06 The Sovereigns & Factions

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Foreign Relations

Your relationships with the other nations of the world are of vital importance in your quest for supremacy. Depending on what your ultimate plans for victory are you will need to adjust your relations with others accordingly. If you are looking fora conquest victory, deciding when to declare war on your enemies and form alliances, however temporary they might be, is crucial to emerging the top dog in the fight. For those more inclined to peace, a diplomatic victory can be arranged by forming strong alliances and potentially wiping out those who still oppose you. Even players looking to complete the Master Quest or cast the Spell of Making can use foreign relations to their advantage to keep the peace, secure safe travels through enemy lands and gain economic benefits for their nation. The best place to manage your relationships with other factions is on the foreign relations screen of the govern menu.
View an example of each option by matching the number above to the numbers below.
Relationship Status Faction Resources
Faction Leader Faction Active Treaties
Faction Vital Statistics Faction Foreign Policy
Treaty Types
There are many different types of treaties available depending on what you are looking to accomplish with your foreign relations. Knowing which treaty you want to enter into at what time is key to maintaining your relationships and getting the most out of your dealings Non-Aggression Pact - A nonaggression pact is exactly like it sounds. When entering into it, both parties agree to avoid conflict with one another fora set amount of turns. Depending on the power levels of the nation you are trying to sign the pact with the perceived value of your treaty could vary wildly. Whichever side has the weaker military presence will be seen as the party with the most to gain, increasing what they will have to give up for the pact Alliance Treaty - Alliance treaties are the strongest treaties two factions can enter into with one another. Once joined in an alliance treaty, both factions are treated as one for the purposes of a diplomatic victory and will assist one another when attacked by other nations Trade Treaty - A trade treaty is a mutually beneficial agreement two factions can enter into that will allow both of them to increase their income through joint cooperation. While they help both factions involved, you always must take care when helping nations that could potentially become your enemy down the road Technology Treaty - Technology treaties benefit both parties involved, increasing both nations research income every turn. Increasing your research can be extremely useful for your faction, however, providing a potential competing faction with a technology boost can be dangerous as well. Be sure to consider carefully which nations you enter into technology treaties with Tribute Treaty - Tribute treaties are the back alley shakedown of the diplomatic world. If you feel like pushing around a faction that is weaker than you, you can demand a tribute treaty and force them to pay you Gildar every season. Conversely, if you are looking to appease a stronger nation, and potentially avoid a disastrous war, paying tribute to a stronger nation may improve your relationship enough to sway the tide.
Knowledge Trading bWhen you discover a technology you get a portion of that tech’s research cost as Knowledge. Warfare techs provide Warfare Knowledge, Civilization techs provide Civilization Knowledge and Magic techs provide Magic Knowledge. This Knowledge can be traded to and from other players and provides free research in the category it came from to the player who receives it.

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Harley Davidson