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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 the player and an ally or any other country values a province then conflicts will arise.
To set a province as being of interest, go to the diplomacy tab for your own country, and select the Diplomatic Feedback section.
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 the player opens the diplomatic feedback interface on another country they can set their country's attitude towards them, giving a variety of benefits depending on the situation.
- Friendly: This setting shows countries that will raise relations with the player if they ever have a negative opinion of them. This allows the player to create alliances with countries without worrying about their own opinion of the country.
- Neutral: Setting a country as neutral will prevent them from sending multiple alliances offers and signals them that although the player is not friendly and won't seek an alliance they are not hostile either.
- Threatened: Setting a country as threatened means that they are seen as a threat to your nation and this will give you bonuses for creating allies with their rivals. In order to reduce exploitation one can only set countries as threatened if they realistically threaten the country.
- Hostile: Setting a country as hostile will mean that the player's vassals will fabricate claims on their lands and shows that the player has the desire to conquer them. This may result in them getting alliances with the player's rivals, however.
Threatened attitude is most often used by players, as AI rivals of the threat will be more likely to accept alliances with the nation in question. 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 allied.
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 will be owed, less favors will be earned if land is given appropriately by the war leader
- 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 spent in three 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 tell a country 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 the player will depend on their previous actions:
- Honoring an alliance will grant the player +10 trust with the ally that called them to war
- Demanding to return cores during a peace talk will grant the player +10 trust with the nation whose cores are returned (Can be accumulated)
- Demanding to cede province during a peace talk will grant the player +5 trust with the nation provinces are ceded to (Cannot be accumulated)
- Demanding to revoke cores during peace talks will grant the player -? trust with the nation whom the player revokes cores from, while ceding occupied provinces will gain -4 trust.
- Dishonoring a call to arms will grant the player -50 trust with the county who sent the call to arms, and will grant the player -5 trust with all other countries that are in a war with said nation.
- 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 vassalage does not affect trust.
- If nation A and nation B are allied and remain allied, then each nation will grant each other 0.5 trust each year.
- Signing a separate peace when not the war leader will result in -10 trust with all 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 the player has earned.
- Trust modifier for asking for call to arms (CTA): 100% (for how much trust?)
- 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 not rival countries with 80+ trust under any circumstances, and are 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. The player gets contribution score by sieging provinces, participating in battles and blockading ports. The player's percentage of the alliance's combined contribution score is their war contribution. An ai nation will demand more from the war leader if they have a high amount of war contribution.