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Diplomacy is the fabled art of negotiating with one hand, and holding a dagger in the other.  Developing an alliance; according to Ambrose Bierce, is when in international politics, the union of two thieves who have their hands so deeply inserted in each other’s pockets that they cannot separately plunder a third.  In Usurper, Diplomacy is an incredibly useful way of drawing CPs to your cause, negotiating better trade deals, finding Unique Units to Recruit, and making friends all-'round.

Associated Skill: Negotiator

Civilization Point (CP) Diplomacy Requirements and Results

Start Attit.BribeReq. ResultNew Attit.
Hostile-AstoundingUnfriendly
Hostile15 GoldSignificantUnfriendly
Hostile-EpicIndifferent
Hostile15 GoldAstoundingIndifferent
Unfriendly-SignificantIndifferent
Unfriendly10 GoldSuccessIndifferent
Unfriendly-AstoundingFriendly
Unfriendly10 GoldSignificantFriendly
Unfriendly-EpicLoyal
Unfriendly10 GoldAstoundingLoyal
Indifferent-SignificantFriendly
Indifferent10 GoldSuccessFriendly
Indifferent-AstoundingLoyal
Indifferent10 GoldSignificantLoyal
Friendly-SignificantLoyal
Friendly10 GoldSuccessLoyal

Start Attit. = This is the Starting Attitude (Relationship Status) of the Civilization Point in question.

Bribe = If you pay this amount of Gold, or Gold-equivalent resources/items as a donation/bribe/gift to the CP in question in your Action Notes, the thresholds for success and the maximum potential increase becomes easier.  (Items are assumed to have the "Standard" value when used to bribe.)

Req. Result =  This is the Required Result (Success Threshold) you must meet in order to improve relations with the CP in question.

CP Size and Bonuses:

SizeBonus
Hamlet+1
Village+2
Settlement+3
Small Town+4
Large Town+6
Small City+8
Large City+12
Metropolis+15

Note: All On-Map CPs are considered to be 'Indifferent', and this cannot normally be changed.

You can conduct Diplomacy at Landmarks in order to gain access to certain opportunities.

If you conduct Diplomacy at a CP, achieve at least a Significant success - and do nothing else (no buying, selling, and/or recruiting), you can repair 1 Obscurity.  This cannot be done more than once per CP per month.

What does each grade of Attitude status get you?

StatusResult
HostileThis CP will report you to the nobles and legendary foes.
UnfriendlyThis CP will report you to the nobles and legendary foes.
IndifferentThey don't care about you.  They won't report you.
FriendlyYou can recruit Unique Units (as long as at least village sized.) - One per Diplomacy check.
LoyalYou can recruit Extras, You gain a quest
FanaticalBonus VPs and a Special Opportunity.

It should be noted that once the Faction Forces and Legendary Foes take to the field to find you - even CPs about which you are not aware will report you if you are within 2 Grids of them.  This means learning about the nearby CPs is vital to survival.  Make nice with your neighbors.

In order to bring a CP to Fanatical Status, you must complete the quest you receive when it becomes Loyal.


The first time one of your Leaders visits an Off-Map CP, that Leader's Race is compared to the representative races of that OffMCP.  If one matches - then you begin at one-level improved attitude status as opposed to Hostile. (Thus, you will begin at unfriendly.)

This applies to Scouting, Diplomacy, and if a Leader was present during a Quest that resulted in you learning about a CP.
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If you attempt diplomacy at an Off Map CP - and your Barracks are already full - you will not receive a Unique Unit Recruitment opportunity unless you specify in your notes that you are looking anyway. (to prevent you from 'accidentally' finding a cool Unique - only to lose it because your barracks are full.)  You can still 'hate draft' if you want by declaring in your notes that you are looking for a recruitment.

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This will not affect appearance of Extras.