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Description
I am creating this thread to list out what is implemented in diplomatic relations with other civilizations and what isn't. I really couldnt wait for yairm to reply to my comment therefore i guess he can close this he wants but i have put a lot of time researching these so.
Please point it out if there are problems about any of the below lines, whether it be that such mechanics don't exist in G&K or if it has been implemented or just plain wrong.
(ND) stands for Needs Description, i will be using this often as i write down basic features of a mechanic and not specifics of it. Will come back and fill those blanks in.
Well, there goes my 2 hours.
Important!
Please, if you are going to implement any of the features below please dont take my words as absolute values in the game as i have marked most of them (ND). Please do your own research as well.
Embassies
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For Embassies to be implemented. (G&K)
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Embassies require writing to be exchanged, and you should be able to pay opposing party in a trade request a small smount of gold (ND) for them to exchange embassies to you.
° When you exchange embassies with the other player, the borders of the capital city of that civilization will be implemented, you will not gain permanent vision like in allied city-states however.
° You gain a small amount (ND) of relations with that civilization.
° In case of a denounction, both embassies of those two civs are closed down until you re-open them with an action (ND).
° That action could be done right after the turn you have denounced the civ. If you are at war with that civilization you need to negotiate peace first before that action becomes available.
° Most of the treaties (ND) are only available if you have mutual embassies, with an exception of Declaration of Friendship.
° (ND) I gotta check if you both need mutual embassies to do most of the diplomatic stuff that you need embassies for.
° edit: embassies should give some good relations between civs
Relations
- In civ 5 there are 5 diplomatic relation status with civilizations, with those being Neutral, Friendly, Guarded, Hostile and Afraid
Neutral: They are neither friendly, nor hostile. Negotiations will be relatively easy.
Friendly: They are well disposed towards you, and you may hope to take advantage of that in negotiations.
Guarded: They are wary of you and your intentions and, as such, negotiations will be more difficult.
Hostile: They are angry with you, and very willing to declare war on you. Negotiations will be almost impossible.
Afraid: They fear your military superiority or your victory progress. They will often comply with anything you want in negotiations.
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Global Politics screen, this shows invaluable information about diplomacy of other civs with other civs. example image: https://www.carlsguides.com/strategy/civilization5/gamepictures/diplomacy/politicss.gif
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the MOST important one, civ personalities. those could be found here and please check the wiki before implementing them: http://www.civdata.com/
Easter egg idea (please read)
(a small easter egg idea, add an option to let those values overflow and underflow if for instance aztecs have a warmonger hatred of 1/10, it can go up to 3/10 and it should be allowed to go up to 8/10 due to int underflow) (actually i have a found out that the india starts with a likeness of nukes of 12 which technically should underflow/overflow. the person going to implement this: please find a fix for this without removing the possibility of such easter egg completely)Relations should be improved once those actions are met.
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Acts of goodwill - These include freeing and returning a captured civilian unit belonging to them, sharing the intrigue of another civilization plotting against them, gifting a resource or Gold when they have nothing to trade for it (variable depending on how much they needed it), and liberating a city that once belonged to them.
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Declaring Friendship with a civilization they're friends with
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Making a Public Declaration of Friendship
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Fighting a common enemy - Sometimes, they will ask for your cooperation in a war they intend to start. If you agree to fight alongside them, relations will improve. They also improve if you declare war against a foe they're currently fighting.
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Denouncing a common enemy - You can receive this bonus if you denounce a nation they have already denounced, or if they denounce a nation you've already denounced.
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Fulfilling promises - There are many situations when you will be asked to promise something to another leader. Some of these include: after you settle a city close to their territory (and they ask you to stop settling close to them), when you have troops amassed near their borders (but say you're only passing through), when you spread your religion to their cities (and they ask you to stop), or if they suspect you of spying on them, they will tell you that you're making them feel uncomfortable and request you to stop. If you desist these actions for a certain amount of turns, a notification will appear stating that you have kept your promise.
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Trading - When you strike a deal with a civilization where they know that they're getting the better half of the deal, relations improve depending on how large of a benefit they get out of it. Comparable to the variability of gifting. (ND)
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Sharing Religion - If at least half of their cities share your Religion, it has similar effects to the lower spectrum of providing help to them.
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Them having an embassy in your capital(xlentra says that this should be merged with the embassies one but here i list acts of goodwill so i think its more appropriate here)
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Forgiving them for spying on you when they get caught in the act (only when spying is available)
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Liberating their capital (or another of their former cities) after they have been completely removed from play (ND)
Please check for values yourself on the internet
- your relations between the civilization that you stole an alliance of a city state from must fall by some amount when you steal their alliance (getting up to 80 influence from 60 influence when they had 70 influence on that city state)
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Relations should degrade once those actions are met.
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Acts of ill will - These include denouncing them, demanding tribute from/attacking City-States they have pledged to protect, getting caught stealing their technologies, and flat-out refusing to comply with their demands (such as to stop spying, not to settle a city near their lands, or not to spread religion to their cities).
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Coveting land you own - If you settled near land they consider to be theirs (i.e. land they intend to settle in the future), territorial disputes will create tension between you. (
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Stealing their territory with a Great General Using a Great General to create a Citadel improvement on or adjacent to another nation's borders will transfer ownership of their territory to you. When they covet lands you own strongly enough, they may also steal territory from you in this manner. (implemented but they only seem to steal land after you have stolen their land)
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Settling cities near other nations' territory - They will consider that a provocation, and ask you to stop doing it.
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Making a Public Declaration of Friendship with a civilization they dislike/have denounced
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Being denounced by a civilization they like more than you
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Breaking promises - For example, promising to start a war together, asking for 10 turns to prepare, then saying that you've reconsidered when it comes time to start the war. Or in any other case when you promised something and you didn't wait enough turns.
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Completing a Wonder they wanted to build/were building
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Competing for the same City-State's influence
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Signing a Peace Treaty with a civilization you agreed to go to war with
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Spreading your religion to their Holy City forcibly
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Spreading a religion to their city while they are spreading their own religion
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Denouncing a leader they like more than you
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Asking them to not settle near your land/spy on you* (*:needs espionage)
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Demanding a trade
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Declaring War on a leader you had made a Declaration of Friendship with - This is one of the most serious offenses, and it will stay on your record for the entire game!
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Denouncing a leader you had made a Declaration of Friendship with
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Demanding they cease spying on you after you caught them in the act - only with espionage
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Nuking them - This is the largest non-variable action you can take against another civilization.
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Being at War - This causes the nation to be as aggressive towards you as possible until you make peace.
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Not denouncing another player when they ask you to - This causes them to think that you put the priorities of the nation they requested to be denounced above their own, and they will denounce you for it.
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Warmongering - This term denotes the perceived image of a nation with imperialistic ambitions which is a threat to the existence of all other nations. In short, the more wars you wage and the more cities you capture, the more other nations will see you as a Warmonger, which will negatively affect your relations with everybody. For more details on this important factor, check its article.** (this is implemented but the warmongering formula is most absolutely wrong)
I absolutely need values of all on how much those affect relationships, hence what all those (ND)'s stand for.
- Warmongering. Now, this is technically implemented but i dont know if warmongering points have bene implemented, its era multiplier also, so i need someone to check whether those are implemented or not https://civilization.fandom.com/wiki/Warmongering_(Civ5) (if this is implemented please do not hardcode era multipliers into the game and just put them on the jsons of the eras.)
Trade
- Note that you cannot trade away units of Luxury resources which are gifted by City-State Allies! also strategic resources. (ND) (Need description on whether you can trade away resources you got from trading with other civilizations)
- Diplomatic relations - the better the diplomatic relations with the other nation, the more favorable conditions they will be willing to accept. So, try always to make deals with nations you're at least Neutral with - that way you'll be albe to get more profit for your goods, as opposed as making deals with Guarded or Hostile nations (if you manage to make ANY deals with them at all).
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You may make many demands of another nation. Whether or not they comply will depend on relations and the AI leader's Boldness (ai personalities also not implemented):
Demand resources, Gold, or cities
Demand that they stop settling near your territory
Demand that they stop spying on you
Demand that they stop spreading their religion to your cities
Demand that they stop digging for artifacts in your territory
Other nations, on their turn, may also demand stuff from you. If you agree to their demand, know that you will have to spend a certain number of turns (50-100) not engaging in the activity in question. At that point, the promise will be considered fulfilled, and you may go back to doing what you were doing previously. If you break the promise before the required period has expired, relations between you will worsen. (ND) (Need description on how much relations will suffer in case of a demand, and how much military force you need to make them comply)
Treaties
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Missionaries shouldn't lose religious strength when they are in the foreign territory and you have open borders with them.
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Defensive Pact, i wont even write about this as it would take too long so here's the wiki article for it: https://civilization.fandom.com/wiki/Diplomacy_(Civ5)
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Need description on whether treaty turns scale with game speed or not