Imperialism (video Game) - Gameplay - Diplomacy

Diplomacy

In the Imperialism diplomacy screen, various treaties can be proposed to other countries, and war can be declared on them. Also, trade subsidies may be offered. These increase the prices paid for a country's export goods, and decrease the price the other country pays for the player's exports, making trade more profitable for the other country and thus more likely.

The treaties which may be proposed are:

  • Non-aggression pact. Only possible between a great power and a minor nation. When a minor nation is attacked by another great power (they never attack each other), the minor nations will request help from any power with which it signed a non-aggression pact. If the request is honored, the minor nation joins the great power's empire.
  • Alliance. An alliance can only be forged between two great powers. When any of them enters a war, the allies are asked to wage war as well.
  • Request to join an empire. Minor nations will voluntarily join the empire of any power that has been sufficiently kind to them in the past (lots of trade, financial grants, a pact).
  • Peace treaty.
  • Declaration of war. This is the only treaty which may not be refused (although no minor nation will ever refuse a non-aggression pact).

Before a Great Power can reach a trade agreement with a Minor Power, the Great Power must build a Trade Consulate in the Minor Power. Before the Great Power can sign a treaty with a Minor Power, the Great Power must build an Embassy in the Minor Power. The money required to build Trade Consulates and Embassies is significant, especially early in the game, when the player's revenue is limited. All Great Powers automatically possess Embassies with each other at the beginning of the game.

Great Powers can encourage closer relationships with Minor Powers and each other's with subsidies and grants of cash.

Building Diplomatic power can be key to winning the game. When a Great Power is in an alliance with another Great Power, or has signed a non-aggression pact with a Minor Power, the Great Power is expected to go to war if the other Power is attacked. In the case of two Great Powers that share an alliance, if one Great Power starts a war, the other Great Power is also expected to go to war. If a player decides not to honor an alliance or non-aggression pact, the player's Great Power loses diplomatic standing and may find it harder to negotiate alliances in the future. Negotiating a separate peace instead of waging total war will also break an alliance, with the same effect on a Great Power's diplomatic standing as if the Great Power had refused to go to war in the first place.

Read more about this topic:  Imperialism (video Game), Gameplay

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