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- 1 Diplomatic Stance
- 2 Using diplomatic actions
- 3 Diplomatic relations cap
- 4 Diplomatic actions
- 4.1 War
- 4.2 Alliance
- 4.3 Influence
- 4.4 Relations
- 4.5 Covert
- 4.6 Economy
- 4.7 Access
Each country chooses a default diplomatic stance, among five. Then a different diplomatic stance can be chosen towards each individual state!
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%
Using diplomatic actions
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 locked depending on your country rank. For example, only a Regional Power or above can use the Proclaim Guarantee action. If your government type is a republic, the senate will vote on the action, although you can still force it through even if a majority votes against it. This will give you tyranny.
Diplomatic relations cap
A nation, depending on its rank, can have a number of diplomatic relations. Each Alliance and Tributary counts as 1 relation, while a defensive league occupies just 1 slot, no matter how big it is. For each relation over your limit, all your power costs are increased by 10%.
Increasing the diplomatic relations cap
You can increase the number or relations by increasing your size.
|Country rank||Extra relations|
|City State||+1 Diplomatic Relations|
|Local Power||+2 Diplomatic Relations|
|Regional Power||+3 Diplomatic Relations|
|Major Power||+4 Diplomatic Relations|
Note that in Pre-release builds of the game the name for the last two ranks was Major Power and Great Power, instead of Regional Power and Major Power. In some tool-tips, these obsolete terms are still used.
Declare War / Sue for Peace
Declares war on another nation.
Creates an alliance between two nations.
You need to be a Regional Power or greater to use this action. You can protect any nation of lower rank from being attacked, giving you Casus Belli on anyone attacking them.
Invite/Kick/Leave Defensive League
You need to be a City State or Local Power to use this action.
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 civilised 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."
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
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"
Intervene in War
You can join on any side in a war, where you have good relation with the war leader. You need to be a Major Power to use this action.
You can use a claim, to demand a nation to secede a city or province to you, to avoid an expensive war. You need to be a Regional Power or Major Power to use this action.
You can force a white-peace on a nation in a war, if you have good relations with their enemies. You need to be a Major Power to use this action.
Improves your relations with another nation.
Request/Cancel Trade Access
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.