Civilization 3 Diplomacy & Espionage
Civilization III FAQ Diplomacy & Espionage What kinds of things can I put "on the table" when pitching a deal to another civilization? Our new diplomatic model will allow you to put nearly anything on the table when making deals with other civs. You can trade a variety of things, including: Cities Gold (lump sum or per turn) Technologies Luxuries Resources World Maps Contact with other civs Diplomatic Agreements, which can include the following: Peace treaty Right of passage pact Mutual protection pact Military alliance against a common enemy Trade embargo against a common enemy Can I enter into lesser agreements without using a full-blown alliance? Absolutely. You can enter into a mutual protection pact with a civ, for example, without entering into a right-of-passage pact, or vice-versa. The idea is that you can "mix and match" your diplomatic agreements to suit your play style. Are there any requirements I need to fulfill before I can start conducting diplomacy? Yes. To engage in diplomatic talks with another civ, you must first make contact with that civ. You can do this either by physically entering their territory or by trading another civ for contact with that civ. Other Civs may also seek you out by entering your territory. You also need to establish an embassy (granted by the writing technology) to be able to enter into agreements more advanced than simple peace treaties. To be able to enter into trade negotiations with other civs, you need a road connecting one of your cities to one of their cities. To exchange world maps, you need the technology of map making. Finally, you must be at peace with a Civ to tender any proposal other than a peace treaty. Will the opposing civs' leaders remember my previous dealings with them? Yes. If you continually abuse your relationship with other leaders, they will be less willing to trust you during negotiations. Will I still use spies to conduct espionage? No. Like trade, espionage has been abstracted to a mission selection screen and will no longer require you to use spy units. 6. What espionage missions can I perform? Before you can even attempt espionage missions, you must establish an embassy with the civilization you want to spy on. Once you have established an embassy with a rival, you can perform the following two diplomatic actions by double-clicking on the embassy icon of the civ you wish to target: Investigate City (see what the rival city is building and has already built ) Steal Technology (attempts to steal a technology from the rival civilization) Note that when you are at war with another Civ, your embassy in their capitol is automatically closed, and you will be unable to conduct either of the above missions. There are also five espionage missions which you can only perform once you've built the Intelligence Agency (Small Wonder), and only against Civs with whom you've established an embassy and planted a spy. They are: Sabotage (sabotages the current project of an enemy city) Propaganda (attempts to convince an enemy city to join your Civilization) Steal Plans (reveals all troop locations of an enemy Civ for one turn) Steal World Map (reveals what an enemy knows about the world) Expose Enemy Spy (ferrets out opposing spies) These missions can be performed against a Civ as long as you have a spy planted in that Civ's embassy. Even if you go to war and your embassy is closed, your spy will continue to function as long as it is not caught.