GAME CONCEPTS

Integrity and Denouncements

This icon is placeholder and will be updated later.

IntegrityIntegrity is your civilization's reputation: one score from 0 to 100 that every other civilization reads. It starts at 50%. Keeping your word raises it. Breaking it lowers it, and the cost always falls on whoever did the deed. The integrity tooltip on the top bar keeps a ledger of every change.

Gains

  • Signing a trade deal with another civilization: +1 to both.
  • Seeing a trade deal through to the end of its term (or renewing it): +1 to both.
  • Being attacked without warning. +5 to the victim. Being attacked after a denouncement: +1.
  • Breaking a warlord camp. +4 to whoever takes it.
  • Letting a denouncement of you lapse without denouncing back. +3, and AI leaders who know you think a little better of you (+2 mood for 30 turns). Not if you denounced them first, or if the two of you went to war.
  • Leaving a village in peace when it offers you something: usually +2.
  • Giving a city you have just conquered back to a civilization that held it before. +20, and its leader will remember it. Each city given back also counts +5 towards your standing (up to +20), which never fades for as long as you declare no war.

Standing

Some things count only for as long as they last, and are lost the moment they end. The integrity tooltip lists them. Your standing sits on top of your record, which is everything else above. The record can fall up to 10 points below 0, so a civilization held up by its standing still pays for what it does, and one deep in debt has that much to earn back before it shows.

  • Holding the holy city of a religion, whether you founded it or took it: +2 per religion.
  • Each trade deal in force. +1 to both, on top of what signing and completing it earn.
  • Open Borders: +1 to both, and +1 more for every 15 turns it stands unbroken, up to +4. Cancelled, or ended by a war, it starts again from nothing.

Losses

  • Breaking a trade deal before its term is out: -5.
  • Cancelling Open Borders early: -10.
  • Cancelling a peace treaty or surrender early: -20.
  • Declaring war on a civilization you have not denounced: -20. After a denouncement that has stood 10 turns: 0. Sooner than that, a share of the surprise price that shrinks with every turn it has stood.
  • Declaring war through a running peace treaty. A further -25 on top of the declaration.
  • Declaring war on a neighbor that shares your state religion: a further -10.
  • Razing a captured city: -5.
  • Destroying a civilization by taking its last city: -10.
  • Backing out of a joint war you agreed to, or never declaring it: -10.
  • A separate peace during a joint war's commitment: -8.
  • Leaving a joint war partner to do all the fighting: -4.

What it does

  • Relations: every AI leader's mood towards you gains +2 for each full 10% of integrity above 50%, and loses 2 for each full 5% below it.
  • Standing at home: below 30% you are a pariah and every city suffers 2Unhappiness. Above 70% every city gains 2Happiness.
  • Trade: below 20% reputable civilizations refuse you new trade deals. Renewals are still honored, and two disreputable civilizations will deal with each other, which is how a pariah climbs back.
  • Government: each government demands a minimum integrity. Below it every city pays 5Unhappiness for every 5 points (or part of one) you are short. And unhappy cities riot. If 70% of your cities riot at once the government collapses into anarchy. See Governments and Policies.
  • Time: every 5 turns your record moves one point back towards 50%. Old misdeeds fade. So does an old reputation that is not kept up. Standing is not affected.

Denouncements

Denouncing a civilization is a public warning that you may go to war with it. It stands for 20 turns and is seen by everyone who has met either of you. Once it has stood for 10 turns, declaring war on that civilization costs 0 integrity instead of -20. Declaring sooner costs a share of the surprise price, smaller with every turn it has stood. The denounced leader resents it for as long as it lasts. AI leaders play by the same rule: one that denounces you is usually preparing to attack, though a treacherous leader may still strike without warning.