User Guide
125
THE FIVE DIPLOMATIC STATES
In Civilization, all negotiations ended with an offer of peace or a declaration of war. In
Civilization II, however, there are finer gradations of posture, or diplomatic state, than
just these two options. The relationship between two cultures can be expressed as one of
five different states: alliance, peace, cease-fire, neutrality, or war. Each has repercussions
in the movement and position of armies and other units, as well as on the international
reputation of the participants. A short description of each state follows.
ALLIANCE
In an alliance, you and your ally agree to full (or almost full) cooperation against your
common enemies. This shared purpose and trust manifests in a relaxation of restrictions.
You can freely enter each others’ territories, ignoring zones of control, although you cannot
stack your units with those of your ally or actually enter each others’ city spaces. If you have
convinced a weaker power to ally with you, that ruler will expect occasional awards for his
or her faithful service. Your ally also expects your military assistance if he or she is attacked.
Because an alliance involves a great deal of trust and cooperation, it is more difficult
to cancel than other types of agreement. You cannot simply back-stab an ally by attacking
him or her, but must first cancel your agreement during diplomatic negotiations. All units
nearer to one of your former ally’s cities than to one of your own are returned from the
field to the closest friendly city. The reverse is also true: your former ally’s armies are
returned to his or her territory at the same time.
Breaking an alliance, for any reason, is remembered as a major transgression by all of
the computer-controlled players. If you unilaterally cancel an alliance, your reputation
suffers a “black mark” that is only very slowly erased by time. To cancel an alliance without
receiving a black mark, you must maneuver your ally into terminating the agreement for
you.
PEACE
A peace treaty is in theory a permanent arrangement, in which you and your rival agree not
to attack each other or even enter the other’s territory with military units. In
Civilization II a ruler’s territory encompasses any space within the radii of his or her
cities. Units that violate this agreement may be asked to leave — and their failure to do so
immediately can be considered a treaty violation, even if circumstances (like opposing
units’ zones of control) render the trespassing unit temporarily immobile.
Diplomacy
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 125