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Diplomacy

Diplomacy comprises the actions and agreements that empires can take with and against each other. Most diplomatic actions and agreements are mutually beneficial.

Empires with the Pompous Purists civic can send but not receive diplomatic propositions. This includes border access, so whether an empire has borders open or close towards them is decided solely by the Initial Border Status policy. It also means that if two empires have the civic they cannot conduct diplomacy with each other. Overlords can send propositions to subjects with the civic.

Envoys

Envoys are minor leaders that can be assigned to perform various diplomatic tasks. Once an envoy is assigned to a task, it cannot be reassigned again for a year. Envoys can be assigned to the following tasks:

  • Improve Relations with another empire, which grants +0.25 opinion per month to and from the target empire (up to +150) and removes the embassy requirement for certain diplomatic actions
  • Harm Relations with another empire, which grants −0.5 opinion per month to and from the target empire (up to −150) and removes the relation requirement for negative diplomatic actions
  • First contact, which establishes communications
  • Build a Spy Network, which increases infiltration in another empire over time and allows for operations to be conducted

Each Empire starts with 2 Envoys by default and can gain additional ones in the following ways:

Ausklappen Available envoys

Trust

Trust cap source
Base 50
Varies by agreement 75 or 100
Direct Diplomacy tradition +50
Universal Compatibility tradition +50 with
Galactic Union member (level 5) Per official assigned to federation +5
Trust growth modifier source
Direct Diplomacy tradition +33%
Galactic Union member (level 3) Per official assigned to federation +5%
Management Insights application +10%
Master's Teachings: Diplomatic Trust edict +100%

Empires which engage in friendly diplomacy build trust over time. Each point of trust adds +1 opinion and +0.5 intel cap. The default trust cap is 50. Certain diplomatic agreements increase this cap, with only the highest amount applying. Conversely, many diplomatic agreements require a certain amount of trust or relation level to be proposed.

Trust changes monthly based on the current diplomatic relationship between two empires. Most diplomatic agreements have a small amount of trust growth, while rivalry and war quickly decay any trust at −2 per month. If there are no active sources of trust growth, trust decays by −0.25 each month.

Modifiers for trust growth and trust cap can be found in the tables to the right.

Threat

Empires that conquer or subjugate other empires generate threat. This represents other nearby empire's concerns and fears of being conquered next. Each empire has a threat rating at every other empire, and as it increases, the empire gains a stacking negative opinion modifier towards the aggressor empire, while becoming increasingly friendly with a stacking positive opinion modifier towards other empires that isn't also threatening. This makes empires with mutual threat more willing to form an alliance against an aggressive conqueror or crisis.

Threat is generated by:

  • Conquest:
    • 2 Conquered a system
      • 4 Conquered an upgraded starbase
      • 8 Conquered a colony
      • ×0.75 if wargoal is Claim
      • ×0.67 if wargoal is Counterattack
  • 0.5 Vassalize war victory or status quo with new empire created
  • 0.25 Make Tributary or Make Subsidiary war victory or status quo with new empire created
  • 0.1 Impose Ideology war victory or status quo with new empire created
  • 0.5 Take Galatron war victory
  • 0.5 Bring Into Fold war victory
  • 0.5 Establish Hegemony war victory
  • 0.5 Impounding Assets war victory
  • 0.5 Bring Into Fold war victory
  • 2 Prethoryn Scourge or Contingency conquered a colony
  • 2 Unbidden, Aberrant, Vehement or Synth Queen destroyed a colony
  • 1000 Upgraded an Aetherophasic Engine to stage 2
  • 10 Destroy a star system by Star-Eater
  • 3 Use World Cracker, Global Pacifier, Neutron Sweep, Divine Enforcer, Nanobot Diffuser, Deluge Machine, Toxifier or Devolving Beam on a colony belonging to another empire
  • 1 Use World Cracker or Toxifier on a non-colony planet belonging to another empire

Once threat is generated, all empires gain their threat rating towards the threatening empire, with the following factors:

  • Multiplied by Threat concern factor of AI personalities
  • ×0 if same Federation with threatening empire
  • ×0.5 if Non-Aggression Pact with threatening empire
  • ×0.1 to ×2 from relative power to threatening empire
  • ×0 to ×1, x1 - 0.01 per 1 border distance to threatening empire
  • ×0.75 to ×1.25, x1 - 0.002 per 1 point of opinion towards threatening empire

Threat decays 0.25 per month, and there are no other ways to lower threat.

Favors

Favors can only be obtained through events and have two purposes. First, an empire can call upon Favors to add another empire's Diplomatic Weight to theirs (+10% per favor) when voting on Resolutions in the Galactic Community as long as the other empire is not already voting the same way. This does not decrease the other empire's diplomatic weight for the vote. Second, Favors increase the acceptance rate of certain diplomatic agreements or federation laws by +5 for each Favor. An empire can owe another empire up to 10 Favors.

Multiple empires can call upon Favors from the same target empire and one empire can simultaneously call upon Favors from multiple target empires.

Diplomatic actions and agreements

Diplomatic actions are divided into two types: simple actions, which happen as soon as an empire selects one, and agreements, which require the recipient to agree to it. Many actions have a 10-year cooldown between uses. Human players have 6 months to respond to a diplomatic request before it is automatically declined.

Most diplomatic agreements require a certain level of either trust or relations between the two empires. Additionally, there must be an established embassy or the proposer must have the Diplomatic Networking tradition. Most diplomatic agreements add a minimum intel cap and provide greater details on related types of intelligence.

Border access

Every empire can have its borders opened or closed towards any other empire it finished a first contact with it. If borders are open the other empire's ships can enter the empire borders. If borders are closed the other empire's ships can enter the empire borders and if the borders are being closed while the other empire's ships are within borders they will all go MIA. If borders are closed towards an empire, it will bring a −25% Opinion penalty. The starting access after a first contact is completed depends on the Initial Border Status policy.

Borders cannot be closed towards empires at Truce with and they cannot be open towards Rivals (in case of both, the Truce takes precedence). Subjects will always have open borders to and from their overlord and fellow subjects. Certain Galactic Community resolutions also force all members to open their borders towards each other. Until first contact is completed borders are always open.

Cloaked ships can enter the borders of empires with closed borders.

Agreements

Agreements require the recipient empire to agree to it, affect both empires, and can be ended by either empire at any point. If the recipient is an AI empire the UI will show whether the agreement will be accepted or refused although the exact reasons require at least Medium Intel on Diplomacy.

Agreements are only possible between empires that are at peace with each other and neither empire declared the other a Rival. And if an empire is a subject it can only have agreements with empires that aren't its overlord if the terms of agreement do not include Limited Diplomacy.

Agreement Effects Min intel cap Trust cap Trust growth Upkeep Requirements
Diplomatic embassy.png Embassy - Envoys improve relations 3 time faster - +20 Intel cap from diplomatic sources - Enables most other agreements without other requirements 0 50 +0.1
Diplomacy non aggression pact.png Non-Aggression Pact - Empires can't declare war on each other - Breaking the agreement starts a Truce - Breaking the agreement gives a decaying −25 Opinion 20 75 +0.5 0.25 - Neutral relations or 10 trust - Embassy or proposer is Improving Relations - Protectorate - The Horde
Diplomacy commercial pact.png Commercial Pact - Both empires gain 10% of the other's Trade without losing any - Reveals Relative Economical Power if not already known - Gives High Intel on colonies and Medium Intel on systems - Breaking the agreement starts a Truce - Breaking the agreement gives a decaying −25 Opinion 20 50 +0.25 0.25 - Positive relations or 20 trust - Either - Embassy - Proposer has Diplomatic Networking tradition - Proposer has Universal Transactions ascension perk - The Horde
Diplomacy research agreement.png Research Agreement - +25% Research Speed for technologies researched by the other empire - Reveals Relative Technological Power if not already known - Excavation rewards of Nomadic empires inside borders are shared - Excavations of Nomadic empires inside borders cause no penalties - Breaking the agreement gives a decaying −25 Opinion 30 50 +0.1 0.25 - Positive relations or 20 trust - Embassy or proposer has Diplomatic Networking tradition - The Horde
Diplomacy migration pact.png Migration Treaty - Pops from either empire can grow or be used in colony ships - Breaking the agreement gives a decaying −15 Opinion 30 50 +0.25 0.25 - Positive relations or 20 trust - Embassy or proposer has Diplomatic Networking tradition - Neither empire is Gestalt Consciousness or Barbaric Despoilers - Proposer is not Pompous Purists - The Horde
Diplomacy defensive pact.png Defensive Pact - Empires join each other's defensive wars - Empires gain +20 Opinion with each other - Reveals Relative Fleet Power if not already known - Can only be broken while at peace - Breaking the agreement starts a Truce - Breaking the agreement gives a decaying −100 Opinion 40 100 +0.75 1 - Positive relations or 20 trust - Embassy or proposer has Diplomatic Networking tradition - Both empires are at peace - The Horde
Diplomacy waystation.png Wayline Pact - No Opinion penalty from waystations inside borders - If both empires are Nomadic their waylines will use bonuses together - Gives High Intel on systems - Breaking the agreement gives a decaying −15 Opinion 20 50 0.25 - Nomadic - Neutral relations or 10 trust - Embassy or proposer is Improving Relations - Adjacent waystations if both empires are Nomadic - The Horde

General diplomacy

Agreement Effects Requirements DLC
Diplomacy guarantee.png Guarantee Independence - Proposer joins recipient's defensive wars - Recipient gains +10 opinion towards proposer - 20 Minimum intel cap - +0.25 Trust growth - −0.25 Monthly influence upkeep for proposer - Revoking the guarantee creates a 10-years Truce from the proposer - Revoking the guarantee gives −15 Opinion - Both - Neutral or better relations or 10 trust - Embassy or proposer is improving relations with recipient - Not at war with each other - Independent - Not in a federation - Not Inward Perfection - No Defensive Pact
Diplomacy rivalry.png Rivalry - Initiator gains: - +0.5 Monthly influence - Automatic closed borders against recipient except during a truce - Animosity casus belli against recipient - −20% Claim influence cost against recipient - Mutual −100 opinion and −2 trust growth - Can only be ended after 10 years - Initiator is not Inward Perfection - Either: - Terrible relations - Initiator is harming relations - Initiator is at war with recipient - Either has supremacist diplomatic stance - Either has antagonistic diplomatic stance - Either is fallen empire unless initiator is a subject - Recipient has declared initiator a rival
Envoy action improving relations.png Improve Relations - +0.25 Opinion monthly, up to +100 max - Requires an assigned envoy - If the envoy is recalled or reassigned, opinion decays by −1 monthly to 0 - Initiator - Not at war or harming relations with recipient - Has an available envoy to assign
Envoy action harming relations.png Harm Relations - −0.5 Opinion monthly, up to −100 max - Requires an assigned envoy - If the envoy is recalled or reassigned, opinion decays by +1 monthly to 0 - Initiator - Not at war or improving relations with recipient - Has an available envoy to assign
Build Spy Network - Builds a Spy Network in recipient - Requires an assigned envoy - Initiator - Not already building a spy network in recipient - Has an available envoy to assign
Make Claims Switches to the Claims interface. Initiator is allowed to make claims
Diplomacy war.png Declare War - Enters the Wargoals menu to declare a war - Mutual −50 opinion and −2 trust growth while at war - Initiator - Is not at war with recipient - Does not have a truce, pact, or federation with recipient - Does not have any branch offices on recipient's planets
Insult.png Insult - Recipient gains decaying −200 opinion towards sender - With the Satisfying Insults technology, instead: - Recipient gains −300 Opinion towards sender - Sender gains +50 Influence (5 years cooldown) - Either: - Tense or worse relations - Sender is harming relations - Sender is at war with recipient - Recipient or sender is fallen empire
Diplomacy seize council seat.png Add to Imperial Council Adds recipient to the Imperial Council at a cost of 100 influence - Initiator - Is the Galactic Emperor - Has 100 influence - Recipient is a member of the Galactic Imperium - By Appointment Imperial Council resolution is enacted - There is an empty seat on the Imperial Council
Diplomacy seize council seat.png Kick from Imperial Council Removes recipient from the Imperial Council at a cost of 100 influence - Initiator - Is the Galactic Emperor - Has 100 influence - Recipient is a member of the Imperial Council - By Appointment Imperial Council resolution is enacted
Diplomacy galactic empire.png Join the Galactic Imperium Proposer joins the Galactic Imperium - Initiator is not a member of the Galactic Imperium - Recipient is the Galactic Emperor
Diplomacy war.png Start Proxy War Enters the Wargoals menu to declare a proxy war - Both - Finished first contact with the same third empire - Initiator - Secret Societies Secret Societies Influential Cartel civic or finished the Subterfuge tradition tree - 70 trust or 60 infiltration - Recipient - Not Fanatic Xenophobe - Not Barbaric Despoilers - Not Criminal Heritage - Not Driven Assimilator - Not Bodysnatcher - Not Genocidal Fanatic Purifiers Devouring Swarm Devouring Swarm Terravore Devouring Wilderness Determined Exterminator Scorched World Heralds Scorched World Heralds Pyromanic Instinct

Subject empire diplomacy

See also: Subject empire

Subject empires have certain obligations to their overlord, based on their agreement terms. Subject empires can be blocked from engaging in most diplomacy by the agreement term Limited Diplomacy. Even without that agreement term, most other diplomatic actions and agreements are blocked for subjects. Subjects have +25 opinion and +0.25 trust growth with their overlord. Additionally, subjects have an additional diplomatic factor, loyalty, which determines whether they will engage in trade or other diplomacy with their overlord.

Diplomatic subjugation, whether demanded or asked for, requires both parties to be independent and at peace. Additionally, the potential subject cannot be the Galactic Custodian or Galactic Emperor, nor have been declared a crisis. Awakened Empires can always propose subjugation.

Agreement Effects Requirements
Diplomacy hasvassal.png Propose Subjugation Enters the terms menu to propose becoming overlord of recipient - Proposer - Not guaranteeing recipient's independence - Must be Galactic Imperium member if the recipient is - Embassy or has Diplomatic Networking tradition - Both - Excellent relations or 50 trust - Independent and at peace
Diplomacy isvassal.png Ask to be their Subject Enters the terms menu to propose becoming subject of recipient - Proposer - Not asking another empire already - Not Pompous Purists - Embassy or has Diplomatic Networking tradition - Both - Excellent relations or 50 trust - Independent and at peace - Must be Galactic Imperium member if the other is - Not in a federation, federation allows separate treaties, or in the same federation
Diplomacy isvassal.png Ask to be Released Grants independence to the subject and sets a 10-year Truce Proposer is subject of recipient
Diplomacy secret fealty.png Propose Secret Fealty Proposer gains Allegiance War casus belli against recipient's overlord - Proposer - Not a subject - Not overlord of recipient - Embassy or has Diplomatic Networking tradition - Proposer - Is a subject - Has not lost Allegiance War war in last 5 years - Both - Excellent relations or 50 trust

Diplomatic actions

Action Effects Requirements
Diplomacy hasvassal.png Release Subject Grants independence to the subject and sets a 10-year Truce Initiator is overlord of recipient
Diplomacy being integrated.png Integrate Subject Integrates the subject into the overlord empire. - Initiator - Overlord of recipient for at least 10 years - Has Integration Permitted agreement term with recipient - Not currently integrating a subject
Diplomacy being integrated.png Cancel Integration Stops current integration Initiator is integrating recipient
Diplomacy support independence.png Support Independence - Proposer joins recipient if they declare an Independence War - Adds proposer's power for relative power of subjects opinion modifier - Proposer - Not Inward Perfection - Not overlord of recipient - Embassy or is improving relations with recipient - Recipient is a subject - Both - Neutral or better relations or 10 trust
Diplomacy support independence.png Cancel Support Independence Ends support independence of recipient Proposer is supporting independence of recipient
Diplomacy secret fealty.png Pledge Secret Fealty Recipient gains Allegiance War casus belli against proposer's overlord - Proposer - Is a subject - Has not lost Allegiance War war in last 5 years - Embassy or has Diplomatic Networking tradition - Recipient - Not a subject - Not overlord of proposer - Both - Excellent relations or 50 trust
Diplomacy secret fealty.png End Secret Fealty Ends secret fealty status with recipient Proposer has pledged or received secret fealty with the recipient

Federation diplomacy

See also: Federation

Federations are multi-faceted and multi-lateral agreements between two or more empires to provide mutual defense and other benefits to the members of the federation. Agreements between federations members or between federation members and other empires depend in part on the current laws of the federation. Federation members cannot sign guarantee independence, support independence, non-aggression pacts, or defensive pacts with any empire. Members can sign research agreements, commercial pacts, and migration treaties with each other or other empires unless the federation's laws prevent them from doing so.

By default, joining a federation requires the unanimous approval of all current members of that federation, whether an empire petitions for membership or a current member invites another empire to join. With the Federations DLC, it is possible to change that requirement to be a majority vote or be decided by the federation president alone. Joining or leaving a federation requires the federation and the potential member to be at peace. Members of the Galactic Imperium cannot join or associate with federations.

Inward Perfection empires cannot join a federation diplomatically; they can be forced in with the Establish Hegemony casus belli or if their overlord joins a federation with the Yes Can Subjects Join law; they can be federation associates, however.

Federation members have +50 opinion, 100 trust cap, and +1 trust growth with each other; they must also pay −1 influence in diplomatic upkeep. Federation associates have +10 opinion, 100 trust cap, and +0.5 trust growth with members of the associated federation.

Agreement Effect Federation vote Requirements
Diplomacy federation.png Form Federation Creates federation with recipient None - Proposer has The Federation tradition - Both - Not in a Federation - Not a subject - Excellent relations or 30 trust - Embassy or proposer has Diplomatic Networking tradition
Diplomacy federation.png Invite to Federation Invites recipient to join the Federation By Invite Members law - Proposer is a Federation member - Recipient - Not in a Federation - Independent or subject of proposer - Both - Excellent relations or 30 trust - Embassy or proposer has Diplomatic Networking tradition
Diplomacy federation.png Ask to join Federation Requests to join an already existing Federation By Invite Members law - Proposer - Not in a Federation - Independent or subject of recipient - Recipient is a Federation member - Both - Excellent relations or 30 trust - Embassy or proposer has Diplomatic Networking tradition
Diplomacy federation.png Kick from Federation - Starts a vote to kick the member from the Federation - Recipient gains decaying −100 opinion of proposer - Gains decaying −200 opinion of federation members if kicked By Kick Members law - Both members of same Federation - Proposer is not subject of recipient - At least three members in Federation
Diplomacy federation.png Ask to leave Federation - Requests to leave the Federation - Refusing grants the Secession casus belli and a decaying −45 opinion. President only - Proposer is Hegemony member - Recipient is Hegemony president
Diplomatic embassy.png Offer Association Status The empire and the federation will not be able to declare war upon each other. Unanimous - Proposer is a Federation member - Recipient is not in a Federation - Both - Positive or better relations or 20 trust - Embassy or proposer has Diplomatic Networking tradition
Diplomatic embassy.png Request Association Status The empire and the federation will not be able to declare war upon each other. Unanimous - Proposer is not in a Federation - Recipient is a Federation member - Both - Positive or better relations or 20 trust - Embassy or proposer has Diplomatic Networking tradition

Diplomatic actions

Action Effect Federation vote Requirements
Diplomacy federation.png Leave Federation - Leaves the Federation - Creates a truce between the federation and former member - Federation members gain decaying −200 opinion with former member None - Initiator - Not a subject - Not Hegemony member
Diplomatic embassy.png Revoke Association Status - Creates a truce between the federation and former associate - Recipient gains decaying −25 opinion with federation members if association status is revoked Majority - Proposer is a Federation member - Recipient is a Federation associate
Diplomatic embassy.png End Association Status - Creates a truce between the federation and former associate - Federation members gain decaying −25 opinion with former associate None Proposer is a Federation associate

Acceptance

The acceptance of diplomatic agreements by computer empires is determined by multiple factors.

AgreementAttitudeRelative power of proposerScaling perOther factors
FriendlyReceptive/Cordial/ProtectiveNeutral/WaryOverwhelmingSuperiorShared Rival10 OpinionDistance
Embassy+100+40−25+20+10+40+5−0.5+60 per shared Defensive Pact
Non-Aggression Pact+100+500+100+50+50+2−1−30 per existing Non-Aggression Pact
Commercial Pact+100+500000+4−1+1 per given Trade Value
−30 per existing Commercial Pact
Research Agreement+100+500000+4−1+0.5 per tech either empire doesn't have
−30 per existing Research Agreement
Migration Treaty+1000000+5−1+10 Loyal attitude
Defensive Pact+50+20−50+20+10+30+2−1+30 per shared Defensive Pact
−50 per existing Defensive Pact
Federation+300−50+20+10+10+1−1+100 Federation Associate
+30 Crisis
−30 different War Philosophy policy
Demand Subjugation+200−20+100+5000−0.5−100 below 50 Trust
−0.25 per pop

Personality

The most specific factor that determines an empire's acceptance rate is its AI personality.

AI personalityAgreementFederationTrade Willingness
Decadent Hierarchy+20−1000−100−30−30−30−30−30−1090%
Democratic Crusaders0+20000+100+1000−5090%
Erudite Explorers+5+5+50+100000+10−10090%
Evangelizing Zealots00−20−200−20−20−10−20+20−2075%
Federation Builders+25+25+15+15+10+20+10+10+10+10+1095%
Harmonious Collective+200+10+10−1000000090%
Hegemonic Imperialists−10+10−10−10−50−20−20−10−20−20080%
Honorbound Warriors−100+200−200−10−200−20−20−1070%
Migratory Flock+200+20+20+100+20+20+10+20−20+10110%
Peaceful Traders+200+10+20+20+10+20−10+10−10+10100%
Ruthless Capitalists−100+10+200−10+10−10−10−10−10100%
Slaving Despots−20000−100−10−10−10−10−10080%
Spiritual Seekers+20+10+10+10+20+10+10+10−10+10+1090%
Xenophobic Isolationists+20−20−20−20−100−50−50−50−50−50−5050%
Fanatical Befrienders+50+50+50+50+50+50+30+30+30+30+30100%
Cooperative Multitude+15+15+10000000095%
Hive Mind−10−1000−50−100−30−50−50−5070%
Harmonic Wilderness+15+15+10000000095%
Machine Intelligence0000−30−100−20−20−100−3080%
Rogue Servitors00000000−100+1090%
Driven Assimilators0000−50−50−50−50−100−5050%
Determined Exterminators0000100%
Fanatical Purifiers000050%
Blazing Devastators000025%
Crisis Aspirant0000000000050%
Thermarchy0000000000050%
Indolent Overlord0000000000050%
Benevolent Corporation+20−10+10+50+1000000075%

Trade deals

Trade deals are instant or monthly transfers of resources or other assets between two empires. Deals that transfer monthly resources last between 10 and 30 years; once the AI fills their stockpile, long-term contracts become only viable option. It is possible to break long-term trade contracts if not enough resources are stockpiled, but this causes an opinion penalty. Diplomatic trades often can yield better deals than the market. The AI will never accept mixed long-term/instant trades. The value the AI places on a particular resource in a deal is largely based on how much of YOUR economy is devoted to producing that resource - shifting your economy to focus on a particular resource will cause all of the AI empires to value it less in deals. Although Gestalt Consciousness empires have no use for consumer goods or Zro, they are still willing to trade for them.

Trading requires a neutral or positive attitude between the two empires. Empires holding a negative attitude will accept only gifts (giving them resources without them giving anything in return). Fallen empires only trade if they are patronizing or enigmatic towards the proposing empire and will never trade strategic resources. Resources cannot be traded between overlords and subjects if the terms of agreement include contribution or subsidies in that resource.

Trade willingness shows how much an empire is open to trading with other empires and is dependent on their AI personality. The lower their trade willingness is, the more favorable a trade deal has to be for them to see it as fair. Empires with less than 75% trade willingness will never make offers.

In addition to resources, the following things can be traded diplomatically:

  • Trade cat sensor.png Communications: Valued based on the number of new contacts. Does not include Enclaves. Fallen Empires always refuse.
  • Trade cat sensor.png Active Sensor Link: Valued based on distance, neighboring empires being more interested. Allows the empire receiving the link to see everything the granting empire can see. Only available as a timed deal. Fallen Empires always refuse.
  • Trade cat transfer control.png Transfer System: Available only towards neighbors during peacetime, it is the most valued trade option and can be used to offer to cede one of your star systems, usually non-preferred planets that are too expensive to terraform or adapt pops to, or as a way to ease opinion penalty of claims or border tension. The AI will always refuse to trade away their own systems, and will not accept systems that contain colonized Holy Worlds or border the Militant Isolationists.
  • Diplomacy war.png Join War: Enters the war on the side of the target. Pacifist empires always refuse to join wars if an attacker asks them. Fallen empires and empires too far away always refuse to join wars. If an empire proposes to join another empire's war the other empire will always accept and how valuable the trade is depends on the current warscore. Cannot be used to join wars against empires with a Non-Aggression Pact or Truce. If accepted and the warring empires haven't established communications they will do so.
  • Trade cat leave war.png Allow to Leave War: Only available towards the enemy war leader and only if not war leader. If accepted the empire will leave the war. Acceptance depends on the current warscore.
  • Trade cat specimens.png Specimens: Valued by selling cost x1.3, or twice more if they don't have a specimen from that category.
  • Trade cat transfer leader.png Transfer Leader: Only available to and from empires with the Tactical Algorithms civic or from a tier 2 specialized subject to the overlord. Valued based on the leader's abilities. Requires both empires to have the same authority if Gestalt Consciousness. Maximum one Leader per trade.

Subject trade deals

Subject empires have additional trading options with their overlord:

  • Trade cat transfer fleet.png Borrow Fleet: Gives the subject temporary control a fleet. Valued based on how much of the total fleet power the fleets represent.
  • Trade cat action.png Pledge Loyalty: Only available from a subject towards the overlord as a timed trade deal; if the subject has 150 opinion or better towards the overlord, it gives +2.5 loyalty monthly, otherwise +1.5 monthly.
  • Trade cat action.png Share Empire Data: Adds +20 intel from the giver to the recipient; can be given by the overlord if they have 80 or less intel on the subject; can be given by the subject if they have 40 or less intel on the overlord.
  • Trade cat loyalty.png Loyalty: Only available from a subject towards its overlord, each point of loyalty will increase trade acceptance by 1. Loyalty can be used even if the value would become negative, up to −100.

Specialist subjects have additional, unique trade options which extend their bonuses to the overlord, usually at the cost of their own:

Timed trade actions

Timed trade action provide modifiers for the overlord at the expense of negative modifiers for the subject.

Subject typeTrade actionEffectOverlordSubjectMultiplied by tier
BulwarkBulwark Prefabs
  • Defense Platform build cost
  • Defense Platform upkeep
−25%/−50%/−75%+25%/+50%/+75%
ProspectoriumProspectorium TechniquesMonthly strategic resources+5%/+10%/+15%−5%/−10%/−15%
ScholariumScholarium ProcessorsResearch station output+20%/+30%/+40%−10%/−15%/−20%
Scholarium HypothesesResearch alternatives+1−1

Technology sharing

Technology sharing trade actions are instant trade actions that give specialist technologies as research options to the overlord.

Subject type Trade action Effect
Specialist subject bulwark.png Bulwark Bulwark Technology - Researched Bulwark technologies given as options to Overlord --- - Subject gets Bulwark Technology Sharing modifier for 1 year: - −10% Engineering research if sharing: - −10% Physics research if sharing:
Prospectorium Prospectorium Prospectorium Technology - Researched Prospectorium technologies given as options to Overlord --- - Subject gets Prospectorium Technology Sharing modifier for 1 year: - −10% Engineering research if sharing: - −10% Physics research if sharing: - −10% Society research if sharing: - Subject pays 100 strategic resources by technology shared

Trade acceptance

The trade acceptance number shows how much the other empire favors a deal. A trade acceptance lower than 1 means that the other empire sees the deal as disadvantageous for them and will always refuse it. A trade acceptance of 1 means that AI empire sees the deal as fair and will always accept it. A trade acceptance higher than 1 means that the other empire sees the deal as advantageous for them and will give a temporary bonus to their opinion, up to a limit of +100.

Attitude

Each empire will have a specific attitude towards other empires dictated by their AI personality, diplomatic interactions and the relative power of both empires.

Attitude Trade & agreements Prefer peace Other Effects Requirements Description
Neutral none none below This Empire does not consider us relevant to their interests.
Wary none inferior relative power and shared border This Empire maintains a cautious attitude towards us.
Receptive more inclined to accept diplomatic pacts diplomatic AI personalities This Empire is interested in closer relations with us.
Cordial more inclined to accept diplomatic pacts high opinion This Empire is amenable to peaceful coexistence and trading with us.
Friendly more inclined to accept diplomatic pacts and join a federation high opinion and successful past diplomacy This Empire views us as a friend and may be willing to form an alliance with us.
Protective more inclined to accept diplomatic pacts and may propose subjugation high opinion and superior relative power This Empire believes that we are weak and need their protection.
Suspicious none low opinion This Empire views us with suspicion and mistrust.
Rival none rival with low opinion This Empire views us as their rival.
Hostile none very low opinion This Empire views us as their enemy. They are likely to attack us if they think they can win.
Domineering only uses the Subjugation Casus Belli low opinion and Subjugator AI This Empire believes that we would make a fine vassal.
Threatened none 50 or higher threat rating This Empire views us as a threatening menace.
Overlord none overlord This Empire is our overlord.
Loyal none subject with positive loyalty This subject is loyal to us.
Disloyal considers the relative power of other subjects as well subject with negative loyalty This subject resents its subservience to us.
Dismissive none Fallen Empire This Fallen Empire considers us largely beneath their notice.
Patronizing may bestow gifts Fallen Empire with high opinion This Fallen Empire views us as errant children in need of their guidance. They may deign to bestow gifts of technology, resources or ships on us.
Angry will send a demand which will grant them Casus Belli if refused Fallen Empire with low opinion We have angered this Fallen Empire with our actions, and they may declare war to punish us.
Arrogant no effect distant Awakened Empire This Awakened Empire views us with dismissive arrogance.
Imperious will propose subjugation neighbor Awakened Empire This Awakened Empire views us as a future subject. They are likely to demand we surrender our independence.
Belligerent none Awakened Empire with low opinion This Awakened Empire views us as a target of conquest. They are likely to attack us.
Custodial accepts joining a Federation Guardian Awakened Empires This Awakened Empire believes that it needs to protect us from the crisis currently threatening the galaxy. They are likely to attempt to ally us.
Enigmatic opinion is hidden and has no impact Ancient Caretakers This Fallen Empire is an ancient artificial intelligence that behaves in a strange and unpredictable manner. We do not know what to expect from it.
Berserk attacks any empire nearby Malfunctioning Custodians This Awakened Empire is an ancient artificial intelligence that has gone berserk. It is likely to attack anything and anyone around it.

Genocidal diplomacy

Due to their destructive nature, genocidal empires only have limited access to diplomacy, depending of what type of genocidal civic they possess:

  • Empires with the Fanatic Purifiers civic can only engage in diplomacy with empires of the same founder species. Note that these other empires still have −1000 Opinion unless they are also Fanatic Purifiers, in which case they have +200 Opinion towards each other.
  • Empires with the Determined Exterminator civic can only engage in diplomacy with empires with Machine or Mechanical founder species.
  • Empires with the Devouring Swarm, Terravore and Devouring Wilderness civics cannot engage in any diplomacy at all, not even with identical empires. Envoys are thus only useful to them for Espionage and First Contact.
  • Empires with the Scorched World Heralds and Pyromanic Instinct civics can only engage in diplomacy with empires who have a Thermophile founder species.

All genocidal empires will refuse joining Federations even with empires they can engage in diplomacy with to avoid possibly being forced in a Federation with an empire they can't engage in diplomacy with.

References

Game concepts

Exploration Exploration • FTL • Unique systems • L-Cluster • Pre-FTL species • Fallen empire • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers
Celestial bodies Celestial body • Colonization • Planetary features • Planet modifiers
Discovery Discovery • Anomaly • Archaeological site • Astral rift • Relics • Collection
Species Species • Pop modification • Biological traits • Machine traits • Population • Species rights • Ethics
Leaders Leader • Common leader traits • Commander traits • Official traits • Scientist traits • Paragons
Governance Empire • Origin • Government • Civics • Council • Policies • Edicts • Factions • Traditions • Ascension perks • Ambition • Situations
Economy Resources • Planetary management • Districts • Jobs • Designation • Trade • Megastructures • Waystation
Buildings Capital buildings • Common buildings • Planet unique • Empire unique • Holdings
Ships Ship • Arkship • Ship designer • Core components • Weapon components • Utility components • Mutations • Offensive mutations
Technology Technology • Physics research • Society research • Engineering research
Diplomacy Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • Contracts • AI personalities
Warfare Warfare • Space warfare • Land warfare • Starbase • Crisis
Others Events • The Shroud • Preset empires • AI players • Stat modifiers • Console commands • Easter eggs