Medieval KingdomsWiki

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).