Diplomacy

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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 level Relations hostile.png Hostile Relations cold.png Cold Relations poor.png Poor Relations neutral.png Neutral Relations cordial.png Cordial Relations amicable.png Amicable Relations friendly.png Friendly

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

Infamy[edit | edit source]

Rank Infamy For attacker
Great Power Great power +20% +20%
Major Power Major power +10% +10%
Unrecognized major power +50% −30%
Minor Power Minor power
Unrecognized regional power +40% −40%
Insignificant Power Insignificant power −10% −10%
Unrecognized power +30% −50%

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 Hud influence.png 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)
0 1 1
100K 1.3 1.3
1.33M 5 5
10M 5 31
16.33M 5 50
20M 5 50

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.

Level Infamy
Reputable Reputable 0 to 24.9
Infamous Infamous 25 to 49.9
Notorious Notorious 50 to 99.9
Pariah Pariah 100 and above

In particular, if a country reaches Pariah status, great powers can use the Wargoal contain threat.png Cut Down to Size diplomatic play, which returns recent conquests and releases subjects if enforced.

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.png 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 State status colony.png 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 British Empire player declaring interests in China.
A British Empire player declaring interests in China.

A Declared interest.png 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 Law isolationism.png Isolationism is enacted, the maximum number of declared interests is reduced by −50%.

Country Rank
+5 Great power.png Great power
+3 Major power.png Major power
+2 Major power.png Unrecognized major power
+1 Minor power.png Minor power
+1 Minor power.png Unrecognized regional power
Per level With Building naval base.png Naval Base method
+0.1 Method man o wars.png Man O' War
+0.12 Method ironclads.png Ironclad
+0.15 Method monitors.png Monitor
+0.17 Method dreadnoughts.png Dreadnought
+0.2 Method battleships.png Battleship

Diplomatic actions[edit | edit source]

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.png 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 Diplomacy bankroll.png 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.

Action Requires Acceptance 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
  • Lose −30 relations with target
  • Target's diplomats are expelled for five years
  • Gain +10 infamy
Diplomacy take on debt.png Take on Debt Yes
  • Target is in debt
  • Can afford target's debt
  • Has researched Invention central banking.png Central Banking
  • If owes obligation to target,
    • Absolves obligation to target
  • Otherwise, if doesn't have an obligation from the target
    • Gain an obligation from the target
  • Otherwise, gain +30 relations with target
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 violate sovereignty.png Violate Sovereignty Yes
  • Is at war
  • Target is not in war or at war with actor
  • Has less than Relations amicable.png Amicable relations
  • Target borders both warleaders through one contiguous region.
  • 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

Ongoing actions[edit | edit source]

The following actions form one-sided pacts; they never require approval and can be ended any time by the actor. Most cost Hud influence.png influence to maintain, scaled by the target's Rank.[1]

Action Hud influence.png Cost Conditions Effects Auto-break conditions
Diplomacy increase 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
  • Gain +0.03 relations with target daily to a max of +50
  • Has Relations amicable.png Amicable or higher relations
  • Any condition is false
Diplomacy damage relations.png Damage Relations 100
  • Is not improving relations with target
  • Has greater than Relations cold.png Cold relations
  • Lose −0.03 relations with target daily to a max of −50
  • Has Relations cold.png Cold or lower relations
Diplomacy rivalry.png Rivalry
  • Target is within one rank category of actor
  • Target has the same recognition as actor
  • Has less than Relations cordial.png Cordial relations
  • 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
  • Has Relations cordial.png Cordial or higher relations
Diplomacy embargo.png Embargo 100
  • Has researched Invention international trade.png International Trade
  • Neither country has Law isolationism.png Isolationism enacted
  • Neither country is a junior member of a Diplomacy customs union.png customs union
  • Target doesn't have a treaty port in an actor's state
  • Has Relations poor.png Poor or lower relations
  • Blocks all imports and exports by target to and from the actor
  • Lose −0.01 relations with target daily
  • Has greater than Relations poor.png Poor relations
  • Any condition is false
Diplomacy bankroll.png Bankroll 100
  • Has researched Invention central banking.png Central Banking
  • At peace with target
  • Not in default
  • Has greater than Relations poor.png Poor relations
  • Gain +0.03 relations with target daily to a max of +80
  • Target receives 20% of the actor's income
  • 0.2% chance weekly to absolve an obligation to the target or gain one from them
  • Has less than Relations cordial.png Cordial relations
  • Any condition is false

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 Hud influence.png 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 Diplomacy customs union.png 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.

Mutual pacts
Pact Hud influence.png Cost Conditions Effects Auto-break conditions
Diplomacy alliance.png Alliance 200
  • Both countries have researched Invention international diplomacy.png International Relations
  • Both countries are independent or autonomous subjects
  • Neither country is subject to the other
  • At peace with target
  • Each country has researched Invention international alliances.png Multilateral Alliances or has no alliances
  • Has Relations cordial.png Cordial or higher relations
  • Replaces a Diplomacy defensive pact.png defensive pact
  • Gain +1.5 relations with target daily to a max of +80
  • Both countries may always side with the other when targeted by or initiating a diplomatic play
  • If broken:
    • Lose −30 relations with target
    • Create a one-year Truce.png truce.
  • Has less than Relations cordial.png Cordial relations
  • Any condition is false
Diplomacy defensive pact.png Defensive Pact 150
  • Both countries have researched Invention international diplomacy.png International Relations
  • Both countries are independent or autonomous subjects
  • Neither country is subject to the other
  • At peace with target
  • Does not have an Diplomacy alliance.png alliance with target
  • Has Relations cordial.png Cordial or higher relations
  • Gain +1 relations with target daily to a max of +80
  • Both countries may always side with the other when targeted by a diplomatic play
  • If broken:
    • Lose −30 relations with target
    • Create a one-year Truce.png truce.
  • Has less than Relations cordial.png Cordial relations
  • Any condition is false
Diplomacy trade agreement.png Trade Agreement 50
  • Has researched Invention international trade.png International Trade
  • Neither country has Law isolationism.png Isolationism enacted
  • Both countries are independent or autonomous subjects
  • Neither country is subject to the other
  • Neither country is a junior member of a Diplomacy customs union.png customs union
  • At peace with target
  • Does not have an customs union with target
  • Has greater than Relations poor.png Poor relations
  • Gain +1 relations with target daily to a max of +80
  • Eliminates any tariffs and all Hud bureaucracy.png bureaucracy costs for trade routes between target and actor
  • If broken:
    • Lose −10 relations with target
  • Has Relations poor.png Poor or lower relations
  • Any condition is false
Subject pacts
Pact Hud influence.png Cost Conditions Effects Auto-break conditions
Diplomacy customs union.png Customs Union 25
  • Has researched Invention international trade.png International Trade
  • Neither country has Law isolationism.png Isolationism enacted
  • Is not a subject of the target
  • Is not a junior member of a Diplomacy customs union.png customs union
  • Is at least a Minor power.png Minor Power
  • Target is not a Great power.png Great Power or Major power.png Unrecognized Major Power
  • At peace with target
  • Has Relations cordial.png Cordial or higher relations
  • Has market access to the target (both have ports or adjacent states)
  • Gain +1 relations with target daily to a max of +80
  • Countries form a common market
  • If broken:
    • Lose −30 relations with target
  • Has less than Relations cordial.png Cordial relations
  • Any condition is false
Diplomacy protectorate.png Protectorate 25
  • Is not a subject of the target
  • Is recognized and at least a Minor power.png Minor Power
  • Target is lower rank and not an Major power.png Unrecognized Major Power
  • Target is at peace and not on opposite side of a diplomatic play
  • Has market access to the target (both have ports or adjacent states)
  • Gain +1 relations with target daily to a max of +50
  • Create diplomatic incident with 5 infamy
  • Create a five-year Truce.png truce
  • Target becomes Protectorate of actor
  • If broken:
    • Create a one-year Truce.png truce.
  • Cannot auto-break
Diplomacy tributary.png Tributary 25
  • Is not a subject of the target
  • Is an Major power.png Unrecognized Major Power or Minor power.png Unrecognized Regional Power
  • Target is lower rank and not a Major power.png Major Power
  • Both countries are at peace
  • Has market access to the target (both have ports or adjacent states)
  • Gain +1 relations with target daily to a max of +50
  • Create diplomatic incident with 5 infamy
  • Target becomes Tributary of actor
  • If broken:
    • Create a one-year Truce.png truce.
  • Cannot auto-break

References[edit | edit source]

  1. The files can be found in the folder /victoria3/game/common/diplomatic_actions