|Available only with the The Cossacks DLC enabled.|
Diplomatic feedback dramatically changes the system of trust and adds the mechanics of favors and war contribution. It leads to relationships and alliances that are more predictable in their nature. It is accessed by selecting the third tab (man with thought bubble containing "+/-") on the right hand side of the Diplomacy interface.
Provinces of interest
Provinces of interest are provinces that are not yet owned, but are desired by a country. There are two types: vital interest, and strategic utility.
When the Diplomatic Feedback tab on the Diplomacy View is open it shows the world according to the aspirations of the selected country:
- Green provinces are those that belong to the country.
- Turquoise with gray striped provinces belong to the country's subject nations (Vassals, Personal Unions, Marches).
- Red provinces are those considered to be of vital interest. These are provinces which the AI will actively try to obtain.
- Yellow provinces are those considered to be of strategic utility. These are provinces which the AI views as helpful though not necessary, and will likely take when given the chance but will not care about other countries laying claim to as well.
- Gray provinces are those of no interest to the country.
The player may only set provinces as vital interest, but provinces that the player's nation has claims to (that are not selected as vital interest) are shown as strategic utility. During wartime the player may not alter or change province statuses.
AI nations will set provinces of interest based on their personality type. Administrators or Diplomats appear to set fewer provinces of vital interest, whereas Balanced or Militarists will aggressively set provinces as vital interest, often on all nearby territory. Colonizers will set provinces of vital interest on overseas territories.
Naturally if the player and any other country value the same province then conflicts will arise. Having the same provinces of vital interest will make certain diplomatic actions less desirable for the AI, especially in forming alliances where every province selected by both nations will result in -10 acceptance.
The provinces of interest system allows for the player to communicate with the AI on where they want to expand and what provinces they would like to receive in the event of a peace deal. It also enables the player to analyze where AI nations' ambitions lie.
If the player has vassals, they will often attempt to fabricate claims on provinces the player has marked as a vital interest. It can therefore be very useful for vassal feeding.
Normally, the player's attitude to other nations is set by the game to what is most appropriate. By ticking the manage attitude box in the diplomatic feedback screen, the player is able to decide their own attitude towards them, giving a variety of benefits depending on the situation. .
- Neutral: Setting a country as neutral will prevent them from sending multiple alliances offers and signals them that although the player is not friendly and won't seek an alliance they are not hostile either.
- Friendly: This setting shows countries that will raise relations with the player if they ever have a negative opinion of them. This allows the player to create alliances with countries without worrying about their own opinion of the country.
- Hostile: Setting a country as hostile will mean that the player's vassals will fabricate claims on their lands and shows that the player has the desire to conquer them. This may result in them getting alliances with the player's rivals, however.
- Threatened: Setting a country as threatened means that they are seen as a threat and this will give bonuses for creating allies with their rivals. In order to reduce exploitation one can only set countries as threatened if they realistically threaten the country.
Threatened attitude is often the most useful attitude available to players, as AI rivals of the threat will be more likely to accept alliances with the nation in question. Note that the nation must in fact be a plausible threat to choose this attitude, meaning it must both be more powerful than the player nation and able to reach it.
There are several attitudes that are only available to AI nations. These are further explained on the relations page.
Note: The attitude between allies cannot be changed, it is always allied. There are similar cases for: rivals, loyal, disloyal or rebellious subjects and overlords.
Favors are a measure of the extent to which an AI country owes another country their support, though having a country owe favors is not a guarantee of their support. Strategic interests, war exhaustion, attitude towards enemies, debt, manpower shortage, truce between the country owing favors and the object of a DoW, and several other reasons will preclude an ally from joining a war, along with not having enough favors stored up.
Favors are gained from three sources:
- By participating in an ally's war; the higher the country's participation, the more favors will be owed. Base favors earned this way is 20, modified by the war contribution relative to the power of the contributing ally (nations expect strong allies to do more work). Less favors will be earned if land is given appropriately by the war leader.
- By giving an ally land in peace deals; the more land is given to an ally, the more favors will be gained. The exact amount of favors gained is scaled to the warscore cost of the provinces and the war participation of the ally.
- Over time while allied, with the rate depending on the comparative strength of the two countries; the stronger one nation is compared to the other, the faster it will accumulate favors (maximum of 1 favor per year).
Favors can be spent in three ways:
- Offensive wars - The main purpose of favors is to call allies into offensive wars. Allies have to either be promised land or 10 favors have to be spent in order to invite them into an offensive war. However, if an ally does not first have net positive reasons to accept the call, then no favors can be spent to invite them.
- Prepare for war - Ten favors can be spent to tell a country to prepare for war. For one year they will raise maintenance on their armies and avoid declaring offensive wars. In addition they gain +20 reasons to accept when being called into a war.
- Increase trust - Favors can also be spent in order to increase an ally's trust at a rate of 10 favors for 5 trust.
Trust is the measure of the strength of an alliance with its value fluctuating between 0-100, with 50 being average. Trust is accumulated by spending favors and also gained over time while allied or while one is the subject of the other. Trust is lost by breaking promises or acting dishonorably towards the other.
Levels of trust
A is the AI nation in the diplomacy tab and B is the player.
|90–100||A trusts B utterly.|
|80–89||A trusts B implicitly. (80 or above will cause AI to remove all vital interests from your territory, regardless of permanent claims.)|
|70–79||A feel B are highly trustworthy.|
|60–69||A trusts B to uphold our bargains.|
|40–59||A are willing to trust B somewhat.|
|30–39||A views B with distrust.|
|20–29||A deeply distrusts B. (Below 30 trust automatically breaks alliances.)|
|10–19||A expects B to break every deal and alliance.|
|0–9||A would not trust B to die properly.||Human||You are a human, and should never be trusted.|
The amount of trust that other nations may have in the player will depend on their previous actions:
|Honoring a call to arms||+10 (caller)|
|Spending 10 favors||+5 (target)|
|Influencing nation||+5 (target)|
|Taking on foreign debt||+5 (target)|
|Sending tribute||+1 (overlord)|
|Refusing tribute or tributary status||−15 (overlord)|
|Dishonoring a call to arms||−20 (caller)|
|−5 (all other known countries)|
|Going to war||−5 (enemy)|
|Claiming throne||−25 (country whose throne is claimed)|
|Excommunication||−10 (towards curia controller)|
|Sending an insult||−5|
|Breaking an alliance||−5|
|Not honouring a promise of land made as part of a call to arms||−30|
|As war leader, not giving land in peace proportionate to their war participation||up to −20, scaled by proportion of peace deal warscore cost vs participation|
|Separate peace||−10 (all remaining participants)|
The amount of trust lost due to poor rewards in peace takes into account all terms that don't benefit that country, including e.g. releasing countries or returning cores to third parties. It only applies if they were promised land – not if the caller spent favors, it was a defensive war, or they were a subject.
Trust additionally decays over time towards the midpoint of 50. Both hostile interactions and past friendships are forgotten with the passage of enough time.
Effects of trust
Trust will modify the persuasiveness of certain diplomatic proposals. Having high trust between two nations will give a nation more reasons to accept a diplomatic request, while low trust will have an opposite effect.
|Situation||Effect per trust above 50|
|Honour call to arms||1 reason|
|Grant military access||0.5 reasons|
|Grant fleet basing rights||0.5 reasons|
|Accept alliance||0.5 reasons|
|Transfer trade power||0.25 reasons|
|Accept diplomatic vassalization||0.2 reasons|
AI will not rival countries with more than 80 trust under any circumstances, and are less likely to rival countries with high (but still below 80) trust. They will not ally countries with less than 30 trust.