User Guide

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DIPLOMATIC STATES
New to Civilization II are the states of cease fire, neutrality, and alliance; they fill out
the classic Civilization states of peace and war. If you don’t want to be friends for all
time, but you’d like time to regroup, or to pull a city back from the brink of disaster, you
now have the option to propose a temporary cease fire. In game terms, cease fires expire
after approximately 16 turns, and they are automatically extended when tribute is paid by
either side. You are informed when a cease fire has expired.
Neutrality is the state your civilization adopts by default. Neutrality exists when you
have not yet encountered a culture, and when you decline to enter into a cease fire or
permanent peace agreement.
If you’d like an even closer relationship than simple peace, you have the option to
propose a permanent alliance. In game terms, alliances allow you to ignore your ally
civilization’s zones of control. This means your units can move freely through his territory
and his can move through yours. Your ally’s nearby units will not disrupt production in your
cities, and vice versa.
Finally, peace treaties now recognize territorial borders. Moving into the city radius of
an enemy city might be taken as a violation of your accord and used as an excuse to
declare war. Rivals will warn you when you are violating their territory.
COUNTERESPIONAGE
In addition to their foreign service tasks, envoys can engage in counterespionage when
they stay home. Diplomats and Spies stationed in friendly cities have a chance to thwart
“steal technology” attempts by enemy Diplomats and Spies.
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