Copyright 2004 Aqueous Cross Version 2.17 _ _ _ _ _ _ _ ___(_)_ _(_) |______ _| |_(_) ___ _ __ (_|_) / __| \ \ / / | |_ / _` | __| |/ _ \| '_ \ | | | | (__| |\ V /| | |/ / (_| | |_| | (_) | | | | | | | \___|_| \_/ |_|_/___\__,_|\__|_|\___/|_| |_| |_|_| +-+-+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+ |D|I|P|L|O|M|A|T|/|S|P|Y| |G|U|I|D|E| +-+-+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+ Civilization II In-Depth Guide By Aqueous Cross ========================= ------------------------- Date Created: 10/11/03 Last Update: 19/01/04 ------------------------- ========================= This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited and is also a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Version 1.00 (11/11/03) : Completed the guide with all basic information Version 1.01 (16/11/03) : Changed email and a few other minor things Version 1.02 (05/12/03) : Changed email adresses Version 2.17 (19/01/04) : Changed the basic formatting of the guide and some other minor details ********************************* TABLE OF CONTENTS ********************************* 1) Introduction 2) Diplomats & Spies in General 3) Spy/Diplomat Interaction 4) Misc. Strategy 5) Credits ==================== 1) Introduction ==================== Sid Meier's Civilization II improves on a beloved classic. Civilization, its predecessor, cast you as the ruler of an infant civilization, struggling to survive and prosper in the earliest moments of history. Eventually, growth and exploration brough you into competition with ruthless, competent, but sometimes predictable computer opponents. Civilization II adds depth to the diplomacy and smarts to the AI, as well as tweaking features that millions of Civ players had come to know too well. The result is the same compelling quality and fresh challenges for the expert player - and a wide-open world to explore for the novice. Both you and your opponents begin with a small band of settlers surrounded by the hazards and delights of unexplored territory. Each decision you make can have important ramifications later. Should you build a city on a coast or inland? Should you concentrate on military production or agrcultural improvement? Innovative displays make it easy to understand the shifting situation and implement action. If you prove an able ruler, your civilization grows larger and even more interesting to manage. The inevitable contact with naighbouring civilizations opens new doors of opportunity: treaties, embassies, sabotage, trade, and war. ==================== 2) Diplomats & Spies ==================== You basically use spy's/diplomats for interaction with your rivals/allies. Basically, Spies are upgraded Diplomats that have more functions and are usually more effective than the poor Diplomat. If a Spy is a Veteran unit, then it means that they are 50% more efficient at doing their job. Below is a table which shows what happens to who when you tell them to do what. Table 1.1 - Diplomat and Spy Missions Analysis ---------------------------------------------------------------------------- ASSIGNED MISSION | COST | DIPLOMAT FATE | SPY FATE ---------------------------------------------------------------------------- Establish Embassy ---- Killed - Removed Killed - Removed from the game from the game Investigate City ---- Killed - Removed Possibly survive from the game and moved to closest friendly city Steal Technology ---- Killed - Removed Possibly survive from the game and moved to closest friendly city Industrial Sabotage ---- Killed - Removed Possibly survive from the game and moved to closest friendly city Poison Water Supply ---- N/A Possibly survive and moved to closest friendly city Plant Nuclear Device ---- N/A Possibly survive and moved to closest friendly city Incite A Revolt Yes Killed - Removed Possibly survive from the game and moved to closest friendly city Bribe Unit Yes Mission Success Mission Success ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- As you can see on the table, the Spy is alot more effective than the Diplomat, meaning that the spy can be put to alot more uses. The only times that Spy's are sure to be removed from the game are when they establish embassy's in other cities, and the only times that they have a 100% success rate is when they are ordered to Bribe Unit. For Spy's all the other tasks have a probability of surviving or being removed from the game. If they survive, then they will be moved to the closest friendly city (be it yours or an ally's) and may gain the Veteran status. ==================== 3) Spy/Diplomat Interaction ==================== This section will describe all of the ways that you can interact with rivals or allies. ESTABLISH EMBASSY This is considered a peaceful function of a Spy/Diplomat. When an embassy is established in an enemy or rival city, you will be able to see vital things such as: the amount of money in their treasury, their war or peace status with other civilizations in the game, a list containing all of the cities that they have build and captured, and the Advances that they have researched. If a Spy/Diplomat establishes an embassy with a rival civilization, then they are immediately removed from the game. Use this wisely, it can help you plan on attacks and see how advanced a rival is. Diplomat Ability: Yes Spy Ability: Yes INVESTIGATE CITY This is another one of these "peaceful" functions of a Spy/Diplomat. This lets you look at the City Display of a Rivals City. When a Diplomat does this job, it's instantly killed, if it's a Spy, then the Spy stays in the game. This function can be pretty useful sometimes when you are planning an attack on enemy. For example, say you have two cities to attack, City1 and City2. You "assume" that City1 has better defenses, since it's closer to you. However, use the Investigate City and you may find that City2 has 7 fortified units, while City1 has only 1 (and it's a Warrior). So, had you not used the Spy to your advantage, you would have wasted a few units attacking City2. Not the best example, but what the hell.. This function lets you see everything that is built in that particular city, Diplomats are removed from the game when doing this, but Spys are doing this job for you for free. Making this a good, decent, *function*. Diplomat Ability: Yes Spy Ability: Yes STEAL TECHNOLOGY Beware when using this function, it usually leads to war, but if you're on multiplayer with some *really* nice people, then maybe it won't, the decision of starting a war rests with the victim of who you stole to Advance from. This is one of the first *violent* functions of a Spy/Diplomat (it's not exactly *violent*, but depending on the victims decisions, it could be) so you should use this when you have a *very* flakey alliance with someone who demands alot from you and doesn't bother sending a single troop down when you're in trouble. If you are using a Spy, you can select an Advance to choose, although this may increase the risk of being caught by the rival civilization. If you are using a Diplomat however, you can't select an Advance to steal. Only one is stolen (at random) from the list. When a Spy escapes capture by the rivals, the Spy is returned to the closest friendly city for recuperation and is instantly promoted to Veteran status. If the Spy is captured, needless to say, it is removed from the game. Using this function against an ally can result in the collapse of a peace treaty, government, reputation and ultimately leads to war. When you attempt to steal a technology from a rival, you are warned that it might cause an incident, there's are 95% chance that it does, if you're playing against the AI it is. Don't use this function recklessly as it can really be bad for you. Diplomat Ability: Yes Spy Ability: Yes INDUSTRIAL SABOTAGE Indutrial Sabotage is pretty similar to Steal Technology, except it's different. If this function proves successful, Industrial Sabotage can destroy the item that is currently under construction or an existing building (City Improvement). If a Diplomat attempts this, then the item destroyed is random. With Spys, you can choose which one recieves your wrath of destruction, :P If you choose which item to be destroyed (Spy only), then the chances of the Spy being caught is much higher, methinks. If a Diplomat or Spy is caught in the act of an Industrial Sabotage against an ally, then the AI immediately considers it a treaty violation. This can have the same effects as if you got caught in the middle of Steal Technology. Diplomat Ability: Yes Spy Ability: Yes POISON WATER SUPPLY The only purpose for this one is to reduce the target citys population by 1. If your Spy is caught, then it is considered an act of war.If the target was an ally, then the treaty will be canceled, war could start and (possibly) your government will collapse. Poisoning the water supply is not a very effective strategy, my recommendation would be to use it on small cities so that their production is limited, but, going into full-scale war usually works better. Diplomat Ability: No Spy Ability: Yes PLANT NUCLEAR DEVICE Now, I'll warn you, if you get caught doing this in an AI game, it will cause an international incident and all of the other civilizations will immediately declare a state of war against you. To get this, research Nuclear Fission and Rocketry and build the Manhattan Project. Basically, this function tells your spy to rock up to a city, stick a nuke in it and bail, the bail part doesn't work however, the Spy gets killed. The effects of this are the same as a normal Nuclear blast except that an SDI can't counter it. Diplomat Ability: No Spy Ability: Yes BRIBE UNIT A useful function from the Spy/Diplomat team is their ability to turn enemy units over to your side. Below is the equation that determines how much money you need to pay to successfully bribe a unit. Cost of Bribe = (targets treasury + 750) / distance + 2 (where / is divide) distance = if the enemy is a Barbarian, 16 Bribe Cost = Bribe Cost / 2, if the unit is a settler (where / is divide) There's no risk of war or anything like that when you turn enemy units, Diplomats and Spy's are always successful, and if not, they still survive (unless they get hacked to pieces by an enemy). INCITE A REVOLT This can be a useful function when it wants to be, Basically, it's like paying an enemy city to turn to your side, to find out how much you pay, look below: Cost of Revolt = (Enemy Treasury + 900) / distance + 3) x City size (Where / is divide) distance = 32, if there is no palace / 2, if there is a Courthouse If you can pay the cash, then this is an excellent function of a Spy/Diplomat. This will cause an international incident as well, like the Plnat Nuclear Device thing. You also get to steal ONE Civilization Advance from the target. ==================== 4) Misc. Strategy ==================== * You can prevent expulsion of Spys/Diplomats by having them travel in pairs. When two Diplomats or Spys are in the same square, they can't be expelled =================== 5) Credits =================== CJayC: Creating & maintaining a great site everyone calls GameFAQ's