In the game I'm currently playing I had to go to war to get coal.
So I initially tried to get everyone into a MA but I had no luck until I DoW then with a little bribing I got everyone to DoW my opponent. The MA's last for 20 turns but there are peeps making peace now left and right.
When can I make peace without trashing my reputation?
Also when trading for luxs is there anyway to avoid the bedlam that runs like hell thru my cities on the turn when those agreements run out?
When you're in an MPP and your partner declares war do you have to declare or is that an auto function built into the game?
In a MPP declared war how soon can you make peace without trashing your reputation?
Uncheck "always renegotiate trades", that way trades donnot run out. However AI may choose to end them if you pay them too little with AI valuing the luxury proportuional to the gained happy faces. Many towns with marketplaces make a luxury much more valueable than few towns without them. Also note that the effect of marketplaces is most strong with the last luxuries. The third luxury is twice as valuable as the first and the seventh is for times as valuable as the first.
As it is an autofunction you could make peace immediatly without ruining your reputation that way. Still you later breaking that new peace treaty via the autofunction can trash your reputation.
Yes. The AI-Civs don't seem to 'care' very much about the state of their own trading reputations, only about the state of yours: they will quite willingly break 20T-deals with you and anyone else. That's why I'll only ever pay per-turn goods for 20T-deals like MAs.
When can I make peace without trashing my reputation?
One addition to what Justanick said: once your 'allies' have all made peace, by definition your (20T) MAs with them are now broken, and you can then make peace with the common foe yourself (if you wish to) without endangering your trade-reputation.
As mentioned above, since the AIs are so unreliable about abiding by their treaty-obligations, I always prefer to make 'like-for-like' deals with them. So just like with MAs, I always prefer to pay for my Lux-imports on a per-turn basis (gold or resources), rather than up-front (lump-sums or techs), and I do usually keep 'Always renegotiate' checked, since that way I can try and get a better price for my export-goods, as well. Unless I've massively expanded during the preceding 20T (tends not to happen in my games, but YMMV) the AI's new price for a Lux usually won't be much higher than the old one, and I can therefore usually afford to pay the extra.
SpoilerDetails, details :
I use CivAssist (on my Win8.1 box) to warn me 1T before any deal expires, and if I need that Lux to maintain order in my larger cities, and I am at that point running a deficit, I will consider temporarily lowering my SCI%-slider setting a notch or two to increase my TAX%-income, to ensure that I can afford the expected higher price. My Lux-deals will therefore usually only run out when I 'allow' them to do so, i.e. by being unable -- or refusing -- to pay the AI's (new) price (or when the AI has lost its Lux-source).
Conversely, if a Lux-deal is cancelled unexpectedly (e.g. by a DoW, or the AI losing multiple Lux-tiles at once), then no, you won't be able to prevent the first riot (which will tend to strike your biggest, best city(s) -- often including your capital, unfortunately). However, you can prevent the remainder of your cities from rioting on that interturn, by re-assigning those towns' citizens; since those towns have not yet been processed for happiness by the game-engine, you should then be able to forestall any imminent riots. Caveat: I'm not sure if doing this counts as an 'exploit' for GotM- and HoF-purposes (I don't think it does), but that's not relevant to the vast majority of my games anyway.
SpoilerMore details, details :
When I get the first riot-warning pop-up, I select 'Zoom to city': although I can't do anything about the flames here, I can then use the Forward/Back arrows at the top of the City-screen to cycle through the rest of my cities, to find those which (now) have more unhappy citizens then happy ones. With only a few unhappy cities, this shouldn't take very long to do.
First off, I want to ensure that the unhappy town won't starve, so if that's a potential risk, I set citizens to work the highest-food tiles. If doing so results in a major food-surplus, and the city is a core-town, and I have a non-zero LUX%-slider setting (I play at Emp, using Republic, so I usually do), then I'll (also) assign some citizens to work high-commerce tiles, to maximise that city's HappyFace-output. Otherwise, I'll set any excess unhappy citizens to Specialists (Geeks or Taxmen, depending on whether I want beakers or gold). If any of those unhappy towns don't already have a Courthouse or Marketplace and would benefit from them, and doing so won't waste (too many) shields, I'll also consider switching builds-in-progress accordingly (and possibly even cash-rushing it if I have the gold to do so, since it will then complete on that interturn).
While I have no objection to applying the 'just-enough' approach outlined above even across a large empire, I do realise that some players object to that level of micromanagement. For those players, there is also the 'sledgehammer' approach: in the first town that riots, contact the Governor, set 'Manage moods' and 'Emphasise commerce + food' to 'Yes' in 'All cities', and click OK. Be aware, though, that the City-Governor(s) will try to make all unhappy citizens content, regardless of cost: so all unhappy citizens (not just the 'excess') may/will be turned into Clowns (rather than useful Specialists), and/or the city will be allowed to starve.
Obviously any carefully micromanaged (near) zero-waste builds in unhappy towns may/will likely get screwed up by the tile-reassignments, but allowing the town to riot would not only have screwed the build, but also the commerce/income, so my empire is still better off than it otherwise would have been. During the active phase of the next turn -- and preferably after I've re-acquired the lost Lux(es) -- I can do my best to salvage the shield-wastage (e.g. by cash-rushing, or switching to a more expensive project, if I can finish it in the same amount of time).
If you make sure to give them something per turn, you'll always have the opportunity to renew the deal. Alternatively, at the end of the 20 turns, if you click on Active deals, you can start the renegotiation process instead of letting the AI call you up. (CRpMapstat or CivAssist II can warn you when the time is up.) If you do this, and you can't come to an agreement, you can then go in and readjust the lux slider and/or your towns. If your luxury situation changes during your turn, move the lux slider and put it back, or the happy faces you see may not be correct.
I did have another question after the embassy is established is the only way to check out the town(see what they are building or how many shields they are producing)is to run an espionage mission?
Also do you need embassies in multiple towns or would that be a cheap way to run the type of espionage mission in question?
I did have another question after the embassy is established is the only way to check out the town(see what they are building or how many shields they are producing)is to run an espionage mission?
Also do you need embassies in multiple towns or would that be a cheap way to run the type of espionage mission in question?
You can only have an embassy in the capital and this also means that the other side will have an embassy in your capital. The one paying for the establishment of the two embassies gets a one time look as if "Investigate City" had been used. After that the regular Investigate City mission has be used.
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