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Diplomatic feedback is a feature introduced in The Cossacks expansion. It dramatically changes the system of trust and adds the mechanics of favors and war contribution.
Provinces of interest
Provinces of interest are provinces that are not owned yet, but desired by a country. There are two types of provinces of interest, those of strategic interest which the AI views as helpful though not necessary and there are provinces of vital interest which the AI will actively try to obtain. The player may only set provinces as vital interest as the distinction between strategic interest and vital interest for the player is meaningless. However, players can set provinces of strategic interest if they have a claim on the province, adding some confusion to the significance of the difference. Naturally if both you and an ally or any other country values a province then conflicts will arise.
AI nations will set provinces of interest based on their personality type. Administrators or Diplomats appear to set only provinces of strategic 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.
When you open diplomatic feedback on another country you can set your countries attitude towards them giving a variety of benefits depending on the situation.
- Friendly: This setting shows countries that you are friendly and they will raise relations with you if you ever have a negative opinion of them. This allows the player to create alliances with countries easier without worry about their own opinion of the country.
- Neutral: Setting a country as neutral will prevent them from sending you multiple alliances offers and signals to them that although you are not friendly and don't seek an alliance you are not hostile either.
- Threatened: Setting a country as threatened means that you see them as a threat to your nation and will give you bonuses to creating allies with their rivals. In order to reduce exploitation you can only set countries which realistically threaten you as threatened.
- Hostile: Setting a country as hostile will mean that your vassals will fabricate claims on their lands and shows that you have the desire to conquer them.
The most useful choice is the threatened attitude, as AI rivals of the threat will be more likely to accept alliances. Note that the nation must in fact be a plausible threat to choose this attitude, meaning it must be both more powerful than the player nation and able to reach it. Player nations automatically have the towards their rivals and cannot override it.
Note: The attitude between allies cannot be changed, it is always ally.
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 it will be owed
- By giving an ally land in peace deals
- Over time while allied, 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
Favors can be used in these ways:
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 telling countries to prepare for war. For two years they will raise maintenance on their armies and avoid declaring offensive wars. In addition they gain a +20 modifier when being called into a war.
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.
The amount of trust that other nations may have in you will depend on your previous actions:
- Honoring an alliance will grant you +10 trust with the ally that called you to war.
- Demanding to return cores during a peace talk will grant you +10 trust with the nation you return cores to (Can be accumulated)
- Demanding to cede province during a peace talk will grant you +5 trust with the nation you cede provinces to (Cannot be accumulated)
- Demanding to return cores during peace talks will grant you -? trust with the nation you return cores from, while ceding occupied provinces will gain -4 trust.
- Dishonoring a call to arms will grant you -50 trust to the county who CTA to you, and will grant you -5 trust to all other countries.
- Releasing a nation in a peace deal grants +50 trust with it.
- Entering a state of war with a nation will reduce trust by -5. (to be confirmed?)
- Breaking an alliance, Breaking a royal marriage, abandoning a vassal and forcing vassal does not affect trust.
- If you and nation A are allied and keep in alliance, then nation A will grant you 0.5 trust each year.
- Signing a separate peace when called to arms will result in a -10 trust to other partners in the war.
Effects of trust
Trust will modify the persuasiveness of certain diplomatic proposals. Looking at the effect of trust on diplomatic proposals is the only reliable way to determine how much trust you have earned.
- Trust modifier for asking for call to arms (CTA): 100%
- Trust modifiers for asking for military access, fleet basing rights, alliance: 50%
- Trust modifier for asking for transferring trade power (TP): 25%
- Trust modifier for asking for vassalization: 20%
- AI will no longer rival countries with 80+ trust under any circumstances, and less likely to rival countries with high (but still below 80) trust.
War contribution is a measure of a country´s participation in a war. War contribution is measured in contribution score. You get contribution score by sieging provinces, participating in battles and blockading ports. Your percentage of your teams combined contribution score is your war contribution. An ai nation will demand more from the war leader if they have a high amount of war contribution.