|Please help improve this article or section by expanding it.|
- 1 Diplomatic range
- 2 Diplomatic actions
- 2.1 War
- 2.2 Demand Tribal Vassal Status
- 2.3 Alliance
- 2.4 Access
- 2.5 Influence
- 2.6 Covert
- 2.7 Relations
- 3 Diplomatic Stance
- 4 Diplomatic relations cap
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.
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.
- Main article: Warfare
Declares war on another nation. Hidden if you are already at war with this faction.
Sue for Peace
Open a window to choose a negotiated end to wartime hostilities.
Demand Tribal Vassal Status
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."
Creates an Alliance between two nations. Cannot be a Great Power.
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
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.
Ask/Cancel Military Access
Lets you move your armies through another nation's territory.
Offer/Cancel Military Access
Lets another nation move through your territory. May improve relations.
Begin the process to annex the territory of a nation you are the overlord of into your nation.
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"
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"
Cancel your overlord status over this nation.
Intervene in War
You can join on any side in a war, where you have good relation with the war leader. Restricted to Great Powers only.
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.
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.
Opens a window to negotiate a trade. May improve relations.
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.
Create a casus belli for a province.
Improve another nation's opinion of you over time.
Insult another nation. Gives them a limited duration Casus Belli on you.
Instantly improve another nation's opinion of you in exchange for gold.
Each country chooses a default diplomatic stance from five choices.
These are as follow:
|Diplomatic stance||Modifiers||Opinion modifiers|
|Diplomatic Relation: +1||None|
|Agressive Expansion Decay: +0.002
Improve Relation Cost: −25%
|Create Trade Route Cost: −25%
National Commerce Income: +25%
|Nations with same Diplomatic Stance: +30
|Fabricate Claim Cost: −10%
War Score Cost: −20%
|Subject Loyalty: +10
Integrate Speed: +25%
Diplomatic relations cap
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
You can increase the number of relations by increasing your size or by investing in certain technologies, laws or diplomatic stances.