I've learned a few things here and there in diplomacy after loading my save files over and over again testing different angles in diplomacy.
Here are my few handy notes on the diplomacy in Medieval 2 Total War, which I wrote after testing the diplomacy multiple times using various offers, gifts and demands.
1. You can improve your relations EVEN IF you are at war with a faction.
Here are the ways:
A. Make a very generous offer with an easy demand
B. Give them a gift
Remember, even if you are at war with a faction you can turn it from abysmal to good in one turn after giving a very generous gift.
2. If you have bad relations and a bad reputation in the game making a demand through diplomacy will cost a LOT more. Think of that once you go around attacking neutral factions or breaking alliances without warning. Once you have your back to the wall by powerful armies asking for a ceasefire will be much, much harder. Plus, making fun diplomatic moves such as asking your ally to attack a faction or demanding an enemy faction to be your vassal will be much much harder with bad relations.
3. Gifts help better your relations in diplomacy, BIG TIME. It can turn a "so-so" relation into an "amiable" one. Or turn a "so-so" relation into an "outstanding" one.
4. If you are "very untrustworthy" as a faction, as I've said - once reputation is bad it is hard to ask for a ceasefire. However, when a diplomat of an enemy faction offers you a ceasefire consider it the best way to improve relations with that faction for free when it may have otherwise seem impossible to do without gifts or very generous offers.
5. If you want good relations with other factions begin from the first turn to the next few turns. Don't wait until the 25th turn to improve your relations. The reason here is that it is easier to prevent a worsening of relations by paying attention to your actions, rather than fix bad relations with gifts and offers which can prove to be very expensive and bothersome later on.
6. You can offer attack rebels as a gift!
7. During the start of the game it is much, much easier to make offers and have them accepted, such as alliances and ceasefires.
8. Diplomatically offering to attack the enemy of a faction can be a lot more powerful than paying tribute. Yes, you can even make such an offer even if you are at war with that faction.
Imagine, if you plan to attack an Egyptian settlement and declare war, why not improve relations with a faction already at war with Egypt by sending a diplomat to them first and offering to attack Egypt
This way you may worsen relations with Egypt but improve relations with a faction that is already at war with them.
9. An alliance can keep your relations with one faction on at least "amiable" even if let's say your reputation is "very untrustworthy" and you have abysmal relations with six other factions.
When you are playing on Very Hard you might notice how relations with other factions seem to actively deteriorate even if you're not doing anything. Having an alliance with select factions can make relations easier.
10. A demand typically subtracts from the value of your offers, diplomacy wise. A very generous offer, let's say a tribute of 5000 florins for 150 turns, can be rejected if it comes with a simple demand that may be considered objectionable by the AI under current circumstances.
11. After making an offer that was "happily accepted", you can make another offer by not clicking the red check seal on the bottom right of the screen and clicking make an offer again, instead.
Additional Note: Actually even if an offer is rejected you can make another offer by simply clicking make offer again.
Everyone, add to the list!!!!
I am playing as France in the original (vanilla) copy of Medieval 2 Total War and I've waged 18 battles without one lost. My only trouble in playing on Very Hard mode is the diplomacy aspect of the game, which is why I experimented diplomatically and discovered all of the above.
By the way, provided that you give enough florins as an offer, the Papal States will ally with you (I did it in the 10th turn) and you will see your crosses max out through the roof!




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