Civilization 3: Complete out forSince Sep 14, 2004

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Diplomacy

Civilization 3's Diplomacy screen lets you trade advances, strategic resources, luxuries, gold, cities, Workers, maps and contacts, and sign embassies, Right of Passage, military alliances, mutual protection pacts and trade embargoes (20 turns each) with AI leaders whose mood runs from furious to gracious. Soren Johnson later called this bargaining table one of Civ 3's standout features and "a big mistake".

Civilization 3's Diplomacy screen is a bargaining table where you can trade almost anything with a rival leader: advances, strategic resources and luxuries, gold as a lump sum or per turn, cities, Workers in your capital, world and territory maps, contact with other civilizations, and agreements (peace, Right of Passage, military alliances, mutual protection pacts and trade embargoes), per the Civilization III Complete manual (pp. 158-165). Every agreement except peace runs 20 turns. Each AI leader's mood toward you, from furious to gracious, decides how far a deal can go, and it shifts with your power, your gifts, your culture and above all whether you keep your word. Soren Johnson, the game's co-designer, built the table for advanced players beside a simpler conversation for new ones, per his pre-release developer update; two decades later he called it a standout feature and a mistake. The leaders themselves are on Leaders.

A gold flower crest on a dark banner above a parchment dialog headed Oda (Cautious), with Oda Nobunaga's greeting and three replies: propose a deal, prepare for war, goodbye. At upper right a smiling advisor in a cap says our forces outnumber the Oda.
Diplomacy with Oda Nobunaga, whose clan is Cautious: the replies to choose are a deal, war or goodbye, while an advisor notes that our forces outnumber the Oda. Firaxis Games and 2K

Quick facts

Opening talks Right-click a rival's unit, the Diplomacy button, the Foreign Advisor, or Shift+D
Moods Furious, annoyed, cautious, polite, gracious
Embassy Writing; costs gold; built from the Foreign Ministry icon on your capital
Agreements Peace (permanent in theory); Right of Passage, military alliance, trade embargo, mutual protection pact, 20 turns each
Nationalism Needed for embargoes and mutual protection pacts
Trade deals Resources, luxuries and gold per turn last 20 turns unless war ends them
Espionage Spies through embassies, after Espionage and the Intelligence Agency
Conquests adds Locked alliances

Source: Civilization III Complete manual, pp. 126-128, 153-170; Conquests features (archived).

Contact and moods

You can talk to a civilization once you have met it. First contact comes when one of your units crosses paths with one of theirs, or when another leader trades you communications with them, and once made it is never lost, per the Complete manual (p. 161). Every civilization starts at peace with every other.

Each rival leader has a mood toward you: furious, annoyed, cautious, polite or gracious, shown beneath the leader's portrait during talks, per the Complete manual (pp. 154-155). Moods change with your rank in the game, the balance of power, your gifts and your reputation, and rest on a personality (arrogant, aggressive, reasonable, expansionist, isolationist, artistic, decadent, overconfident, perfectionist or cautious). Rivals, the manual warns, will not always act rationally. Leaders are also kinder when you are far behind than when you lead the world.

Culture counts too. A leader "in awe" of your culture, three times its own by Prima's Table 5-4 (p. 64), is more inclined to accept a deal; see Culture and Borders.

Reputation

Your reputation rests on keeping your word, not on how peaceful you are, per the Complete manual (p. 156). Breaking a treaty or alliance blackens it with every civilization, not just the victim; razing a city, using a Right of Passage to move Cannons next to a partner's cities and espionage, caught or not, are all held against you. A spotless name can be partly recovered only by keeping your word for a long time, and leaders who see you break treaties feel free to break theirs.

Embassies

An embassy opens everything beyond a peace treaty. Once you have Writing and contact, you set one up by double-clicking the Foreign Ministry icon on your capital and paying the gold the menu lists, per the Complete manual (pp. 156-157). It lets your Foreign Advisor see the rival's diplomatic ties and your Military Advisor its whole army, lets you investigate a city or try to steal an advance, and makes the 20-turn agreements possible. A war closes it, but it reopens with peace.

Treaties and agreements

Each agreement has its own rules and penalty for breaking it, per the Complete manual (pp. 158-161):

Agreement Needs Length What it does
Peace treaty Contact Permanent in theory No attacks; military units must leave each other's territory; opens trade and other agreements
Right of Passage Embassy, friendly rival 20 turns Each side's units move freely through the other's land and use its roads and railroads
Military alliance Embassy, friendly rival 20 turns Joint war on a common enemy; ends if either side makes peace with that enemy
Trade embargo Nationalism, embassy 20 turns Both sides stop trading resources and luxuries with a third civilization
Mutual protection pact Nationalism (either side), peace, embassy 20 turns Each side comes to the other's aid if a third party attacks

Source: Civilization III Complete manual, pp. 158-161.

Leaving an agreement early is what hurts. Any of the 20-turn agreements can be dropped without consequence once it expires, but a surprise attack through a Right of Passage, a separate peace with your ally's enemy or an attack on your ally leaves a black mark that fades only slowly, per the manual. Mutual protection pacts and alliances can also drag you into other leaders' wars, and each enemy must be made peace with separately.

Conquests added locked alliances, which Infogrames' feature list said allow "good vs. evil" conflicts; the Complete manual does not describe them further.

The bargaining table

A proposal is built from two panels, what you ask for and what you offer, with the deal in the middle, per the Complete manual (pp. 162-167). Everything that can appear:

  • Peace treaty, the only agreement offered during a war, and the other agreements above, which appear on both sides because they bind both.
  • Communications with a civilization the other side has not met.
  • Maps: the World Map (everything explored, with cities and terrain improvements) or the Territory Map (borders only).
  • Luxuries and strategic resources, which reach every city connected to the receiver's capital for 20 turns; see Resources and Trade.
  • Gold, as a lump sum or per turn for 20 turns.
  • Advances, learned at once as if researched; see Technologies.
  • Cities, which a leader would normally rather go to war than give up.
  • Workers standing in either capital; a traded Worker keeps its nationality.

Some items wait on advances: Writing for embassies, Right of Passage and military alliances; Navigation for trading maps; Printing Press for trading communications; Nationalism for embargoes and mutual protection pacts, per the Complete manual (pp. 126-128). Resource and luxury trades also need the two capitals connected, and every agreement beyond peace needs an embassy.

Four buttons shape the bargaining. "Offer a gift" gives your side of the table away, one of the surest ways to improve a leader's mood; "Make me an offer" asks what the rival will pay for your items; "What can I trade you" asks its price for something of theirs; and "Demand tribute" asks for something for nothing, which the Complete manual (p. 167) warns is a good way to provoke war.

The AI and the tech trade

Civ 3's AI used the table as a player would, and that became a complaint. Johnson told a 2022 GDC audience that after release players found the AIs all had the same advances, because every AI offered each new one to friends, rivals and enemies alike, which he likened to a giant tech cartel selling advances cheaply, per PC Gamer's report. On the player's side, he said, there was no reason not to add one more gold piece to an offer until the AI's limit was found. In his own designer notes (2021) he called the table one of Civ 3's standout features, since copied across 4X games, and still a big mistake: the AIs played well, but the rules were bad. Johnson's career is on Soren Johnson.

GameSpot's 2001 preview saw it the other way at the time, writing that the new trades (advances, gold, resources, cities and Workers, Right of Passage, embargoes, paid embassies) made diplomacy a legitimate area of strategy.

Espionage

Spying runs through embassies, not units. With an embassy you can investigate a city or try to steal an advance; after Espionage and the Intelligence Agency Small Wonder you can plant a Spy, then sabotage a city's current build (half its shields), spread propaganda to make a city revolt, steal plans to see the rival's troops for a turn, steal its World Map, or expose its Spy, per the Complete manual (pp. 157, 167-168). Democracies are immune to propaganda, and any mission that is discovered, successful or not, causes an international incident that the target may treat as an act of war.

The United Nations

The United Nations is a Great Wonder that makes a diplomatic victory possible. Once it is built, the civilizations vote, and a civilization elected Secretary-General by a majority of all the world's civilizations wins, per the Complete manual (p. 175). Prima (p. 185) says the candidates are the UN's builder and anyone holding 25 percent of the world's territory or population, with at least two on every ballot. The rest is on Victory Conditions and Wonders.

Frequently asked questions

What can you trade in Civ 3 diplomacy? In Civilization 3 you can trade advances, strategic resources, luxuries, gold (lump sum or per turn), cities, Workers in your capital, World and Territory maps, contact with other civilizations and agreements such as Right of Passage and alliances, per the Complete manual.

What does Right of Passage do in Civ 3? A Civilization 3 Right of Passage lets each side's units move freely through the other's territory and use its roads and railroads for 20 turns; it needs an embassy, and using one to stage a surprise attack ruins your reputation, per the Complete manual.

How do you set up an embassy in Civ 3? In Civilization 3 you need Writing and contact with the rival; then double-click the Foreign Ministry icon on your capital and pay the gold shown, per the Complete manual. An embassy is needed for every agreement beyond peace.

How long do alliances last in Civ 3? Civilization 3's military alliances, Right of Passage, trade embargoes and mutual protection pacts last 20 turns each, and leaving one early costs reputation with every civilization, per the Complete manual. Peace treaties are permanent in theory.

Why do the AIs all have the same techs in Civ 3? In Civilization 3 the AIs trade new advances with friends, rivals and enemies alike; co-designer Soren Johnson said in 2022 that this made the AIs look like a tech cartel and called the bargaining table a big mistake, per PC Gamer.

How do you win a diplomatic victory in Civ 3? In Civilization 3, someone must build the United Nations Wonder; then you must be elected Secretary-General by a majority of the world's civilizations, per the Complete manual.

How do you improve relations in Civ 3? In Civilization 3, gifts are one of the surest ways to improve a leader's mood, keeping your word protects your reputation with everyone, and a strong culture makes rivals more willing to deal, per the Complete manual and Prima's official guide.

Sources

Moments

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  3. Leaving an agreement early is what hurts. Any of the 20-turn agreements can be dropped without consequence once it…
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  1. A proposal is built from two panels, what you ask for and what you offer, with the deal in the middle, per the…

Photos

A gold flower crest on a dark banner above a parchment dialog headed Oda (Cautious), with Oda Nobunaga's greeting and three replies: propose a deal, prepare for war, goodbye. At upper right a smiling advisor in a cap says our forces outnumber the Oda.

See also

About this page

Last updated Oct 22, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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