Casus belli

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Casus belli is a Latin term meaning case of war. In the game, a country with a Casus Belli (commonly abbreviated to "CB") on another country is deemed to have a valid cause for war.

Declaring war without a CB penalizes the attacker as follows:

  • suffers -2 stability immediately on declaration of war
  • suffers additional aggressive expansion (clarification needed: immediately/when war ends?)

Therefore it is highly advisable to have a CB when going to war. A CB can be obtained by various diplomatic actions, most costing some Oratory power.png.

Types of CB[edit]

Casus belli come in a variety of forms including:

  • Claim: A country is considered to always have a casus belli against a country if it has a claim on a city that the other country owns.
  • Supporting Rebels: A country is always considered to have a casus belli against someone who supports rebels inside it.
  • Insult: A country will receive a time limited casus belli against a country that has sent an insult to it.
  • Guarantee: A country will receive a time-limited casus belli against a country that attacks someone guaranteed by them.
  • Broken Subject Status: A country will receive a time limited casus belli against a country that breaks a subject relationship with them.
  • Broken Alliance: A country will receive a time limited casus belli against a country that dishonors its alliance towards them.

War goals[edit]

Every war has a certain war goal defined by the casus belli used to start the war. Not fulfilling it will give warscore over time to the defending side, while a fulfilled war goal gives ticking war score to the attacking side. There are three different War Goals in the game:

  • Conquest: If you have a Claim on a Province held by another country you can declare conquest war over that Province. In that case holding the entire enemy province selected will be the war goal. A conquest war will automatically end if the entire war goal is held by either party for 1 year + 180 days per Rank. Conquering provinces costs 25% less warscore.
  • Show Superiority: The War goal is to show superiority in battle. Once over 10 war score from battles is achieved the extra ticking war score starts applying. Conquering provinces costs triple warscore.
  • Show Naval Superiority: The War goal is to show superiority in naval battles. Once over 10 war score from battles is achieved the extra ticking war score starts applying. Having more blockades than your enemy will also contribute. Conquering provinces costs 11 times as much warscore.


Domestic policy Characters Attributes Culture Government Laws National ideas Rebellion Religion Technology
Economic policy Buildings Economy Population Trade Trade goods
Provinces Region Province Cities Colonization
Warfare Military traditions Army Land units Land warfare Naval warfare
Foreign policy Treaties Casus belli Diplomacy Subject nations