Diplomacy

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Diplomatic range[edit]

You must be in diplomatic range to use most diplomatic actions except ending or declaring wars and asking for or canceling military access. The diplomatic range is determined by capital distance, all countries you border are in diplomatic range.

Diplomatic actions[edit]

Some diplomatic actions are available only after your nation has achieved a required rank. Any restrictions are listed next to each action.

If your government type is a republic, the senate will vote on the action. With 60+ seat approval you may take an action. With 50+ seat approval you can push an action through the senate but this will add tyranny.

Most actions cost Oratory power.png!

War[edit]

Main article: Warfare

Declare War[edit]

Declares war on another nation. Hidden if you are already at war with this faction.

Sue for Peace[edit]

Open a window to choose a negotiated end to wartime hostilities.

Demand Tribal Vassal Status[edit]

This action can be used on nations with the Settled or Migratory Tribe government forms. You need +100 opinion with the nation to be able to offer this, and there is a -90 base negative reasons for them to accept.

"A Tribal Vassal is a tribal subject of a civilized nation who gives a portion of their monthly manpower income to their overlord in exchange for protection and bonuses to Civilization. Tribal Vassals do not use a diplomatic slot but cannot be integrated diplomatically and may cancel the relationship. Tribal Vassals are not automatically called to their overlord's wars. The overlord also receives a bonus to tribal population happiness."

Alliance[edit]

Offer/Dissolve Alliance[edit]

Creates an Alliance between two nations. Cannot be a Great Power.

Offer Guarantee[edit]

Creates a Guarantee of protection by your nation toward another nation of lower rank. Restricted to Regional Powers or above.

Invite/Kick/Leave Defensive League[edit]

Interact with an existing Defensive League or form a new one. You need to be a to use this action. Restricted to City State and Local Powers.

Access[edit]

Ask/Cancel Military Access[edit]

Lets you move your armies through another nation's territory.

Offer/Cancel Military Access[edit]

Lets another nation move through your territory. May improve relations.

Influence[edit]

Start Integration[edit]

Begin the process to annex the territory of a nation you are the overlord of into your nation.

Demand Tribute[edit]

This action can be used on any nation of any size. You need +100 opinion with the nation to be able to offer this, and there is a base -80 as well as -10 negative reasons per nation rank for them to accept.

"A Tributary is a loose subject who gives a portion of their monthly income to their overlord in exchange for protection. Tributaries do not use a diplomatic slot, but cannot be integrated diplomatically and may cancel the relationship. Tributaries are not automatically called to their overlord's wars"

Offer Feudatory Status[edit]

This action can be offered to any nation with the same culture group as you that does not exceed 10 cities in size (the same limitations exist for demanding feudal status in a peace deal). You need +100 opinion with the nation to be able to offer this, and there is a base -140 as well as -10 negative reasons per nation rank for them to accept.

"A Feudatory is a small subject nation who gives a portion of their monthly manpower income to their overlord and is under their control. Feudatories do not cost a diplomatic slot, cannot cancel the relationship, and may be integrated diplomatically under certain conditions. Feudatories are automatically called to their overlord's wars. Feudatories must be of the same culture group as their overlord and also receive cheaper army maintenance in exchange for less Citizen happiness"

Release Client/Feudatory/Tribe/Tributary[edit]

Cancel your overlord status over this nation.

Intervene in War[edit]

You can join on any side in a war, where you have good relation with the war leader. Restricted to Great Powers only.

Threaten War[edit]

You can use a claim, to demand a nation to secede a city or province to you, to avoid an expensive war. Restricted to Regional Powers or above.

Enforce Peace[edit]

You can force a white-peace on a nation in a war, if you have good relations with their enemies. Restricted to Great Powers only.

Sell City[edit]

Opens a window to negotiate a trade. May improve relations.

Covert[edit]

Support Rebels[edit]

Declare that your nation officially supports a rebel faction. Increases the unrest in their population and increasing chance of revolts or civil-war. Gives them a casus belli against us. Restricted to Major Powers only.

Fabricate Claims[edit]

Create a casus belli for a province.

Relations[edit]

Improve Relation[edit]

Improve another nation's opinion of you over time.

Insult[edit]

Insult another nation. Gives them a limited duration Casus Belli on you.

Send Gift[edit]

Instantly improve another nation's opinion of you in exchange for gold.

Diplomatic Stance[edit]

Each country chooses a default diplomatic stance from five choices.

These are as follow:

Diplomatic stance Modifiers Opinion modifiers
Neutral icon
Neutral
A Neutral diplomatic stance means there is no active focus towards any particular diplomatic end. This lack of direction limits efficiency in pursuing specific goals but it also allows greater flexibility in making new agreements and alliances.
Diplomatic Relation: +1 None
Appeasing icon
Appeasing
An Appeasing stance is focused on presenting a more palatable image abroad while strengthening ties with existing friends. Some would say it a way of making amends for past sins.
Agressive Expansion Decay: +0.002

Improve Relation Cost: −25%

Allies: +25

Other: +10

Mercantile icon
Mercantile
A Mercantile diplomatic stance means that all efforts are focused on making new trade deals as well as increasing the profitability of existing ones.
Create Trade Route Cost: −25%

National Commerce Income: +25%

Nations with same Diplomatic Stance: +30

Other: +20

Bellicose icon
Bellicose
A Bellicose diplomatic stance means that all diplomatic efforts are focused on justification for expansion and intimidation of nearby countriess.
Fabricate Claim Cost: −10%

War Score Cost: −20%

Neighbours: −20

Other: −10

Subjugative icon
Subjugative
A Subjugative diplomatic stance is one where focus is entirely devoted on the tying of foreign subject states closer to the mother country.
Subject Loyalty: +10

Integrate Speed: +25%

Subjects: +20

Diplomatic relations cap[edit]

A nation, depending on its rank, can have a number of diplomatic relations. Each Treaty and Tributary count as 1 relation. However, a defensive league utilizes a single 1 slot no matter how many nations are members. For each relation over your limit, all your power costs are increased by 10%.

Increasing the diplomatic relations cap[edit]

You can increase the number of relations by increasing your size or by investing in certain technologies, laws or diplomatic stances.


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