Declare War / Sue for Peace

Offer/Dissolve Alliance

Proclaim Guarantee

Ask/Cancel Military Access

Offer/Cancel Military Access

Demand/Break/Cancel Tribute

Request/Cancel Trade Access

Support Rebels

Fabricate Claims

Invite/Kick/Leave Defensive League

Improve Relation

Send Gift

Intervene in War

Threaten War

Enforce Peace

Sell City

Hello everyone and welcome to the 9th development diary for Imperator. Today we’ll start talking a bit about diplomacy, and cover a few of the features of that type.Imperator follows the “new” generation of games, if we still consider CK2 new, in that opinions are two-way, where you can love someone that hate you, and you can see in detail what is causing the numbers to be that way.And as has been common in our games since CK2, the AI will tell you exactly why it will accept or decline a certain diplomatic action.Aggressive Expansion is a concept we liked in EU4, but it was awkwardly implemented. In Imperator we have an AE value in your country, kind of like badboy in older games, so you can see how it is decaying etc. This is then applied in the opinion calculations with each nation, depending on where they are and their status with you.A nation, depending on its rank, can have a number of diplomatic relations. Each Alliance and Tributary counts as 1 relation, while a defensive league occupies just 1 slot, no matter how big it is. For each relation over your limit, all your power costs are increased by 10%.One cool new thing in Imperator is the Defensive Leagues. This is a purely defensive alliance that allows multiple nations in it, and it is defensive towards anyone outside of the league attacking it. The leader of a league is the one that invites people in. A defensive league takes only 1 relation slot, no matter how many members. Only City States and Minor Powers can be members of a defensive league.The Diplomatic Actions include the following.Next week we’ll talk about country ranks, and how that impacts what you can do.