User Guide
Trade Embargo
If you have discovered Nationalism and have an embassy, you can arrange a trade
embargo with an ally. This is an agreement not to trade strategic resources or luxuries
with a specific third party.A trade embargo is not a declaration of war,though it’s some-
times enough of an affront to inspire one.
The cooperative embargo lasts for 20 turns.At the end of that period, either party can
cancel the embargo with a clear conscience.
Mutual Protection Pact
If a peace treaty and embassy are in place between two civilizations and either has dis-
covered Nationalism,they can negotiate a mutual protection pact.This is an agreement
that each will come to the other’s aid in case of attack by any third party.That is, your
ally expects your military assistance if he or she is attacked, and you should expect the
same from his or her forces.
The pact lasts for 20 turns.At the end of that period, either party can cancel the agree-
ment with no repercussions. Leaving the mutual protection pact won’t cancel a state of
war with any third party. That has to be taken care of in separate negotiations.
Violating a mutual protection pact is seen as a major breach of trust by all of the other
civilizations.If you make peace with a civilization while it is still invading your ally,your
reputation suffers for quite some time.To cancel a pact without consequences,you must
wait for it to expire.
Wa r
This diplomatic state represents the likelihood of open hostilities at any point in which
your units contact your opponent’s units.
Wars can start for
innumerable rea-
sons, ranging from
self-defense to
greed and con-
quest. War might
be openly declared
after a breakdown
141
Now you’ve
done it.










