Diplomacy

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This article has been verified for the current PC version (3.4) of the game.
Diplomacy between plantoids and arthropoids

Diplomacy in Stellaris draws on the model of previous Paradox games and offers an alternative to warmongering.

Envoys[edit | edit source]

Envoys are minor leaders and can be assigned to 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 Diplomacy opinion.png +0.25 opinion per month to and from the target empire (up to +100) and removes the relation requirement for positive diplomatic actions
  • Harm Relations with another empire, which grants Diplomacy opinion.png −0.5 opinion per month to and from the target empire (up to −100) and removes the relation requirement for negative diplomatic actions
  • Assign to the Federation, which grants Federation cohesion.png +1 cohesion per month to the federation
  • Assign to the Galactic Community, which grants Mod diplo weight mult.png +10% diplomatic weight
  • Assign to the Galactic Imperium, to either strengthen or weaken Imperial Authority
  • Assign to a first contact, and they will discover the aliens for you
  • Assign to build a Spy Network, which will increase Spy network.png infiltration in another empire over time.

Envoy Capacity can be modified by the following:

Source Available envoys Available envoys
Civic inwards perfection.png Inward Perfection civic −1
Xenophile.png Xenophile ethic +1
Fanatic Xenophile.png Fanatic Xenophile ethic +2
Civic diplomatic corps.png Diplomatic Corps civic +2
Civic galactic sovereign.png Galactic Sovereign / Corporate Sovereign civic +1
Civic empath.png Empath civic +2
Civic public relations specialists.png Public Relations Specialists civic +2
The Federation The Federation tradition +1
Menu icon edicts.png Diplomatic Grants edict +1
Menu icon edicts.png Bureau of Espionage edict +1
Menu icon edicts.png Enhanced Surveillance edict +1
Source Available envoys Available envoys
Building Embassy Complex building +1
Building Grand Embassy Complex building +2
Federation default.png Galactic Union president (level 2) +1
Federation hegemony.png Hegemony president (level 2) +1
Federation trade.png Trade League president (level 2) +1
Federation military.png Martial Alliance president (level 3) +1
Federation research.png Research Cooperative president (level 4) +1
Evt Interstellar Assembly.png Interstellar Assembly (stage II) +1
Evt Interstellar Assembly.png Interstellar Assembly (stage IV) +2
Ap shared destiny.png Shared Destiny ascension perk +2

Diplomatic actions[edit | edit source]

Many diplomatic actions have a 10-year cooldown once chosen. Some of these are unilateral while others need to be accepted by both sides which becomes a matter of acceptance. Most diplomatic actions require certain a Relations level or an envoy being sent to improve or harm relations.

Maintaining any form of lasting treaty generates Diplomacy trust.png Trust, which increases Diplomacy opinion.png opinion. The maximum amount of Trust obtainable is limited by the most valuable treaty between both parties. Acquiring the Direct Diplomacy perk from the Diplomacy tradition tree Diplomacy tradition tree grants Trust cap +50 trust cap. Trust decays if there is no new income.

Action Effects Diplomacy opinion.png Trust growth Trust cap Influence.png Relations Requirements Limit Diplomacy war.png Civic inwards perfection.png
Envoy action improving relations.png Improve Relations Sends an Envoy.png Envoy to increase Diplomacy opinion.png Opinion up to +100 0 0 50 0 Any Not Envoy action harming relations.png Harming Relations N/A No.png
Envoy action harming relations.png Harm Relations Sends an Envoy.png Envoy to lower Diplomacy opinion.png Opinion up to −100 0 0 50 0 Any Not Envoy action improving relations.png Improving Relations N/A No.png
Spy network.png Build Spy Network Sends an Envoy.png Envoy to build a Spy Network 0 0 50 0 Any No Spy Network N/A
Menu icon claims.png Make Claims Switches to the Claims interface. 0 0 0 0 Any Can claim any system N/A
Diplomacy war.png Declare War Enters the Wargoals menu to declare a war −50 0 50 0 Any
  • No Diplomacy truce.png Truce, pact, or federation with target
  • No branch offices on target's planets
N/A No.png
Diplomacy closed borders.png Close/Open Borders Controls border access. The initial stance is determined by the Initial Border Status policy. −20 0 50 0 Any
  • No Diplomacy truce.png Truce or Diplomacy rivalry.png Rivalry
  • Not available between overlords and subjects
N/A No.png
Diplomacy federation.png Invite to Federation Invites the target empire to join a Federation. Other Federation members must agree. +50 +1 100 −2 Excellent
  • Part of a Diplomacy federation.png Federation
  • Both empires at peace
N/A No.png No.png
Diplomacy federation.png Ask to join Federation Requests to join an already existing Federation. Other Federation members must agree. +50 +1 100 −2 Excellent Existing Federation and requestor both at peace N/A No.png No.png
Diplomacy federation.png Kick from Federation Starts a vote to kick the member from the Federation 0 0 50 0 Any
  • Member of the same Federation
  • At peace
N/A No.png No.png
Diplomacy federation.png Ask to leave Federation Requests to leave the Federation. Refusing grants the Secession Casus Belli and a decaying −45 Diplomacy opinion.png Opinion. 0 0 50 0 Any
  • Federation hegemony.png Hegemony Federation
  • At peace
  • Target is the Federation president
N/A No.png
Diplomatic embassy.png Association Status The empire and the Federation will not be able to declare war upon each other. +10 +0.50 100 0
  • Positive
  • Excellent
The majority of federation members must agree to granting or removing the status but the associate member can cancel it at any time N/A No.png
Diplomacy hasvassal.png Propose Subjugation Enters the Terms menu to propose becoming overlord +25 +0.25 50 0 Any Both empires are at peace N/A No.png No.png
Diplomacy hasvassal.png Ask to be their Subject Enters the Terms menu to propose becoming subject +25 +0.25 50 0 Any Both empires are at peace 1 No.png
Diplomacy hasvassal.png Release Subject Grants independence to the subject and sets a 10-year Truce 0 0 50 0 Any N/A No.png
Diplomacy being integrated.png Integrate Subject Integrates a Vassal or Protectorate into the overlord empire. 0 0 50 Variable Any
  • Integration Permitted term of agreement
  • Sufficient Influence.png Influence
1 No.png
Message insult.png Insult Decaying −200 Diplomacy opinion.png Opinion Modifier 0 0 50 0
  • Terrible
  • Tense
N/A
Diplomacy seize council seat.png Add to/Kick from Imperial Council Decides who is member of the Imperial Council. 0 0 50 0 Any
  • 100 Influence.png influence
  • Galactic Emperor
  • By Appointment Imperial Council resolution
  • Target is a member of the Galactic Imperium
1-5 No.png

Unilateral agreements[edit | edit source]

Unilateral agreements are diplomatic actions that can only be proposed and ended by one of the empires. Rivalries can only end 10 years after they were proposed.

Agreement Effects Relations Diplomacy truce.png Truce if ended Diplomacy opinion.png Trust growth Trust cap Influence.png Civic inwards perfection.png Limit Target independence
Diplomacy rivalry.png Rivalry Closes borders and grants the Animosity Casus Belli
Reduces claim cost by 20%
Terrible
Tense
No.png −100 0 50 +0.5 No.png 3 Independent
Diplomacy guarantee.png Guarantee Independence The guaranteeing empire will join the target's defensive wars Neutral
Positive
Excellent
Yes.png +10 +2.5 50 −0.25 No.png 3 Independent
Diplomacy support independence.png Support Independence The supporting empire will join the war against the overlord if the subject starts a war for independence
The supporting empire's power will be added to the relative power of subjects opinion modifier between the subject and the overlord
Any No.png 0 0 50 0 No.png N/A Subject
Diplomacy secret fealty.png Secret Fealty The target empire gains the Allegiance War casus belli Any No.png 0 0 50 0 Yes.png N/A Subject

Bilateral agreements[edit | edit source]

Bilateral agreements are mutually-beneficial diplomatic actions that when offered by an empire the other must accept for them to take effect. Agreements can be ended at any time by either empire but will bring a temporary Diplomacy opinion.png Opinion malus. Defensive Pacts and Federations can only be made or broken when neither empire is at war with anyone. Federations also require the Tradition diplomacy the federation.png The Federation tradition.

Agreement Effects Min Relations Diplomacy truce.png Truce if ended Diplomacy opinion.png Opinion if ended Diplomacy opinion.png Trust growth Trust cap Intel.png Influence.png Civic inwards perfection.png Civic barbaric despoilers.png Civic criminal heritage.png Gestalt consciousness.png Diplomacy federation.png
Embassy our.png Embassy Envoys improve relations 3 time faster
Diplomatic pacts give 20 more Intel.png Intel
Neutral No.png 0 0 +0.75 100 0 0 Yes.png Yes.png Yes.png Yes.png Yes.png
Diplomacy non aggression pact.png Non-Aggression Pact Neither empire can declare war upon each other Neutral Yes.png −50 0 +0.50 75 20 −0.25 Yes.png Yes.png Yes.png Yes.png No.png
Diplomacy research agreement.png Research Agreement +25% Mod country all tech research speed.png Research Speed for technologies discovered by the other empire Positive No.png −25 0 +0.10 50 30 −0.25 No.png Yes.png Yes.png Yes.png Yes.png
Diplomacy commercial pact.png Commercial Pact Both empires will gain the economic bonuses of 10% of each other's Trade value.png Trade Value Positive Yes.png −25 0 +0.25 50 20 −0.25 No.png Yes.png No.png No.png Yes.png
Diplomacy migration pact.png Migration Treaty Pops can migrate between the empires and both empire can use each other's Pops in colony ships Positive No.png −15 0 +0.25 50 30 −0.25 No.png No.png Yes.png No.png Yes.png
Diplomacy defensive pact.png Defensive Pact If either empire is attacked the other will join the war as a defender Excellent Yes.png −100 20 +0.75 100 40 −1 No.png Yes.png Yes.png Yes.png No.png
Diplomacy federation.png Federation Neither empire can declare war upon each other
If either empire is attacked the other will join the war as a defender
Additional effects based on Federation type and laws
Excellent Yes.png −200 50 +1 100 70 −0.5 No.png Federations Yes.png Yes.png No.png

Acceptance[edit | edit source]

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

Agreement Friendly Attitude Receptive / Cordial / Protective Attitude Neutral / Wary Attitude Overwhelming Relative Power Superior Relative Power Shared Rival Opinion Distance Other factors
Embassy our.png Embassy +100 +40 −25 +20 +10 +30 per Rival +5 per 10 Opinion −0.5 per hyperlane
Diplomacy non aggression pact.png Non-Aggression Pact +100 +20 0 +100 +50 +50 per Rival +2 per 10 Opinion −1 per hyperlane −30 per existing Non-Aggression Pact
Diplomacy commercial pact.png Commercial Pact +100 +20 0 0 0 0 +4 per 10 Opinion −1 per hyperlane +1 per given Trade Value
−30 per existing Commercial Pact
Diplomacy research agreement.png Research Agreement +100 +20 0 0 0 0 +4 per 10 Opinion −1 per hyperlane +1 per tech either empire doesn't have
−30 per existing Research Agreement
Diplomacy migration pact.png Migration Treaty +10 0 0 0 0 0 +5 per 10 Opinion −1 per hyperlane +10 Loyal Attitude
Diplomacy defensive pact.png Defensive Pact +50 +20 −50 +20 +10 +30 per Rival +2 per 10 Opinion −1 per hyperlane +30 per shared Defensive Pact
−50 per existing Defensive Pact
Diplomacy federation.png Federation +30 0 −50 +20 +10 +10 per Rival +1 per 10 Opinion −1 per hyperlane +100 Federation Associate
+30 Crisis
−50 Different War Philosophy policy
Diplomacy hasvassal.png Subject Demand +20 0 −50 +100 +50 0 0 −5 per hyperlane −1 per 4 owned Pops

Personality[edit | edit source]

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

AI personality Diplomacy non aggression pact.png NAP Diplomacy defensive pact.png Defensive Pact Diplomacy research agreement.png Research Diplomacy commercial pact.png Commercial Pact Diplomacy migration pact.png Migration Federation default.png Galactic Union Federation trade.png Trade League Federation military.png Martial Alliance Federation research.png Research Cooperative Federation hegemony.png Hegemony Mod country trade attractiveness.png Trade Willingness
Decadent Hierarchy +20 −10 0 0 −100 −30 −30 −30 −30 −10 90%
Democratic Crusaders 0 +20 0 0 0 +10 0 +10 0 −50 90%
Erudite Explorers +5 +5 +50 +10 0 0 0 0 +10 0 90%
Evangelizing Zealots 0 0 −20 −20 0 −20 −20 −10 −20 −20 75%
Federation Builders +25 +25 +15 +15 +10 +20 +10 +10 +10 +10 95%
Harmonious Collective +20 0 +10 +10 −10 0 0 0 0 0 90%
Hegemonic Imperialists −10 +10 −10 −10 −50 −20 −20 −10 −20 0 80%
Honorbound Warriors −100 +20 0 −20 0 −10 −20 0 −20 −10 70%
Migratory Flock +20 0 +20 +20 +100 +20 +20 +10 +20 +10 110%
Peaceful Traders +20 0 +10 +20 +20 +10 +20 −10 +10 +10 100%
Ruthless Capitalists −10 0 +10 +20 0 −10 +10 −10 −10 −10 100%
Slaving Despots −20 0 0 0 −100 −10 −10 −10 −10 0 80%
Spiritual Seekers +20 +10 +10 +10 +20 +10 +10 +10 +10 +10 90%
Xenophobic Isolationists +20 −20 −20 −20 −100 −50 −50 −50 −50 −50 50%
Fanatical Befrienders +50 +50 +50 +50 +50 +50 +30 +30 +30 +30 100%
Fanatical Purifiers 0 0 0 0 0 No.png No.png No.png No.png No.png 50%
Hive Mind −10 −10 0 No.png No.png −50 −100 −30 −50 −50 70%
Machine Intelligence 0 0 0 No.png No.png −30 −100 −20 −20 −30 80%
Rogue Servitors 0 0 0 No.png No.png 0 0 0 0 +10 90%
Driven Assimilators 0 0 0 No.png No.png −50 −50 −50 −50 −50 50%
Determined Exterminators 0 0 0 No.png No.png No.png No.png No.png No.png No.png 100%
Crisis Aspirant 0 0 0 0 0 0 0 0 0 0 50%
Indolent Overlord 0 0 0 0 0 0 0 0 0 0 25%

Trade deals[edit | edit source]

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 Diplomacy opinion.png opinion penalty. Diplomatic trades often can yield better deals than the market. The AI will never accept mixed long-term/instant trades. Although Gestalt consciousness.png Gestalt Consciousness empires have no use for Consumer goods.png consumer goods or Zro.png 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. 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.

Mod country trade attractiveness.png 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 favor.png Favors: Each favor has a trade acceptance of 10, raised or lowered by the AI empire's trade willingness.
  • 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 Empire 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 accept systems that contain colonized Holy Worlds or border the Militant Isolationists.

Subject trade deals[edit | edit source]

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 Diplomacy opinion.png 150 opinion or better towards the overlord, it gives Trade cat loyalty.png +2.5 loyalty monthly, otherwise +1.5 monthly.
  • Trade cat action.png Share Empire Data: Adds Intel.png +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.
  • Trade cat transfer leader.png Transfer Leader: Requires a tier 2 specialized subject, transfers a subject leader to the overlord. Valued based on the leader's abilities.

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

Type Trade Time Timed Effect Overlord Subject Multiplied by Tier
Bulwark Bulwark Bulwark Prefabs Yes.png Spaceport 1.png Defense Platform
  • Defense platform build cost Build cost

  • Upkeep Upkeep
−25% +25% Yes.png
Bulwark Technology No.png
  • Researched Bulwark technologies given as options to Overlord

  • Subject gets Bulwark Technology Sharing modifier for Time 1 year:
    • Reduces shared technologies' Research.png type(s) production by −10%
No.png
Prospectorium Prospectorium Prospectorium Techniques Yes.png Volatile motes.pngExotic gases.pngRare crystals.png Monthly strategic resources +5% −5% Yes.png
Prospectorium Technology No.png
  • Researched Prospectorium technologies given as options to Overlord

  • Subject gets Prospectorium Technology Sharing modifier for Time 1 year:
    • Reduces shared technologies' Research.png type(s) production by −10%
  • Subject pays Menu icon strategic resource.png 100 strategic resources by technology shared
No.png
Scholarium Scholarium Scholarium Processors Yes.png Research.png Research station output
  • +10%

  • + +10%
  • −5%

  • + −5%
  • No.png

  • Yes.png
Scholarium Hypotheses Yes.png Mod num tech alternatives add.png Research alternatives +1 −1 No.png

Trade acceptance[edit | edit source]

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 Diplomacy opinion.png opinion, although this has a limit of +100.

Favors[edit | edit source]

Favors can be traded via diplomatic trade or 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 Resolutions in the Galactic Community as long as they don't already vote identically. 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.

Attitude[edit | edit source]

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 & Pacts Prefer peace Other Effects Requirements Description
Neutral Yes.png Yes.png none This Empire does not consider us relevant to their interests.
Wary Yes.png Yes.png none inferior relative power and shared border This Empire maintains a cautious attitude towards us.
Receptive Yes.png Yes.png more inclined to accept diplomatic pacts diplomatic AI personalities This Empire is interested in closer relations with us.
Cordial Yes.png Yes.png more inclined to accept diplomatic pacts high opinion This Empire is amenable to peaceful coexistence and trading with us.
Friendly Yes.png Yes.png 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 Yes.png Yes.png 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 No.png Yes.png none low opinion This Empire views us with suspicion and mistrust.
Rival No.png Yes.png none rival with low opinion This Empire views us as their rival.
Hostile No.png No.png none very low opinion This Empire views us as their enemy. They are likely to attack us if they think they can win.
Domineering No.png No.png only uses the Subjugation Casus Belli low opinion and Subjugator AI This Empire believes that we would make a fine vassal.
Threatened No.png No.png none high threat rating This Empire views us as a threatening menace.
Overlord Yes.png Yes.png none overlord This Empire is our overlord.
Loyal Yes.png Yes.png none subject with positive opinion This subject is loyal to us.
Disloyal No.png No.png considers the relative power of other subjects as well subject with negative opinion This subject resents its subservience to us.
Dismissive No.png Yes.png none Fallen Empire This Fallen Empire considers us largely beneath their notice.
Patronizing Yes.png Yes.png 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 No.png No.png 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.png Yes.png no effect distant Awakened Empire This Awakened Empire views us with dismissive arrogance.
Imperious No.png Yes.png 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 No.png No.png none Awakened Empire with low opinion This Awakened Empire views us as a target of conquest. They are likely to attack us.
Custodial Yes.png Yes.png 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 Yes.png Yes.png 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 No.png No.png 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[edit | edit source]

Empires with the Civic fanatic purifiers.png Fanatic Purifiers civic can only engage in diplomacy with empires of the same primary species. Note that this other empire will still have −1000 Diplomacy opinion.png Opinion towards Fanatic Purifier, unless it is also a Fanatic Purifier (in which case they have +200 Diplomacy opinion.png Opinion towards each other).

Empires with the Civic machine terminator.png Determined Exterminator civic can only engage in diplomacy with empires with Auth machine intelligence.png Machine Intelligence authority or the Ap synthetic evolution.png Synthetic Evolution Ascension Perk.

Empires with the Civic devouring swarm.png Devouring Swarm or Terravore civics cannot engage in diplomacy at all, not even with identical empires.

References[edit | edit source]


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalitiesIntelligence
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs