Diplomacy | Empire management Endless Legend Guide
Last update: 11 May 2016
To get involved in diplomatic actions, you need to find opponent's city or one of his armies. In such a case, you should receive information about the establishment of diplomatic relations. Remember, however, that the game may sometimes fails to recognize the occurrence of this fact. In such a case, you need to keep searching - for example - for another opponent city - or wait for several turns. Sooner or later, you will receive the message.
In the first place, diplomacy requires science. Without the appropriate technologies developed, the majority of the diplomatic actions will be unavailable to you and you will only be able to choose from declaring a war, truce and several minor options. You will be able to negotiate peace only from the second era, thanks to the option of Diplomat's Manse, and enter alliances only as late as in the fourth era, thanks to the Hospitality Den. This means that you will be unable to enter an alliance throughout the majority of the game, because the transition to the fourth era takes place quite late and the majority of players may not last out until then - but you can draw profit from trade between factions.
Diplomacy also requires Influence Points, which are generated in cities and obtained thanks to quests. The cost to declare a war is high, so is it in the case of forming an alliance. In combination with the regular setting of the Empire plan, this forces you to generate large amounts of these points. This makes diplomacy a tool oriented towards limited contacts with neighbours, such as blitzkrieg, calling peace and signing commercial treaties. The players that want to make a more frequent use of diplomacy will be discouraged by the high cost, which rises with time.
In the case of a game against the AI, diplomacy is an ineffective tool. If you do not know why the ally shut his borders from you, do not worry. Most probably, you have taken no misstep and the opponent is unsure of his reasons. Sometimes, the AI opponent either breaks the treaty, right after signing it, or threatens you in spite of alliance. Therefore, you should prepare yourself for high costs of diplomatic talks. Either that, or ignore it. At least, in the case of vast maps, where distances between the players are considerable and you can effectively avoid them, for an extended period of time. In the case of small maps, where you can run into someone at any moment, try to amass sufficiently many points to sign a treaty with two of the closest neighbors. This should get the job done.
The AI opponent does not attack the factions that he considers too dangerous. He only limits himself to sending threats. A good practice, therefore, is to form an army that is sufficiently strong to back up your peace request. Also, remember that there exists a division into war and cold war.
1. War breaks up at the moment at which you attack the opponent on his territory. In such a case, both sides fight without any limitations, until one of them is destroyed, or truce is signed.
2. Cold war means that you can fight on neutral territories and that you are entitled to attack any other faction on your territory, without paying the income points and declaring a war. There is a condition, though - from the moment, at which you meet the opponent's faction, there need 10 turns to elapse. Otherwise, the clash turns into a fully-fledged war.
In other words, you can defend your territory and destroy bands of the other factions, in the neutral regions and you will not bear the consequences of your actions. Unless, the other faction declares war on you. Still, if you want to besiege and attack an opponent's city, you first need to declare war on him.
remember that there also is a division into peace and truce.
1. Truce turns into war or cold war. This means that you can still fight, but the conditions are limited.
2. Peace disallows even that. After you sign a peace treaty, both of the sides must be nice towards each other, or declare war.
Therefore, you need to consider the idea of signing peace treaty with a faction that, otherwise, you could attack on neutral, or your, territories. In the case of majority of factions, especially the Roving Clans, it is a good move. Not so much for Necrophages.
There is a considerable upside, tough, to entering an alliance. It allows you to negotiate trading treaties and exchanging of maps. Sign a peace treaty if you are not bent on attacking the other factions, even on neutral territories, and you want to explore the rest of the map faster and earn a buck on trade. There is no point in entering an alliance, unless your potential ally is the strongest faction in the game. This is due to the fact that the AI is incapable of exploiting the full potential of alliance, especially with a weaker faction.