Chapter
8: Diplomacy
Council Meetings
Council meetings are extremely important and much good can come out of
them if you play your cards right. You can only engage in council meetings
after you have the hailing frequency of every faction. In the early goings
of the game, you should attempt to purchase or trade for as many hailing
frequencies as you can, so you can quickly get to the council meetings.
Many things can be accomplished
in a council meeting. Let's take a look at each and see how they fit into
the big picture.
Elect Planetary Governor
Each faction casts votes equal to the total size of all its bases. This
total can be modified by faction powers and secret projects. There can
only be two factions up for election, and they represent the two largest
empires on Planet. If you're coming in third place, you cannot be elected
governor until you move into at least second place.
The benefits of being the governor
are:
1. Executive veto - the governor
can veto the outcome of council meetings
2. +1 energy in commerce transactions with other friendly factions
3. Governor gains an infiltrator in every faction. The infiltrator will
keep tabs on military activity.
Elect Supreme Leader
One of the ways to win the game to be elected supreme leader of Planet.
A three-quarters vote is required from the planetary council to secure
the position. Since this isn't an easy task, you'll most likely want to
buy as many votes as possible before commencing the election.
When a supreme leader is elected,
there may be a faction or two that opts to defy the will of the council
vote. When this occurs, the supreme leader must, with the help of the
loyal factions, conquer all defiant factions and achieve a conquest victory.
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NOTE
If you achieve diplomatic victory by getting elected
the supreme leader, 1,200 points will be added to your score, minus
2 for every turn game elapsed.
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Next
- Council Meetings, cont
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