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When you start the game you are all alone with no one around you, but as you grow and expand your nation you find neighboring civilizations. These civs can either be your ally or foe. Obviously you can destroy him or her, or you can make peace, which is probably a good choice. Early in the game you can only make peace treaties with warring nations. This itself is not very effective because you can break that treaty at any time that you wish. As you progress in the game you can build Embassies. These embassies allow you to make "advanced" treaties such as Right of Passage (RoP). The RoP allows your and your allies units to freely traverse each others' terrain. You don't exactly have to be an ally to make a RoP, actually you can have one with a nation that you don't like | When you start the game you are all alone with no one around you, but as you grow and expand your nation you find neighboring civilizations. These civs can either be your ally or foe. Obviously you can destroy him or her, or you can make peace, which is probably a good choice. Early in the game you can only make peace treaties with warring nations. This itself is not very effective because you can break that treaty at any time that you wish. As you progress in the game you can build Embassies. These embassies allow you to make "advanced" treaties such as Right of Passage (RoP). The RoP allows your and your allies units to freely traverse each others' terrain. You don't exactly have to be an ally to make a RoP, actually you can have one with a nation that you don't like | ||
Some additional diplomatic tools that appear later in the game include economic embargoes and Mutual Defense Pacts. The former is simply an agreement to not trade anything with a third-party civilization, and the latter is an alliance that obligates you to come to the defense of the civ you are allied with when they get themselves into war. Be aware that the latter is really a two-edged sword; while having the alliance can be nice, you can easily get dragged into another civilization's wars | Some additional diplomatic tools that appear later in the game include economic embargoes and Mutual Defense Pacts. The former is simply an agreement to not trade anything with a third-party civilization, and the latter is an alliance that obligates you to come to the defense of the civ you are allied with when they get themselves into war. Be aware that the latter is really a two-edged sword; while having the alliance can be nice, you can easily get dragged into another civilization's wars. | ||
Being the strongest or stronger than most of your rivals is usually a plus in Civ III, since civilizations will not be inclined to either start wars with you at random, or call up demanding things (a particular issue with some of the war-like computers, such as the Romans or Zulus). However, the downside is that nearly all of the rival civs will be suspicious of your motives. | Being the strongest or stronger than most of your rivals is usually a plus in Civ III, since civilizations will not be inclined to either start wars with you at random, or call up demanding things (a particular issue with some of the war-like computers, such as the Romans or Zulus). However, the downside is that nearly all of the rival civs will be suspicious of your motives. | ||
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That said, the above isn't a perfect solution, since the enemy civ may decide to simply declare war on you regardless. Force them to do this, then rally your friends and fight them off. | That said, the above isn't a perfect solution, since the enemy civ may decide to simply declare war on you regardless. Force them to do this, then rally your friends and fight them off. | ||