Absolutely. You can enter into a mutual protection
pact with a civ, for example, without entering into a right-of-passage pact, or
vice-versa. The idea is that you can "mix and match" your diplomatic
agreements to suit your play style.
Yes.
To engage in diplomatic talks with another civ, you must first make contact with
that civ. You can do this either by physically entering their territory or by
trading another civ for contact with that civ. Other Civs may also seek you out
by entering your territory. You also need to establish an embassy (granted by
the writing technology) to be able to enter into agreements more advanced than
simple peace treaties. To be able to enter into trade negotiations with other
civs, you need a road connecting one of your cities to one of their cities. To
exchange world maps, you need the technology of map making. Finally, you must
be at peace with a Civ to tender any proposal other than a peace treaty.
Yes.
If you continually abuse your relationship with other leaders, they will be less
willing to trust you during negotiations.
No. Like trade, espionage has been abstracted to a mission selection screen and will no longer require you to use spy units.
Before you can even attempt espionage missions, you must establish an embassy with the civilization you want to spy on. Once you have established an embassy with a rival, you can perform the following two diplomatic actions by double-clicking on the embassy icon of the civ you wish to target:
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Investigate City (see what the rival city is building and has already built ) |
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Steal Technology (attempts to steal a technology from the rival civilization) |
Note that when you are at war with another Civ, your embassy in their capitol is automatically closed, and you will be unable to conduct either of the above missions.
There are also five espionage missions which you can only perform once you've built the Intelligence Agency (Small Wonder), and only against Civs with whom you've established an embassy and planted a spy. They are:
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Sabotage (sabotages the current project of an enemy city) |
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Propaganda (attempts to convince an enemy city to join your Civilization) |
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Steal Plans (reveals all troop locations of an enemy Civ for one turn) |
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Steal World Map (reveals what an enemy knows about the world) |
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Expose Enemy Spy (ferrets out opposing spies) |
These missions can be performed against a Civ as long as you have a spy planted in that Civ's embassy. Even if you go to war and your embassy is closed, your spy will continue to function as long as it is not caught.
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