Diplomacy
Press T on the map. Every offer is made there, and the other nation's leader accepts or refuses it there.
Pacts
- Alliance: either side can call the other into its wars, and the ally chooses whether to answer.
- Defensive Pact: attack one and you have attacked both. The partner joins on the defending side automatically. It only works in defence: a nation that starts a war cannot drag its partner in.
- Non-Aggression: a promise not to attack each other.
- Trade Agreement: each side receives a quarter of the other's surplus goods every turn.
- Military Access: each side's armies may march through the other's provinces. Passing through takes nothing: only a war lets you take land. Militia still stay home.
- Truce: starts by itself after every peace and lasts 4 turns. No war can be declared between the two while it lasts.
Breaking a pact
- Any pact except a truce can be broken. It is legal, but everyone sees it, and every province of the nation that broke it gains unrest.
- Declaring war on a nation ends every pact you held with it, apart from a truce, which stops the declaration.
Other offers
- Gifts of goods.
- Land swaps in peacetime. Both leaders must agree.
- Peace and war (see War and Warscore and Peace).