Diplomacy is a political gameplay in Rise of Nations that helps stimulate or cease abruptly foreign relations and the legislative balance of your dealing, counsel, demands, offers, needs, and treaties with outside forces and other nations present in gameplay.
Diplomacy is available in the RTS elements of the game or during the duration of Conquer the World campaign.
If you select any nation in the Diplomacy window, it will spawn up some data and other sources to enter negotiations. There is a Resource bar, either on the side of Tribute, whatever Resources you are proposing, and the side of Demand, the group of resources you want to gain from a nation's economic structure. Below the Resource bar on the right, there are two check boxes: one for Peace, and one proposing a definite Alliance.
To declare a state of War, you must go back to the Diplomacy window and click on any dove next any nation name, and you will receive a 'Yes' or 'No' message indicating that if you want to proceed with the action. It costs a certain sum of Wealth to insure your entry in War, and pay off any debt in case you sustain Defeat. Immediately, that dove turns to two swords clashing each other.
Back at the main negotiations menu of foreign power, if you're in War, and want to end it with an armistice, click on the dove check box and propose. You will either have your overture of international peace and collaboration REJECTED or ACCEPTED. If not accepted, try to propose reasonable deposits and values Food, Timber, Metal, Oil, Wealth, etc., to satisfy their needs and you are likely to be taken with tokens of gratitude. The same intricate steps of offering an Alliance, requires the same methods, except you have to be in the stance of peace with the following nation. Most of the time (depending on game difficulty), even though you've reasonably established a sacrificed gambit for an Alliance to another nation, you're chances are grim if you have a bad history in common, or even no assured foreign relativity.
Squabbling (Conquer the World)Edit
When you enter the Diplomacy window on the Conquer the World Campaign map, you will find it very more difficult to manage and insure than in RTS gameplay scenarios.
For starters, you the player will have two sides of the Diplomacy window. One (on the left) is your nation's status, the other Civilization (on rightmost side), has the information on factors you'll be squabbling with to gain anything from the other side of negotiations. On the top on both sides, there's a Tribute gauge, on how much you want to donate as stimulus money and global funds. You'll be able consult this gauge, and tack on any number of Tribute points you want to send. (To gain and Demand for Tribute, you must click on the other Tribute gauge of the other nation and tack on the amount or sum of Resources you want to apply to your nation's treasuries.) Just below the gauges, are Territory dealers, one on each side.
In negotiations, you can click on the other side's Territory dealer menu, select a territory(s), and mark them into a box of what lands you want to accumulate for your nation. Other nations, when dealing most of the time like this, will ask for random sets of Territories you have in return for your demands. Just below those dealers, are the Bonus Card dealers, as again, one on each side of the Diplomacy window of which you engage with the other nation to meet your demands, or meet theirs. Obviously, this is for trading Bonus Cards, essential keys in your nation's strategic, political, economic, technological, educational, industrial, and international prosperity and laborious superiority in all critical sectors of government and the many fields of building countries of great caliber.
Lastly, we have the final stage for Conquer the World Campaign Diplomacy gameplay: the stance bar. The stance bar manages on what stance you want to enter with a foreign power. This meets you demands final if your are successfully ACCEPTED. If REJECTED, harsh notations will be made or you will be subjected to give more than you have offered or proposed. In several unique campaigns, there are more choices of diplomatic courses to take. These are all the required interceded demands of political action of much proposals:
- Alexander the Great Campaign: Peace, Ally
- Napoleon Campaign: Peace, Ally, Vassal
- New World Campaign: Peace, Ally
- Cold War Campaign: Peace, Ally, Client State
- The Entire World Campaign: Peace, Ally
Hints and advantages Edit
- Have a full Military of great size, cunning strategy, outgunning tech, and overwhelming power before declaring a War that might provoke other nations' allied to that nation to battle you.
- Send a beyond reasonable sum of Tribute to a nation as a Gift, not for an immediately proposed Alliance, in order to show signs of friendship, and in time a foreign proposal of Alliance is sure to follow, indeed.
Tips (Conquer the World) Edit
- If the player, you, desires war with a neighbor, but don't want to spend a sum of money assuring all war costs to be paid for, here is the way to do it: Play a either a Sabotage Card of Treachery Card in any Territory in allegiance to a foreign power's control over land. War is sure to follow, but you have lost nothing in the process.
- Have a large and steadfast Average Tribute Income, so in case if Peace or the value of Alliance comes across to fall within your philosophy of strategy. Proposal's are sure to of easy task once you've completed this optional plan of no minor factor of gameplay.
- It is best not to Bribe other nations when the opposing force in war attacks you. Pending very inclusively on the Difficulty Setting, if you choose to enter battle, and come victorious, you will gain 50 Tribute stockpiled originally for your enemy's offensive Supply.
- Diplomacy is first taught in the midst of the Learn as You Play Tutorial, the Battle of Britain, where you learn the incredible basics to this advanced form of gameplay in Rise of Nations.
- Depending on the computer settings, CPU players may not be willing to negotiate or cooperate with human players.