Diplomacy is the relationship and interactions between countries. In Victoria 3, there are four major factors affecting diplomacy: attitude, relations, infamy, and interests. These factors impact which diplomatic actions are available and how likely an AI country is to accept them.
Each AI controlled country has an attitude towards every other country that influences what diplomatic actions it is likely to take. A country's attitude is based on its strategic desire towards another country as well as the relations value, infamy, military size, and diplomatic pacts of the other country. The various attitudes and the likely impact on AI behavior are detailed below from a perspective towards a country. Note that attitudes are only one of several factors that determine the actual AI behavior.
| Positive attitudes
|
Protective |
Genial
|
Cooperative |
Conciliatory
|
| Likely Behavior
|
- Side with country in diplomatic plays
- Offer country subject status
|
- Improve relations with country
- Seek a defensive pact or alliance with country
|
- Improve relations with country
- Accept diplomatic pacts from country
|
- Improve relations with country
- End rivalry with country
|
|
|
| Neutral attitudes
|
Cautious |
Disinterested |
Human
|
| Likely Behavior
|
No effect
|
No effect
|
No effect
|
|
|
| Negative attitudes
|
Wary |
Antagonistic
|
Belligerent |
Domineering
|
| Likely Behavior
|
- Reject diplomatic pacts from country
- Seek out alliances to defend from country
|
- Side against country in diplomatic plays
- Seek out alliances with country's enemies
|
- Target country in diplomatic plays
|
- Subjugate country if it is independent
- Integrate country if it is a subject
|
|
|
| Subject attitudes
|
Loyal |
Aloof
|
Defiant |
Rebellious
|
| Likely Behavior
|
- Agree to overlord demands
|
|
- Seek greater autonomy from overlord
|
- Seek independence from overlord
|
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 - −80 |
−79 - −50 |
−49 - −20
|
−19 - +19
|
+20 - +49 |
+50 - +79 |
+80 - +100
|
| Relation level
|
Hostile |
Cold |
Poor
|
Neutral
|
Cordial |
Amicable |
Friendly
|
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.
The primary way to change relations is through the
Improve Relations and
Damage Relations ongoing diplomatic actions, but most diplomatic actions and pacts affect relations, as do diplomatic incidents and various events.
Infamy represents a country's perceived aggression in the world. Infamy begins at 0 and can reach a maximum of 1000. Infamy primarily increases from diplomatic plays but certain other actions and events can add infamy. Infamy decays yearly at a base of −5 and can be increased to −6.25 from excess
influence.
Diplomatic demands generate infamy according to the formula : Failed to parse (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "https://en.wikipedia.org/api/rest_v1/":): {\displaystyle \text{Infamy} = \text{Base value} \cdot \text{(1 + Pop multiplier)} \cdot \text{State multiplier} \cdot (1 + \text{Initiator modifier} + \text{Target modifier}) \cdot \text{Subject multiplier} \cdot \text{Unrecognized target modifier} \cdot \text{Other modifiers}}
with :
| Rank
|
Initiator |
Target
|
 |
Great power
|
+20% |
+20%
|
 |
Major power
|
+10% |
+10%
|
| Unrecognized major power
|
+50% |
−30%
|
 |
Minor power
|
+0%
|
+0%
|
| Unrecognized regional power
|
+40% |
−40%
|
 |
Insignificant power
|
−10% |
−10%
|
| Unrecognized power
|
+30% |
−50%
|
- Base value depends on the war goal used.
- Pop multiplier is Failed to parse (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "https://en.wikipedia.org/api/rest_v1/":): {\displaystyle 3 * \text{Population}}
, where Population is the targeted population in millions. This multiplier is capped at per targeted state and overall.[1]
- State multipliers reduce the infamy cost of targeted states if they are unincorporated (−50%) or homelands of the initiator's primary cultures (−25%). These apply separately to each state targeted and can stack.[2]
- Initiator and target modifiers depend on the rank and recognition status of both countries as shown in the table below.
- Subject multiplier is if target a subject of the initiator and has less than
25 liberty desire or is opposing the initiator in a diplomatic play, 1 otherwise.
- Unrecognized target modifier only affects infamy generation by recognized countries against unrecognized countries; this is obtained by researching the
Colonization (−10%) and
Civilizing Mission (−25%) technologies. The principle 
Colonial Offices III also adds −5% per level of
Colonial Affairs
- Other modifiers include
Multilateral Alliances (−25%), and
rulers with the character traits
Cautious (−20%) and
Reckless (+20%), and various country modifiers from events.
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 and increases subject
liberty desire and
radicals from gained conquest.
| Level |
Infamy |
Pact cost
|
Reputable |
0 to 24.9 |
0
|
Infamous |
25 to 49.9 |
+25%
|
Notorious |
50 to 99.9 |
+50%
|
Pariah |
100 and above |
+100%
|
In particular, if a country reaches Pariah status, great powers can use the
Cut Down to Size diplomatic play, which returns conquests and releases subjects gained in previous 10 years and nullifies all war goals in any ongoing wars at the time this demand is conceded.
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 in 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.
Not to be confused with interest paid from treasury loans
Interests represent a country's diplomatic engagement with a region of the world. A country has a natural interest in regions where it or a subject owns non-colony 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 typically 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 demand can be targeted to a region where the country's rivals have no interest and thus cannot join the play.
Additionally, colonization requires the colonizing nation to have an interest in the region, and note that in-progress
colony states do not maintain an interest in a region by themselves.
Lacking interests in foreign markets reduces the country's trade advantage when trading with them.
A British Empire player declaring interests in China.
A declared interest represents a country declaring that a strategic region is of importance to it. A country can declare an interest in any region that is either coastal or adjacent to a region where it has a natural interest due to owned states or subjects, including customs union members.
A country may declare up to as many interests as its maximum Declared Interests cap. This cap is determined according to the table below, with a total maximum of 20 declared interests. If
Isolationism is enacted, the maximum number of declared interests is reduced by −50%.
| Rank |
Interests
|
Great power |
+6
|
Major power |
+3
|
Unrecognized major power |
+2
|
Minor power |
+1
|
Unrecognized regional power |
+1
|
| Technology |
Interests
|
Colonization |
+1
|
Civilizing Mission |
+1
|
Telephone |
+1
|
Radio |
+1
|
| Naval power projection |
Interests
|
| Per 100, max at 1000 or more |
+1 (max +10)
|
Diplomatic catalysts represent various occurrences such as one country taking an action towards another, changes in relation levels, or even certain internal political events. Each catalyst can have various effects, such as prompting a political lobby to form or causing an AI country to reconsider its attitude towards another country.
Diplomatic actions are one form of diplomatic engagement.[3] Each diplomatic action can be categorized by whether it requires the target to accept and whether it happens immediately or establishes an ongoing 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. Most actions cannot be used with revolution countries; exceptions are noted below.
Some diplomatic actions can be offered as a sway in a diplomatic play or be negotiated as a part of a diplomatic treaty. Such offers, if accepted, cannot be broken for 10 years.
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 gained as part of a treaty. Obligations from a treaty are gained when the binding period ends or after 10 years, whichever comes first.
Once an obligation has been obtained, it can be used to increase acceptance of a diplomatic offer or treaty, or to sway a country to join a diplomatic play. If a country rejects a proposal when an obligation has been used, it gains Repudiated ObligationRepudiated Obligation(Decaying) Country modifier
−25%
Prestige
−25% Infamy decay for 5 years as well as losing −50 relations with the offering country and −30 relations with all other countries that it owes an obligation. Rejecting another obligation resets the modifier, but does not increase it.
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.
Obligations can be absolved for a boost of +30 relations.
The following actions happen immediately. Unless otherwise noted, the actor and target must be at peace with each other and have an interest in the same region.
| Action |
Requires approval |
Conditions |
Effects
|
Expel Diplomats |
|
- Is not improving relations with target
- Has not expelled target's diplomats within the last five years
- Not subject of the target or has 75 or more
liberty desire
|
- Lose −30 relations with target
- Target's diplomats are expelled for five years preventing improve relations action
- Reduce
leverage generation up to ×0.3 if target is power bloc leader
- If the target is
Supporting Separatism in the actor, it is cancelled
- Gain up to 10 infamy based on
|
Redeem Obligation |
|
- Target owes actor an obligation
- Can be done while at war with target or without overlapping interests
|
- Gain +30 relations with target
- Absolves target's obligation
|
Trade States |
|
- Neither country is committed in a diplomatic play
- Has greater than
Poor relations
- Actor is not a subject
- Action can be used to demand or gift a state
- Either country has a to trade
|
- Each country gains control of the other's traded state
|
Violate Sovereignty |
|
- Is at war
- Target is not in war or at war with actor
- Target is not subject of actor
- Has less than
Amicable relations
- Target borders both warleaders through one contiguous region.
- Can be used towards or by revolutionary countries
|
- If target accepts:
- Create diplomatic incident with 15 infamy
- Target joins actor's side in war
- If target declines:
- Create diplomatic incident with 10 infamy
- Target joins enemy side in actor's war
- Other countries may join enemy side in actor's war
|
Join Power Bloc |
|
- Is independent
- Target leads a power bloc
- Has lower rank or less prestige than target
- Not at war war or opposing any power bloc member
- Power bloc has 200 or more
leverage advantage on actor
|
- If target accepts:
- If target declines:
- Lose −30 relations with target
- Set
leverage advantage to 0
|
Invite to Power Bloc |
|
- Leads a power bloc
- Target has lower rank or less prestige than target
- Target is not at war war or opposing any power bloc member
- Power bloc has 200 or more
leverage advantage on target
- Target has not declined within 2 years
|
- If target accepts:
- If target declines:
- Lose −50 relations with target
|
The following actions can only be done by power bloc leaders of blocs with the specified central identity. The target must be a member of the power bloc for at least 5 years.
| Action / Bloc identity |
Other conditions |
Effects
|
Subjugate
Sovereign Empire
|
- Power bloc has 50 or more
cohesion
- Target is independent
- Target is below
major power
- Target is not at war or committed in a diplomatic play
- Has 5 times or more prestige than the target
|
- Target becomes a
protectorate or tributary, as appropriate
- Target starts with 80
liberty desire
- Create a 5-year truce with the target
- Power bloc loses 20
cohesion
- Loses additional 10 cohesion for each rank levelWith unrecognized power as 1, insignificant power as 2, etc. of target
- If the target is unrecognized, lose 1/3 as much
|
Force Regime Change
Ideological Union
|
- Power bloc has 10 or more
cohesion
- At least 50 total difference in progressiveness between either:
- Target and bloc leader's Governance Principles laws
- Target and bloc leader's Distribution of Power laws
- Has 3 times or more prestige than the target
|
- Target's Governance Principles and Distribution of Power laws are changed to be in line with bloc leader's
- Target gains Installed RegimeInstalled RegimeCountry modifier
+20% Imposed enactment success chance for 5 years
- Power bloc loses 5
cohesion
- Loses additional 2.5 cohesion for each rank levelWith unrecognized power as 1, insignificant power as 2, etc. of target
- If the target is a great power, lose 7.5 more
|
Impose State Religion
Religious Convocation
|
- Power bloc has 50 or more
cohesion
- Target does not have bloc leader's state religion
- Has 3 times or more prestige than the target
|
- Target's state religion changes to bloc leader's
- 5% of pops in target's capital convert to new religion
- 2% of pops in target's other states convert to new religion
- Power bloc loses 5
cohesion
- Loses additional 2.5 cohesion for each rank levelWith unrecognized power as 1, insignificant power as 2, etc. of target
- If the target is a great power, lose 7.5 more
|
The following actions are ongoing; they never require approval and can be ended any time by the actor. Most cost
influence to maintain, modified by the target's rank, actor's infamy, and clout of any
pro-country lobby or
anti-country lobby towards the target. All costs below are unmodified base costs. All of the following automatically end if any of their conditions are false.
| Action |
Cost |
Conditions |
Effects
|
Improve Relations |
150
|
- At peace with target
- Is not damaging relations with target
- Neither country has expelled the other's diplomats
- Has less than
Amicable relations
- Can be used towards or by revolutionary countries
|
- Gain +0.03 relations with target daily, to a max of +50
|
Damage Relations |
100
|
- Is not improving relations with target
- Has greater than
Cold relations
- Can be used towards or by revolutionary countries
|
- Lose −0.03 relations with target daily, to a max of −50
|
Rivalry |
—
|
- Neither country is a non-autonomous subject
Personal union, Crown land, Puppet, Colony, or Vassal or subject of the other
- Target is within one rank category of actor
- Target has the same recognition as actor
- Has less than
Cordial relations
|
- Changes
appeasement of relevant lobbies in actor by ±4
- Lose −0.01 relations with target daily, to a max of −20
- Gain
+200 influence
- ×0.5 if target's absolute rank is lower than actor's
- +50% for each overlapping interest, max +400
- Modified by lobby clout, up to ±100
- If actor is power bloc leader, adds −90%
leverage generation on target
- Cannot manually break for 1 year
- If broken, changes
appeasement of relevant lobbies in both countries by ±4
- If autobroken and target has lower rank, anti-lobbies instead gain +2
|
Embargo |
100
|
- Has researched
International Trade
- Does not have
Investment Rights in target
- Neither country has any variant of
Isolationism enacted
- Neither country is a junior member of a
customs union
- Neither country is a non-autonomous subject
Personal union, Crown land, Puppet, Colony, or Vassal or subject of the other
- Target does not have an active
treaty port towards actor
- Has
Poor or lower relations
|
- Changes
appeasement of relevant lobbies in actor by ±2
- Deactivates all trade routes between actor and target
- Lose −0.01 relations with target daily
- If target is a bloc leader, adds −50%
leverage generation from target
- If broken, changes
appeasement of relevant lobbies in both countries by ±2
|
Fund Lobbies |
100
|
 Sphere of Influence is enabled
- Has researched
Central Banking
- Has greater than
Poor relations
- At peace with target
- Has higher rank than target
- Not in default
|
Fully Accepted pops in target receive money equal to 20% of its incomeDoes not include tariffs or diplomatic pacts from actor
- Payment cannot exceed 10% of actor's income
- +25% pop attraction for interest groups in
pro-lobbies towards actor
- −25% pop attraction for interest groups in
anti-lobbies towards actor
- Interest groups in target more likely to join lobbies beneficial for actorpro toward actor; anti towards actor's rivals
- Interest groups in target less likely to join lobbies detrimental for actoranti toward actor; pro towards actor's rivals
- If no
pro-country lobby exists in target towards the actor:
- Weekly chance of 0.25%–1% of creating a pro-country lobby
- Weekly chance of 2% of creating a pro-overlord lobby
|
Support Separatism |
100
|
- Has researched
Nationalism
- Is independent or an autonomous subject
Protectorate, Tributary, Chartered Company, or Dominion
- Has not had diplomats expelled by target
- Has less than Amicable relations
- Does not share any primary cultures with target
- Target owns a state with at least 10% population of a primary culture and a primary culture homeland of actor
- At peace with target
|
- Lose −0.01 relations with target daily, to a max of −25
- Increases pop attraction and activism of cultural minority movements of the actor's primary cultures in the target
|
The following actions and pacts are generally used between a subject and its
overlord. Some actions can also be used by the leader of a
power bloc with its members. Influence cost is only paid by the overlord or bloc leader unless otherwise noted.
Pacts
| Pact |
Cost |
Conditions |
Effects |
Auto-break conditions
|
Raise Payments |
25
|
 Sphere of Influence is enabled
- Target is a subject of actor
- Target is not opposing actor in a diplomatic play
- Target has some form of income transfer with the actor
- Target is not a
protectorate or personal union
- Target has less than 75
liberty desire
- Target is not in default
- Does not have
Decrease Payments with target
|
- Target gains +0.1
Liberty desire weekly
- Target's pays 10% more of its incomeDoes not include tariffs or diplomatic pacts to overlord
- Target can break if
liberty desire is 75 or more
|
- Target is opposing actor in a diplomatic play
- Target does not have some form of income transfer with the actor
|
Decrease Payments |
0
|
 Sphere of Influence is enabled
- Target is a subject of actor
- Target is not opposing actor in a diplomatic play
- Target has some form of income transfer with the actor
- Target is not a
protectorate or personal union
- Does not have
Raise Payments with target
|
- Target's pays 10% less of its incomeDoes not include tariffs or diplomatic pacts to overlord
- Target's loses −0.05
liberty desire weekly
- Cannot break for one year
- If manually broken,
- Target gains +10
liberty desire
|
- Target is opposing actor in a diplomatic play
- Target does not have some form of income transfer with the actor
|
Exempt from Service |
0
|
- Actor is overlord or bloc leader of target
- Target is not opposing actor in a diplomatic play
- Target is required to join actor's diplomatic plays
|
- Target is not required to join actor's diplomatic plays
- If target is a subject of actor,
- −0.05
Liberty desire weekly
- Cannot break for one year
- If manually broken and target is subject of actor,
- Target gains +10
liberty desire
|
- Actor is not overlord or bloc leader of target
|
Grant Own Market |
0
|
- Target is member of actor's market
- Target is not opposing actor in a diplomatic play
- Target is independent or a direct subject of actor
|
- Target is given an independent market
- When granted, if target is subject of actor,
liberty desire changes by +50 to −20 depending on economic dependence
- Cannot break for one year
- If manually broken and target is subject of actor,
- Target gains +25
liberty desire
|
- Actor is not direct overlord or bloc leader of target
|
Knowledge Sharing |
50
|
 Sphere of Influence is enabled
- Actor is overlord or bloc leader of target
- Target is not opposing actor in a diplomatic play
|
- Target gains +25% technology spread
- Actor loses −10% technology spread
- If target is subject of actor,
- Target gains −0.05
liberty desire weekly
- When started, changes
appeasement of target's overlord lobbies by ±2
- Cannot break for one year
- If manually broken,
- Target gains +10
liberty desire
- Changes
appeasement of target's overlord lobbies by ±2
|
- Actor is not direct overlord or bloc leader of target
- Actor has not researched more technologies than target
|
Request Market Control |
0
|
- Actor is member of target's market
- Target is not opposing actor in a diplomatic play
- Actor is either:
- Independent
- A direct subject of target with 25 or more
liberty desire
- Has not requested market control within 5 years
|
- If target agrees,
- Gain +10 relations with target
- Actor is given an independent market
- If actor is a subject of target, lose −30
liberty desire
- If target declines,
- Lose −20 relations with target
- If actor is a subject of target, gain +10
liberty desire
- If broken,
- Lose −10 relations with target
|
- Target is not direct overlord or bloc leader of actor
|
Evangelize |
25
|
 Sphere of Influence is enabled
- Actor's state religion is not
Atheist
- Actor has
State Religion
- Target is subject of actor
- Target has same state religion as actor
- Target is not opposing actor in a diplomatic play
|
- Target gains +50%
conversion
- When started, target gains +10
liberty desire unless target has any of:
State Religion
Devout in government
- Any interest group with a
Traditionalist or Theocrat leader in government
- Then target loses −10
liberty desire
- Cannot break for one year
- If manually broken,
- Target gains ±10
liberty desire by reverse condition as when started
|
|
Support Regime |
50
|
- Target is not opposing actor in a diplomatic play
- Target's
legitimacy is less than 75
- Target is subject of actor
|
- Target gains:
- +20
Legitimacy
- −10% Political movement activism
- −0.1
Liberty desire weekly
- Actor loses −10
legitimacy
- When started, changes
appeasement of target's overlord lobbies by ±4
- Cannot break for one year
- If manually broken,
- Target gains +10
liberty desire
- Changes
appeasement of target's overlord lobbies by ±4
|
|
Actions
| Action |
Conditions |
Effects
|
Appoint Colonial Governor
|
 Sphere of Influence is enabled
- Target is subject of actor
- Target is not opposing actor in a diplomatic play
- A new governor type has not been appointed nor requested within 5 years
- Target has enacted
Colonial Administration
- If actor is unrecognized, target is a
vassal
- If actor is recognized, target is unrecognized, or not a
protectorate or personal union
|
- Actor chooses a new
ruler for target
- May choose out of the following options:
- •
Influential Planter ( )
- •
Local Appointee, with the subject's Primary Culture and Religion (instead of the Overlord's)
- •
Experienced Extractor ( )
- •
Prominent Businessman ( )
- •
Military Governor ( )
The Governor will rule for a term of 4 years, before being automatically replaced by a character with the same unique trait
|
Request Colonial Governor
|
 Sphere of Influence is enabled
- Target is direct overlord of actor
- Target is not opposing actor in a diplomatic play
- A new governor type has not been appointed nor requested within 5 years
- Actor has enacted
Colonial Administration
- If actor is a
vassal, target is unrecognized
- Actor is not a
protectorate or a personal union
|
- Actor gains modifier Requested Colonial GovernorRequested Colonial GovernorCountry modifier
−0.1 Weekly Liberty Desire for 5 years
- Actor chooses a new
ruler
- May choose out of the following options:
- •
Influential Planter ( )
- •
Local Appointee, with the subject's Primary Culture and Religion (instead of the Overlord's)
- •
Experienced Extractor ( )
- •
Prominent Businessman ( )
- •
Military Governor ( )
The Governor will rule for a term of 4 years, before being automatically replaced by a character with the same unique trait
|
Change Language of Administration
|
 Sphere of Influence is enabled
- Target is subject of actor
- Target is not opposing actor in a diplomatic play
- Actor has enacted
Colonial Administration
- None of target's Primary Cultures:
- Are the same as Overlord's
- Share a Language trait with Overlord's
|
- 10% of previous Primary Cultures pops in the subject become more
radical
- All previous Primary Cultures are removed from the target country
- The subject gains all Primary Cultures the Overlord has
- • If the country has its capital in the Canada region and overlord has the Francophone language trait
- • Change Primary Culture of subject to Franco-Canadian
- • If the country has its capital in the Canada region and overlord has the Anglophone language trait
- • Change Primary Culture of subject to Anglo-Canadian
- • If the country is
South Africa and overlord has the Dutch language trait
- • Change Primary Culture of subject to Boer
5% of Bureaucrats in the subject's Capital change to new Primary Culture
Subject gains Changed Language of AdministrationChanged Language of AdministrationCountry modifier
−20% Bureaucracy −25% Institution Size Change Speed (decaying) for 5 years
Subject's Capital state gains Exchanging AdministratorsExchanging AdministratorsState modifier +75% Assimilation (decaying) for 5 years
|
Decrease Autonomy
|
- Target is direct subject of actor
- Target is not opposing actor in a diplomatic play
- Target has less than 25
liberty desire
- Target's autonomy can be reducedi.e., not a puppet or vassal
- Target is not a
personal union or actor has researched Nationalism
- Target is not a Chartered Company or actor has researched
Civilizing Mission
- Target's autonomy has not changed within 5 years
|
- Target's autonomy is reduced by one step
- Target gains +50
liberty desire
- All other direct subjects of actor gain +10
liberty desire
- Create 5-year
truce with target
|
Increase Autonomy
|
- Target is direct subject of actor
- Target is not opposing actor in a diplomatic play
- Target's autonomy can be increasedi.e., not a protectorate or tributary
- Target is not a
personal union or actor has researched Nationalism
- Target is not a Chartered Company or actor has researched
Civilizing Mission
- Target's autonomy has not changed within 5 years
|
- Target's autonomy is increased by one step
- Target loses −30
liberty desire
- Create 5-year
truce with target
|
Request Increase Autonomy
|
- Target is direct overlord of actor
- Target is not opposing actor in a diplomatic play
- Actor has 75 or more
liberty desire
- Actor's autonomy can be increasedi.e., not a protectorate or tributary
- Actor is not a
personal union or has researched Nationalism
- Actor is not a
chartered company or has researched Civilizing Mission
- Actor's autonomy has not changed within 5 years
- Has not requested more autonomy within 5 years
|
- If target agrees,
- Actor's autonomy is increased by one step
- Actor loses −30
liberty desire
- Creates a mutual 5-year
truce with target
- Lose −20 relations with target
- If target refuses,
- Actor gains +10
liberty desire
- Lose −30 relations with target
- Actor gains ability to demand increased autonomy for 5 years
|
Request Support Regime
|
- Target is not opposing actor in a diplomatic play
- Target is overlord of actor
- Has not requested support regime within 5 years
|
- If target agrees,
- Target establishes
Support Regime pact with actor
- If target declines,
- Lose −20 relations with target
- Gain +10
liberty desire
|
Request Knowledge Sharing
|
 Sphere of Influence is enabled
- Target is overlord of actor
- Target is not opposing actor in a diplomatic play
- Has not requested knowledge sharing within 5 years
|
- If target agrees,
- Target establishes
Knowledge Sharing pact with actor
- If target declines,
- Lose −20 relations with target
- Gain +10
liberty desire
|
Grant State
|
- Target is subject of actor
- Neither country is at war or committed in a diplomatic play
- Actor has a to grant
|
- Target gains state
- Target loses between −5 and −50
liberty desire, depending on value of state
- If state was owned by another subject,
- That subject gains between +20 and +100
liberty desire, depending on value of state
|
Take State
|
- Target is an annexable subject
Crown land, Puppet, Colony, or Vassal of actor
- Target is not at war or committed in a diplomatic play
- Target has less than 25
liberty desire
- Target has a valid state to take:
- State is not a
capital or colony
- State is not
incorporated or target is not a dominion
|
- Actor gains state
- Target gains between +20 and +100
Liberty Desire, depending on value of state
- Create incident with target with between 10 and 50 infamy, depending on value of state
|
Demand State
|
- Target is overlord of actor
- Neither country is at war or committed in a diplomatic play
- Target has a to grant
|
- If target agrees,
- Actor gains state
- Actor loses between −5 and −50
liberty desire, depending on value of state
- If state was owned by another subject,
- That subject gains bewteen +20 and +100
liberty desire, depending on value of state
|
Enforce Military Access
|
- Target is subject of actor
- Actor is at war
- Target is not opposing actor in a war or diplomatic play
- Target is not involved in every war of actor
|
- Target joins every war of actor as ally
- Target gains +10
liberty desire
- If target is a
protectorate or tributary, it gains +20 instead
|
Invoke Doctrine of Lapse
|
- Is
East India
- Has not received event End of the Company
- Is at peace
- Has not Invoked Doctrine of Lapse within two years
- Target is an AI subject princely state
- Target is not an empire tier country
|
- Create an incident with 20 infamy on target
- Lose −10 relations with every princely state
- Every princely state gains up to 25
liberty desire, based on target's prestige
- Target receives event Doctrine of Lapse Invoked
- Can be annexed or fight for independence
- If annexed, transfers gold reserves to East India
|
Diplomatic treaties are bilateral agreements between two countries. They contain one or more articles – commitments from either party – which are binding for a specified period of time. Parties to a treaty can also renegotiate or withdraw from it after it is initially ratified. When an offer is received, it is possible to send a counter-offer. When signed, it will be agreed how long the treaty is binding for.
Mutual treaty articles
| Name |
Requirements |
Effect |
Upkeep |
Relations
|
Alliance
|
International Relations
- Mutually exclusive with defensive pact and guarantee independence
|
An alliance is formed between the two countries |
150 |
+1 every 66 days up to 80
|
Defensive Pact
|
International Relations
- Mutually exclusive with alliance and guarantee independence
|
An defensive pact is formed between the two countries |
100 |
+1 every 100 days up to 80
|
Directional articles have a source, the country "giving" the article's effects, and often a target, the country "receiving" the article's effects.
Directional treaty articles
| Name |
Requirements |
Effect |
Requires input |
Upkeep |
Relations
|
| Source |
Target
|
Guarantee Independence
|
International Relations
- Mutually exclusive with alliance and defensive pact
|
The target is guaranteed by the source |
 |
50 |
0 |
+1 every 100 days up to 80
|
Investment Rights
|
 Sphere of Influence or  Charters of Commerce
Stock Exchange
|
The target gets investment rights in the source |
 |
0 |
50 |
+1 every 200 days up to 50
|
Military Assistance |
General Staff |
The target gets military assistance from the source |
 |
25 |
0 |
+1 every 200 days up to 50
|
Money Transfer |
Central Banking |
The source transfers the specified amount of money from its budget to the target's budget |
 |
0 |
50 |
+1 every 200 days up to 20
|
State Transfer |
Target has more than 1 state |
The source transfers the specified state to the target on entry into force |
 |
0 |
0 |
—
|
Treaty Port |
Colonization |
The source transfers the treaty port in the specified state to the target on entry into force |
 |
0 |
0 |
−1 every 400 days down to 0
|
Power Bloc Embassy
|
International Relations
- Is not in the same power bloc
- Source is not a power bloc leader
- Target is a power bloc leader
|
The target establishes a power bloc embassy in the source |
 |
0 |
0 |
+1 every 200 days up to 25
|
Join Power Bloc
|
- Source is not a subject or power bloc leader
- Source has less prestige or lower rank than target
- Is not in the same power bloc
|
The target joins the power bloc of the source on entry into force |
 |
0 |
0 |
—
|
Military Access |
International Relations |
The target gets military access through the source's states |
 |
0 |
25 |
+1 every 200 days up to 25
|
Trade Privileges
|
International Relations
- Does not have
Isolationism
|
The target gets trade privileges from the source |
 |
0 |
50 |
+1 every 200 days up to 25
|
Transit Rights
|
International Relations
- Is not a junior country in a customs union
|
The target can access the world market through the source's states[4] |
 |
0 |
50 |
+1 every 200 days up to 20
|
Goods Transfer |
International Trade |
The source buys an amount of a specific good on their own market and sells it on the targets market[5] |
 |
10 |
0 |
—
|
Support Independence |
International Relations |
The source pledges to support the target in diplomatic plays for independence, increase autonomy or annex subject |
 |
50 |
0 |
+1 every 100 days up to 80
|
Take on Debt
|
Central Banking
- Target has debt
|
The debt of the target is transferred to the source on entry into force |
 |
0 |
0 |
+1 every 100 days
|
Law Commitment |
International Relations |
The source pledges to implement the specified law |
 |
0 |
25 |
+1 every 200 days up to 25
|
Non-Colonization Agreement
|
 Charters of Commerce
Civilizing Mission
|
The source cannot start colonies in the specified strategic region |
 |
0 |
10 |
+1 every 200 days up to 25 |
|
Company Monopoly
|
 Charters of Commerce
Stock Exchange
|
The source grants a monopoly to target's specified company |
 |
0 |
25 |
—
|
Prohibit Trade with World Market
|
 Charters of Commerce
International Trade
|
The source cannot trade the specified goods on the world market |
 |
0 |
50 |
−1 every 200 days down to 0
|
No Tariffs
|
 Charters of Commerce
International Trade
- Is not a junior country in a customs union
|
The source cannot impose tariffs on the specified goods |
 |
0 |
10 |
−1 every 400 days down to 0
|
No Subventions
|
 Charters of Commerce
International Trade
- Is not a junior country in a customs union
|
The source cannot use subventions on the specified goods |
 |
0 |
10 |
−1 every 400 days down to 0
|
- ↑ See /Victoria 3/game/common/defines/00_defines.txt:
WAR_GOAL_INFAMY_POPULATION_SCALING_FACTOR
WAR_GOAL_INFAMY_POPULATION_SCALING_MULTIPLIER
WAR_GOAL_INFAMY_POPULATION_SCALING_MULTIPLIER_MAX_PER_STATE
WAR_GOAL_INFAMY_POPULATION_SCALING_MULTIPLIER_MAX_TOTAL
- ↑ See /Victoria 3/game/common/defines/00_defines.txt:
WAR_GOAL_INFAMY_HOMELAND_FACTOR and WAR_GOAL_INFAMY_UNINCORPORATED_FACTOR
- ↑ The script files can be found in the folder /Victoria 3/game/common/diplomatic_actions
- ↑ This is useful for landlocked countries that cannot access the world market otherwise
- ↑ If the market price of the good is lower in the target's market than the market price in the source's market, the source will make a loss. Vice versa, and they will make a profit. Goods transfer uses convoys of the source. The amount of used convoys scales proportionally with the amount of the good and the convoy cost multiplier of the good.