Diplomacy

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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.

Attitude[edit | edit source]

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 Protective Genial Genial Cooperative Cooperative Conciliatory 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 Cautious Disinterested Disinterested Human Human
Likely Behavior No effect No effect No effect
Negative attitudes Wary Wary Antagonistic Antagonistic Belligerent Belligerent Domineering 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 Loyal Aloof Aloof Defiant Defiant Rebellious Rebellious
Likely Behavior
  • Agree to overlord demands
  • Maintain status quo
  • Seek greater autonomy from overlord
  • Seek independence from overlord

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 - −80 −79 - −50 −49 - −20 −19 - +19 +20 - +49 +50 - +79 +80 - +100
Relation level HostileHostile ColdCold PoorPoor NeutralNeutral CordialCordial AmicableAmicable FriendlyFriendly

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 Diplomacy improve relations.png Improve Relations and Diplomacy damage relations.png Damage Relations ongoing diplomatic actions, but most diplomatic actions and pacts affect relations, as do diplomatic incidents and various events.

Infamy[edit | edit source]

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 Hud influence.png influence.

Infamy gain[edit | edit source]

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.png Great power +20% +20%
Major power.png Major power +10% +10%
Unrecognized major power +50% −30%
Minor power.png Minor power +0% +0%
Unrecognized regional power +40% −40%
Insignificant power.png 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
    5
    500%
    per targeted state and
    50
    5000%
    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
    0.25
    −75%
    if target a subject of the initiator and has less than Subject liberty desire.png 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 Colonization (−10%) and Civilizing Mission Civilizing Mission (−25%) technologies. The principle Principle tier III.pngColonial Offices Colonial Offices III also adds −5% per level of Colonial affairs Colonial Affairs
  • Other modifiers include Multilateral Alliances Multilateral Alliances (−25%), and Role ruler.png rulers with the character traits Trait cautious.png Cautious (−20%) and Trait reckless.png Reckless (+20%), and various country modifiers from events.

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 and increases subject Subject liberty desire.png liberty desire and Political radical.png radicals from gained conquest.

Level Infamy Hud influence.png Pact cost
Reputable Reputable 0 to 24.9 0
Infamous Infamous 25 to 49.9 +25%
Notorious Notorious 50 to 99.9 +50%
Pariah Pariah 100 and above +100%

In particular, if a country reaches Pariah status, great powers can use theWargoal contain threat.pngCut 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.

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 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.

Interests[edit | edit source]

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 State status colony.png 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.

Declared interest[edit | edit source]

Great Britain declaring interests in China.
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 Isolationism is enacted, the maximum number of declared interests is reduced by −50%.

Rank Interests
Great power.png Great power +6
Major power.png Major power +3
Unrecognized major power.png Unrecognized major power +2
Minor power.png Minor power +1
Unrecognized regional power.png Unrecognized regional power +1
Technology Interests
Colonization Colonization +1
Civilizing Mission Civilizing Mission +1
Telephone Telephone +1
Radio Radio +1
Naval power projection Interests
Per 100, max at 1000 or more +1 (max +10)

Diplomatic catalysts[edit | edit source]

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[edit | edit source]

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 Lens button diplomatic.png 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.

Obligations[edit | edit source]

An Obligation 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.png 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.

Instant actions[edit | edit source]

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
Diplomacy expel diplomats.png Expel Diplomats No
  • 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 Subject liberty desire.png liberty desire
  • Lose −30 relations with target
  • Target's diplomats are expelled for five years preventing improve relations action
  • Reduce Power bloc leverage.png leverage generation up to ×0.3 if target is power bloc leader
  • If the target is Diplomacy support separatism.png Supporting Separatism in the actor, it is cancelled
  • Gain up to 10 infamy based on
    target's rank:
    • 10 for great powers and major powers
    • 7.5 for minor powers and unrecognized major powers
    • 5 for insignificant powers and unrecognized regional powers
    • 2.5 for unrecognized powers
Diplomacy redeem obligation.png Redeem Obligation No
  • 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
Diplomacy trade states.png Trade States Yes
  • Neither country is committed in a diplomatic play
  • Has greater than Relations poor.png Poor relations
  • Actor is not a subject
  • Action can be used to demand or gift a state
  • Either country has a
    valid state
    • State is not a State status capital.png capital or State status colony.png colony
    • States are not in same state region
    • Other country can access potential traded state
    to trade
  • Each country gains control of the other's traded state
Diplomacy violate sovereignty.png Violate Sovereignty Yes
  • Is at war
  • Target is not in war or at war with actor
  • Target is not subject of actor
  • Has less than Relations amicable.png 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
Diplomacy join power bloc.png Join Power Bloc Yes
  • 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 Power bloc leverage.png leverage advantage on actor
  • If target accepts:
    • Join target's power bloc
  • If target declines:
    • Lose −30 relations with target
    • Set Power bloc leverage.png leverage advantage to 0
Diplomacy invite to power bloc.png Invite to Power Bloc Yes
  • 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 Power bloc leverage.png leverage advantage on target
  • Target has not declined within 2 years
  • If target accepts:
    • Target joins power bloc
  • If target declines:
    • Lose −50 relations with target

Bloc leader actions[edit | edit source]

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
Power bloc subjugate.png Subjugate
Power bloc sovereign empire.png Sovereign Empire
  • Power bloc has 50 or more Power bloc cohesion.png cohesion
  • Target is independent
  • Target is below Major power.png 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 protectorate or Tributary tributary, as appropriate
  • Target starts with 80 Subject liberty desire.png liberty desire
  • Create a 5-year truce with the target
  • Power bloc loses 20 Power bloc cohesion.png 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
Power bloc force regime change.png Force Regime Change
Power bloc ideological union.png Ideological Union
  • Power bloc has 10 or more Power bloc cohesion.png 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 Power bloc cohesion.png 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
Power bloc impose state religion.png Impose State Religion
Power bloc religious convocation.png Religious Convocation
  • Power bloc has 50 or more Power bloc cohesion.png 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 Power bloc cohesion.png 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

Ongoing actions[edit | edit source]

The following actions are ongoing; they never require approval and can be ended any time by the actor. Most cost Hud influence.png influence to maintain, modified by the target's rank, actor's infamy, and clout of any Pro-country lobby pro-country lobby or Anti-country lobby 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 Hud influence.png Cost Conditions Effects
Diplomacy improve relations.png Improve Relations 150
  • At peace with target
  • Is not damaging relations with target
  • Neither country has expelled the other's diplomats
  • Has less than Relations amicable.png Amicable relations
  • Can be used towards or by revolutionary countries
  • Gain +0.03 relations with target daily, to a max of +50
Diplomacy damage relations.png Damage Relations 100
  • Is not improving relations with target
  • Has greater than Relations cold.png Cold relations
  • Can be used towards or by revolutionary countries
  • Lose −0.03 relations with target daily, to a max of −50
Diplomacy rivalry.png Rivalry
  • Neither country is a non-autonomous subjectPersonal Union Personal union, Crown Land Crown land, Puppet Puppet, Colony Colony, or Vassal Vassal or subject of the other
  • Target is within one rank category of actor
  • Target has the same recognition as actor
  • Has less than Relations cordial.png Cordial relations
  • Changes Appeasement appeasement of relevant lobbies in actor by ±4
  • Lose −0.01 relations with target daily, to a max of −20
  • Gain Hud influence.png +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% Power bloc leverage.png leverage generation on target
  • Cannot manually break for 1 year
  • If broken, changes Appeasement appeasement of relevant lobbies in both countries by ±4
    • If autobroken and target has lower rank, anti-lobbies instead gain +2
Diplomacy embargo.png Embargo 100
  • Has researched International Trade International Trade
  • Does not have Treaty investment rights.png Investment Rights in target
  • Neither country has any variant of Isolationism Isolationism enacted
  • Neither country is a junior member of a Diplomacy customs union.png customs union
  • Neither country is a non-autonomous subjectPersonal Union Personal union, Crown Land Crown land, Puppet Puppet, Colony Colony, or Vassal Vassal or subject of the other
  • Target does not have an active State status treaty port.png treaty port towards actor
  • Has Relations poor.png Poor or lower relations
  • Changes Appeasement 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% Power bloc leverage.png leverage generation from target
  • If broken, changes Appeasement appeasement of relevant lobbies in both countries by ±2
Diplomacy fund lobbies.png Fund Lobbies 100
  • Round frame dec.pngSphere of Influence Sphere of Influence is enabled
  • Has researched Central Banking Central Banking
  • Has greater than Relations poor.png Poor relations
  • At peace with target
  • Has higher rank than target
  • Not in default
  • Full Acceptance 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-country lobby pro-lobbies towards actor
  • −25% pop attraction for interest groups in Anti-country lobby 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 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
Diplomacy support separatism.png Support Separatism 100
  • Has researched Nationalism Nationalism
  • Is independent or an autonomous subjectProtectorate Protectorate, Tributary Tributary, Chartered Company Chartered Company, or Dominion 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

Subject actions and pacts[edit | edit source]

See also: Subject

The following actions and pacts are generally used between a subject and its Subject overlord.png overlord. Some actions can also be used by the leader of a Hud powerblocs.png power bloc with its members. Influence cost is only paid by the overlord or bloc leader unless otherwise noted.

Pacts
Pact Hud influence.png Cost Conditions Effects Auto-break conditions
Subject raise payments.png Raise Payments 25
  • Round frame dec.pngSphere of Influence 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 protectorate or Personal Union personal union
  • Target has less than 75 Subject liberty desire.png liberty desire
  • Target is not in default
  • Does not have Subject decrease payments.png Decrease Payments with target
  • Target gains +0.1 Subject liberty desire.png Liberty desire weekly
  • Target's pays 10% more of its incomeDoes not include tariffs or diplomatic pacts to overlord
  • Target can break if Subject liberty desire.png 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
Subject decrease payments.png Decrease Payments 0
  • Round frame dec.pngSphere of Influence 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 protectorate or Personal Union personal union
  • Does not have Subject raise payments.png 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 Subject liberty desire.png liberty desire weekly
  • Cannot break for one year
  • If manually broken,
    • Target gains +10 Subject liberty desire.png liberty desire
  • Target is opposing actor in a diplomatic play
  • Target does not have some form of income transfer with the actor
Subject exempt from service.png 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 Subject liberty desire.png Liberty desire weekly
  • Cannot break for one year
  • If manually broken and target is subject of actor,
    • Target gains +10 Subject liberty desire.png liberty desire
  • Actor is not overlord or bloc leader of target
Subject grant own market.png 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,
    • Subject liberty desire.png 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 Subject liberty desire.png liberty desire
  • Actor is not direct overlord or bloc leader of target
Subject knowledge sharing.png Knowledge Sharing 50
  • Round frame dec.pngSphere of Influence 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 Subject liberty desire.png liberty desire weekly
  • When started, changes Appeasement appeasement of target's overlord lobbies by ±2
  • Cannot break for one year
  • If manually broken,
    • Target gains +10 Subject liberty desire.png liberty desire
    • Changes Appeasement 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
Subject request market control.png 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 Subject liberty desire.png 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 Subject liberty desire.png liberty desire
  • If target declines,
    • Lose −20 relations with target
    • If actor is a subject of target, gain +10 Subject liberty desire.png liberty desire
  • If broken,
    • Lose −10 relations with target
  • Target is not direct overlord or bloc leader of actor
Subject evangelize.png Evangelize 25
  • Round frame dec.pngSphere of Influence Sphere of Influence is enabled
  • Actor's state religion is not Atheist Atheist
  • Actor has State Religion 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.png conversion
  • When started, target gains +10 Subject liberty desire.png liberty desire unless target has any of:
    • State Religion State Religion
    • IG devout.png Devout Political in government.png in government
    • Any interest group with a Traditionalist Traditionalist or Theocrat Theocrat leader in government
      • Then target loses −10 Subject liberty desire.png liberty desire
  • Cannot break for one year
  • If manually broken,
    • Target gains ±10 Subject liberty desire.png liberty desire by reverse condition as when started
Subject support regime.png Support Regime 50
  • Target is not opposing actor in a diplomatic play
  • Target's Legitimacy.png legitimacy is less than 75
  • Target is subject of actor
  • Target gains:
    • +20 Legitimacy.png Legitimacy
    • −10% Political movement activism
    • −0.1 Subject liberty desire.png Liberty desire weekly
  • Actor loses −10 Legitimacy.png legitimacy
  • When started, changes Appeasement appeasement of target's overlord lobbies by ±4
  • Cannot break for one year
  • If manually broken,
    • Target gains +10 Subject liberty desire.png liberty desire
    • Changes Appeasement appeasement of target's overlord lobbies by ±4
Actions
Action Conditions Effects
Subject appoint colonial governor.png Appoint Colonial Governor
  • Round frame dec.pngSphere of Influence 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 Colonial Administration
  • If actor is unrecognized, target is a Vassal vassal
  • If actor is recognized, target is unrecognized, or not a Protectorate protectorate or Personal Union personal union
  • Actor chooses a new Role ruler.png ruler for target
  • May choose out of the following options:
    • Trait influential planter.png Influential Planter (IG landowners.png)
    • Trait local appointee.png Local Appointee, with the subject's Primary Culture and Religion (instead of the Overlord's)
    • Trait experienced extractor.png Experienced Extractor (IG industrialists.png)
    • Trait prominent businessman.png Prominent Businessman (IG petty bourgeoisie.png)
    • Trait military governor.png Military Governor (IG armed forces.png)

The Governor will rule for a term of 4 years, before being automatically replaced by a character with the same unique trait

Subject appoint colonial governor.png Request Colonial Governor
  • Round frame dec.pngSphere of Influence 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 Colonial Administration
  • If actor is a Vassal vassal, target is unrecognized
  • Actor is not a Protectorate protectorate or a Personal Union personal union
  • Actor gains modifier Requested Colonial GovernorRequested Colonial GovernorCountry modifier
    −0.1 Weekly Liberty Desire
    for 5 years
  • Actor chooses a new Role ruler.png ruler
  • May choose out of the following options:
    • Trait influential planter.png Influential Planter (IG landowners.png)
    • Trait local appointee.png Local Appointee, with the subject's Primary Culture and Religion (instead of the Overlord's)
    • Trait experienced extractor.png Experienced Extractor (IG industrialists.png)
    • Trait prominent businessman.png Prominent Businessman (IG petty bourgeoisie.png)
    • Trait military governor.png Military Governor (IG armed forces.png)

The Governor will rule for a term of 4 years, before being automatically replaced by a character with the same unique trait

Subject change language.png Change Language of Administration
  • Round frame dec.pngSphere of Influence Sphere of Influence is enabled
  • Target is subject of actor
  • Target is not opposing actor in a diplomatic play
  • Actor has enacted Colonial Administration 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 Political radical.png 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 Flag of South Africa South Africa and overlord has the Dutch language trait
      • • Change Primary Culture of subject to Boer

5% of Pop bureaucrats.png Bureaucrats in the subject's Capital change to new Primary Culture

Subject gains Changed Language of AdministrationChanged Language of AdministrationCountry modifier
Bureaucracy −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

Subject decrease autonomy.png Decrease Autonomy
  • Target is direct subject of actor
  • Target is not opposing actor in a diplomatic play
  • Target has less than 25 Subject liberty desire.png liberty desire
  • Target's autonomy can be reducedi.e., not a puppet or vassal
  • Target is not a Personal Union personal union or actor has researched Nationalism Nationalism
  • Target is not a Chartered Company or actor has researched Civilizing Mission Civilizing Mission
  • Target's autonomy has not changed within 5 years
  • Target's autonomy is reduced by one step
  • Target gains +50 Subject liberty desire.png liberty desire
  • All other direct subjects of actor gain +10 Subject liberty desire.png liberty desire
  • Create 5-year Truce.png truce with target
Subject increase autonomy.png 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 personal union or actor has researched Nationalism Nationalism
  • Target is not a Chartered Company or actor has researched Civilizing Mission Civilizing Mission
  • Target's autonomy has not changed within 5 years
  • Target's autonomy is increased by one step
  • Target loses −30 Subject liberty desire.png liberty desire
  • Create 5-year Truce.png truce with target
Subject increase autonomy.png Request Increase Autonomy
  • Target is direct overlord of actor
  • Target is not opposing actor in a diplomatic play
  • Actor has 75 or more Subject liberty desire.png liberty desire
  • Actor's autonomy can be increasedi.e., not a protectorate or tributary
  • Actor is not a Personal Union personal union or has researched Nationalism Nationalism
  • Actor is not a Chartered Company chartered company or has researched Civilizing Mission 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 Subject liberty desire.png liberty desire
    • Creates a mutual 5-year Truce.png truce with target
    • Lose −20 relations with target
  • If target refuses,
    • Actor gains +10 Subject liberty desire.png liberty desire
    • Lose −30 relations with target
    • Actor gains ability to demand increased autonomy for 5 years
Subject support regime.png 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 Subject support regime.png Support Regime pact with actor
  • If target declines,
    • Lose −20 relations with target
    • Gain +10 Subject liberty desire.png liberty desire
Subject knowledge sharing.png Request Knowledge Sharing
  • Round frame dec.pngSphere of Influence 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 Subject knowledge sharing.png Knowledge Sharing pact with actor
  • If target declines,
    • Lose −20 relations with target
    • Gain +10 Subject liberty desire.png liberty desire
Subject grant state.png Grant State
  • Target is subject of actor
  • Neither country is at war or committed in a diplomatic play
  • Actor has a
    valid state
    • State is not a State status capital.png capital or State status colony.png colony
    • State is not an owned State status incorporated.png incorporated primary culture State status homeland.png homeland
    • Can be a state owned by another annexable subjectCrown Land Crown land, Puppet Puppet, Colony Colony, or Vassal Vassal
    • Either:
      • State neighbors target
      • State is a coastal homeland of target's primary culture and target owns a coastal state
    to grant
  • Target gains state
  • Target loses between −5 and −50 Subject liberty desire.png liberty desire, depending on value of state
  • If state was owned by another subject,
    • That subject gains between +20 and +100 Subject liberty desire.png liberty desire, depending on value of state
Subject take state.png Take State
  • Target is an annexable subjectCrown Land Crown land, Puppet Puppet, Colony Colony, or Vassal Vassal of actor
  • Target is not at war or committed in a diplomatic play
  • Target has less than 25 Subject liberty desire.png liberty desire
  • Target has a valid state to take:
    • State is not a State status capital.png capital or State status colony.png colony
    • State is not State status incorporated.png incorporated or target is not a Dominion dominion
  • Actor gains state
  • Target gains between +20 and +100 Subject liberty desire.png Liberty Desire, depending on value of state
  • Create incident with target with between 10 and 50 infamy, depending on value of state
Subject demand state.png Demand State
  • Target is overlord of actor
  • Neither country is at war or committed in a diplomatic play
  • Target has a
    valid state
    • State is not a State status capital.png capital or State status colony.png colony
    • State is not an State status incorporated.png incorporated state of target
    • State is not a primary culture State status homeland.png homeland of owner
    • Can be a state owned by another annexable subjectCrown Land Crown land, Puppet Puppet, Colony Colony, or Vassal Vassal of target
    • Either:
      • State neighbors actor
      • State is a coastal homeland of actors's primary culture and actor owns a coastal state
    to grant
  • If target agrees,
    • Actor gains state
    • Actor loses between −5 and −50 Subject liberty desire.png liberty desire, depending on value of state
    • If state was owned by another subject,
      • That subject gains bewteen +20 and +100 Subject liberty desire.png liberty desire, depending on value of state
Subject enforce military access.png 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 Subject liberty desire.png liberty desire
    • If target is a Protectorate protectorate or Tributary tributary, it gains +20 instead
Subject doctrine of lapse.png Invoke Doctrine of Lapse
  • Is Flag of East India 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 Subject liberty desire.png liberty desire, based on target's Prestige.png prestige
  • Target receives event Doctrine of Lapse Invoked
    • Can be annexed or fight for independence
    • If annexed, transfers gold reserves to East India

Treaties[edit | edit source]

Main article: Treaty

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 articles[edit | edit source]

Mutual treaty articles
Name Requirements Effect Hud influence.png Upkeep Relations
Treaty alliance.png Alliance
  • International Relations 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
Treaty defensive pact.png Defensive Pact
  • International Relations 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[edit | edit source]

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 Hud influence.png Upkeep Relations
Source Target
Treaty guarantee independence.png Guarantee Independence
  • International Relations International Relations
  • Mutually exclusive with alliance and defensive pact
The target is guaranteed by the source No 50 0 +1 every 100 days up to 80
Treaty investment rights.png Investment Rights
  • Round frame dec.pngSphere of Influence Sphere of Influence or Round frame dec.pngCharters of Commerce Charters of Commerce
  • Stock Exchange Stock Exchange
The target gets investment rights in the source No 0 50 +1 every 200 days up to 50
Treaty military assistance.png Military Assistance General Staff General Staff The target gets military assistance from the source No 25 0 +1 every 200 days up to 50
Treaty money transfer.png Money Transfer Central Banking Central Banking The source transfers the specified amount of money from its budget to the target's budget Yes 0 50 +1 every 200 days up to 20
Treaty state transfer.png State Transfer Target has more than 1 state The source transfers the specified state to the target on entry into force Yes 0 0
Treaty treaty port.png Treaty Port Colonization Colonization The source transfers the treaty port in the specified state to the target on entry into force Yes 0 0 −1 every 400 days down to 0
Treaty power bloc embassy.png Power Bloc Embassy
  • International Relations 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 No 0 0 +1 every 200 days up to 25
Treaty join power bloc.png 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 No 0 0
Treaty military access.png Military Access International Relations International Relations The target gets military access through the source's states No 0 25 +1 every 200 days up to 25
Treaty trade privileges.png Trade Privileges
  • International Relations International Relations
  • Does not have Isolationism Isolationism
The target gets trade privileges from the source No 0 50 +1 every 200 days up to 25
Treaty transit rights.png Transit Rights
  • International Relations International Relations
  • Is not a junior country in a customs union
The target can access the world market through the source's states[4] No 0 50 +1 every 200 days up to 20
Treaty goods transfer.png Goods Transfer International Trade International Trade The source buys an amount of a specific good on their own market and sells it on the targets market[5] Yes 10 0
Treaty support independence.png Support Independence International Relations International Relations The source pledges to support the target in diplomatic plays for independence, increase autonomy or annex subject No 50 0 +1 every 100 days up to 80
Treaty take on debt.png Take on Debt
  • Central Banking Central Banking
  • Target has debt
The debt of the target is transferred to the source on entry into force No 0 0 +1 every 100 days
Treaty law commitment.png Law Commitment International Relations International Relations The source pledges to implement the specified law Yes 0 25 +1 every 200 days up to 25
Treaty non colonization agreement.png Non-Colonization Agreement
  • Round frame dec.pngCharters of Commerce Charters of Commerce
  • Civilizing Mission Civilizing Mission
The source cannot start colonies in the specified strategic region Yes 0 10 +1 every 200 days up to 25
Treaty company monopoly.png Company Monopoly
  • Round frame dec.pngCharters of Commerce Charters of Commerce
  • Stock Exchange Stock Exchange
The source grants a monopoly to target's specified company Yes 0 25
Treaty prohibit trade with world market.png Prohibit Trade with World Market
  • Round frame dec.pngCharters of Commerce Charters of Commerce
  • International Trade International Trade
The source cannot trade the specified goods on the world market Yes 0 50 −1 every 200 days down to 0
Treaty no tariffs.png No Tariffs
  • Round frame dec.pngCharters of Commerce Charters of Commerce
  • International Trade International Trade
  • Is not a junior country in a customs union
The source cannot impose tariffs on the specified goods Yes 0 10 −1 every 400 days down to 0
Treaty no subventions.png No Subventions
  • Round frame dec.pngCharters of Commerce Charters of Commerce
  • International Trade International Trade
  • Is not a junior country in a customs union
The source cannot use subventions on the specified goods Yes 0 10 −1 every 400 days down to 0

References[edit | edit source]

  1. 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
  2. See /Victoria 3/game/common/defines/00_defines.txt: WAR_GOAL_INFAMY_HOMELAND_FACTOR and WAR_GOAL_INFAMY_UNINCORPORATED_FACTOR
  3. The script files can be found in the folder /Victoria 3/game/common/diplomatic_actions
  4. This is useful for landlocked countries that cannot access the world market otherwise
  5. 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.