The best strategy in negotiations is often knowing when to quit before the 2nd (or 3rd) turn. Just because you can try for another turn doesn't mean it is wise to do so. Not everything in this game is a guaranteed win just for trying... why don't people understand how games actually work? This isn't a show up and win everything easily game. How boring would that be long-term? What makes you think it should be and still be fun to play?
You can spend diamonds to recover killed units and/or heal damaged ones, even after single-wave battles. In two-wave battles, that can mean getting to the second wave if you don't have any non-Rogue units left to proceed. No, it's not required... but neither is the extra turn in negotiations. In negotiations, four- and five-turn negotiations are like single-wave battles. The six-turn negotiations are like two-wave battles. Some folks spend diamonds on the latter. The rest of us don't.
I see I need to put this into a very simple form for everyone to understand.
New day, 0 Attrition.
Lets do a fight. I am in Iron Age and have nothing yet for additional attack/defense bonus.
I have some unattached troops from doing GE so I give it a try. I am up against an army of 8 mixed troops. Chances are slim I can win this.
I start the fight anyways. I start losing.
What can I do to make it through?
Spend Diamonds? Nope.
Some kind of heal? Nope.
So I now have only two options.
- Surrender (Loss)
- Keep going until all my troops are dead (Loss)
Alternate Time Line
New day, 0 Attrition.
Lets do a fight. I have some additional attack/defense bonus and even have the ability to use tavern boost.
I have some attached and unattached from doing GE. I am up against an army of 8 mixed troops.
I start the fight and start losing.
What can I do to make it through?
Spend Diamonds? Nope.
Some kind of heal? Nope.
So I now have only two options.
- Surrender (Loss)
- Keep going until all my troops are dead (Loss)
Hmm... same outcome. No way to possibly win.
Alternate Time Line
New day, 0 Attrition.
Lets do a negotiation.
I am given 6 goods to try to solve in those 3 turns.
I can now look for another province, hoping to find 4 or 5, but lets just say I dont. They are all 6.
I am very good at negotiating and fully understand the logic. I do logic puzzles for fun, this is childs play.
I start negotiating (im not going to give an example here).
I could stop and 'give up' as INNO wishes to call it, but for the sake of this example, we are trying to 'win'.
I use my 3 tries, but still need one more correct to win.
What are my options.
Any way to get an extra turn? Nope, Tavern dont work here like in a fight.
Ah.. look at this.. I can spend Diamonds!
I can now win, where I had no choice but to lose in a fight.
I'm thinking that if you have to use 6 of each good on your first negotiation, then you either negotiated some late the night before after the reset at midnight Eastern time, or you fought a few battles first.
I have to disagree with this. I have had 6 on days where I have not been able to do anything the prior day. INNO is clearly using the RNG to generate both the goods to be used and the number of goods. It doesnt matter what your attrition is at. I can have 4 goods of previous era when attrition is 1 or 50. And the next day have 6 goods of current era with 0, 3, 4, 10 or 20 attrition.