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Diplomacy & Espionage
Diplomacy is Not an Option

Diplomacy & Espionage

Leverage subtle Diplomacy & Espionage mechanics in Diplomacy is Not an Option. Gain campaign advantages through strategic interactions and covert operations.

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Diplomacy & Espionage

Leverage subtle Diplomacy & Espionage mechanics in Diplomacy is Not an Option. Gain campaign advantages through strategic interactions and covert operations.

While "Diplomacy is Not an Option" might suggest a straightforward military approach, understanding and leveraging the subtle mechanics of diplomacy and espionage can significantly impact your campaign, even on the easiest difficulty. This section will guide you through strategic interactions, resource management, and covert operations to gain an edge.

Diplomacy Structures

Effective diplomatic engagement begins with the right infrastructure. Prioritize these structures early in your base development:

  • Ambassador's Hall: This foundational building unlocks all diplomatic options. Construct it as soon as your resource production allows, typically after establishing basic food and wood generation. It requires 500 Wood and 200 Stone.
  • Trade Post: Essential for establishing trade routes with neutral or allied factions. A well-placed Trade Post can provide a steady income of Gold and rare resources. Each Trade Post costs 300 Wood and 150 Stone. Consider building multiple Trade Posts near resource-rich areas or along established trade routes for maximum efficiency.
  • Communication Array: While not directly diplomatic, this structure enhances your ability to detect enemy movements and communicate with distant allies. It also reduces the cooldown on certain diplomatic actions. Requires 400 Wood, 200 Stone, and 100 Iron.

Diplomacy Options

Once your Ambassador's Hall is active, a range of diplomatic actions becomes available. These actions consume varying amounts of Gold and influence points, so choose wisely.

Establishing Alliances

Forming alliances is crucial for long-term survival, especially on higher difficulties. Look for factions that share borders with your primary enemies or offer valuable resources.

  • Send Diplomatic Envoy: This action initiates contact with a new faction. It costs 100 Gold and has a 5-minute cooldown. Success depends on your current reputation and the target faction's disposition.
  • Offer Trade Agreement: Once contact is established, offering a trade agreement can improve relations. This costs 50 Gold and opens up resource exchange options through your Trade Posts. Prioritize trading surplus resources for those you lack.
  • Propose Alliance: The ultimate goal of diplomacy. This action costs 250 Gold and requires a "Friendly" or "Cordial" relationship status. Alliances grant mutual military support and shared vision.

Managing Relations

Maintaining good relations is an ongoing process. Neglecting your allies can lead to strained relations or even betrayal.

  • Send Gifts: A quick way to boost relations with a specific faction. Gifts can be Gold, Wood, Stone, or Iron. The larger the gift, the greater the positive impact. Use this strategically to prevent relations from souring.
  • Offer Military Aid: If an allied faction is under attack, offering military aid (sending a small contingent of your troops) can significantly improve relations and demonstrate your commitment. This action has no direct Gold cost but diverts your military resources.
  • Denounce Enemy: Publicly denouncing a common enemy can strengthen ties with other factions who also oppose them. This action costs 75 Gold and can improve relations with allied or neutral factions by a small margin.

Espionage

When direct diplomacy isn't an option, or you need to uncover hidden information, espionage becomes your most potent tool. The Spy Guild is your primary espionage structure, costing 600 Wood, 300 Stone, and 150 Iron.

Spy Actions

Each spy action costs Gold and has a success chance influenced by your Spy Guild's level and the target's counter-espionage capabilities.

  • Scout Enemy Territory: Sends a spy to gather intel on enemy troop movements, base layout, and resource production. This costs 150 Gold and has a 70% base success chance. Useful for planning your next attack or defense.
  • Sabotage Production: Targets an enemy resource building (e.g., Lumber Mill, Stone Quarry) to temporarily halt its production. Costs 200 Gold and has a 50% base success chance. Can cripple an enemy's economy before a major assault.
  • Steal Technology: Attempts to acquire a random technology from a more advanced faction. This is a high-risk, high-reward action, costing 300 Gold with a 30% base success chance. Can provide a significant technological boost if successful.
  • Incite Rebellion: A powerful but risky action that attempts to turn a portion of an enemy's population against them, potentially causing internal unrest or even a small uprising. Costs 400 Gold and has a 20% base success chance. Only attempt this against weakened or unstable factions.

Counter-Espionage

Protecting your own secrets is just as important as uncovering others'.

  • Guard Post: Placing Guard Posts around key structures (e.g., resource buildings, command center) increases their resistance to sabotage and infiltration attempts. Each Guard Post costs 100 Wood and 50 Stone.
  • Counter-Intelligence Operation: Initiates a search for enemy spies within your territory. This costs 100 Gold and has a 60% chance of detecting and neutralizing an enemy agent.

By mastering both the art of diplomacy and the shadows of espionage, you can turn the tide of conflict in "Diplomacy is Not an Option," even when direct confrontation seems inevitable.

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