Diplomatic Relations
In a world dominated by five distinct civilizations, total war is a path to mutual ruin. Success frequently requires a balance of force and negotiation. The Relation Score between your civilization and an AI opponent ranges from -100 to +100 and influences what treaties they will accept.
| Relationship Level | Effect | Accepted Treaties |
|---|---|---|
| Hostile (-100 to -50) | Border tensions, chance of spontaneous raids. | None (except immediate Peace Treaty at high cost) |
| Cold (-49 to -10) | Trade embargoes, high refusal rate. | Non-Aggression Pact (Reluctant) |
| Neutral (-9 to +20) | Standard baseline relations. | Trade Agreement, Border Access |
| Friendly (+21 to +75) | Frequent diplomatic gifts, increased trade value. | Defensive Pact |
| Allied (+76 to +100) | Military coordination, shared intelligence. | Full Alliance, Vassalization |
Casus Belli (Justification for War)
Declaring war without a valid Casus Belli incurs massive global Stability penalties and damages your standing with every other civilization, leading to potential multi-front wars.
- Border Friction (Minor): Can be fabricated via espioange over 6 seasons. Low justification.
- Reconquest (Major): If a civilization holds a territory that was originally yours. High justification.
- Trade Dispute (Minor): Triggered when an AI civilization suddenly breaks a profitable trade agreement. Medium justification.
- Religious Insult (Major): Occurs through random events or direct player dialogue choices. High justification.
Achaia possesses the unique ability to fabricate Border Friction CB 30% faster and suffer less penalty for an unjustified declaration of war. They are the masters of turning aggression into a diplomatic necessity.
Espionage & Assassination
Sometimes, the removal of a specific enemy leader is far more efficient than a prolonged siege. The Spy Network can be upgraded in your Palace window.
Recruiting Spies
Spies are trained using a combination of Gold and RP. Once hired, they are deployed to enemy capitals. Spies can perform three primary actions:
- Gather Intelligence: Passively reveal enemy unit compositions, treasury levels, and next technology research target.
- Sabotage: Target specific enemy buildings (e.g., destroying a Farm to precipitate a famine). Costs 6 AP.
- Assassination: Target the current enemy faction leader.
Assassination success rates typically hover around 15–30%. If an assassination fails and your spy is caught, the enemy civilization gains an immediate "Outrage" Casus Belli against you, and their allies may immediately declare war.
Aegaeptus (Ptolemaic Egypt) leaders often possess palace intrigue traits, making them incredibly difficult to assassinate due to their paranoid internal guard mechanisms. Cleopatra III, for instance, provides a massive passive defense against hostile spy actions.
Sibyla Speaks
"The pen may be mightier than the sword, but a stiletto blade in the dark is mightier than both. A dead king signs no treaties, Imperator. Mind the shadows in your own forum, lest you become the lesson."