As soon as you meet another Empire, you unlock the Embassy. These special buildings embody your desire to find peaceful outcomes for the conflicts that may and will arise between you and others.
Embassies can be placed anywhere in your Empire. While they are expensive, multiple Cities can contribute to their construction.
Once their construction is complete, the Embassy tab in the Diplomacy screen will be enabled.
Completing the construction of your own Embassy will provide the ability to perform “Leverage Actions,” which unlock with each passing Era. These Leverage Actions provide different methods of applying pressure against other Empires to either protect your interests or harm their own, and most are available both during Peace and War.
- Placate: Allows you to spend some Leverage to lower the other Empire’s War Support by a small amount.
- Expel Military Forces: Available from the Classical Era onwards, this action allows you to temporarily suspend Open Border agreements, and force the other side to remove their Armies from within your borders.
- Diplomatic Ultimatum: Available from the Medieval Era onwards, this action forces the other side to quit stalling and answer your current Demands before the end of the turn. They will need to decide if they accept or refuse them, and in the latter case, risk going to War.
- Expose Undercover Assets: Available from the Early Modern Era onwards, this action is helpful if you suspect someone of foul play. Performing this action places a special Pin on all locations within your borders where the other Empire currently has Concealed Units. This will not outright reveal them, and by the time you get to the Pin, the Concealed Units may have moved. Or you may well discover that the Empire has no Concealed Units at all!
- Apply Economic Sanctions: Show your discontent with another Empire by hurting their economy! Performing this action will apply a time-limited status that will reduce their Cities’ Money and Industry outputs by a set percentage.
When both sides in a diplomatic relationship have built their own Embassy, this opens opportunities for more in-depth collaboration and exchange between Empires. New Agreements will be available for both Empires to propose and sign, which will enable powerful two-way effects:
- Scientific Correspondence: Technologies discovered by one Empire will be cheaper to research for the other Empire. Each additional Empire that you sign this Agreement with will lower the cost even further.
- Arms Deal: Each Empire gains the ability to build the other Empire’s Emblematic Unit, for a Money fee. The other Empire must have unlocked their Emblematic Unit for you to be able to build it, and you need to be able to cover its Strategic Resource requirements.
- Monumental Contractors: Empires gain the ability to contribute Industry to the other’s Cultural Wonder constructions. Upon completion, the contributors will be able to choose a reward in Money, Influence, or Leverage depending on the size of their contribution.
- Diplomatic Cooperation: Each Empire receives half of the Leverage that the other collects from the Leverage Intel Curiosities on the map, unless the Leverage is against one of the two signing Empires.
- Humanitarian Aid: If a signing Empire is struggling to retain Population, each partner Empire will provide Food and Industry bonuses.
Destroying the Embassy of either signing Empire will halt its Agreements. However, once the Embassy has been rebuilt, the Agreements are automatically resumed. If someone does destroy your Embassy through ransacking or by taking control of your City, it will create a Grievance for all players who have already signed an Agreement with you.