What are ways to gain favor with the AI in civ 5?

McHiggles

Chieftain
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Dec 25, 2011
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What are the easiest ways to gain favor with the AI opponents in civ 5 other than not declaring war on them and not using nukes?
 
What are the easiest ways to gain favor with the AI opponents in civ 5 other than not declaring war on them and not using nukes?


  • Liberate their Capital.
  • Return a Civilian.
  • Declaration of Friendship with them.
  • Declaration of Friendship with their friends.
  • Giving in to their requests/demands.
  • A history of fighting a common enemy.
  • Giving them gifts (doesn't matter if it's 1 gold or 100 gold, you'll get the same amount of favor).

That's it. :crazyeye:

On the other hand, these are things you should avoid doing because they'll negatively impact relations.

  • At war with them.
  • At war with their friends.
  • Nuke them.
  • Capture their capital.
  • Culture bomb them.
  • Denounce them.
  • Denounce their friends.
  • Their friends Denounce you.
  • Kill some of their protected city-states.
  • Kill many of their protected city-states.
  • Attack some protected city-states.
  • Attack many protected city-states.
  • Ignore a promise to not attack their protected city-states.
  • Break a promise to not attack their protected city-states.
  • Declaration of Friendship with their enemies.
  • Force them to give you tribute.
  • Make a demand.
  • Refuse their demand/request.
  • Break a military promise (war promise) for a hit in relations with them.
  • Break a military promise for a hit in relations with the rest of the world.
  • Ignore a military promise.
  • Break an expansion promise.
  • Ignore an expansion promise.
  • Break a border promise.
  • Ignore a border promise.
  • Expand recklessly.
  • Ask them to not settle near you.
  • They want your land (weak).
  • They want your land (strong).
  • They want your land (fierce).
  • Same victory type (weak).
  • Same victory type (strong).
  • Same victory type (fierce).
  • Going for the same city-states (weak).
  • Going for the same city-states (strong).
  • Going for the same city-states (fierce).
  • Jealous of your Wonders (weak).
  • Jealous of your Wonders (strong).
  • Jealous of your Wonders (fierce).
  • You're a warmonger (weak).
  • You're a warmonger (strong).
  • You're a warmonger (fierce).

Note that the weak/strong/fierce modifiers represent stages of negativity based on your position (ie. fierce is the worst). This is why diplomacy feels broken... It used to be much worse, as recent patches have added the last 2 positive modifiers.
 
-Giving them something/doing a trade that's in their favor
-DOF with them and/or with their friends
-Denouncing their enemies
-Being in a war with a common enemy
-Returning a citizen


Hmm ninja'd by markus
 
  • Liberate their Capital.
  • Return a Civilian.
  • Declaration of Friendship with them.
  • Declaration of Friendship with their friends.
  • Giving in to their requests/demands.
  • A history of fighting a common enemy.
  • Giving them gifts (doesn't matter if it's 1 gold or 100 gold, you'll get the same amount of favor).

That's it. :crazyeye:

On the other hand, these are things you should avoid doing because they'll negatively impact relations.

  • At war with them.
  • At war with their friends.
  • Nuke them.
  • Capture their capital.
  • Culture bomb them.
  • Denounce them.
  • Denounce their friends.
  • Their friends Denounce you.
  • Kill some of their protected city-states.
  • Kill many of their protected city-states.
  • Attack some protected city-states.
  • Attack many protected city-states.
  • Ignore a promise to not attack their protected city-states.
  • Break a promise to not attack their protected city-states.
  • Declaration of Friendship with their enemies.
  • Force them to give you tribute.
  • Make a demand.
  • Refuse their demand/request.
  • Break a military promise (war promise) for a hit in relations with them.
  • Break a military promise for a hit in relations with the rest of the world.
  • Ignore a military promise.
  • Break an expansion promise.
  • Ignore an expansion promise.
  • Break a border promise.
  • Ignore a border promise.
  • Expand recklessly.
  • Ask them to not settle near you.
  • They want your land (weak).
  • They want your land (strong).
  • They want your land (fierce).
  • Same victory type (weak).
  • Same victory type (strong).
  • Same victory type (fierce).
  • Going for the same city-states (weak).
  • Going for the same city-states (strong).
  • Going for the same city-states (fierce).
  • Jealous of your Wonders (weak).
  • Jealous of your Wonders (strong).
  • Jealous of your Wonders (fierce).
  • You're a warmonger (weak).
  • You're a warmonger (strong).
  • You're a warmonger (fierce).

Note that the weak/strong/fierce modifiers represent stages of negativity based on your position (ie. fierce is the worst). This is why diplomacy feels broken... It used to be much worse, as recent patches have added the last 2 positive modifiers.

There's also ones for denouncing and declaring war on someone you have a declaration of friendship with.
 
I don't know if I'm imagining it, but...basically I find that the AIs are much more likely to like you if you trade with them regularly. Not just the "We traded recently" bonus, I'm pretty sure there must be some kind of a hidden mechanic as well.

In my very first games when I didn't really understand you could sell luxuries and open borders and stuff for gold, I didn't do much trading at all, and all my neighbors kept attacking me all the time :( But then when I lurked around here for a while and realized how much trading you can actually do...well, playing a peaceful game got so much easier for me. When I started trading things like crazy the AIs started being always Friendly to me. Sure, they'll still declare the odd war when they covet my lands or whatever, but generally the AIs leave me alone and I have actually managed to form game-lasting friendships :)

Or maybe it's just my imagination, go figure :p
 
  • Liberate their Capital.
  • Return a Civilian.
  • Declaration of Friendship with them.
  • Declaration of Friendship with their friends.
  • Giving in to their requests/demands.
  • A history of fighting a common enemy.
  • Giving them gifts (doesn't matter if it's 1 gold or 100 gold, you'll get the same amount of favor).

That's it. :crazyeye:

On the other hand, these are things you should avoid doing because they'll negatively impact relations.

  • At war with them.
  • At war with their friends.
  • Nuke them.
  • Capture their capital.
  • Culture bomb them.
  • Denounce them.
  • Denounce their friends.
  • Their friends Denounce you.
  • Kill some of their protected city-states.
  • Kill many of their protected city-states.
  • Attack some protected city-states.
  • Attack many protected city-states.
  • Ignore a promise to not attack their protected city-states.
  • Break a promise to not attack their protected city-states.
  • Declaration of Friendship with their enemies.
  • Force them to give you tribute.
  • Make a demand.
  • Refuse their demand/request.
  • Break a military promise (war promise) for a hit in relations with them.
  • Break a military promise for a hit in relations with the rest of the world.
  • Ignore a military promise.
  • Break an expansion promise.
  • Ignore an expansion promise.
  • Break a border promise.
  • Ignore a border promise.
  • Expand recklessly.
  • Ask them to not settle near you.
  • They want your land (weak).
  • They want your land (strong).
  • They want your land (fierce).
  • Same victory type (weak).
  • Same victory type (strong).
  • Same victory type (fierce).
  • Going for the same city-states (weak).
  • Going for the same city-states (strong).
  • Going for the same city-states (fierce).
  • Jealous of your Wonders (weak).
  • Jealous of your Wonders (strong).
  • Jealous of your Wonders (fierce).
  • You're a warmonger (weak).
  • You're a warmonger (strong).
  • You're a warmonger (fierce).

Note that the weak/strong/fierce modifiers represent stages of negativity based on your position (ie. fierce is the worst). This is why diplomacy feels broken... It used to be much worse, as recent patches have added the last 2 positive modifiers.


Lol other wise there is no way you can maintain relationships look at all those negatif modifier and so little positif modifiers :crazyeye:


Crazy AI is mad because you play the game :rolleyes:
 
Is there any positive bonus for denouncing a country that the AI is at odds with?

Yes. I've gotten a bonus for denouncing a civ's enemies.

"We denounced the same person" is the bonus I saw. So specifically, only denounce them if the civ you are trying to gain favor with has denounced them.
 
Is there any positive bonus for denouncing a country that the AI is at odds with?

You'll sometimes get "We agree they aren't to be trusted and are glad you denounced them" messages from other Civs - I don't know how/if that affects relations, though.
 
"Break a military promise for a hit in relations with the rest of the world."

1. What does "military promise" mean?

2. When the AI asks me about my troops massing at the border and I say they are just passing through, does that give negative relations with the rest of the world?
 
@General Tso: Military promise means when the AI asks you to go with someone, and you say "10 turns later" and then decide not too.

As far as #2, I think you only receive a negative impact if you say they are just passing by, then attack them.
 
Gifting does help, but the duration of the happy feelings is based on the amount you give. I usually sell a resource for 5 gold less to earn a couple of turn a positive modifier. I aim to please, before I exterminate them.
 
Hmmm, I didn't know giving the AI gifts made a difference. Does it matter if its a worthless gift like iron when everybody is in modern?

Does gifting a unit give a positive modifier too?
 
By 'gifting', do you mean trading something to the AI for nothing, or if not something with relatively little worth?
 
@General Tso: Military promise means when the AI asks you to go with someone, and you say "10 turns later" and then decide not too.

As far as #2, I think you only receive a negative impact if you say they are just passing by, then attack them.

Thanks for the answer to #1 that make sense. On question #2 I was more interested in finding out if going back on that promise causes the rest of the world to dislike me more or just the civ that made contact.
 
I could be wrong here but does'nt the game say that more valuable gifts to the AI makes them more favorable? IE the amount of favor you get for it being calculated much the same way as in which the AI judges how much gold a certain resource is worth?

And as far as diplomacy goes, staying friends with the majority of AI's is like juggling chainsaws, it might look fun but it's alot of effort and the chances that you'll get hurt are fairly high, in contrast to the war option which because the AI is such a terrible tactician is a very easy and an effective way to get those warmongering, insult throwing, mass denouncing idiots out of your face.
 
The AI backstabs you no matter how friendly you appear to be with them. Thats my experience at least. So i dont waste anything on giving stuff to them. On the other hand i try not to piss them off too much.
 
Another way to gain favor is to not declare war or denounce your own friends. If you make a declaration of friendship with someone, make sure to wait about 50 turns before declaring war/denouncing. I just had a game where I declared war on one my best friend, Hiwatha, and all the friendly AI's in about 20 turns declared war on me.
 
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