Tips for Diplomacy
Tips for Diplomacy
- The first step to starting a relation ship between two factions is usually a non- aggresion pact (they don't attack you while you don't attack them)
- If any deal you make the liklyhood of success is high demand some money till you reach moderate chance of success
- Obvoius tip but I still think i need to include it in here: Factions that hate you are least likly to accept deals and factions that like you will accept you deals more often
- Trade agreements are a nice way to make some cash. But don't have you army run only on trade agreements because if your trade partner ends the trade agreement you may have to disband some units for that positve cash flow.
- All factions can make a confederation with any other faction with the same blood (Gauls are able to form confederations with other gauls and germans with other germans). That faction joins your faction and you get all of that facton armies and your faction gets a new name.
- Military access allows your armies to pass through the lands with the faction you made the deal with. They can also pass through you lands too.
- Any deal can be canceled after 10 turns. If you cancel the deal before that then it will affect your reliability rating
8, Reliability rating: The higher the reliability rating is the more likly factions will make deals with you, while if you have a low reliability rating many factions won't accept your deals even if they like you. - Defensive Alliance: Your defensive allies will join in a war only if you are the defender. You are also expected to join your defensive allies if they get attacked. Refusing to join the war will cancel the alliance and your reliability rating will go down. Defensive allies do not count towards your victory conditions
Hint: Don't make defensive alliances with factions everyone hates (Example: Epirus, Lusitani and perhaps Carthage)
10 Military Alliance: Your military allies will help you in any wars even if you are the aggresor. Again you are expected to join their wars too. Military Allies count towards your victory conditions too. - Client States: Client states basicly get to run their own bussiness however they pay tribute to their overlords. They also count towards victory conditions
- Satrapies: Are basicly their overlords land except they are in charge of the armies and decides what gets built in cities.
Note: You may also levy from client states and Satrapies. This can be helpful for gaining units quickly and recuiting units that your specific faction may be able to recuit.
Well thats it everything else is self explanatory.
Balance of Power: In the diplomacy menu you may notice a little balance of power bar. If your balance of power outgrows the other faction then your deals will most likly be accepted.
The End
Well thats it. This is my first guide so please leave some constructive feed back. If you want me to make any other guides about a specific topic or want me to add info to this guide leave it in an comment
Thank you for reading
Thank you for reading
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