Relations

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Each country has an opinion of every other country that they know 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 them, such as entering agreements with them or joining coalitions against them. Relations are shaped by diplomatic actions, the countries' relative power, their proximity, recent wars, religion, casus belli and events. As such, how country A views country B is sometimes very different than how country B views country A.

Attitude[edit]

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.

  • 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.
  • 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).
  • 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, and will refuse to defend the player's land or pay taxes, and be 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.
  • 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's exists, or else the nation is human-controlled and thus unpredictable.

Attitude table[edit]

Attitude antagonize annex weaken coalition warn vassalize ally befriend protect threat ignore
Neutral attitude Neutral no no no no no no no no no no yes
Hostile attitude Hostile yes yes no no yes no no no no no no
Rivalry attitude Rivalry yes yes yes yes* no no no no no no no
Outraged attitude Outraged yes no yes yes yes no no no no yes no
Defensive attitude Defensive no no no no no no no yes no no no
Friendly attitude Friendly no no no no no yes yes yes no no no
Protective attitude Protective no no no no no no no no no no no
Loyal attitude Loyal no no no no no no yes yes no no no
Disloyal attitude Disloyal no no no no no no no no no no no
Rebellious attitude Rebellious yes yes no no no yes no no no yes no
Overlord attitude Overlord no no no no no yes yes yes yes no no
Domineering attitude Domineering yes no no no yes no no no no no no
Threatened attitude Threatened no no yes no no no yes yes no yes no
Unknown attitude Unknown no no no no no no no no no no yes

Table legend:

Antagonize: Does the AI consider them a potential target for war
Annex: Does the AI desire complete conquest of them
Weaken: Does the AI want to weaken them by releasing countries, allying/guaranteeing their neighbours, etc
Coalition: Does 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: Does the AI want to send warnings
Vassalize: Does the AI want to vassalize them
Ally: Does the AI actively desire an alliance with them
Befriend: Does the AI want to raise relations with them
Protect: Does the AI want to protect them
Threat: Does the AI want to protect themselves against them
Ignore: Does the AI want to actively ignore them


Manually setting attitude[edit]

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[edit]

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[edit]

Improve relations.png Conditions
+50%.00 for having the native advancement ‘Trade Diplomacy’
+20%.00 with Ganesha.png Ganesha as personal deity (for Hinduism Hindu nations)
+20%.00 with a Advisor Diplomat.png diplomat as advisor
+0.50% for each point of Prestige.png prestige
−0.25% for each point of Overextension.png overextension

Ideas and policies:

Improve relations.png Traditions Ideas Bonuses Policies
+50%
  • Italian traditions (cU)
  • Yaroslavlyian idea 7: Russian Ambition
  • Iroquois ambition
+33%
  • Moldavian traditions
+30%
  • Antemoro traditions
  • Austrian traditions
  • Luban traditions
  • Humanist idea 6: Benevolence
  • Georgian idea 2: Georgian Isolation
  • Satake idea 7: Honorable Reputation
  • Takeda idea 4: Kurokawa Gold Mine
  • Kongo ambition
  • Ming ambition
  • Palatine ambition
  • Württemberger ambition
  • Wurzburgian ambition
+25%
  • Savoyard traditions
  • Diplomatic idea 4: Benign Diplomats
  • Romanian ambition
  • Diplomatic-Plutocratic: Policy of Neutrality
+20%
  • Cham idea 5: Che Man's Legacy
  • Chiba idea 4: Sakura Kadan
  • Khivan idea 7: Great Power Diplomacy
  • Thüringian ambition
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Humanist-Diplomatic: Multilingual Diplomats
  • Humanist-Influence: The Foreign Aid Act
  • Naval-Diplomatic: Overseas Embassies
+15%
  • Bremish idea 3: Deep Pockets
  • Khmer idea 2: Theravada Buddhism
  • Lan Xang idea 3: Court History Of Lan Xang
  • Silesian idea 1: Under the Influence
+10%
  • Imagawa idea 1: Claim to the Shogunate

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: Claiming 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[edit]

Aggressive expansion[edit]

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[edit]

  • Annexing provinces: -0.75 per development of province.
  • Force vassalizations: -0.5 per development of province
  • Declaring stability hitting wars: -10 per stability
    • Example 1: Declaring war without a casus belli: -20
    • Example 2: Breaking a truce: -50
  • Vassal actions: overlord gains full aggressive expansion penalty from all actions of its vassals

Effects[edit]

  • Diplomatic relations will be reduced by the aggressive expansion penalty. The negative modifier will decay by a base of +2 per year, further increased by bonuses to improve relations.
  • Attitudes towards the aggressor may change to outraged, regardless of the original attitude or relation
  • Coalitions may be formed against the aggressor by nations with at least -50 aggressive expansion relations modifier.

Modifiers[edit]

The base amount of aggressive expansion incurred for any action is modified by the following factors:

Aggressive expansion impact.png Traditions Ideas Bonuses Policies
−25%
  • Ryukyuan idea 1: Chinese Investiture
−20%
  • Influence idea 4: State Propaganda
−15%
  • Baden idea 6: Diplomatic Expansion
  • Croatian idea 5: The Sabor
  • Japanese idea 7: Great Power Diplomacy
  • Scottish idea 7: Pass the Act of Revocation
−10%
  • Horde traditions
  • Kazani traditions
  • Prussian traditions
  • Ansbach idea 2: Restoring Our Heritage
  • Date idea 2: Expansion by Marriages
  • Hejazi idea 3: Sharifs of Mecca
  • Ito idea 3: Land of God's Landing
  • Lan Xang idea 3: Court History Of Lan Xang
  • Mayan idea 3: Ancient Feuds
  • Medri Bahri idea 7: Princely Ambition
  • Papal idea 7: The Holy Father
  • Semien idea 3: Kebra Negast
  • Tsutsui idea 6: Wise Opportunists
  • Utsunomiya idea 6: Mediator of Kanto
  • Württemberger idea 7: Reichsdeputationshauptschluss
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Influence-Innovative: Foreign Advisors
  • Naval-Diplomatic: Overseas Embassies
  • Offensive-Expansion: Risk Assessment Policy

Base aggressive expansion is increased by 33% when gaining provinces by threatening war.

Each point of the aggressor'sPrestige.pngprestige will also reduce aggressive expansion by -0.1%.

Also, if your state religion is Catholic, being the Curia Controller grants (among other bonuses) a reduction to Aggressive expansion impact.png aggressive expansion impact of -20%.


The degree to which any particular country is affected by aggressive expansion depends on the characteristics of the land taken or (for no CB and trucebreak) the country declared on.

Additively (Results in a single multiplicative modifier)

  • Nations of the same culture group are +25% (more) affected.
    • Nations of the exact same culture are +50% (more) affected instead.
  • Nations of the exact same religion are +50% (more) affected.
    • With an additional +25% if the conquering nation is of a different religious group.
  • Holy Roman Empire member states are +50% (more) affected.
  • Nations of a different religion group are -50% (less) affected.
Example: Taking Catholic, Germanic culture group, Imperial province incurs 25+50+50=+125%(or 225% total) on HRE, or 50+50+50=+150%(or 250% total) on same exact culture nations in HRE.

Multiplicatively

  • Allies and subjects of the aggressor are significantly less affected. 50% (Someone care to check exact value?)
  • Distance between site of aggressive expansion and border of a nation. 75% per hop.
    • Example: France taking Roussillon is more distressing to Castile than France taking Franche-Comté.
  • Regions and continents: Taking land in a particular region or continent will provide a larger penalty towards other nations in the same region or continent.
Example: Castile can conquer provinces in North Africa / Africa from Morocco without incurring significant aggressive expansion modifiers with Portugal or Aragon due to them residing in Iberia / Europe.
  • 150% Aggressive Expansion for taking provinces from countries that are not co-belligerent in the war. (That is, 50% more.)

Border friction[edit]

Border friction simulates the tensions felt by countries with neighbouring territories, due to migration, land rights etc.

Effects

List of modifiers[edit]

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
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
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 +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 +20 at 100% transfer
Getting trade power from +20 +20 at 100% transfer
In Same Trade League +20
Wants your provinces −15 −200 Varies depending on how much they want and how many.
Border Friction −10 −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
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 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 +2 Cancelling vassalage.
They Force Vassalized us −100 +2
They Forced us into a Union −100 +2
They broke free from us (Protectorate) −50 +1 −50
Our overlord abandoned us −50 +1 −50 Cancelling protectorate.
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
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 for 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 −20 +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
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 −15 against the country
Declared War On Neighbor −10 +1
Violated Truce −100 +1 with the country
Violated Truce Against Neighbor −25 +1
Separate Peace −30 +1
Fought to the end +10 −1 +20 fought a war together to the end.
Razed our provinces −25 +2 −200
Conquered province without claim −5 +1
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 −200 +3
Violated Treaty of Tordesillas −50 +1
Abandoned the Holy Roman Empire −100 +2 25 years
Forced us to return land −100 +2
Unlawful territory −25 +1 Any HRE country after the other country refused the emperor's demand.
Land restored to the Empire +20 −1
Annexed a member of the Holy Roman Empire −25 +1 Members of the empire gain this modifier towards the annexing country.
Annexed vassal −30 +1 Other subjects only.
Send Gift +1 +25 Full bonus lasts for 5 years.
Broke free from us −50 +2
Previous oppressor −50 +2
Enforced Religious Unity −25 +1
Rejected Alliance −25 +1
Supported Independence of our Subject −100 +1 −100
Supported our Independence +100 −1
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
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.

Historical friends and historical rivals are pre-set by the scenario's starting conditions, and do not change over time. These modifiers effect both countries' views. For example, in the 1444 start, historical friendships include Ottomans-Crimea, and historical rivalries include France-Burgundy & Castile-Granada.

Improving relations[edit]

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

  • Improve Relations action is the most direct way. A country can get up to +100 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[edit]

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 effect diplomatic options. For example,

  • In order to form an alliance opinion in both directions has to be positive.
  • Declaring war against a country viewed too positively hurts stability.

As of patch 1.13 improving relations goes both ways however the improver only gets the bonus at half speed to a cap of +50. For example, if Austria was to improve relations completely with France. France would like Austria +100 and Austria 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.

Diplomacy
Subject nations Client stateColonial nationMarchPersonal unionProtectorateTrade companyVassal
Other EnvoyAllianceRelationsDiplomatic feedbackEspionageColonizationPapacyHoly Roman Empire
Realm
Monarch power RulerAdvisorIdea groupsNational ideasTechnologyStabilityPolicies
Other DecisionsMissionsEventsModifiersDisastersGovernmentFactionsPrestigeInstitutionsOverextensionWar exhaustionPower projection