TMIT's Guide to UN Victories

TheMeInTeam

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Introduction

Unlike the Apostolic Palace, the United Nations (and diplomatic victory) have been around in Civ IV from the initial release. As a victory condition, I feel it is very frequently overlooked. Despite my preference for warring in this game, I find that the #1 most frequent victory I post on the forum is a UN win. There are a number of ways to attain it and I will take you through them in this guide. While a UN win is possible in virtually every game, sometimes it's hard. The majority of the time, however, it is actually one of the easiest victory conditions you can achieve if you play diplomacy right.

The United Nations

Let's start with the wonder itself. It is available fairly late in the game, with the mass media tech. Once built, the person who built it and the person who is #1 in population are the candidates for chair. If the person who built it is also #1 in population, the other candidate is #2 in population.

The chair, once elected, gets to propose resolutions. Many of these are useful, but the focal point of the article is the one at the top of the resolution list: diplomatic victory. This resolution calls a vote between the two candidates that would be eligible for chair, and with enough votes (just over 60% of the world's population), the favored civ wins the game.

Securing the Votes

This is the snag for most people but it doesn't have to be. The idea is to get enough pop between yourself and the leaders who will vote for you (expect to need to get them to friendly, typically) to win the game. There are a couple ways to go about doing this:

War: This is certainly a way to increase your population. Note that if you YOURSELF get over 60% of the world's population, the diplomatic victory resolution won't be available. HOWEVER, you can use vassals to go over 60% instead and win that way. Using just yourself and vassals is a subset of the UN victory that I call "diplomation". It's usually played just like a domination game, only you win before getting enough land. Frequently you don't even need to build the UN yourself if this is the approach you choose.

Religion: A popular approach to get AIs to friendly is to use religion. It's pretty straightforward - run their religion and they like you. My advice is to only use this approach if you can do it without pissing off other people you need for voting. It can certainly be effective though, especially if otherwise heathen AIs go free religion later on.

Favorite Civics: This is your main meal ticket if you're not using war exclusively. You can view favorite civics at any time in the foreign adviser. If BOTH you AND the AI are in their favored civic, the bonus is quite similar to that of religion. This is a very simple way to get AIs to friendly.

Fair Trade: Fair trade is capped at +4, and is probably the easiest thing to get. Just give them a tech or very favorable trade, or even a lot of gold. There is ANOTHER aspect of it, called "we appreciate the years you have supplied us with resources". This you get for gifting non-gold resources for a very long period of time. I recommend excess livestock or resources you have a lot of. It takes a long time to build the +2 cap for resource supplies, so do it early for people you want votes from.

Years of Peace and Open Borders: Both capped at +2. Both pretty straightforward.

Hidden Modifiers: Even I don't know these 100%, but note that some AIs are pre-disposed to like you, such as Asoka, Gandhi, and Zara. This can be negative or positive in the -2 to +2 range and won't display.

Espionage: Espionage doesn't win you diplo directly, but is a very important aspect potentially. You can use spies to swap AI civics and religions to your own. As spies hurt diplo when being caught, I recommend using them in ships. The don't ever accrue the -50% cost that way, but they're never caught outside mission attempts, either. Spy demerits are therefore very infrequent, and influence missions are not expensive at all. You can also do this to other AI religions to stop "worst enemy" status before you get requests for such. Therefore, espionage can save you a lot of request refusal headaches and lock AIs into religions/favorite civics (at least for when it counts near the vote!).

That's all the major ones. Without hidden modifiers you need +11 net diplomacy for friendly with most AIs. Usually some combination of fair trade, open borders, resource supply, and a favorite civic will get you there. Religion, if possible, can allow you a lot of wiggle room.

Try not to refuse requests unless they're war or stop trade requests that will cost you more diplo to accept than decline. If all the AIs hate someone, it might be a good idea to just close borders with that AI and not count on it's votes anyway. Diplo takes some planning ahead.

An Extra "AP Style" Trick

This is for civs that are #1 in pop only. If you conquer someone hated or performed an early rush, it's not out of the question that you're #1 in pop or can get there relatively easily. If this is the case, you may wish to DELIBERATELY AVOID building the UN. UN candidates will always vote for themselves if they can. If the #2 AI in pop is one you can get to friendly, try to get to mass media early and GIFT IT TO SOMEONE WHO WON'T VOTE FOR YOU, of course providing that this won't get you in too much diplo trouble. Otherwise juts pick someone small. Be sure this person isn't more favored than you. If the gift target builds the UN, you're running against him rather than AIs that would otherwise vote for you. It is extremely easy to secure the votes needed for winning if you accomplish this task. It's possible to have the top 3 civs all vote for one person!

Conclusion:

Like other recently-written guides, this is a work in progress and I will add to it as needed. Hopefully, this lends some insight into how easily the UN victory can be attained, and how to go about doing so.

Strong diplo relations can substantially reduce the chances of war (or eliminate it entirely), so UN wins can frequently be the MOST SURE victory conditions, even over war, culture, or space. They also tend to be faster/earlier, though not the best for score. Never overlook this possibility after meeting all of the AIs, or after that renaissance war that gives you a major leg up in land!
 
One scenario that's more rare, but comes up occasionally is when your rival builds the UN, no one (whose votes you care about) considers that civ a "friend" (pleased or better), and other than the civ who built the UN, you are 1st in pop. By watching the vote count carefully, you can nuke that civ right before the results are tallied for the next round. This also has the advantage of being very satisfying victory. :nuke: :cool: :nuke:
 
One scenario that's more rare, but comes up occasionally is when your rival builds the UN, no one (whose votes you care about) considers that civ a "friend" (pleased or better), and other than the civ who built the UN, you are 1st in pop. By watching the vote count carefully, you can nuke that civ right before the results are tallied for the next round. This also has the advantage of being very satisfying victory. :nuke: :cool: :nuke:

I think that falls under "war" ;).
 
Actually, securing the votes doesn't work like that. Well, it does, but that's only the first part of the equasion. The biggest part of the diplomatic victory is to observe each member's attitude with every other member. Even if you have +11 rating with all leaders it doesn't mean anything if somoene else has +15, because he's gonna win.

So let me extend your guide a bit:
There are three common situations (others may exist but not so common):

1. Civs were waging religious world wars all the time (hindus vs. buddhists etc.). In this case, most civs will have huge minus attitudes with at least one or two leaders ("you declared war on our friend" etc.) sometimes going into the -20 area, and huge bonuses to other leaders (15 or more).
2. Civs were rather peacefully united under one big religion, while exterminating the stubborn ones.
3. On one continent you eliminated or subdued your rivals and on the other continent someone else did the same.

In scenario 1 your task is simple - exterminate or subdue the other religious bloc. No matter what happens, your allies will favor you even more, while the other side will loose votes big time.
In scenario 2 you need to play "the best guy" scheme as presented in this guide and have the best overall standing with all other civs.
In scenario 3, pray that your continent was the bigger one, otherwise you are probably going to loose. You can't win with diplomacy, because you need 60% population now anyway, which calls for a Domination Victory.

Of course, situation gets more delicate if there are more civs present (lets say 12). In this case, it's almost impossible to please everyone so you might want to secure the votes of the biggest civs that aren't eglible for vote.
 
Actually, securing the votes doesn't work like that. Well, it does, but that's only the first part of the equasion. The biggest part of the diplomatic victory is to observe each member's attitude with every other member. Even if you have +11 rating with all leaders it doesn't mean anything if somoene else has +15, because he's gonna win.

So let me extend your guide a bit:
There are three common situations (others may exist but not so common):

1. Civs were waging religious world wars all the time (hindus vs. buddhists etc.). In this case, most civs will have huge minus attitudes with at least one or two leaders ("you declared war on our friend" etc.) sometimes going into the -20 area, and huge bonuses to other leaders (15 or more).
2. Civs were rather peacefully united under one big religion, while exterminating the stubborn ones.
3. On one continent you eliminated or subdued your rivals and on the other continent someone else did the same.

In scenario 1 your task is simple - exterminate or subdue the other religious bloc. No matter what happens, your allies will favor you even more, while the other side will loose votes big time.
In scenario 2 you need to play "the best guy" scheme as presented in this guide and have the best overall standing with all other civs.
In scenario 3, pray that your continent was the bigger one, otherwise you are probably going to loose. You can't win with diplomacy, because you need 60% population now anyway, which calls for a Domination Victory.

Of course, situation gets more delicate if there are more civs present (lets say 12). In this case, it's almost impossible to please everyone so you might want to secure the votes of the biggest civs that aren't eglible for vote.

These are good points and as more come up I'll work them into my guide, but let me amend what you have here further:

- The only person relevant for consideration on whether the AIs are "more friendly" with is the person you're running against. They can like non-eligible civs all they want, but will still vote for you if they're friendly with you and your opponent is someone they don't like as much. This is why if you're #1 in pop you can manipulate the votes considerably by essentially choosing which AI builds the UN via tech gifting.

- Depending on the religious blocs and how much war/worst enemy stuff is REALLY going on, it's actually possible to please many AI combinations using favorite civics exclusively and no religion. I did this very recently (although it was an AP game) with Zara and Izzy (both zealots) both voting for me despite the fact that they were actually in different religions. Pissing off someone for "worst enemy" stuff is OK as long as you: 1) don't get killed 2) the people you piss off aren't votes you need, such as your opponent in the voting. If theology isn't everyone's favorite civic, forcing free religion on people will cause some wars to vanish and save some effort too.

- It's extremely rare that you'll have just 2 big continents that are composed entirely of 1 civ on each and no vassals (especially in the AI case). If one abuses things like sushi and the fact that they own a greater % of their continent, they can be #1 in pop. Again, this opens up the "gift mass media" abuse option. One of the most fun ways to win is to have that 30% pop master on the other continent vote for you over its own vassal, causing you to win.

Ultimately, it's going to be pretty hard to take everyone through every possible scenario A lot of it is planning ahead based on the situation. Crushing people to secure votes is certainly an option, but it's very frequently not the only one. Your post is a good example of this. In fact, the hardest scenario is frequently #2 as you have to be very careful who is your UN opponent, and if you're not #1 in pop it has to be you vs the #1. This can be a big problem if everyone loves #1, the only hope then is usually war or forcing free religion and hoping you are carried over the AIs by favorite civics.

One thing neither of us have touched on yet is hidden modifiers due to similar peace weights. That is often an extremely big deal because the AI can get up to around a secret +5 with another AI. It's pretty dubious when they're friendly at a net of +8. Fireaxis lies with the displayed net diplomacy between AIs. Hang on, let me repeat that just so everyone gets it:


Fireaxis programmed the Civ IV interface to lie to players about AI-AI diplo. There is literally zero way to know for certain if you'll win over another civ the voters are friendly with, because there's zero way to know their peace weights (it's random for each leader each game within a range). Because of this, deliberately avoid allowing your UN opponent to be someone that could vulture your friendly votes away, which is essentially anyone the AI is friendly with.

One last time: Fireaxis lies about AI-AI diplo. You can not trust the interface for that.
 
Thanks for starting this thread.

Note that if you YOURSELF get over 60% of the world's population, the diplomatic victory resolution won't be available.

That aspect of gameplay seems unfair to me. It should simply require a higher percent of the vote, not be unavailable.

But I can think of a way around it in some situations. If you have overseas colonies, you can grant them independence as your vassal. With the +10 relations bonus they’ll vote for you.

It’s been awhile since I’ve done a UN victory. If I recall correctly, non-vassals must have +8 relations with you and not have +8 or higher relations with the other candidate. I thought vassals had to vote for their master, but that doesn’t seem to be the case anymore.

Another question: What determines how many turns pass between resolution proposals?
 
I believe when you use the boat-spy trick, you have higher chances of failures on those missions. Also, on deity the AI's have a hidden -1 modifier. Unfortunately the sh!tty Firaxis GUI doesn't even tell you much of what's going on there, despite it seems their original attempt was to do exactly that.

One thing I'm not sure of... how many turns does it take between UN resoluations to come around?
 
One last time: Fireaxis lies about AI-AI diplo. You can not trust the interface for that.[/B]

True, there've been some traitorous friends that voted one time for me and second time for someone else. Also, some "friendly" civs to the AI sometimes vote for me, unexpectedly. However, maybe it's not a lie, maybe it's just a sum of other factors. For example, when I look at the AI-AI diplomacy details, there are other things noted, like goods they are shipping each other.

Maybe, just maybe, these factors are also important (if I'd be a real life statesman I'd include them into the equasion as well):
- is the proposing civ running Mercantilism or can my cities profit from trade routes with that civ?
- is the proposing civ giving me/trading with me strategic or non-strategic resources (currently, not past events) and in what quantity?
- what % of my population is present in proposing civ's cities? (although this might be present in "our close borders spark tensions", I'm not sure).
- is the proposing civ gifting me (powerful) units for my protection?
 
I believe when you use the boat-spy trick, you have higher chances of failures on those missions. Also, on deity the AI's have a hidden -1 modifier. Unfortunately the sh!tty Firaxis GUI doesn't even tell you much of what's going on there, despite it seems their original attempt was to do exactly that.

One thing I'm not sure of... how many turns does it take between UN resoluations to come around?

I'm still confused by it since I shift between epic and normal. Next time (should be within a week or so, possibly less) I'll try to count the turns.

I'm not sure if the spy boat has a higher fail chance of if it's just more expensive. I've noticed I've never gotten a demerit while attempting a mission from a boat though (coincidence/luck? It at least guarantees it won't be caught before it attempts one). Regardless, espionage costs and fail chances aren't the issue here - relative to stealing techs, influence civic missions are really cheap. By the time you have access to the UN, having even 1200 EP on an AI is pretty likely, even if you never touched the EP slider. If you build the spy buildings it's probably much higher.
 
I have always had problems with the UN.

In playing the recent minor gauntlet, I found that gifting a good early tech (while early) jumps a LOT of civs to pleased - by good, I mean alphabet or CoL or something thats expensive. I'm no high level Civ IV player, so I have no idea how dangerous or effective that is - I've also noticed that it doesn't seem to help a lot to give away a lot of not so great techs, nor does it help a lot to sell techs for gold.
 
I have always had problems with the UN.

In playing the recent minor gauntlet, I found that gifting a good early tech (while early) jumps a LOT of civs to pleased - by good, I mean alphabet or CoL or something thats expensive. I'm no high level Civ IV player, so I have no idea how dangerous or effective that is - I've also noticed that it doesn't seem to help a lot to give away a lot of not so great techs, nor does it help a lot to sell techs for gold.

You can get up to +4 relations from trade without gifting anything, but merely by trading techs with them. But when it comes to gifting, for me it's mostly a matter of giving in to their demands, so that I also get the tribute/help bonus.

One of the less often seen diplo bonuses is "You've shared your technological discoveries with us." What determines whether you get that bonus and how high can it go?
 
You can get up to +4 relations from trade without gifting anything, but merely by trading techs with them. But when it comes to gifting, for me it's mostly a matter of giving in to their demands, so that I also get the tribute/help bonus.

One of the less often seen diplo bonuses is "You've shared your technological discoveries with us." What determines whether you get that bonus and how high can it go?

I saw it get to +2 once. I don't know how many techs (or beaker's worth) it takes to get this bonus, but suffice it to say it's a TON. If you're playing on the level you're comfortable with, you'll have a hard time getting this bonus.

As for how to get +4, that's correct. Any trade that favors the AI will do it, but throughout the game sometimes it is advantageous for you to make such trades irrespective of the diplo (aka other AIs will trade the technology to them anyway or you need the tech you're trading for as a pre-req to something else, or you can broker it etc etc). If, near the time when the elections come, you still don't have this at +4, you can gift a tech or even a hefty chunk of gold (typically 1000-1500 to go from +0 to +4 fair trade) and get it immediately. The diplo you have to plan for are the ones that accrue over time.

Interestingly, diplo seems to ignore # of techs and goes by their beaker value for trades. The only thing that seems to care about # of techs is WFYABTA, and as such its function is quite arbitrary (but the topic of another thread). Trading education for archery and a world map will still get you +4! It just depends on the disparity.

I will say that using favorite civics and not pissing your voters off is the most sure way to getting to friendly. Some games, it's just not doable without war...but these are vastly overestimated in #.
 
I really really really miss the GRATIOUS attitude. I could swear it was in an early vanilla release, but maybe I was seeing too much CIV III for what it's worth.

BTW, you think the boat trick is more of an exploit due to sloppy coding? I don't think it was ever intended to give 100% immunity.
 
I've still been backstabbed at friendly quite a few times.

Never say never.
 
I really really really miss the GRATIOUS attitude. I could swear it was in an early vanilla release, but maybe I was seeing too much CIV III for what it's worth.

BTW, you think the boat trick is more of an exploit due to sloppy coding? I don't think it was ever intended to give 100% immunity.

Probably. But I'll take coding errors in our favor. I'd say gifting missionaries to civs in theocracy and watching them idiot-spread it is more exploitative for sure, and yet after that was deliberately changed in 3.13 unofficial they allowed it again in 3.17 official :/.

Friendly AIs do not dow, there are a few notable exceptions:

- Cathy will not DoW on her own at friendly, but can be bribed to DoW by other civs she likes. She's the only leader like that.

- AIs can decide to go to war before a disposition change, and then declare after it. I don't like this but that's how it works

- If you have vassals, fireaxis is programmed to average the 3rd civs disposition to both of you, but then overtly lie on the interface and show no change. They're not "actually" friendly. It's a prank! :lol:.

- AP or vassal status/Defensive pact forces war.

Those are the only circumstances you can get declared on at friendly in Civ IV.
 
- If you have vassals, fireaxis is programmed to average the 3rd civs disposition to both of you, but then overtly lie on the interface and show no change. They're not "actually" friendly. It's a prank! .

Actually, there are more hidden modifiers than this...

I even have had my vassal(s) switch to same favourite civics & religion as the AI I wanted to please. And even though me AND my vassal were the only ones FRIENDLY with the other AI I wanted to please... he still wouldn't do things like tech-trade with me etc....

I think it's getting rediculous....
 
One of the less often seen diplo bonuses is "You've shared your technological discoveries with us." What determines whether you get that bonus and how high can it go?

I have gotten up to over +10 for this modifier, playing on Settler difficulty and just gifting my buddies EVERYTHING. Literally, almost every tech.

The most you can probably get in a game on whichever difficulty level you normally play on is +2. It takes so many techs to do so.
 
Actually, there are more hidden modifiers than this...

I even have had my vassal(s) switch to same favourite civics & religion as the AI I wanted to please. And even though me AND my vassal were the only ones FRIENDLY with the other AI I wanted to please... he still wouldn't do things like tech-trade with me etc....

I think it's getting rediculous....

More like it has been since vassals were put in the game ;).

As a rule, when I got for diplo, I don't take vassals unless I intend to use the vassals for the only votes needed for victory.
 
"You have shared your technological discoveries with us"
 
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