll cost you cash/tech/war maybe all, perhaps depends on civ characteristics.. I would suspect that if they are at war you would have to join their campaign.
          Below excellent - no joy without war.
          "One day your life is going to flash before your eyes, make sure it is worth watching."

          Comment


          • #6
            A somewhat related question: Sometimes the AI refuses to speak with me altogether (not "minds are busy working on a wonder" but "don't want to hear any more of your drivel don't you realize we're at war"). Is it a good strategy to bug them every subsequent turn until they're finally amenable (thus speaking with them at the soonest opportunity instead of guessing when they'll be free)? Or does my constant bugging annoy them even more, thus extending the time before they'll speak with me?

            Comment


            • #7
              Tried another one from an OCC game pathetic, dishonourable rep, 1690AD, swapped 3 techs and gifted one to the agressive, militaristic, perfectionist, supreme civ and got an alliance. It looks as if it may be connected to your power again, also I think it has to do with which civ you back-stabbed and if you've been at war.
              "One day your life is going to flash before your eyes, make sure it is worth watching."

              Comment


              • #8
                Originally posted by Edward
                A somewhat related question: Sometimes the AI refuses to speak with me altogether (not "minds are busy working on a wonder" but "don't want to hear any more of your drivel don't you realize we're at war"). Is it a good strategy to bug them every subsequent turn until they're finally amenable (thus speaking with them at the soonest opportunity instead of guessing when they'll be free)? Or does my constant bugging annoy them even more, thus extending the time before they'll speak with me?
                I find that they won't speak if you've killed one of their units earlier in the turn (but not taken a city) so contacting at the beginning of a turn may help. If you've been contacting them every turn for a while they will ignore you, unless they change government (and sometimes even then), so it may be best to wait a couple turns. If you make a new discovery they will probably talk so that they can demand it, and similarly if you get a gold windfall (you probably won't get more than a cease-fire if you give in). I tend to drain my coffers before talking to enraged/hostile/icy civs unless I'm looking for war. I don't mind giving tech.
                "One day your life is going to flash before your eyes, make sure it is worth watching."

                Comment


                • #9
                  EOL,

                  Okay, I'm convinced that Spotless is not a requirement, and now that you mention it, I do seem to remember joining one ally against another AI in an OCC game, slipping to excellent, but still able to ally with other un-betrayed AI, although this was at more of a cost than just being sociable. However, in that game the betrayed AI never quit our war, let alone ever consider an alliance with me.

                  Edward,

                  Good question, and I'm not sure, but if I want to talk to them really bad, I have always waited about 10 turns, just to make sure they will listen. This is worth testing, and maybe you can do it and become the authority!

                  A related question would be if the refusal of a gift request before the waiting period is over will delay gifts another turn. I did test this, and the answer is no. Gifts were still available after 8 turns, if the other gift conditions were satisfied.

                  Comment


                  • #10
                    solo - a very useful summary of a subject which has not been discussed often in such depth. A certain GL entry!

                    In a couple of recent games (2.42) I have had an alliance with the purple civ. On both occasions I have been supreme/spotless -during the BC years. Wishing to avoid any research penalty, I gave them science on a regular basis, but didn't receive a bit of gold in return. Both times I was given a tech at the time the alliance was formed, subsequent efforts for cash were met with "Our patience wears thin"

                    I wonder if the "gift" of no research penalty stops the gold if you are allied with your target civ?

                    ---------------------

                    SG(2)
                    "Our words are backed by empty wine bottles! - SG(2)
                    "One of our Scouse Gits is missing." - -Jrabbit

                    Comment


                    • #11
                      You can get gold off of the key civ I guess they were just poor, they presumably ended up on some dodgy territory, being purple and had to finance their wars.
                      "One day your life is going to flash before your eyes, make sure it is worth watching."

                      Comment


                      • #12
                        Originally posted by EOL
                        You can get gold off of the key civ I guess they were just poor, they presumably ended up on some dodgy territory, being purple and had to finance their wars.
                        In one case the terrain was good with a river at the centre of their territory. Both occasions were on large worlds and no wars were involved. In one case I established an embassy to monitor the gold - it was running around 200 - 400.

                        ----------------------

                        SG(2)
                        "Our words are backed by empty wine bottles! - SG(2)
                        "One of our Scouse Gits is missing." - -Jrabbit

                        Comment


                        • #13
                          misers
                          "One day your life is going to flash before your eyes, make sure it is worth watching."

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                          • #14
                            i just got an alliance with the babylonians and i am by far supreme..... three cities to everyone else's one..... we all have one size two city and i have to other size two cities.... i traded a tech and then asked for an alliance and it worked out just fine
                            Boston Red Sox are 2004 World Series Champions!

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                            • #15
                              In my experience, it's the aggressive civs that insist on my joining the war in order to seal the alliance. It is actually possible to ally with both sides in a war on the same turn without going to war with either. Just ally with the aggressive one first. This happened to me on the turn I built Marco Polo. The two civs were Mongols (Supreme) and Babs (fifth); I was third (Persians).

                              Not surprisingly the Mongols, Greeks, Japanese, Zulus, etc. are not very forthcoming with gifts unless you are at war with their enemies. They are not stellar allies either, not leaping to war with those that attack you, unless it's convenient for them. The militaristic, perfectionist types (e.g., the Germans) are better about the latter. I recently had the Germans (in alliance) show up to help defend a beleagured city of mine on an island, stationing troops and bringing an engineer to build roads and forts. I had previously used cruisers to massacre a massive attack on their capitol, but I doubt the programming is there for them to "remember" that.

                              Clearly the propensity for alliances and behaviour within them is based on civ type as well as your own civ's rep. Note that bribing a civ's troops or cities (even without "incident") has a definite effect on that civ's attitude toward you in terms of treaties and alliances. This seems independent of whether the machine says they are enthusiastic or whatever.
                              No matter where you go, there you are. - Buckaroo Banzai
                              "I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author

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