Regarding the image shift from hostile to friendly, it'south good to think about things on a personal level.
Say you have a friend. He smiles at you, gives you gifts, politely speaks to you, and doesn't intrude on your life. Then, one day, he sleeps with your girlfriend behind your back, or he attacks a family member for, seemingly, no reason -- or even worse, because he wanted something they had. Suddenly, this friend is no longer a friend; the trust he has built upward with you disappears.
Suddenly, he reverts to the same behavior. He gives yous one thousand gifts, he speaks to you with well-nigh sick saccharine, and he avoids any interference in your life beyond what you would go to him for. He's non your friend, though, fifty-fifty for all of this, for a long time. Why? He already broke your trust, and he is now, primarily, a threat, not a friend.
The same goes with nations. Gift them, treat them, respect them, merely then attack them or ally with an enemy power, and suddenly you lot're dorsum to square one, and it takes a lot more than to get dorsum where you lot were. In fact, you never may. Retrieve that the game doesn't occur in a vacuum: previous events have destroyed your relations with sure nations already. Therefore, information technology is exceedingly hard to make them your friends over again.
The sinews of state of war are infinite money. - Tacitus
State of war isn't almost dyin' for your country. It's most making the other poor bastard die for his country first. - Gen. Patton
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