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|Oct 31, 2004, 04:58 AM||#2|
Gods & Emperors
Join Date: Apr 2003
There's the military alliance route.
For getting the AI to go to war without you actually being involved, it's a little more subtle use of tools you have at your disposal to get the job done, and it is not guaranteed they will go to war.
1) Keep track of who goes to war with whom. You should hear all the war declarations if you have an embassy in the AI's capital.
2) If you know your target Civs has gone to war before, your job is made easier. There will be some animosity, cities captured and likelihood that each Civ will view each other as a 'traditional' enemy will be high.
3) If they have not gone to war, there are 2 possible alternatives. Depending on your map configuration and the Civ's in question.
If at least one of the Civ is militarisitc with high agression, and the other Civ is relatively weaker, simply gifting the agressive Civ with gold will allow it to build up its military and sooner or later, it will pick a fight. If the other Civ is weaker, chances are high the agressive Civ will attack for your desired Civ.
A variant of this is the 'banker' strategy. Assuming you're not in the early game, the AI will be able to give you gold per turn (GPT) payments most of the time. You can figure out how much GPT they can pay in a number of ways, including offering them a high value item like a Tech or a resource and see how much they are willing to pay you. Multiply that by 20 turns and you get a lump sum value.
For example 10 gold per turn = 200 gold. But you can make a profit. Depending on difficulty level and your reputation, you earn anywhere between 9% to 2% profit. So a 180 gold lump sum payment for 10 GPT from AI can be accepted. Netting you a 20 gold profit, and giving the AI cash in the bank.
The AI likes to spend its gold at hand, and the sudden infusion of cash will tend to give them an incentive to build or upgrade units. In this banker variant, you make money while you're at it.
In practical usage however, you'll need more than 200 gold to start your war. It is a high risk game and may require you play a very shrewed world trader to achieve a bank account of several thousand gold to finance your banker strategy.
You have to go to war with one Civ yourself. Then hook in the other Civ via military alliance. Hope that either one of them will sign a peace treaty before 20 turns and you'll be free to sign your own without a reputation penalty for breaking a treaty.
Go in prepared for a 20 turn war however. This war however is simply a 'primer', allowing the two Civs to fight it out, take territory and build 'hate'. Once this is established, you will have an easier time 'prodding' one of the the two civs to declare war on the other by the financial means I've described above.
What's the point of doing the above? If you have a long term strategic 'balance of power' world view, and you see these two Civs potentially emerging as your rival, taking this risk is worth it if the payoff is that you can potentially have a situation where they go to war several more times down the road and weaken each other while you pull ahead.
Ultimately though this is a risky gamble on your part. It's not suggested you follow this strategy if you only have a very short term interest in making these two Civs to go to war.
This strategy however exists within the context of power management and power containment. I use this when I want to create a balance of power on my continent with a long term view in mind.
There are several conditions to keep in mind
1) Agressiveness of the Civ you are sending money to (support the more agressive Civ)
2) relative power ranks (if one is stronger than another, good chance the stronger Civ will declare war on the weaker Civ if given proper financial support)
3) same landmass and a shared border. This is key. The AI do treat their neighbours as much larger threats than another Civ that is faraway. When they run out of room to expand, their natural instinct is to attack a neighbour whom they share a border with.
Last edited by dexters; Oct 31, 2004 at 05:05 AM.
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