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Starting a war[edit]

Casus Belli[edit]

The aggressor may pick a Casus Belli when declaring war. This determines the wargoal, the options available in the subsequent peace deal, and their associated costs in warscore, aggressive expansion, and diplomatic power.

No Casus Belli[edit]

Declaring war without a Casus Belli will cost the attacker -2 drop in Stability and give additional Aggressive Expansion. It also triples the war score cost of annexing cities and provinces.

Sides in a war[edit]

A war consists of two opposing sides of one or more countries.

War Leaders[edit]

While wars can have many participants the country declaring the war and the country being declared upon will initially be considered the War Leaders.

War Leaders will negotiate on behalf of the entire side (including all allies and subject countries) to which they belong and a war will not end until the two War Leaders agree to a peace.

War Leadership in Imperator can also change. If a country with higher Max Manpower and more provinces than the existing leader joins, then this country will be considered the new War Leader and can call its own allies. When this is the case the War Declaration interface will warn that a country may take over the leadership of the war, and War Leadership can only be transferred once.

Sue for Peace[edit]

The "Sue for Peace" screen can be accessed either by clicking on the war icon near the lower right corner of the map, or by opening the diplomacy screen and clicking the Sue For Peace button. Suing for Peace with the warleader of a faction will create a peace with all enemies in that alliance. Suing for Peace with an enemy that's not the warleader can conclude a separate peace with just that nation (see #Separate Peace, below).

Peace conditions have a cost in warscore as well as possibly Aggressive Expansion (AE). The costs for the demands are listed beside them, and also totaled near the bottom right of the dialog box. Demands that total less than the accumulated warscore will likely be accepted by the enemy side. Demands that total more are likely to be rejected.

Terms for peace can include

  • Transfer of individual cities
  • Transfer of entire provinces. To be eligible for transfer, the provincial capital and all fortresses in the province must be occupied.
  • Freeing of territory as a new independent nation
  • Forcing a nation to become a subject state (feudatory, satrapy, client state, or tribal vassal).
  • Transfer of gold (see the box and arrows in the bottom center of the peace dialog)

See the buttons above the list of demands to select tabs for different categories of peace conditions.

Territory can be transferred to the nation that occupies it. To conquer territory for another nation, once you've occupied it, select the city or province and use the "Transfer Occupation" button to the left of the city name to give occupation to the desired ally. Then Sue for Peace.

Separate Peace[edit]

It is also not possible to separate peace as a junior participant of a war until 36 months have passed, as a junior participant is expected to be involved in order to help the war leader bring the war to completion, rather than using someone else's conflict to expand themselves.


After a peace has been signed a truce will be in power for between 5 and 15 years. The length of the Truce will be dependent on the severity of the peace agreement. During this time it will cost 5 Stability to start an offensive war again against the same enemy. This includes attacking their allies, subjects and guaranteed countries - you are still considered breaking the truce.

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 Siege Assault Land units Land warfare Naval warfare
Foreign policy Treaties Casus belli Diplomacy Subject nations