Diplomacy involves peaceful relations between nations and is built on relations, infamy and interests.
Relations[edit | edit source]
Relations is a bilateral value between −100 and +100 that determines the overall diplomatic standing between two countries. Relations are categorized into seven levels, based on the current relations score.
|Score||−100 to −80||−79 to −50||−49 to −20||−19 to 19||20 to 49||50 to 79||80 to 100|
Relation effects[edit | edit source]
Many diplomatic actions are blocked if relations are above or below a certain level, and starting diplomatic plays generally requires neutral or worse relations. Additionally, the relation score, along with attitude, impacts AI's acceptance of diplomatic actions and its willingness to join a side in diplomatic plays.
Changing relation levels[edit | edit source]
The primary way to change relations is through the Improve Relations and Damage Relations ongoing diplomatic actions, but most diplomatic actions affect relations, as do diplomatic incidents and various events.
Infamy[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 1.2.
|Unrecognized major power||+50%||−30%|
|Unrecognized regional power||+40%||−40%|
Infamy represents a country's perceived aggression in the world. Infamy begins at 0 and can reach a maximum of 1000. Infamy primarily increases due to diplomatic plays, as most war goals add infamy, but certain other actions and events can add infamy as well. Infamy decays at a yearly base of −5 yearly, and this is increased up to −6.25 by having surplus influence.
The amount of infamy gained is modified by a country's rank and recognition. Countries get more infamy the higher rank they have, and similarly more for the higher rank their target is. Unrecognized countries generate +40% more infamy than equivalent recognized countries, but generate −40% less infamy for their attacker. The amount of infamy generated by each rank and the rank of the target can be seen in the table to the right.
The amount of infamy gained by diplomatic plays is modified by the population of the targeted state or country. The population multiplier is calculated as , where is valued in million and is 5 or 50 for state target or country target respectively.
|Population||Multiplier (targeting a state)||Multiplier (targeting a country)|
Infamy levels[edit | edit source]
The amount of infamy a country has is categorized into four levels, and each affects how AI countries view and interact with the country. Each infamy level also increases the cost of maintaining diplomatic pacts and actions.
|Reputable||0 to 24.9||0|
|Infamous||25 to 49.9||+25%|
|Notorious||50 to 99.9||+50%|
|Pariah||100 and above||+100%|
Diplomatic incidents[edit | edit source]
Infamy is tied to the diplomatic incident mechanic. In the vast majority of cases, any diplomatic action a country takes – such as demanding land in a diplomatic play or violating a neutral country's sovereignty during war – that increases infamy also creates a diplomatic incident localized at a particular strategic region on the map. This adds a relation penalty to all countries with an interest in the region, based on the amount of infamy gained in the incident.
Interests[edit | edit source]
Not to be confused by interest paid from treasury debt
Interests represent a country's diplomatic engagement with a region of the world. A country always has an active interest in regions where it or a subject owns states and can declare interests in other regions. A country can also engage in diplomacy with its immediate neighbors, even without a specific interest in that region.
In order to start or join a diplomatic play, a country must have an interest in the region where the play is located. This can be used advantageously when attacking a country with states in many regions, as the initial wargoal can be targeted to a region where the country's rivals have no interest and thus cannot join the play.
Additionally, colonization requires the colonization nation to have an interest in the region, and note that colony states do not count for maintaining an interest in a region, at least until the colony has completed colonizing the state region.
Declared interest[edit | edit source]
A declared interest represents a country declaring that a strategic region is of importance to it, perhaps because they plan to colonize it, or because they want to prevent a hated rival from expanding into it. A country can declare an interest in any region that is either coastal or adjacent to a region where they have an inherent interest. The number of declared interests a country can use depends on its rank and its naval power – a great power can choose to have its fingers in a great many pies, while an insignificant power is limited to acting only in regions where they already have land.
Often, a nation should actively convert declared interests into active interests. This is easiest with Great and Major Powers, as they can easily puppet insignificant or unrecognized powers.
Maximum interests[edit | edit source]
A country may declare as many interests as its Maximum Declared Interests cap. This cap is determined by ranking, and the presence of Naval Bases in the country. If Isolationism is enacted, the maximum number of declared interests is reduced by −50%.
|+2||Unrecognized major power|
|+1||Unrecognized regional power|
|Per level||With Naval Base method|
|+0.1||Man O' War|
Diplomatic actions[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 1.3.
Diplomatic actions are one form of diplomatic engagement. Each diplomatic action can be categorized by whether it requires the target to accept and whether it happens immediately or establishes a pact. Diplomatic actions can be found in the Diplomatic Actions tab of the Diplomacy Lens or the Interactions tab of a country's info window. Possible diplomatic actions are also shown when right-clicking on countries on the map.
Obligations[edit | edit source]
An obligation is a promise that a country can use to convince another country to agree to their proposal. A country can offer an obligation as a sway in diplomatic plays or as an extra incentive in diplomatic agreements. Obligations can also be earned, or absolved when owed, by taking on the debt of another country or bankrolling, which has a random chance of 0.2% per week to gain an obligation.
Once an obligation has been obtained, it can be redeem later similarly to offering the obligation. If a country rejects a proposal when an obligation has been used, they suffer a prestige malus for 5 years as well as −50 relations with the country.
An obligation is valid for ten years, after which it expires. While a country owes an obligation, it cannot oppose the country owed the obligation in diplomatic plays.
Instant actions[edit | edit source]
The following actions happen immediately and do not form any pact. Unless otherwise noted, the actor and target must be at peace with each other and have an interest in the same region.
Ongoing actions[edit | edit source]
Diplomatic pacts[edit | edit source]
- See also: Subject
Diplomatic pacts come in two types – mutual and subject – and always require acceptance. For mutual pacts, both parties pay the influence maintenance, scaled by the other's Rank. Either party can break the pact later without approval from the other. For subject pacts, only the senior partner pays the influence maintenance, and the junior partner cannot break the pact without approval, except for customs unions. The target of a subject pact must also be independent, as only one type of subject pact can be active for the junior partner at a time. Subject pacts also have rank limitations, where typically the actor must be a higher rank than the target.
References[edit | edit source]
- The files can be found in the folder /victoria3/game/common/diplomatic_actions