Modes
Apocalypse
Heroes & Legends
Industries, Monopolies & Corporations
Secret Societies
Tech and Civic Shuffle Mode
Dramatic Ages
Zombie Defense
Barbarian Clans
Flatland Clan
Woodland Clan
Hills Clan
Rover Clan
Jungle Clan
Chariot Clan
Seafaring Clan
Gathering Storm
Consumable Resources
Power
Environmental Effects
Global Temperature
Grievances
World Congress
Diplomatic Victory
Rise and Fall
Historic Moments
Golden and Dark Ages
Dedications
Loyalty
Governors
Alliances
Emergencies
Free Cities
Cities
Introduction
How to Build Cities
Where to Construct Cities
Growth
Food
Housing
Water
Districts
Neighborhoods and Appeal
Buildings
Wonders
The Palace
Citizens
Happiness
Amenity Sources
Specialists
Combat
Introduction
Declaring War
War Weariness
Ending a War
Unit Combat Statistics
Line of Sight
Combat Bonuses
Experience and Promotions
City Combat
Conquering a City
Formations
Pillaging
Faith and Religion
Introduction
Earning Faith
Pantheons
Great Prophets
Founding Your Religion
Religious Units and Pressure
Theological Combat
Diplomacy
Introduction
Diplomacy with Civilizations
Diplomatic Relationships
Trade, Demand, and Discuss
Delegations and Embassies
Open Borders
Defensive Pact
Joint War
Territory
Casus Belli
Agendas
Diplomatic Visibility and Gossip
Spies and Espionage
Tourism
Introduction
Great Works, Relics, and Artifacts
Themes and Theming
Seaside Resorts
National Parks
Cultural Dominance


Diplomatic Favor to interact with the World Congress.
Diplomatic Favor is a currency used in the World Congress and is key to winning the Diplomatic Victory and ensuring that Resolutions go your way. It represents the political clout or debt: players can use their past diplomatic deeds to influence World Congress, extract promises from other players, request Emergencies, or even receive financial benefit by trading their
Diplomatic Favor to willing players. Players gain
Diplomatic Favor through positive interactions with other powers and actions that benefit the whole world.
Diplomatic Favor:
You gain
Diplomatic Favor each turn based on the tier of your government
You can gain
Diplomatic Favor each turn for each City-State of which you are Suzerain
Active Alliances with other civilizations generate
Diplomatic Favor each turn, increasing as your Alliance Level increases
Diplomatic Favor:
You lose
Diplomatic Favor each turn based on your CO2 production relative to other nations
You lose
Diplomatic Favor each turn based on the amount of
Grievances the world as a whole has against you
You lose
Diplomatic Favor each turn based on the number of original capitals that you occupy
Diplomatic Favor:
Liberating a City-State from another civilization
Liberating a city from one civilization and returning it to the original civilization
Returning a player to the game by Liberating their city after they have been completely conquered
Reaching appropriate score tiers in Emergencies and Scored Competitions
Diplomatic Favor on a measure which did not pass the World Congress, or on a Promise Request that is rejected by the target, then the player gets their full amount refunded for the next session. If they spent it on a measure which ulitmately passes, but on a different target then half the amount of
Diplomatic Favor spent is refunded.
Diplomatic Favor. When voting for a Resolution, you will choose a potential target, and choose between 2 options for how the target is affected. The option that receives the most votes is binding for all players until the next session of the World Congress.
Diplomatic Favor when voting on the Resolution will be the winner.
Gold to the target player in exchange for Score that gets them closer to winning
Diplomatic Favor and Diplomatic Victory Point rewards.
Diplomatic Favor to interact with the World Congress.
Diplomatic Favor is a currency used in the World Congress and is key to winning the Diplomatic Victory and ensuring that Resolutions go your way. It represents the political clout or debt: players can use their past diplomatic deeds to influence World Congress, extract promises from other players, request Emergencies, or even receive financial benefit by trading their
Diplomatic Favor to willing players. Players gain
Diplomatic Favor through positive interactions with other powers and actions that benefit the whole world.
Diplomatic Favor:
You gain
Diplomatic Favor each turn based on the tier of your government
You can gain
Diplomatic Favor each turn for each City-State of which you are Suzerain
Active Alliances with other civilizations generate
Diplomatic Favor each turn, increasing as your Alliance Level increases
Diplomatic Favor:
You lose
Diplomatic Favor each turn based on your CO2 production relative to other nations
You lose
Diplomatic Favor each turn based on the amount of
Grievances the world as a whole has against you
You lose
Diplomatic Favor each turn based on the number of original capitals that you occupy
Diplomatic Favor:
Liberating a City-State from another civilization
Liberating a city from one civilization and returning it to the original civilization
Returning a player to the game by Liberating their city after they have been completely conquered
Reaching appropriate score tiers in Emergencies and Scored Competitions
Diplomatic Favor on a measure which did not pass the World Congress, or on a Promise Request that is rejected by the target, then the player gets their full amount refunded for the next session. If they spent it on a measure which ulitmately passes, but on a different target then half the amount of
Diplomatic Favor spent is refunded.
Diplomatic Favor. When voting for a Resolution, you will choose a potential target, and choose between 2 options for how the target is affected. The option that receives the most votes is binding for all players until the next session of the World Congress.
Diplomatic Favor when voting on the Resolution will be the winner.
Gold to the target player in exchange for Score that gets them closer to winning
Diplomatic Favor and Diplomatic Victory Point rewards.