Diplomatic feedback

From Europa Universalis 4 Wiki
Jump to navigation Jump to search

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.

Provinces of interest

This is an example of provinces of interest in game.

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 nation'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. 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.

Managing attitude

When the player opens the diplomatic feedback interface on another country they can set their country's attitude towards them, giving a variety of benefits depending on the situation.

  • Neutral attitude 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 attitude 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 attitude 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 attitudeThreatened: 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.

By default, the player's attitude to other nations is automatically handled, and will select the attitude of which the game thinks it is most appropriate. By ticking the manage attitude box in the diplomatic feedback screen, the player is enabled to decide their own attitude.

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 Ally attitude allied. There are similar cases for: Rivalry attitude rivals, Loyal attitude loyal, Disloyal attitude disloyal or Rebellious attitude rebellious subjects and Overlord attitude overlords.


Shows trust and favors in the diplomatic feedback screen.

Favors are a measure of the extent to which an AI country owes another country their support.

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.
  • 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

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 bargain.
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 autobreak alliance.)
10-19 A expects B to break every deal and alliance.
0-9 A would not trust B to die properly.

Increase/Decrease trust

The amount of trust that other nations may have in the player will depend on their previous actions:

  • Honoring an alliance will grant a nation +10 trust with the ally that called them to war
  • Spending 10 favors will increase the trust of a specific ally by +5
  • Sending tribute will increase bilateral trust by +1 ,while declining tribute or tributary status will lower bilateral trust by -15
  • Dishonoring a call to arms will grant a nation -20 trust with the county who sent the call to arms, and -5 trust with all other known countries as well.
  • Entering a state of war with a nation will reduce trust by -5
  • Claiming a throne will decrease trust by -25
  • Excommunicating will lower trust between the curia controller and the target by -10
  • Insulting a nation and breaking an alliance lowers trust by -5
  • Not giving a nation land in a peace deal while it was promised will lower their trust by -30
  • Not giving a nation as much land as expected in a peace deal will lower their trust by -20, scaled to how much land they got relative to participation.
  • Signing a separate peace will result in -10 trust with all partners in the war.

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.

  • Trust modifier for asking for call to arms: 100%
  • Trust modifiers for asking for military access, fleet basing rights, alliance: 50%
  • Trust modifier for asking for transferring trade power: 25%
  • Trust modifier for asking for vassalization: 20%
  • Liberty desire is modified by -0.4 per trust above 50 and +0.4 per trust below 50
  • AI will not rival countries with 80+ trust under any circumstances, and are less likely to rival countries with high (but still below 80) trust.