Sources of envoys

Could you see a CS in trade range that you could not trade with? Perhaps when a trade route came up it could only reach one target?
Have you got a .sav?
Im starting a game now but its not violent. If it does not retract we have something to work with.
Because you have been such a nasty young man and comitting genocide, maybe they hate you enough not to trade, open the CS screen and look on the faces on the left, are they happy?
... Unless someone comes up with something?
 
Could you see a CS in trade range that you could not trade with? Perhaps when a trade route came up it could only reach one target?
Have you got a .sav?
Im starting a game now but its not violent. If it does not retract we have something to work with.
Because you have been such a nasty young man and comitting genocide, maybe they hate you enough not to trade, open the CS screen and look on the faces on the left, are they happy?
... Unless someone comes up with something?

All the City States are happy with me; I'm Suzerain of most of them. All the Civs, considered me a Warmonger, even though other Civs (Gilgamesh and Tomyris) started the wars #1 and #3 with me. Otherwise, I have been a bad boy with the Civs and eventually sent at least one Envoy to all the CSs (so they are al happy with me).

I suspect the issue I'm seeing is a real bug though. I will have to check whether any of my trading posts are within 15 hexes of a foreign city by land or 30 hexes by sea.
 
I suspect the issue I'm seeing is a real bug though. I will have to check whether any of my trading posts are within 15 hexes of a foreign city by land or 30 hexes by sea.
Yes, destroying cities kills trading posts which are the bunny hop you need to go further... It makes sense.
 
Yes, destroying cities kills trading posts which are the bunny hop you need to go further... It makes sense.

I am capturing cities, not destroying/razing them.

There shouldn't be any trade posts in the cities I was capturing, because I was making only internal trade routes, thus I was creating trade posts in only my own cities.
 
I have just been playing am Envoy game. I though I would see how many envoys I could get.
I only founded 2 cities and have taken another 5 (was in a huge space by myself with great general and encampment tasks), in the medieval with 23 envoys on turn 117 but hit trouble.
Because I thought I would be clever and go with Greece I am now at 120 culture per turn which means I will start speeding through the era's too fast to get all the extra tasks the CS challenge you with.
On the positive side Amenties are at +4 and I have plenty of Iron from my CS.
Playing for many envoys is fun and different but it stops you beelining higher techs.
I may have to play as Norway, I knew they had a use.

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I may have to play as Norway, I knew they had a use.

Oh! Norway are a lot of fun, even as an AI their delegation message gives me a chuckle.
Seriously though play a non-pangea map to see them shine
 
Hi all. I've just gone through this thread and combined the sources of envoys into one post. Please feel free to add any other sources.


If you are the first civ to meet a city state, you get one envoy



Government types:
  • Tier 0 (Chiefdom): 1 point/turn, 1 envoy at 100 points
  • Tier 1 (Autocracy / Oligarchy / Classical Republic): 3 points/turn, 1 envoy at 100 points
  • Tier 2 (Monarchy / Theocracy / Merchant Republic): 5 points/turn, 2 envoys at 150 points
  • Tier 3 (Democracy / Communism / Fascism) : 7 points/turn, 3 envoys at 200 points
Monarchy also has a legacy bonus toward envoys (20%, plus 1% for every 10 turns on Standard speed)


Envoys on the Civics tree:
  • Mysticism: +1 envoy
  • Military Tradition: +1 envoy
  • Theology: +1 envoy
  • Naval Tradition: +1 envoy
  • Mercenaries: +1 envoy
  • Colonialism +2 envoys
  • Opera and Ballet: +2 envoys
  • Natural History: +2 envoys
  • Scorched Earth: +2 envoys
  • Conservation: +3 envoys
  • Cultural Heritage: +3 envoys


Great people that award envoys:

Medieval Era
  • Zheng He - Great Admiral - 1 envoy
  • Piero de' Bardi - Great Merchant - 1 envoy
Renaissance Era
  • Jakob Fugger - Great Merchant - 2 envoys
  • Raja Todar Mal - Great Merchant - 1 envoy
  • Ana Nzinga - Great General - 1 envoy
Industrial Era
  • John Jacob Astor - Great Merchant - 2 envoys
  • Simón Bolívar - Great General - 1 envoy



Policy Cards:

  • Diplomatic League (Political Philosophy): The first Envoy you send to each city-state counts as two Envoys
  • Charismatic Leader (Political Philosophy): +2 Influence points per turn towards earning city-state Envoys
  • Gunboat Diplomacy (Totalitarianism): Open Borders with all city-states, and +4 Influence points per turn toward earning Envoys.
  • Containment (Cold War): Each Envoy you send to a city-state counts as two, if its Suzerain has a different government than you.


CS quests, one envoy each:

  • Send a trade route
  • Build a particular unit
  • Build a specific type of district
  • Get a boost for a particular tech or civic
  • Recruit a specific type of great person
  • Clear a barb camp
  • Religious conversion
 
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I am under the impression that quests work like this:

You always get a quest when you meet a city state for the first time. That quest remains until either (1) you fulfill it or (2) it becomes impossible to fulfill. Impossible quests would include, for example, getting an inspiration for a civic that you complete without the inspiration. After you complete a quest or it becomes impossible, there is no quest until you enter a new era, at which time you get a new quest for all city states that don't have a current quest.

Please correct or elaborate on the above.
This is correct. Note that an inspiration does not count as impossible just because it cannot be fulfilled the normal way. For example a quest to complete the inspiration for Theology (found a religion) does not disappear when all religions are founded, because you can still get that inspiration from a hut or by gaining random inspirations some other way.

I'm fairly sure that quests also disappear if you go to war with the city state and after peace is made you have to wait until the next era to get a new quest. I suppose this could be used to your advantage in the early eras if you get a quest you're not happy with and want a new one. It's also good to consider this if an AI you are going to attack is suzerain of a city state and you plan to send envoys to steal the CS from the AI at the start of the war. If it's a good quest, send envoys before declaring on the AI, if it's a bad quest, declare first, then send envoys.

There's one type of quest missing from your list: Clear a barb camp nearby. Usually I think it's clear a barb camp within 5 tiles of the CS.
 
I've just found a CS quest "Religious Conversion". Probably only if you found a religion.
 
I played my CS game to 200 turns, owned most CS on the continents. Containment is a great card.
What I have really noticed in my next game is I am now playing CS cards a lot better. I recommend trying to get as many CS as a game just so ypu get the grip a bit better than thinking the theory.

Keeping a few one turn civics, especially envoy ones is nice.
When you get a few to use, you are not forced to use them all, you can use them on any turn so be strategic.
 
About making a guide, I'm available to try and give it a shot. I was thinking about also adding City-State information too, so people might have an idea where to invest them as well.

However, I have no idea how to make it, since I'm pretty new to these forums. Do we have a link or a guide on guide-making? Things like formatting, linking, things to watch out etc.
 
About making a guide, I'm available to try and give it a shot. I was thinking about also adding City-State information too, so people might have an idea where to invest them as well.

However, I have no idea how to make it, since I'm pretty new to these forums. Do we have a link or a guide on guide-making? Things like formatting, linking, things to watch out etc.
I was considering making a city states guide myself, but I'm in the same boat, I have no idea about formatting and such. I also have limited time (don't we all?). If you figure out how to do it and put any amount of work into it, please let me know so we don't double up. I'll do the same.
 
There is an easy way and a hard way.

If the guide is short you can just create a new post and write it.

If the guide is longer it needs links in it so you need to write it in bb code this site can handle.

That typically means writing in a plain text editor like notepad and wrapping the cde around the headings, links and lists. It is similar in format to html.
 
Hmm, I was considering about condensing the info in this thread and City-State bonuses, as well as how impactful they are (both suzerain bonuses and envoy bonuses).

Though most of it comes from my gameplay, which I reckon is not one of the best around, so I may be partial about that last part.
 
Does anyone know if the Diplo League policy (first envoy counts as 2x) applies to an envoy gained from a quest? i.e. if you complete a quest, for a CS that you have met but never sent an Envoy to, does the free quest envoy count as 2?
 
I'm going to take a shot at outlining a guide to city states tonight. I hope to post my progress with a request for input later tonight.

Does anyone know if the Diplo League policy (first envoy counts as 2x) applies to an envoy gained from a quest? i.e. if you complete a quest, for a CS that you have met but never sent an Envoy to, does the free quest envoy count as 2?

Pretty sure it counts as 2.
 
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Does anyone know if the Diplo League policy (first envoy counts as 2x) applies to an envoy gained from a quest? i.e. if you complete a quest, for a CS that you have met but never sent an Envoy to, does the free quest envoy count as 2?
Pretty sure it counts as 2.

I can confirm this, I tested in a current game, and by swapping the policy before completing the quest unit, I got credit for 2 Envoys.
 
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