Diplomacy/relations

I enjoy GalCiv a lot because of the ability to win so many different ways. One of the ones I enjoy a lot is to build the trust of some weaker races to defeat the great strengths of the galaxy, supporting them with money, tech and troops, even good planets!... but I just can't get the hang of how diplomacy really works, you know? How much does it affect their attitude towards me (it doesn't seem like very much!) if I give them hordes of tech and $$... and how do extra trade routes with that civilization affect relations? What about just my position... if my starbases are too close or in their sectors, do they reduce relations? What about if my planets are too nearby theirs or strategically to their disadvantage? Moreover, what are some sure-fire ways to warm relations? Please email me with your ideas at pianomikey@hotmail.com, or just reply. I'm really interested in hearing the wisdom of those who like to play diplomacy games, but anyone who knows I'd very much welcome replies!
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449 views 19 replies
Reply #1 Top
There are two main ways to improve relations Mike, the first is through trade, send your freighters to the enemy worlds so they become dependant on your money :) The second is to give them presents LOL

There are lot of ways to lower relations though like trade embargos, putting a huge warfleet in orbit of one of their planets, planting huge military/cultural starbases in their sectors.

Hope this helps.

Exar :)
Reply #2 Top
The AI's relations towards you do also depend on your alignement (goods vs. evil) compared to theirs and how strong your military is compared with theirs.
Reply #3 Top
Having a strong militery is expecially important when dealing with evil civs.
Reply #4 Top
Thanks! Yeah, I have noticed a few fixes that make it a little easier to please other civs. I would, just for the heck of it, just GIVE profitable star systems over in order to see if I could make them like me, and that didn't work as much in the old patch. I just won 3 straight with a score of over 5k, with diplomatic victories. THanks!
Reply #5 Top
Diplomacy really does help in negotiations with other Civs.. So early on its good if you can either build or trade for Diplomatic Translators.

By having a high diplomacy rating when you trade tech with other civs you get more techs from than you would without the rating. Also by gifting tech, and you have to know which one work best.. Early on the production one seems to work well as well as the yellow techs or even a couple at a time.

By gifting before they go cool on you i.e when still on neutral you can oftem raise the level to friendly or even if its warm its ok. This will help you gain trade from them and so increase your revenue.

I always try to get them to friendly as quick as possible. Also when you are at friendly relations they will quite often offer you a trade such as dreadnoughts for some insignificant tech.

Reply #6 Top
You can't make them love you in a short term. I guess there is an upper limit for gifts. Some suspected 500BC. Thus it's not worth to give more than that in one turn. Trade needs some time as well.

To give 500BC or something equivalent every other three turns seem to work quite well.
Reply #7 Top
500BC is definately not the upper limit.

I was giving 9k-10k every year or so to keep a runaway AI from getting uppity while I culture spammed the galaxy. If you have a truly dominant AI, then the amount of cash needed to keep them happy can get VERY large. The amount is dependent on the size of the AI economy.
Reply #9 Top
At some point I want to do some tests, because I am not sure that the AI equally values same BC amounts given over differing increments. For example--do you get the same benefit (step change in relations and length of change) for 10bc over 30 months vs. 10bc over 100 months. I do know that adding months beyond 100 does nothing, but is the effect linear between 0 and 100 months?

To me the question of testing is complicated by the dice rolls that happen each time you load a game, so it is not clear that you could perform a legitimate test.

As far as gameplay, I have been relying heavily on the "piece out my tribute over 100 months" technique. I expect that I will play a variant game(s) where 1) no per turn tribute (cash up front) and 2) no cash tribute at all. Should make for an interesting set of games...
Reply #10 Top
I've kinda developed a strategy... I go colonize a "14" planet in an unoccupied star system, immediately throw a soil improvement on it, and I get mega-love for gifting it... Hey, a workable colony for free!!
Reply #11 Top
Another thing I thought about trying to do to control rampant AI's is to build several small colony ships to colonize some PQ10 - PQ12's and doing nothing to them but give them to the AI as soon as they are built... I think the 'gift' should improve their relationship with you and at the same time should knock their economy down... Now that I think about it there could be a lot of related benefits from this! Have to try it in my next game...

oldgamster
Reply #12 Top
I dont know about the easier difficulties, but I've tried that on the harder ones and the AI just destroys the colony if you give them a substandard one.
Reply #14 Top
Well there ya go... The voices of experience... Saves me a lot of time experimenting. LOL

Yeah I wasn't too sure about what would happen... I know that I am now playing at normal level and I am giving them what I consider junk (low techs, drones, etc...) as tokens of my magnanimous spirit and it seems to be working very well...

oldgamster
Reply #15 Top
Well, one of the best techs to give them in my opinion is Galactic Domination Philosophy. It does absolutely nothing, but its high up on the tech tree and hence considered valuable.
Reply #16 Top
early on..

nano metal composition
adv diplomacy
interstellar refining + sensors

all work well... later in the game I find there's no need cos you're about to win.. in AP in one of my games the drath gifted me 4996bcs for 2 turns.. Thanks, built 2 terror stars and bye bye
Reply #17 Top
They LOVE the trade route techs--and you get the bonus that they are likely to send you a freighter to connect their newly allowed route.
Reply #18 Top
Yeah, I've tried trading them substandards, and they just blow them off, they aren't even worth a hundred credits, so I'd rather just keep the citizens. However, 13/14 with just a soil enhancement can sell for thousands, esp. to minor races who LOOOVE getting systems.
Reply #19 Top
"tokens of your magnanimous spirit" *L* yeah don't worry, on higher levels they do the same thing! I hate it when I get about 25 defenders and star fighters dumped on me by a powerful "friend" who's upgrading military... I just gift them back or sell them to minors.