[GS] Diplomatic Victory Strategies

Two ways CSes factor in:

1. You get favor per turn by suzeraining
2. If someone attacks, you can get the event to liberate if you have an envoy there

I like the favor. Im not sure I like how easy it is to trade for it/get gold for it early game.

I guess that explains why there was an event I couldn't take place in. I think it was a city state I hadn't yet met.

Yeah I was able to trade people for 20 favor per turn, but now they won't even trade me 1. Not sure if it's because I have too much or what.
 
As others have stated, Diplomatic Victory is more of a backup victory. It simply takes too long since you need to win 4-5 elections and they're 30 turns apart.

As Kristina, you just need to emphasize Great People to get the bonus favor. Oracle/Pingala'sgrants. You can ignore pretty much everything else, though building Kilwa to get some suzerains.... is nice.
 
Diplomatic victory almost feels like a "fallback" victory if you're not able to win culturally.

I have the same feeling. It looks like a backup variant if you somehow fail at your expected victory type. Allying City States became much more important due to world council, so you can't go wrong by investing into envoys.

I have almost finished my first GS game (Emperor) playing Kristina and I got a lot of city states clumped together to the north, so I met them early and they didn't need my protection. I played tall with 5 cities only (until the lategame) and it went surprisingly well thanks to world council - it gave me much production discounts for everything I need. Now I am close to winning culturally, while I am also ahead in science and generating a lot of GPT. I can win diplomatically but don't need to do so, because the city states gave me too much already.
 
I just won a diplomatic victory and I basically had to sabotage myself not to win by culture first.

Glad I'm not alone here. It was painful selling all my great works to elaenor to stall a culture win... I guess maybe the diplomatic victory needs to be sped up?
 
Just got my first diplomacy victory movie. It was all about how I wanted peace and coperation and stuff. I took out two civs, was leading in domination and everybody hated me...

In short: once more the Ottomans will rule the galaxy and we shall have peace.

Maybe declaring war should take away a diplomacy victory point or something...
 
I had the same experience as many. Was thinking to go for DV and that was so loooong that I ended up with CV.
I think DV needs complete overhaul. In Civ V it was much better, although needing improvements.
DV points is not a great mechanic.
From Civ V I think should come back the fact that the world congress starts when a Civ has met all the other ones. And also that you need to be elected "Ruler of the world" by a majority of other civs and CS.
Maybe after you get alliance with a civ there should be something more to do, so that Civ will vote for you at the WC.
 
I'm thinking about trying this out next.... So what are all the diplomatic victory point earners?.. here is my understanding so far, correct what is wrong.
  • Liberating a city (100 DF)
  • Taking part in a successful hostile emergency (100DF)
  • Defending against a hostile emergency successfully (200 DF)
  • You gain 1 Diplomatic Favor per turn for each City-State for which you are Suzerain.
  • You earn 1 Diplomatic Favor per turn per level of your current government.
  • You earn 1 Diplomatic Favor per turn for each alliance level that you have.
  • Promise not to Spy/Settle/Dig artifacts/Convert cities (30 DF)
  • Top 25% donating to an emergency (100 DF)
  • Second 25% donating to an emergency (50 DF)
  • Condemning units of a chosen religion (25DF)
  • Top 25% in world games (50 DF)
  • Top 25% in International Space Station (50DF)
  • Top 25% in climate accord (100DF)
  • Second 25% in climate accord (50 DF)
  • Carbon Recapture city project grants 30DF every time it’s competed
  • Also wonder/civ/card values specified below
Diplomatic Victory Points (DipVP)
To win the game you need 10 DipVP
Winning a Diplomatic Victory Vote (DipVV) (from modern) +2 DipVP
Highest Aid support for a disaster +1 DipVP
Losing a DVV -1 DipVP
Note: When you get to 8 DVP everyone will vote against you.
The Global Warming Mitigation civic also awards 1 DipVP
Winning the Climate Accords competition 1 DipVP
Seasteads +1 DipVP
Statue of Liberty +1 DipVP

Cards
Rabblerousing (Information Warfare) When you reduce a player's Diplomatic Victory points you get 50% of the DF used. Also +1 DF per turn.
Future Dogma (end of civic tree repeatable) +50 Diplomatic Favor points
Diplomatic Capital (Smart Power Doctrine) +4 DF per turn

CIVS
America - 1DF per turn for each wildcard slot you have
Canada - double points for emergencies and competitions, +1 DF/per turn for each 100 tourism.
Sweden - 50 DF for each GP earned

Wonders
Országház - Doubles CS DF earned

Resolution era requirements
DIPLOVICTORY - Not before modern era
LUXURY
TRADE_TREATY
WORLD_RELIGION - Not After Industrial era
POWER_RESOURCE - Not before the atomic era
ARMS_CONTROL - Not before atomic
MERCENARY_COMPANIES
HERITAGE_ORG - Not before modern era
POLICY_TREATY
LOYAL_CITIZENS - Not before Modern
WORLD_IDEOLOGY - Note before the modern era
URBAN_DEVELOPMENT - Not after the modern era
BORDER_CONTROL - Not after the modern era
PUBLIC_WORKS - Atomic to information eras
PATRONAGE - Not after the modern era
GLOBAL_ENERGY_TREATY - Note before the modern era
SOVEREIGNTY - Not after the modern era
MIGRATION_TREATY - Not before the Industrial era
DEFORESTATION_TREATY - Atomic to information eras
CLIMATE_ACCORDS - after atomic

Emergencies
Alliances
All have a duration of 30 and a lockout time of 60 apart from SEND_AID which has a lockout time of 30.
NOBEL_PRIZE_LITERATURE (Sweden in game)
NOBEL_PRIZE_PEACE (Sweden in game)
NOBEL_PRIZE_PHYSICS (Sweden in game)
SEND_AID - Target needs to have lost population
WORLDS_FAIR
SPACE_STATION
CLIMATE_ACCORDS
WORLD_GAMES

Hostile
MILITARY
SETTLED_CITY
CAPTURE_CITY_STATE
RELIGIOUS
NUCLEAR
BACKSTAB
 
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I'm thinking about trying this out next.... So what are all the diplomatic victory point earners?.. here is my understanding so far, correct what is wrong.
  • Liberating a city (100 DF)
  • Defending against an emergency successfully (200 DF?)
  • You gain 1 Diplomatic Favor per turn for each City-State for which you are Suzerain.
  • You earn 1 Diplomatic Favor per turn per level of your current government.
  • You earn 1 Diplomatic Favor per turn for each alliance that you have.
  • Promise not to Spy/Settle/Dig artifacts/Convert cities (30 DF)
  • Top 25% donating to an emergency (100 DF)
  • Second 25% donating to an emergency (50 DF)
  • Condemning units of a chosen religion (25DF)
  • Top 25% in world games (50 DF)
  • Top 25% in International Space Station (50DF)
  • Also wonder/civ/card values specified below
Diplomatic Victory Points (DipVP)
To win the game you need 10 DipVP
Seasteads +1 DipVP
Statue of Liberty +1 DipVP
Winning a Diplomatic Victory Vote (DipVV) (from modern) +2 DipVP
Losing a DVV -1 DipVP
Note: When you get to 8 DVP everyone will vote against you.

Cards
Rabblerousing (Information Warfare) When you reduce a player's Diplomatic Victory points you get 50% of the DF used. Also +1 DF per turn.
Future Dogma (end of civic tree repeatable) +50 Diplomatic Favor points
Diplomatic Capital (Smart Power Doctrine) +4 DF per turn

CIVS
America - 1DF per turn for each wildcard slot you have
Canada - double points for emergencies and competitions, +1 DF/per turn for each 100 tourism.
Sweden - 50 DF for each GP earned

Wonders
Országház - Doubles CS DF earned

Resolution era requirements
DIPLOVICTORY - Not before modern era
LUXURY
TRADE_TREATY
WORLD_RELIGION - Not After Industrial era
POWER_RESOURCE - Not before the atomic era
ARMS_CONTROL
MERCENARY_COMPANIES
LOYAL_CITIZENS - Not before Modern
WORLD_IDEOLOGY - Note before the modern era
URBAN_DEVELOPMENT - Not after the modern era
BORDER_CONTROL - Not after the modern era
PUBLIC_WORKS - Atomic to information eras
PATRONAGE - Not after the modern era
ENERGY_TREATY - Note before the modern era
SOVEREIGNTY - Not after the modern era
MIGRATION_TREATY - Not before the Industrial era
DEFORESTATION_TREATY - Atomic to information eras

You can get a DipVP for winning the Climate Accords competition .
 
I won an emperor game easy with this strategy, (my is english very bad sry) :

Play Hungary.
Primary focus gold generation (market, harbor), then mix culture and science. You won't really need production.
Focus on city-state cards and gold generation cards

1 step : Explore everything


You have to find city states quickly to get them

2 step : Suzerain


Your gameplay will be simple, Suzerain every city state. When you gain a city state, use immediately "raise troop" to gain 2 more emissaries. When The cooldown is up, use it again. You will never lose the suzerain by doing this.
You can also build a government to reduce the cost of "raise troops"
Use the diplomate to double your emissaries when another civ try to get one

3 step : Build wonders that give you trade roads or emissaries

4 step : Rush Culture / DF

DONT USE ALL FAVORS FOR NO REASONS VOTES. JUST STACK FOR +2 DP


Pros :
- You dont rely on production, on mid game you can buy everything (1k+ gold per turn)
- You wont be wonder focused, but you will have every 6+ city states bonuses on mid game (you can suzerain all the city state and keep increasing emissaries)
- Aggressive Civ will like you. Because raising every city states troops will impress them. They won't attack you
- Auto explore with city states troops to discover everything. On mid game you will find a lot of camps giving you late techno eureka.
- Everybody like you, alliances
- High favors generator by city state. Highest gold income means you will win every emergency too. End game, you can vote for urself against all

Cons :
- Map : If you spawn on an island without city states, you are done
- Aggressive Civs can destroy early city states, so be careful, you don't want to invest emissaries in a dead city 10 turn after
- Raising Troops make the AI angry if the troops are near them.


Conclusion :


I'm not good at this game, i have trouble to win in higher difficulties than king but i managed it very easily. I didn't explain everything but you can guess what cards use, wonders, governement (actually just rush monarchy early, then switch to sea republic)...

I have to try immortal difficulty now...

Hope you will enjoy.

Sry again for that english.
 
I had the option to give aid once, around turn 90 (event ending around turn 120) but I was so far behind, no point even trying..

When I gave aid, I ended up doubling the nearest person. I had two cities building the project and gave ~2000 gold over the period.
 
While I still haven't won or seriously attempted the Diplo Victory, I think it would be wise to save the two DipVPs from Seasteads and Global Warming Mitigation until you've gotten all you can from the WC and the other sources that you have less assurance of success.

Reach the first 8 by hook or by crook then grab your last two by pushing over the research on the tech and civic at the same time.
 
Anyone have a sense of how much favor to spend on VPs? Over-committing will obviously hurt.
 
You can pass a vote and lose a point if you are sure that you will lose this DP this time. Just sum all other civs favor and check if you can obtain more vote.
For exemple :
If you have 8/10 DP and 1000 favors
Other civs have 1500 favors
Just don't vote for winning 2DP. Save you favors
You will lose 1 point, go back to 7/10
Next Congress
You have 1500 favors, they have 1000
Vote for yourself, you are now 9/10
Win Global Warming Mitigation or another DP event and it's done
 
I'm thinking about trying this out next.... So what are all the diplomatic victory point earners?.. here is my understanding so far, correct what is wrong.
  • Liberating a city (100 DF)
  • Defending against an emergency successfully (200 DF?)
  • You gain 1 Diplomatic Favor per turn for each City-State for which you are Suzerain.
  • You earn 1 Diplomatic Favor per turn per level of your current government.
  • You earn 1 Diplomatic Favor per turn for each alliance that you have.
  • Promise not to Spy/Settle/Dig artifacts/Convert cities (30 DF)
  • Top 25% donating to an emergency (100 DF)
  • Second 25% donating to an emergency (50 DF)
  • Condemning units of a chosen religion (25DF)
  • Top 25% in world games (50 DF)
  • Top 25% in International Space Station (50DF)
  • Also wonder/civ/card values specified below
Diplomatic Victory Points (DipVP)
To win the game you need 10 DipVP
Seasteads +1 DipVP
Statue of Liberty +1 DipVP
Winning a Diplomatic Victory Vote (DipVV) (from modern) +2 DipVP
Losing a DVV -1 DipVP
Note: When you get to 8 DVP everyone will vote against you.
The Global Warming Mitigation civic also awards 1 DipVP
You can get a DipVP for winning the Climate Accords competition .

Cards
Rabblerousing (Information Warfare) When you reduce a player's Diplomatic Victory points you get 50% of the DF used. Also +1 DF per turn.
Future Dogma (end of civic tree repeatable) +50 Diplomatic Favor points
Diplomatic Capital (Smart Power Doctrine) +4 DF per turn

CIVS
America - 1DF per turn for each wildcard slot you have
Canada - double points for emergencies and competitions, +1 DF/per turn for each 100 tourism.
Sweden - 50 DF for each GP earned

Wonders
Országház - Doubles CS DF earned

Resolution era requirements
DIPLOVICTORY - Not before modern era
LUXURY
TRADE_TREATY
WORLD_RELIGION - Not After Industrial era
POWER_RESOURCE - Not before the atomic era
ARMS_CONTROL - Not before atomic
MERCENARY_COMPANIES
HERITAGE_ORG - Not before modern era
POLICY_TREATY
LOYAL_CITIZENS - Not before Modern
WORLD_IDEOLOGY - Note before the modern era
URBAN_DEVELOPMENT - Not after the modern era
BORDER_CONTROL - Not after the modern era
PUBLIC_WORKS - Atomic to information eras
PATRONAGE - Not after the modern era
GLOBAL_ENERGY_TREATY - Note before the modern era
SOVEREIGNTY - Not after the modern era
MIGRATION_TREATY - Not before the Industrial era
DEFORESTATION_TREATY - Atomic to information eras

You can also get 1 DipVP as a Gold Reward in an Aid Request Emergency (when the AI gets hit by a Natural disaster, not sure exactly when the emergency triggers).
Those start coming up pretty early, and if you manage to get 2 or 3 in the game it's a really good way to earn points. (You just give gold to the target, or run a project to win them).
 
Sry again for that english.
Your English was wonderful, thank you very much.

You can also get 1 DipVP as a Gold Reward in an Aid Request Emergency (when the AI gets hit by a Natural disaster, not sure exactly when the emergency triggers).
Those start coming up pretty early, and if you manage to get 2 or 3 in the game it's a really good way to earn points. (You just give gold to the target, or run a project to win them).
Sounds like I need to play a game to understand better... so sometimes you may get a DipVP from an emergency by luck?
Reach the first 8 by hook or by crook then grab your last two by pushing over the research on the tech and civic at the same time.
Sounds like you do not want to be too good at science or culture early.... Stupid and likeable?

Has anyone been using spies to kill envoys? Liberating a CS seems to give a lot better than suzing one
 
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Sounds like I need to play a game to understand better... so sometimes you may get a DipVP from an emergency by luck?

Maybe others have seen otherwise, but the DipVP is always a reward for best contribution in the Aid Emergency.

The luck is how frequently those come up. I suppose setting the disaster slider to 4 would make them come up more.
 
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