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🕊️ Diplomacy

4 states5 war states21 actions12 internal variants

Diplomatic States

Relations with every Nation and Tribe sit in exactly one of these states. War ↔ Truce ↔ Peace move one step at a time via the actions below; Team is fixed at game start.

War

You can attack each other freely.

  • -60 Their opinion of you
  • +20 Enemy-of-their-enemy
  • -80 Kin characters
  • -40 Co-religionists

Truce

You cannot attack each other without declaring War. A Truce cannot be ended by War until 5 Turns have passed.

Peace

The two Nations at Peace cannot attack each other. They are also less likely to declare War on each other, and they can enter each other's territory.

vs Tribes: The Nation and Tribe cannot attack each other. The Tribe will not target your Cities with Raiders (although Raiders Units will still attack you if nearby). They can enter and heal in your territory.

  • -40 Enemy-of-their-enemy
  • +20 Kin characters
  • +10 Co-religionists
  • -20% AI war chance

Team

Members of the same team. Permanent — always at Peace, share war and peace, and can never change diplomatic state with each other.

War Score & War States

War score is tracked per pair of teams; your war state against an opponent comes from the score difference. Tribal wars use a doubled scale.

War states (by score difference)

State Score diff Truce chance AI money in deals
Routed -200 and below +50% 0%
Losing -199 to -20 +25% 50%
Neutral -19 to +20 100%
Winning +21 to +200 -25% 150%
Triumphant +201 and above -50% 200%

War score events (from game source)

vs NationsScore
Kill an enemy unit +10
Pillage or burn an improvement in their territory +5
Breach an enemy city (it falls into anarchy) +50
Take ownership of an enemy city +100
vs Tribes (doubled scale, your point of view)Score
You kill a tribal unit +10
A tribe kills one of your units -20
You pillage a tribal improvement +5
You capture a tribal settlement +200
A tribe breaches one of your cities -100
A tribe takes ownership of one of your cities -200

Diplomacy Actions

Costs are paid from your stockpile; “opinion-scaled” costs are modified by the performing character’s opinion of you (−50% at Friendly, up to +100% at Furious).

With Nations

Changing your diplomatic state with another Nation. Truce and Peace offers are run by your Ambassador; Alliances need a Diplomat leader.

Action Result Performed by Cost Time Requirements
Declare War → a Nation you have a Truce with Truce → War. No cost — war only needs the treaty-turn gate. War instant
  • Contact with the target
  • At least 5 turns since your last war/peace change with them (Min Treaty Turns)
Negotiate Truce → a Nation you are at War with War → Truce. Opens negotiation with three options (below); diplomacy with the target is blocked while the mission runs. Truce Ambassador (council seat) instant 🔒
  • Contact with the target
  • The war can be ended (not locked in by an Alliance)
↳ Offer Tribute for Truce Sweeten the deal — you pay them Tribute for 40 turns. Envoy gains 20 XP Truce Ambassador (council seat) 2 Orders 100 Civics ± 2t
  • Contact with the target
↳ Ask for Truce A plain white peace offer. Envoy gains 20 XP Truce Ambassador (council seat) 2 Orders 100 Civics ± 2t
  • Contact with the target
↳ Demand Tribute for Truce Press your advantage — they pay you Tribute for 40 turns. Envoy gains 20 XP Truce Ambassador (council seat) 2 Orders 100 Civics ± 2t
  • Contact with the target
Make Peace → a Nation you have a Truce with Truce → Peace. Needs them at least Pleased with you. Envoy gains 20 XP Peace Ambassador (council seat) 2 Orders 200 Civics ± 2t
  • Contact with the target
  • Their opinion of you is at least Pleased (+100)
Break Peace → a Nation you are at Peace with Peace → Truce. The step back down before any new war. Truce instant
  • Contact with the target
  • They are not in an Alliance
National Alliance → a Nation able to form an Alliance (neither side already allied) Allied Nations share visibility and join each other's defensive wars; you can move and attack with allied units. One Alliance per Nation. Your leader, Diplomat archetype 400 Civics 2 Orders 2t
  • At Peace with them and their opinion of you is Friendly (+200)
End Alliance → your allied Nation Dissolve your National Alliance. Your leader instant
Cancel All Trade → a Nation you are trading with End all trade routes with a trading partner. Your leader instant
Demand Tribute → a Nation you have a Truce with Demand a Tribute payment (lasts 40 turns) from a Nation you are not at war with. Refusal can mean war; one demand at a time. Envoy gains 20 XP Ambassador (council seat) 2 Orders 100 Civics ± 3t
  • Contact with the target
  • At least 5 turns since your last war/peace change with them (Min Treaty Turns)
  • Blocked: You already demanded Tribute from them recently

With Tribes

The same ladder against the barbarian Tribes — but tribal diplomacy is paid in Training, not Civics.

Action Result Performed by Cost Time Requirements
Declare War (Tribe) → a Tribe you have a Truce with Truce → War with a Tribe. War instant
  • Contact with the target
  • At least 5 turns since your last war/peace change with the Tribe (Min Treaty Turns)
Tribal Truce → a Tribe you are at War with War → Truce with a Tribe. Envoy gains 20 XP Truce Ambassador (council seat) 2 Orders 200 Training ± 2t 🔒
  • Contact with the target
  • Blocked: The Tribe is at War alongside its ally
Tribal Peace → a Tribe you have a Truce with Truce → Peace. The Tribe stops targeting your cities with raiders and can heal in your territory. Envoy gains 20 XP Peace Ambassador (council seat) 2 Orders 200 Training ± 2t
  • Contact with the target
  • The Tribe's opinion of you is at least Pleased (+100)
Tribal Alliance → a Tribe able to form an Alliance (you have no tribal ally, it has no ally) Move and attack with the Tribe's units, and settle near their sites without the ×2 Money surcharge. One tribal ally at a time; Diplomat leaders only. Your leader, Diplomat archetype 400 Training 2 Orders 2t
  • At Peace with the Tribe
Break Peace (Tribe) → a Tribe you are at Peace with Peace → Truce with a Tribe. instant
  • The Tribe is not allied with your team
End Alliance (Tribe) → your allied Tribe Dissolve your Tribal Alliance. Your leader instant

Third-party Wars

Paying other powers to fight your battles. These target the other ruler directly rather than your own council.

Action Result Performed by Cost Time Requirements
Ask a Nation to Declare War → any other Nation Schemer leaders only: pay another ruler to declare War on a third Nation. Another Nation's leader (at Peace or Truce with you) 200 Civics 2 Orders 2t
  • Your leader is a Schemer
  • Their opinion of you is at least Cautious (0)
  • They are at Peace or Truce with you (not at War)
  • They are not allied with the target
  • At least 5 turns since the last war/peace change between the two (Min Treaty Turns)
  • Blocked: That leader is already in an Alliance
  • Blocked: Their opinion of the target is already Pleased or better
Ask a Nation to Join Your War → a Nation at War with you Bring another Nation into a war you are already fighting. Another Nation's leader (at Peace or Truce with you) 200 Civics 2 Orders 2t
  • Requires Polis technology
  • Their opinion of you is at least Pleased (+100)
  • They are at Peace or Truce with you (not at War)
  • They are not allied with the target
  • At least 5 turns since the last war/peace change between the two (Min Treaty Turns)
  • Blocked: Their opinion of the target is already Pleased or better
Ask a Nation to Attack a Tribe → a Tribe not allied with your team Pay another ruler to declare War on a Tribe. Another Nation's leader (at Peace or Truce with you) 200 Civics 2 Orders 2t
  • Their opinion of you is at least Pleased (+100)
  • The Tribe is at Peace or Truce with them
  • The Tribe is not their ally
  • Blocked: That leader is already in an Alliance
Ask a Tribe to Attack a Nation → any other Nation Pay a friendly Tribe to declare War on a Nation. A Tribe's leader (Tribe at Peace or Truce with you) 200 Training 2 Orders 2t
  • The Tribe's opinion of you is at least Pleased (+100)
  • The Tribe is at Peace or Truce with them
  • The Tribe is not their ally

Treaty & Tribute Constants

ConstantValueWhat it does
Min Treaty Turns 5 Turns you must wait after any war/peace change with a power before declaring war on them again (also no declarations this early in the game).
Tribute Duration 40 How many turns a Tribute payment (offered or demanded) keeps flowing.
Tribute Opinion 20 Opinion bonus with a Nation while you are paying them Tribute.
Tribal Site Cost (base Money) 1000 Money cost to found a city on a tribe-claimed site (+ the per-purchase increase below; modified by the Tribe's opinion of you).
Tribal Site Cost (per prior purchase) 500 Added to the base cost for every tribal site your team has already bought.
Non-ally Settle Multiplier (%) 200 The tribal-site cost is multiplied by this (×2) when the Tribe is not your ally.