Relations

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Revision as of 13:18, 10 February 2023 by 88.69.156.238 (talk) (→‎Improving relations: removed an arrow to indicate one sided relation.)
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Each country has an opinion of every other country that it knows of, expressed as a numerical value (which ranges from -200 to +200) and a descriptive attitude (which indicates an overall "mood" and general intentions). A country's Relations with another determine how likely it is to hurt or help the other country, such as by entering agreements with it or joining coalitions against it. Relations are shaped by diplomatic actions, the countries' relative power, their proximity, their recent wars, their religions, the casus belli that they have against each other, and events. As such, how country A views country B is sometimes very different from how country B views country A.

Attitude

The player can learn about another nation's view of their nation by hovering over the small symbol in the diplomacy screen next to the numerical representation of their view of the player's nation. Attitudes are affected by a number of factors, including opinion level, aggressive expansion, the distance between two countries and whether they border, and their relative military strengths. For example, a nation usually will not have the outraged attitude towards a nation it has a positive opinion of.

The attitude of a nation affects its willingness to accept diplomatic proposals, manifesting as modifiers that affect the decision of AI nations during diplomacy. For example, nations with the hostile attitude will almost never agree to an alliance even if mutual opinions are positive.

While the descriptions below refer to the player, AI nations also have attitudes towards other AI nations.

  • Neutral attitude Neutral: This is the default attitude for nations far away from the player's. If a nation views the player as neutral, war can happen under certain circumstances; however, a good relationship with these nations can often prevent this.
  • Hostile attitude Hostile: This nation wants to fight the player, either to conquer land or break free from them. Unlike rivalry or outraged, this attitude is more opportunistic, and the nation may switch to another attitude if the player no longer appears as an appealing target. Growing in military strength or improving mutual opinions may change this attitude.
  • Rivalry attitude Rivalry: If a nation sees the player as their rival, they will want to destroy the player and will be very unlikely to change their opinion. In contrast to someone who is outraged or simply in a military alliance against the player, a rival will be the player's enemy for the foreseeable future. A nation will stop being a rival if it becomes either far weaker or far stronger than the player's nation.
  • Outraged attitude Outraged: If a nation is outraged by the player's behaviour, they will actively seek to destroy the player. These nations are an enemy and will be so as long as the reasons for the outrage are present. They will very likely join a coalition against the player. Then they will revert to their "normal" view of the player. This attitude is linked to a high aggressive expansion modifier towards the player's nation and will change if aggressive expansion decreases.
  • Ally attitude Ally: This nation views the player as an ally.
    • Defensive attitude Defensive: This nation views the player as an ally in a defensive alliance. They are less likely to join offensive wars, however, unless they strongly dislike the target (especially if they're rivals). However this attitude will not deter the AI ally from joining your offensive wars, unlike the threatened attitude, which will give −120 reasons to join your wars.
    • Friendly attitude Friendly: This nation views the player as a natural ally. They will not declare war on the player, and are unlikely to join their allies in a war against the player as long the diplomatic landscape doesn't change significantly, even if relations are bad. These nations will seek to ally with the player. Nations that regard the player as a historical friend are predisposed to hold the friendly attitude towards the player.
    • Protective attitude Protective: This nation wants to guard the player's nation—by diplomatically vassalizing them. It will guarantee the player's nation and defend it from enemies, easily accepting alliances though possibly as a prelude to vassalization, but also usually refusing to partake in any offensive wars.
    • Loyal attitude Loyal: This subject nation views the player positively, has low Liberty desire.png liberty desire, and will cooperate in times of war and be little inclined to declare independence.
    • Disloyal attitude Disloyal: This subject nation views the player negatively or with hostility, has high liberty desire, will refuse to participate in wars, defend the player's land or pay taxes, and is more inclined to declare independence.
    • Rebellious attitude Rebellious: This subject nation views the player as weak and unjust, and will be very likely to declare an independence war.
    • Overlord attitude Overlord: This country views the player as one of its subjects.
    • Domineering attitude Domineering: This nation feels like the player should be its subject nation and will pursue any attempt to make it that way. An allied nation that develops a domineering attitude toward the player will tend to break any alliances, as the domineering attitude gives -1000 reasons to stay in an alliance.
    • Threatened attitude Threatened: If a nation feels threatened by the player they will seek safety in an alliance either against or with the player. This happens when the player is becoming relatively stronger than them. Here it is better to ally with them, because even though they fear the player they will often be ready to fight with them in a defensive war. However, they are still the player's enemy and will break the alliance as soon as the power landscape changes.
    • Unknown attitude Unknown: The nation doesn't know the player exists, or else the nation is human-controlled and thus unpredictable.

    Attitude table

    Attitude Antagonize Annex Weaken Coalition Warn Vassalize Ally Befriend Protect Threat Ignore
    Neutral attitude Neutral - - - - - - - - - - X
    Ally attitude Ally - - - - - - X X X - -
    Hostile attitude Hostile X X - - X - - - - - -
    Rivalry attitude Rivalry X X X X - - - - - -
    Outraged attitude Outraged X - X X X - - - - X -
    Defensive attitude Defensive - - - - - - - X - - -
    Friendly attitude Friendly - - - - - X X X - - -
    Protective attitude Protective - - - - - - - - X - -
    Loyal attitude Loyal - - - - - - X X - - -
    Disloyal attitude Disloyal - - - - - - - - - - -
    Rebellious attitude Rebellious X X - - - X - - - X -
    Overlord attitude Overlord - - - - - X X X X - -
    Domineering attitude Domineering X - - - X - - - - - -
    Threatened attitude Threatened - - X - - - X X - X -
    Unknown attitude Unknown - - - - - - - - - - X

    Table legend:

    • Antagonize: The AI considers them a potential target for war
    • Annex: The AI desires complete conquest of them
    • Weaken: The AI want to weaken them by releasing countries, allying/guaranteeing their neighbours, etc.
    • Coalition: The AI want to form a coalition against them (Applies for rivalry attitude if the rival has at least 50 Aggressive Expansion against the target nation)
    • Warn: The AI want to send warnings
    • Vassalize: The AI want to vassalize them
    • Ally: The AI actively desires an alliance with them
    • Befriend: The AI want to raise relations with them
    • Protect: The AI want to protect them
    • Threat: The AI want to protect themselves against them
    • Ignore: The AI want to actively ignore them

    Manually setting attitude

    Main article: Diplomatic feedback#Managing attitude

    Player nations have a default attitude towards other nations based on what the attitude of an AI nation would be. Players may manually adjust their attitude, however, to one of Friendly attitude Friendly, Neutral attitude Neutral, Hostile attitude Hostile or Threatened attitude Threatened.

    Decay

    Many relations modifiers decay over time. The base rate depends on the type of modifier, and is affected by the modifier Improve relations.png Improve relations.

    Improve relations.png Improve relations modifier

    Improve relations.png Conditions
    +50%.00 for having the native advancement ‘Trade Diplomacy’
    +30%.00 with the church aspect Pacifism (for Hussite Hussite nations)
    +25%.00 with Icon of St. Nicholas as active icon (for Orthodoxy Orthodox nations)
    +25%.00 for choosing the conciliatory position during the Council of Trent (for Catholicism Catholic nations)
    +25%.00 for being a lucky nation (AI only).
    +20%.00 with Ganesha.png Ganesha as personal deity (for Hinduism Hindu nations)
    +20%.00 with the Cult Cwezi.png Cwezi cult (for Fetishist Fetishist nations)
    +20%.00 for having a ruler with the Improve relations.png ‘Silver Tongue’ personality
    +20%.00 with a Advisor Diplomat.png Diplomat as advisor
    +15%.00 with "Establish communities" as trade policy, towards the countries collecting/steering in this trade node
    +15%.00 with the Government republic.png Constituent Assembly government reform for revolutionary republics
    +15%.00 as a Protestantism Protestant country
    +1%.00 for each Royalmarriage.png royal marriage
    +0.50% for each point of Yearly prestige.png prestige
    −0.50% for each point of Overextension.png overextension
    −0.50% for each percentage point over Governing capacity.png governing capacity
    −20%.00 for having a ruler with the Naive Enthusiast.png ‘Naive Enthusiast’ personality

    Ideas and policies:

    Improve relations.png Traditions Ideas Bonuses Policies
    +50%
    • Italian traditions
    • Yaroslavlyian idea 7: Russian Ambition
    • Iroquois ambition
    +33%
    • Moldavian traditions
    • Holy Roman idea 3: Imperial Diplomacy
    +30%
    • Angevin traditions
    • Antemoro traditions
    • Austrian traditions
    • Luban traditions
    • Humanist idea 6: Benevolence
    • Ayutthayan idea 5: Embassies
    • Georgian idea 2: Georgian Isolation
    • Hadramhi idea 7: Distant Diplomacy
    • Latgalian idea 2: Diplomatic Overtures
    • Liège idea 4: Wittelsbach Bishops
    • Montferrat idea 4: Savoyard Loyalty
    • Satake idea 7: Honorable Reputation
    • Saxe-Lauenburg idea 4: Claiming the Electorate
    • Siamese idea 2: Experienced Ambassadors
    • Takeda idea 4: Kurokawa Gold Mine
    • Veronese idea 5: Ending the Strife
    • Great Ming ambition
    • Kongo ambition
    • Mainzian ambition
    • Palatine ambition
    • Wurzburgian ambition
    • Württemberger ambition
    +25%
    • Offaly traditions
    • Sardinian-Piedmontese traditions
    • Savoyard traditions
    • Swabian traditions
    • Diplomatic idea 4: Benign Diplomats
    • Jurchen idea 6: Generosity of the Warlord
    • Romanian ambition
    • Swabian City-State ambition
    +20%
    • Augsburger traditions
    • Oyo traditions
    • Aboriginal idea 7: Musical Tradition
    • Cham idea 5: Che Man's Legacy
    • Chiba idea 4: Sakura Kadan
    • Farsi idea 3: Diplomatic Prudence
    • Iroquoian Federation idea 3: Great White Roots
    • Khivan idea 7: Great Power Diplomacy
    • Kildarean idea 2: Silver Tongues
    • Lanfang idea 3: Careful Diplomacy
    • North Western Native idea 3: Potlatch
    • Thüringian ambition
    • Diplomatic-Defensive: The Diplomatic Defense Act
    • Humanist-Diplomatic: Multilingual Diplomats
    +15%
    • Bremen idea 3: Deep Pockets
    • Frankfurter idea 4: Frankfurter Postzeitung
    • Horn of African idea 6: Cushitic Language
    • Khmer idea 2: Theravada Buddhism
    • Lan Xang idea 3: Court History Of Lan Xang
    • Sienese idea 6: The Saints of Siena
    • Silesian idea 1: Under the Influence
    • Southeastern Woodlands idea 6: Exogamous Marriages
    • Divine-Trade: Solidarity
    • Indigenous-Diplomatic: Appeal to the Old Powers
    +10%
    • Imagawa idea 1: Claim to the Shogunate
    • Northeastern Woodlands idea 6: Eagle Clan
    • Palembang idea 4: Center of the Dynasty

    Decisions, events and missions:

    Improve relations.png Event modifier Trigger Duration
    −10% Privateers Decision: Enlist Privateers until the end of the campaign.
    −10% Anti-Christian Edict Decision: Anti-Christian Edict until the country becomes Christian.
    +10% Competent Diplomacy Event: Competent Diplomacy! for 5 years.
    −10% Incompetent Diplomacy Event: Incompetent Diplomacy! for 5 years.
    +5% Western Wrecked Ship Japanese culture event: Western Wrecked Ship
    Option: ‘Help the foreigners’
    until ruler changes.
    −15% Reckless Privateer Privateer event: A Reckless Privateer
    Option: ‘Laws and treaties are more like guidelines, anyway...’
    for 10 years.
    +15% Curtailed Privateer Privateer event: A Reckless Privateer
    Option: ‘We will not tolerate outlaws in our employ!’
    for 10 years.
    +20% Sierra de la Plata Seven Cities event: Sierra de la Plata - Mountain of Silver until the end of the campaign.
    +10% Sistine Chapel decorated by Perugino Papal event: Decorate the Sistine Chapel
    Option: ‘Hire Pietro Perugino.’
    until the end of the campaign.
    +30% Bavarian Ambition Bavarian mission: The Franconian Inheritance for 10 years
    Bavarian mission: C.laiming the Wittelsbach lands for 10 years
    Bavarian mission: Uniting the Wittelsbach Domains for 10 years
    Bavarian mission: Drive the Hohenzollerns out for 10 years

    The ‘Improve relations’ modifier only affect negative relationships. Positive relationships decay at a fixed rate.

    Relation modifiers

    Aggressive expansion

    Aggressive expansion is a game mechanic modeling the negative diplomatic impact on other nations caused by aggressive behavior, mainly when expanding the country through annexing provinces and force vassalizing enemies. If a diplomatic relation suffers from aggressive expansion penalty, it will be listed in the detailed relationship view. When negotiating a peace, the additional amount of aggressive expansion that makes the sum go beyond -50 will be listed in the interface with the notification of countries that might join coalition against the player.

    Causes

    AE is generated by various peace terms, by breaking a truce, and by declaring a war without a casus belli. The amount of aggressive expansion that a target country gets towards an aggressor country for actions of the aggressor against a loser country depend on the religion, culture, distance and various other attributes of the target country compared to the provinces taken or towards the loser country or the aggressor.

    The peace deal description in the game contains a base aggressive expansion which is independent of the target country and calculated as follows:

    • development is the development of the conquered province (capped at 30) or the development of the target country (for peace terms which affect the whole country)
    • CB modifier is 100% for Conquest, 75% for Imperialism, 25% for Reconquest
    • Noncobelligerent modifier is 150% for non-co-belligerents and 100% otherwise
    • Peace term modifier:
      • Demand province: 60%
      • Return core to victor's subject: 40%
      • Force vassalization: 50%
      • Force tributary: 50%
      • Force personal union: 20%
      • Concede Colonial region: 20%
      • Force join HRE: 20%
      • Transfer subject with the Age of Discovery.png Age of Discovery ability: 30%

    The base aggressive expansion is then modified based on the target country:

    • Religion modifier is based on the state religion of the target country compared to the state religion of the loser. It is 50% if they are the same[1], 0% if they are different[2], but in the same religious group and -50% if they are in different religious groups[3]
    • Infidel conquest modifier is 50% if the target country has the same state religion as the loser country and the state religion of the aggressor country is in a different religious group[4]
    • Culture modifier is 50%[5] if the primary culture of the target country is the same as the culture of the province, 25% for different culture in the same culture group[6], 0% for unrelated culture
    • HRE modifier is 50%[7] if the conquered province and the target country are part of the HRE
    • distance is the ingame distance between the conquered province and the nearest province of the target country. This value is rounded down to the nearest multiple of 100 and capped at 400.
    • Ally modifier is 2/3 if the target nation is allied to the aggressor and 1 otherwise
    • Subject modifier is 10% if the target nation is a subject of the aggressor and 100% otherwise

    Effects of Aggressive Expansion

    • Opinion.png Opinion will be reduced by the aggressive expansion penalty. The negative penalty will decay by a base of +2 per year, further increased by bonuses to Improve relations.png improve relations.
    • Attitude towards the aggressor may change to Outraged attitude outraged as the aggressive expansion penalty increases in strength. It is less likely for a nation with a high opinion of the aggressor to become outraged, but this is not foolproof if too much expansion is taken.
    • Coalition.png Coalitions may be formed against an aggressor by nations with at least a −50 aggressive expansion relations modifier. There must be at least 4 nations who do not hold a truce with the aggressor, have at least a −50 aggressive expansion modifier, and have a negative opinion of the aggressor in order for a coalition to form. Coalitions are unlikely to form if the combined power of all potential members is much lower than that of the target country and its allies.

    AE impact modifiers

    The base formula for aggressive expansion impact above is also further modified by additional modifiers which are added to the formula afterwards. These modifiers include:

    Aggressive expansion impact.png Traditions Ideas Bonuses Policies
    −25%
    • Ryukyuan idea 1: Chinese Investiture
    −20%
    • Espionage idea 2: State Propaganda
    • Fijian ambition
    −15%
    • Majapahit traditions
    • Nagpuri traditions
    • Saluzzo traditions
    • Aksumite idea 2: Legacy of King Kaleb
    • Baden idea 6: Diplomatic Expansion
    • Croatian idea 5: The Sabor
    • Japanese idea 7: Great Power Diplomacy
    • Mongolian idea 2: Ikh Mongol Uls
    • Oirat idea 5: Legacy of the Great Khan
    • Palawa idea 4: Parlevar
    • Russian idea 1: Land of the Rus
    • Scottish idea 7: Pass the Act of Revocation
    • Swabian idea 7: Barbarossa's Legacy
    • Balinese ambition
    −10%
    • Crimean traditions
    • Franconian traditions
    • Great Qing traditions
    • Horde traditions
    • Kanem Bornuan traditions
    • Kazani traditions
    • Prussian traditions
    • Tokugawa traditions
    • Horde government idea 2: Beyond the Sun
    • American Southwest idea 7: Far West
    • Ansbach idea 2: Restoring Our Heritage
    • Asakura idea 7: Legacy of Emperor Keitai
    • Bayreuther idea 2: Restoring Our Heritage
    • Chosokabe idea 3: Unification of Shikoku
    • Colognian idea 1: The Pursuit of Territorial Unity
    • Corsican idea 3: The Crown of Sardinia and Corsica
    • Date idea 2: Expansion by Marriages
    • Hejazi idea 3: Sharifs
    • Ito idea 3: Land of God's Landing
    • Lan Xang idea 3: Court History Of Lan Xang
    • Lusatian idea 4: Wittlesbach History
    • Manchu idea 7: The Seven Grievances
    • Mayan idea 3: Ancient Feuds
    • Medri Bahri idea 7: Princely Ambition
    • Norman idea 1: Conquerors
    • Papal idea 7: The Holy Father
    • Rostov idea 2: Ancient Heritage
    • Sardinian idea 4: The Crown of Sardinia and Corsica
    • Sardinian-Piedmontese idea 7: The Risorgimento
    • Semien idea 3: Kebra Negast
    • Swabian City-State idea 5: Reclaiming the Duchy
    • Trierian idea 3: Archicancellarius per Galliam
    • Tsutsui idea 6: Wise Opportunists
    • Utsunomiya idea 6: Mediator of Kanto
    • Württemberger idea 7: Reichsdeputationshauptschluss
    • Lotharingian ambition
    • Court-Defensive: Sturdy Argument Act
    • Court-Horde: Clan Unity Act
    • Indigenous-Court: Native Emissaries Act
    • Influence-Innovative: Foreign Advisors

    Additional modifiers include:

    • 20% Aggressive expansion impact.png for having The Girondists faction in control as a Revolutionary Republic. Requires Rights of Man.png.
    • 0.5% Aggressive expansion impact.png for each 1% over the governing capacity limit.
    • −0.1% Aggressive expansion impact.png per point of Yearly prestige.png prestige.
    • −1% Aggressive expansion impact.png for an unreformed Nahuatl.png Nahuatl nation per point of Doom.
    • −5% Aggressive expansion impact.png for a Hindu nation with Hindu Deity Shiva Shiva as patron god
    • −5% Aggressive expansion impact.png for holding Great project kashi vishwanath.pngKashi Vishwanath Temple at Great project level icon tier 2.png Magnificent level. Requires Leviathan.png.
    • −10% Aggressive expansion impact.png from the Justified Wars ability during the Age of Discovery.
    • −10% Aggressive expansion impact.png for rulers with the 'careful' personality trait.
    • −10% Aggressive expansion impact.png for an Orthodox nation with the Icon of St. Nicholas.
    • −10% Aggressive expansion impact.png for a Muslim nation following the Hanbali school Hanbali school or with Hanbali scholars
    • −10% Aggressive expansion impact.png for a Catholicism catholic nation while the Golden bull illius qui se pro divini.png Golden bull “Illius Qui Se Pro Divini” is active.
    • −10% Aggressive expansion impact.png for holding Great project the grand palace.pngThe Grand Palace of Bangkok at Great project level icon tier 3.png Magnificent level. Requires Leviathan.png.
    • −10% Aggressive expansion impact.png for holding Great project kashi vishwanath.pngKashi Vishwanath Temple at Great project level icon tier 3.png Magnificent level. Requires Leviathan.png.
    • −15% Aggressive expansion impact.png for a Alcheringa nation with Cult Mwari.png Lumaluma as cult. Requires Rights of Man.png.
    • −20% Aggressive expansion impact.png for a Catholic nation that is Curia Controller.
    • -25% Aggressive expansion impact.png for lucky nations
    • -33% Aggressive expansion impact.png for players on the very easy and easy difficulties.
    • -33% Aggressive expansion impact.png for AI on the hard and very hard difficulties.

    Border friction

    Border friction simulates the tensions felt by countries with neighboring provinces due to things like trade value, immigration, etc.

    Effects

    • Border friction events can occur between nations with this modifier. These events will occur more or less often depending on the opinion held between both nations.

    List of modifiers

    These modifiers are non-event based. The Min/max value represents the highest or lowest value available depending on the cause. For example, returning six cores gives no benefit over returning five.

    Name Value Yearly decay Min/max Notes
    Rival −100
    Hostile relations −50 War or rivalry
    Allied to Rival −25
    Enemy of Enemy +1 +20 Ticking from 0-20 when enemy is set. Has no effect on relations with vassals or personal unions.
    Invasion −1000 −1000 Only applies to Jan Mayen and Synthetics with in the base game.
    Same Religion (Republic) +10
    Different Religion (Republic) −5 heathens
    Heretic Religion (Republic) −10
    Neighboring Different religion (Republic) −10 neighboring heathens
    Neighboring Heretic religion (Republic) −20
    Tolerated Heretics (Republic) −5 Catholic – Orthodox – Coptic
    Neighboring Tolerated Heretics (Republic) −10 Catholic – Orthodox – Coptic
    Defender of Faith +10
    Same Religion +25
    Same Syncretic Faith +10
    Different Religion −10 heathens
    Neighboring Different religion −20 neighboring heathens
    Heretic Religion −20
    Neighboring Heretic religion −40
    Tolerated heretics −10 Catholic – Orthodox – Coptic
    Neighboring Tolerated Heretics −20 Catholic – Orthodox – Coptic
    At War −20
    Same Dynasty +15
    Royal Marriage +25
    Guaranteed +10
    Alliance +50
    In war together +25
    Have a Core −20
    Have a Claim −10
    Receiving Subsidies +1 -2 +15 Ticking from 0-15
    Have Casus Belli −15
    Creating claim −15
    Vassal +50
    Union +10
    Colonial Ties +50
    Protectorate +25
    They are excommunicated −50
    They are excommunicated (Theocracy) −200
    Transfers trade power to +20 at 100% transfer
    Getting trade power from +20 +20 at 100% transfer
    In Same Trade League +20
    Consort Marriage Ties +5
    Consort Marriage Ties (consort regent) +15
    Religious School Relation +25
    Same Religious School +10
    Hegemon −50
    Wants your provinces −15 −200 Varies depending on how much they want and how many.
    Wants your subjects' provinces −15 −200
    Border Friction −1 −200
    Historical Friend +25
    Historical Rival −25
    Relative power to liege −1
    Brothers in struggle against the infidels +1
    Embargo −15
    They allow us military access +10
    They allow us fleet basing rights +10
    Pirated us −5 +5 −100
    Converted Our Culture −30 +1
    Forced other to give up Claim on us +15 −1 +15
    They liberated us +300 −5
    They supported our rebellion +100 −5
    They lifted the excommunication against us. +50 −5 +50
    They excommunicated us −100 +5 −100
    They refused a call for crusade −100 +5 −100
    They refused a call for religious unity −100 +5 −100
    They refused to defend the empire −50 +5 −50
    They refused to join our war −50 +5 −50
    They refused to join the war against us +10 −2 +10
    Defender of Faith refused to join a war -25 +5
    They came to the defense of the empire (Elector) +100 −3 +100
    They came to the defense of the empire +50 −3 +50 0 to the prince attacked
    They claimed the throne of another imperial subject −25 +3 −25
    They used their royal marriage as pretext to claim our throne −100 +3 −100
    They used their royal marriage as pretext to claim a throne −50 +3 −50
    They requested their relative on the throne −40 +3 −100
    They refused fleet basing rights −10 +1 −10
    They revoked our fleet basing rights −20 +1 −10
    They revoked our military access −20 +1 −10
    They refused military access −10 +1 −10
    They broke free from us −100 +5 −100
    Our overlord abandoned us −200 +5 -200 Cancelling vassalage.
    They Force Vassalized us −100 +2
    They forced us into a Union −100 +2
    They voted for us +25 −2 +25 Elector voted for us.
    They changed their vote from us −25 +1 −25 Elector stopped voting for us.
    Returned a province to us +25 −1 +25
    Gave away our province −25 +1 −75
    Liberated our province +25 −1 +25 Recaptured a province that was occupied by a hostile third party.
    Defended our provinces +10 −1 +20 Defeated an army that was sieging their province.
    Insulted −50 +5 0 Duration of 10 years
    Scornfully insulted −100 +5 0 Duration of 10 years
    Scornfully insulted the enemy +25 -2.5 +25 Duration of 10 years
    Revoked Electorate −50 +2
    Grant Electorate +50 −1
    Revoked our Electorate −200 +8
    Revoked an Electorate −100 +2 same religion
    Revoked an Electorate −50 +2 other religion
    Grant Free City Status +25 −1
    Revoked our Free City status −100 +4
    Honored Alliance +10 −1 +10
    Broke Alliance −50 +1
    Forced Break Alliance −50 +2 Applies to both the target country and the country they are forced to break alliance with.
    Broke Royal Marriage −75 +3
    Broke Alliance in wartime −50 +1
    Dishonoured Alliance −50 +5
    Declared War −25 +1 against the country
    Was at War −15 +1 against the country
    Declared War On Neighbor −10 +1 Duration of 10 years
    Violated Truce −100 +1 Duration of 100 years with target nation
    Violated Truce Against Neighbor −25 +1 Duration of 25 years with target nation
    Separate Peace −30 +1 Duration of 30 years with target nation
    Fought to the end +10 −1 +20 Duration of 1 year with allied country
    Razed our provinces −25 +2 −200
    Conquered province without claim −5 +1 Duration of 5 years with target nation
    Conquered province of our religion group −10 +1 −10
    Conquered our province −25 +1
    Conquered Rival Province +15 −1 (per war)
    Gave province in peace +10 −1
    Declared War on Enemy +10 −1 Simply entering war against enemy counts.
    Did Covert Actions −20 +5 −100
    Warned −10 +1
    Improved Relations 0 −3 +200 Max is +100 for independent countries, +200 for vassals. Ticks down on year change.
    Sabotage Reputation −50
    Aggressive Expansion −1 +2 −1000
    Enforced Peace against −10 +1
    Enforced peace +10 −1
    Improved imperial relations +40 0 for 20 years
    Returned Province +40 −1 core
    Released in Peace +100 −1
    Removed provinces from the Empire −50 +1
    Left the Empire −100 +2
    Gave us Independence +100 −1
    Illegal War inside Japan −25 +1
    Broke Transfer Trade Power relation −20 +2
    Revoked March Status −50 +3
    Violated Treaty of Tordesillas −50 +1
    Abandoned the Holy Roman Empire −100 +1 Duration of 25 years
    Forced us to return land −100 +2
    Unlawful territory −25 +1 HRE nations towards non-HRE nations who refused the emperor's demand. Duration of 25 years.
    Land restored to the Empire +20 −1 Duration of 25 years.
    Annexed a member of the Holy Roman Empire −25 +1 HRE nations towards non-HRE nations who have annexed member provinces. Duration of 20 years.
    Annexed vassal −30 +1 Other vassals only (Personal Unions do not get modifier). Disappears after 20 years from last annexation.
    Send Gift +25 +25 Duration of 5 years.
    Broke free from us −50 +2
    Previous oppressor −50 +2
    Enforced Religious Unity −10 +1 -100 Duration of 25 years.
    Rejected Alliance −25 +1
    Supported Independence of our Subject −100 +1 −100
    Supported our Independence +100 −1 +100
    Rejected Support Independence offer −25 +1
    Supporting Independence of our Subject −100
    Supporting our Independence +50
    Broke Support Independence treaty −50 +1
    Was not given occupied cores and claims in the peace −1 +1
    Same Dynasty after Election +100 −2
    Dynasty lost Election −20 +1 -20}}
    Took on Debt +10 -2 +200 Applied to the recipient of the Great Power's ability to take on foreign debt.
    Influenced Relations +25 Applied to nations who have had opinions influenced by the Great Power ability. Duration of 10 years.
    Forced to Break Alliance -50 +2 Applied to a nation who has been forced by a Great Power to abandon an alliance.
    Caught Spy −30 +3
    Recently Declared Independence −50 +5 −50
    Threatened War −75 +3
    Share Advanced Neighbor +50 +50 updated every month
    Raided Coast −25 +1 −100 Modifier is per province, e.g. raiding a single sea tile can max it.
    Tributary +15
    Forced to be Tributary -100 +2 Applied to a nation who has been forcefully made into a tributary through war.
    Tributary Broke Free -50 +2}} -5 Applied to the overlord of a recently broken free tributary state.
    Abandoned by our Overlord -50 +2}} -50 Applied to a nation that has had their tributary status revoked.


    Historical friends and rivals

    Historical friends and historical rivals are pre-set by the scenario's starting conditions, and do not change over time (except by events). These modifiers don't only affect relations by giving −25 or +25 bonus.

    Historical rivals will almost always rival each other and if that's no longer possible, they will never make an alliance. If historical rival country is a vassal or lesser partner in personal union, it will have +50% liberty desire modifier. For example: Oirat and their vassal Mongolia, Denmark and Sweden after The Scandinavian Constitution event.

    Historical friends on the contrary will gladly and often make alliance with each other. If historical friend become a vassal or lesser partner in personal union, it will have -50% liberty desire, which makes this relation very stable. A good example for this is Polish-Lithuanian union. Historical friendship can be removed by Growing Animosity event, that can occur when historical friends are fighting each other.

    List of historical friends in 1444:

    List of historical rivals in 1444 as defined in countries' history files.

    Country Rival Mutual[8]
    Flag of Arawak Arawak Flag of Carib Carib Yes
    Flag of Byzantium Byzantium Flag of Ottomans Ottomans Yes
    Flag of Castile Castile Flag of Granada Granada No
    Flag of Can Pech Can Pech Flag of Cocomes Cocomes No
    Flag of Cocomes Cocomes Flag of Xiu Xiu Yes
    Flag of France France Flag of Austria Austria Yes
    Flag of Great Horde Great Horde Flag of Ottomans Ottomans No
    Flag of Great Horde Great Horde Flag of Kazan Kazan Yes
    Flag of Austria Austria Flag of Ottomans Ottomans Yes
    Flag of Kanem Bornu Kanem Bornu Flag of Yao Yao Yes
    Flag of Khiva Khiva Flag of Uzbek Uzbek No
    Flag of Khiva Khiva Flag of Bukhara Bukhara No
    Flag of Kazakh Kazakh Flag of Uzbek Uzbek No
    Flag of Mamluks Mamluks Flag of Ottomans Ottomans Yes
    Flag of Mamluks Mamluks Flag of Timurids Timurids No
    Flag of Mombasa Mombasa Flag of Malindi Malindi Yes
    Flag of Muscovy Muscovy Flag of Novgorod Novgorod Yes
    Flag of Poland Poland Flag of Teutonic Order Teutonic Order Yes
    Flag of Pate Pate Flag of Mombasa Mombasa No
    Flag of Uzbek Uzbek Flag of Timurids Timurids No
    Flag of Timurids Timurids Flag of Delhi Delhi No
    Flag of Timurids Timurids Flag of Multan Multan No

    Improving relations

    There are several diplomatic actions available if a country wants to improve relations with another country.

    • Improve Relations action is the most direct way. A country can get up to +100 (+200 for a suzerain -> vassal relation) relation points with another country. It takes time and ties down a diplomat.
    • Send Gift will get a country up to +25 relation points for a one-time gift of money. The relation bonus will last for 5 years, effects from several gifts do not add up, only the last gift will affect relations.
    • Give Subsidies will transfer a specified amount of money each month to the target country for a certain duration. Maintaining subsidies will improve the target country's relations with the subsidizer each month, up to a maximum of +15. This will disappear entirely once subsidies stop, unlike Improve Relations which ticks down over time.
    • Offer Military Access to the target country, allowing their land armies to pass through the territory of the one who offered. Acceptance will raise the target country's opinion of the offering country by +10.
    • Transfer Trade Power ask a target non-subject nation to transfer a percentage of its trade power to the requester. Grants a mutual relation bonus of +20 per 100% of power transferred. (only with Wealth of Nations.png Wealth of Nations enabled)
    • Influence Nation gives +25 with the target country for one time their yearly income, if you are Great power and the target nation is not. Lasts for 10 years and for that duration the target country receives a monarch point on whatever category it has the lowest influx of. (only with Rights of Man.png Rights of Man enabled)
    • Take on foreign debt improves relations by +10 for every loan of debt the target country has that you take over. Requires being a Great power while the target is not. (only with Rights of Man.png Rights of Man enabled)

    The following actions will tie down Diplomatic Relations point.

    • Royal Marriage may arrange royal marriages with others. This will improve relations by +25 while in effect. Only available to monarchies, Noble Republics and Dutch Republics.
    • Proclaim Guarantee will call the nation that guaranteed into the war if someone declares war on the guaranteed country. Grants the nation that guaranteed +10 relation points.
    • Offer Alliance proposes to form an alliance with the target nation. Grants +50 relations if accepted.

    Changing own opinion

    Although human-controlled countries do not have game-defined attitudes toward other nations (except their rivals, subjects and overlords), they still have numerical opinion values which enable or affect diplomatic options. For example,

    • In order to form an alliance, opinion in both directions must be positive.
    • Declaring war against a country viewed too positively hurts stability.
    • In order to take the decision to Revoke Restraint of Appeals, the country must have +100 opinion of the Papal State.

    If Castile was to improve relations completely with France. France would like Castile +100 and Castile would like France +50. One way to raise one's own country's opinion of another country is to ask for military access. Other opinion modifiers work both ways: a royal marriage, having the same dynasty, rival modifiers and religion modifiers affect both countries' opinions.

    Mechanics

    Ideas and Policies Idea groupsNational ideasPolicies
    Ages and Institutions AgesInstitutions
    Innovativeness and Technology InnovativenessTechnology

    1. AE_SAME_RELIGION = 0.5 from /Europa Universalis IV/common/defines.lua
    2. AE_SAME_RELIGION_GROUP = 0.0 from /Europa Universalis IV/common/defines.lua
    3. AE_DIFFERENT_RELIGION = -0.5 from /Europa Universalis IV/common/defines.lua
    4. AE_SAME_RELIGION = 0.5 from /Europa Universalis IV/common/defines.lua is used and not AE_INFIDEL_CONQUEST = 0.25
    5. AE_SAME_CULTURE = 0.5 from /Europa Universalis IV/common/defines.lua
    6. AE_SAME_CULTURE_GROUP = 0.25 from /Europa Universalis IV/common/defines.lua
    7. AE_HRE_INTERNAL = 0.5 from /Europa Universalis IV/common/defines.lua
    8. Not mutual means that second country doesn't have the first as a historical rival.