UTBear said:
I believe another important reason to establish embassies is to get notified when other civ's go to war or make peace with each other. If you have an embassy with one side, you get notified.
Definitely! This is the main reason I make embassies as soon as I can afford them, and I usually buy the most expensive ones first unless I can get two or more in one turn otherwise. Whatever the forumula is, they get more expensive as time goes on (unless perhaps they're getting taken over by another civ).
You also can see who they have potential and active trades going with. If they have an active trade you may find a way to break it.
In C3C it's the only way to find out who a civ knows until you can trade communications! Via the foreign advisor screen or the trading screen (miltary alliance against...). Very important for tech trading and reputation management. In the game described below, for the longest time only two civs knew each other before me, so I made sure not to give them techs they could trade to each other; the other civs I could trade whenever convenient at monopoly prices for them. (I was behind in tech for a while, but trading catapulted me forward, and I seem to be able to keep pace with the AI in research now; I must be on monarch, because I was going to make the game either monarch or emporer, but I thought I did emperor.)
In a current C3C random game I'm playing I (as Germany) shared a large island with the Incas on what turned out to be a cross between an archipelago and many small continents small map. I met all civs fairly early and made embassies, and I could tell the Incas didn't know anyone else, and they had a worker working a square next to my territory. I surprise attacked them by taking their worker without warning and proceeded to wipe out their civ before they knew anyone else. No rep hit. The others were all polite and/or gracious with me until I declared on Japan who just made contact with Russia. I had just double-science-slinghotted with Russia into MA (first time I tried that--cool) so I waited until the turn before I finished Feudalism, declared on Japan and then offered Feudalism to Russia for an alliance against Japan next turn. Russia is gracious with me after gifting her into MA and RoP'ing and allying; I doubt she'll turn around against me anytime soon.
I'm not a great player, but information is the key to winning a war, and embassies are the gateway to that information.
Oh, if I'm wanting to build a wonder (a rarity for me), when I build the embassies I take note of the cities' production capability and wonder progress--it's amazing how often the capital city is building a wonder. I can get a decent feel for if it's worth trying to build myself. I avoided the Great Lighthouse on the aforementioned game because too many civs had projects well under way and I was pretty sure TGL would be cascaded before I could build it.
EDIT: When the Incas were down to two cities spaced wide apart I could have taken all their gold and the second city for peace and then attack his capitol as soon as I got my troops there and suffered no rep hit. Would have saved me a few turns healing and moving archers around (no iron or horses on our island), but I didn't do it because I had a couple of elite archers and was fishing for a leader to rush the FP. Didn't get it. But without the embassies I wouldn't have known if I had that option.
EDIT 2: I just realized: Germany and Incas on the same starting island? Does C3C have culturally linked starts off by default? I just recently reinstalled my Civ3's and patches. I'll have to go check that out of curiosity....