- 1 外交官
- 2 外交关系限额
- 3 外交声望
- 4 外交行动
- 4.1 战争
- 4.2 同盟行动
- 4.3 影响行动
- 4.4 关系行动
- 4.5 王室行动
- 4.6 秘密行动
- 4.7 经济行动
- 4.8 通行行动
- 4.9 教宗行动
- 4.10 皇帝行动
- 4.11 列强行动
- 5 其他
- 6 成就
- 7 参考资料
开始一项任务之后，外交官会花一天到达目标国家并开始其任务。完成一项任务之后，外交官需要旅行回家才能执行下一个任务，所花费的时间基于两个国家首都的距离。外交官的旅行速度是每天 20 单位距离。
- 获得或给予贷款 (1.4版本之后废除了)
- Giving subsidies
- 拥有一个 colonial subject or protectorate
- 转移贸易力量 （包括在和平协议里强制要求的转移贸易）
- Having vassals who are members of the empire as the Holy Roman Emperor, if Revoke the Privilegia has been passed.
- 收到有条件限制的军事通行权（比如，与神罗皇帝开战时，可以在神罗境内畅行无阻；又比如，A 拥有在 B 的军事通行权，你跟 A 开战，也能得到在 B 的军事通行权。）
基础的外交关系上限是 4 个。 这会被以下情况所改变：
外交声望 positively affects both subject relations and relations with sovereign nations.
With subject nations, each point of diplomatic reputation gives:
- +5% chance to inherit lesser partner in a personal union
- +1 diplomatic power used per month while annexing vassals or union partners
- -3% to the liberty desire of all subject nations
With other countries, each point of diplomatic reputation gives the following bonuses when accepting diplomatic proposals:
|Offensive Call to Arms||5|
|Transfer Trade Power||3|
|Ask for Military Access||3|
|Ask for fleet basing rights||3|
|Request to share maps||5|
|Demand unlawful territory||3|
|Grant free city status||3|
- 过度扩张：每 100% -2
- 控制 象牙贸易：+2
- Institute Reichsregiment (HRE reform): +1 for the Emperor
- Enact Gemeiner Pfennig (HRE reform): +1 for non emperor HRE member
- 佛教 state with balanced karma: +1
- Catholic state with Papal Influence spent on the "Send papal legate" option: +1 for 20 years
- Reformed state with stability focus: +1
- Tengri state with Catholic syncretic faith: +1
- Fetishist state: +1
- Austrian Diplomacy (available only to 奥地利) during Age of Revolution (requires Mandate of Heaven DLC):+5
- Annexed Vassals: -3 for 10 years
- Dishonored alliance: -1 for 5 years
- 'Foreign Contacts' modifier triggered by Diplomatic missions: +1 for 10 years
- 'Offices of Maritime Trade' faction of the Celestial Empire government: +1
- 'The Jacobins' faction of the Revolutionary Republic government: -2
- 'The Imperials' faction of the Revolutionary Republic government: +1
- Native council Native diplomatic idea 2: Smoke Ceremonies: +1
- Diplomatic idea 'Improved Reputation' modifier: +1 for 10 years
- Diplomatic idea 'Babbling buffoons' modifier: -1 for 10 years
- Expansion idea 'Enhanced Reputation' modifier: +1 for 10 years
- Expansion idea 'Diplomatic Faux Pas' modifier: -1 for 10 years
- Influence idea 'Popular Noble' modifier: +1 for 10 years
- Reichshofrat - an event for 奥地利: +1 for 10 years
- Internal Conflicts National Instability: -5 for 10 years
- Diplomat advisor Excellent Diplomacy: +1 for 10 years
|这篇文章尚未完成需要完善。 以下内容需要完善：subsections 'Invite to trade league' and 'Kick from trade league'。|
国家可以支持其他国家的独立，前提是被支持独立的国家是一个 独立倾向超过 50% 的附属国。如果被支持独立的国家发动了独立战争，所有支持其独立的国家将自动的与其结盟，并参与其与前宗主国的战争。
一个国家可以以金钱作为交换，向另一个国家借出军队，同时你能继续控制你这支军队。同一时间内你只能借出 20 队兵。
Breaking vassalization cancels a subject nation's vassalage and makes them independent. 这一动作将消耗 -25 威望并降低 -200 与前附庸国的关系，同时形成宗主国与前附庸国之间为期 5 年的停战协议。 Vassalization cannot be cancelled when a truce exists with the target.
撤销一个卫戍国会使其变为普通的附庸状态，使得他可以被外交吞并。这一行为要花费 -1 稳定度并且导致与其的-200关系惩罚
保证一国的独立会让你在其遭受侵略时被召唤入战争。保证者不会被被保证者召唤入其盟友的战争，除非被保证者被指定为共同作战的对象。这个行动会占用 外交关系，持续到你撤回保证或者你拒绝加入其战争。被保证者受到攻击时可以如同军事同盟一般召唤保证者加入战争，如果保证者拒绝，他会承受跟拒绝军事同盟的战争一样的惩罚。 你可以随时撤回保证，这会使你对其产生一个停战协议（但他对你没有！）。只有当你的实力远大于一个国家时，你才能保证其独立。
威胁战争可以让你得到你一块拥有宣称或者核心的省份。如果你的要求被接受了，省份会转移到你的控制之下。如果要求被拒绝，一场以征服为 宣战理由的战争将展开。你不能索要他国的 首都省份，这意味着你不能对一地小国威胁战争，你也不能对存在停战协议的国家或者一个朝贡国以外的附属国威胁战争。成功地索要省份会使你得到 侵略扩张，数值等同于你在和平协议中征服这块地，同时会使得目标国减少 -10 威望。这会在两国间建立为其 5 年的停战协议。当目标国和你的力量差距过大时，他才会考虑让渡省份给你。如果你在索取的省份上有核心，AI 会更愿意放弃领土。如果你最近索要过土地，AI 会倾向于不接受你的要求。
影响 AI 放弃省份的意愿的因素有：
|军事同盟间的相对力量：||-100 to +100|
|省份相对于 AI 总发展度的价值：||-1 to -200|
|最近被威胁索取过领土：||基础 -120，在停战协议到期后每月增长 +1|
首次派出外交官，或者改善的关系已经降到 0 时，第一次改善关系的提升会翻倍。之后会在每月底结算时提升改善的关系。
- For the dynastic effects of royal marriage, see Ruler#Royal marriage
- For information on personal unions, see personal union
Countries ruled by monarchs may arrange royal marriages with others. This improves relations by +25 while in effect. Attacking a country with whom a nation has a royal marriage results in -1 stability and +1 war exhaustion. Note that this penalty will not occur except through a standard declaration of war; to circumvent it, the player may find it useful to Threaten War over a province that the target will refuse to cede.
Upon the death of a Christian monarch with no heir, a ruler from the dynasty of a more prestigious country that shares a royal marriage may rise to the throne. If the countries already share a dynasty, a personal union may result instead. Personal union partners function militarily like vassals. They do not pay a portion of their tax income but may be inherited. Higher prestige increases chances of gaining the crown of a royal marriage partner for a country's dynasty, either independently or as a personal union.
Royal marriages are unavailable to theocracies and republics, with the exception of the Dutch Republic. Christians may only marry other Christians. All non-Christians may marry each other, but personal unions will only occur for Christian nations.
The factors that influence a nation's acceptance of a royal marriage proposal are:
†: Distance between borders can only be seen in debug mode.
Breaking royal ties ends a royal marriage. This results in -1 stability and -1 prestige. Furthermore, the relation with the target country is decreased by -75. The stability cost may be negated by completing Diplomatic ideas or being the Curia Controller. The death of the ruler who proposed the marriage will also end a royal marriage without penalty.
- 与目标国家有 皇室联姻
Supporting an heir is an action that can be initiated on nations with an elective monarchy (which can only be gained by event for 波兰 and the 波兰立陶宛联邦, or by using a custom nation). Any nation that is in the same religious group as the country with elective monarchy can support an heir.
In an elective monarchy, each nation that has supported its heir in the current election cycle has a possible heir to the throne with an associated amount of support. A diplomat must be sent in order to support a nation's own heir in an elective monarchy,
The probability of increasing the heir's support every month by 1 is as follows:
The elective monarchy may also increase support for its own heir by 5 points at the cost of -10 prestige. Upon the death of the elective monarchy's ruler, the heir with the most support rises to the throne in the elective monarchy.
If a foreign heir arises, the country that provided the heir gains:
If a local noble rises to the throne, the elective monarchy loses -20 relations with all countries that supported an heir in the election.
Ask a target non-subject nation to transfer a percentage of its trade power to the proposer. While a transfer of trade power is active, the two nations involved cannot declare war on each other, and will also receive a mutual relation bonus of +20 per 100% of power transferred. The agreement does not count towards each country's diplomatic relations limit.
The factors that influence an AI nation's desire to accept a request to transfer trade power are
Reduces the trade power of the target country in every trade node the embargoing country has trade power in, depending on several factors. Embargoing a rival grants power projection. Embargoing a non-rival gives a penalty to trade efficiency, but can give a net gain in trade power share (and hence income) if the other country is very dominant in an important node.
The following bonuses apply to embargo efficiency:
The final value is rounded down to the nearest integer. The relation bonus will last for 5 years. Additional gifts sent during this time will have no effect unless it would increase relations more than previous gifts did.
Allows a nation to loan out money to other countries for interest. When the loan is due to be repaid, the loan-taker can instead choose to keep the ducats. This will give the loan-giver a casus belli.
Transfer a specified amount of money each month to the target country for a certain duration. The sender may transfer between 0.1 ducats and +50% of its monthly income to the target country each month, adjustable in increments of 1% of its monthly income. The duration of the subsidy can be set between 10 and 400 years, adjustable in increments of 10 years.
Maintaining subsidies will improve the target country's relations with the subsidiser each month, up to a maximum of +15. The accumulated relation bonus is completely removed when the subsidy is cancelled or expires. Since there is otherwise no penalty for terminating a subsidy early, it is generally good practice to set a long subsidy duration unless diplomat time is severely constrained. The relation bonus is
All monthly income mentioned in this section refers to the monthly income as reported in the ledger. Be aware that the target country's total monthly income will therefore include this monthly subsidy once the ledger is updated after the establishment of the subsidy. This imposes significant diminishing returns on the relation benefits of a large subsidy, and encourages one to maintain smaller subsidies over a longer time frame instead.
Example: Country A has a monthly income of 10 ducats, and country B provides it with a monthly subsidy of 5 ducats. The reported yearly relations boost will start at +6 per year (B's subsidy is 1/2 of A's income), then immediately drop to +4 per year after the first month (the subsidy is now 1/3 their income).
Subsidies do not consume a diplomatic relations slot. This makes them a valuable tool for blandishing future targets of diplomatic vassalization or annexation.
A province can be sold to an another nation for a price of 0 to 2,000 ducats at a cost of -10 prestige. Both the buyer and seller must be at peace, and neither can be rivals of the other party. Only one province can change hands in a single transaction. The AI will only offer to sell isolated provinces, particularly if it is unable to core them. When the sell province button is clicked, the province to be sold can be chosen together with the price that will be asked for it.
Factors that influence an AI nation's willingness to buy a province:
|Province is priced above current treasury of buyer||-1000|
|Buyer has no core or claim on province that is of a different culture group||-1000|
|Buyer has no core or claim on province that is of a different religious group||-1000|
|Buyer has no core on province and is currently overextended by any amount||-1000|
|Buyer has no core on province that is part of the Holy Roman Empire||-1000|
|Price||-1 for every 1% above above 50% of buyer's treasury|
|Province is adjacent to buyer||+10|
|Province has the same culture as buyer||+10|
|Province has the same religion as buyer||+10|
|Price||-100 to +100 based on development of target province|
A province can always be bought as long as the price is affordable if:
- Buyer is a subject and seller has a core on the province
- Buyer has core on province
Additionally, it is not possible to sell a province to a colonial subject if the province is not in its colonial region. If the province is particularly undesirable to the buyer, then its base value and associated price modifier will both be halved.
Selling provinces to a vassal is one method of saving administrative power by letting the vassal core the province. It is useful for avoiding overextension in the short term, and exchanges immediate administrative coring costs for diplomatic annexation costs later. The DLC enables giving provinces to vassals directly via the subject interactions interface, making selling provinces to them unnecessary.
As AI nations place a very high priority on core creation, one can delay their research progress in administrative technologies by selling them provinces with a high coring cost. This can be particularly useful if the next administrative technology would otherwise unlock a troublesome idea group (e.g. AI Portugal's first idea group is always exploration).
Navies can be sold to other nations for a price of 0 to 1000 ducats. If the target nation accepts the proposal, the fleet in question will transfer its allegiance to the buyer. In order to be able to sell ships to a nation, both sides have to be at peace and cannot be rivals of each other. After pressing the button, the fleet that is to be sold can be chosen together with the asking price. When offered to buy a fleet, the AI will want to hold on to a certain ratio of ships (for example, most countries on the Atlantic coast don't want to buy galleys) and will never go above their naval force limit. In order to be able to sell ships, the buyer has to have a fleet within supply range of the target nation. Fleets outside of the receiving country's supply range are not available to sell.
The factors that influence an AI nation's willingness to buy ships:
This allows a nation to ask another nation if they want to share the map of a region. If the nation accepts, the proposer will, at a cost of -15 prestige, discover all provinces that were not yet discovered in the specific region. The nation giving the map will receive 10. Both nations have to be at peace, and can't be rivals of each other. In order to be able confirm the map exchange, the receiving nation has to have a unit stationed in a region adjacent to the specific region.
The factors that influence an AI nation's willingness to share maps are:
Request military access from the target country, allowing the requester's land armies to pass through its territories. Acceptance will raise the requester's opinion of the host country by +10, while rejection will decrease it by -10. Declaring war on a country that is granting the aggressor military access causes a major -5 hit to stability.
AI nations will only grant military access if they have more positive than negative reasons for doing so. The relevant factors are
Military access is shared for all participants in a war. For example, if France and Brittany are in a war against Burgundy and France requests military access from Savoy, then Brittany will also have military access to Savoy. Similarly Burgundy, and all of its war allies, would also gain military access to Savoy.
Subject nations always give military access to their overlord. All participants in a war automatically grant military access to their allies, as well as being able to march into their enemies' territory. An army in non-allied land when war is declared, or in territory without military access when war ends, will be exiled.
Offer military access to the target country, allowing their land armies to pass through the requester's territory. Acceptance will raise the target country's opinion of the requester by +10. AI nations are typically uninterested in obtaining military access unless they are the country's ally or subject, or the country is a large and sprawling empire. They will also seek access if they need to travel through a nation to fight in a war. Countries automatically gain military access to countries that grant military access to someone they are at war or allied with.
A country can't revoke access to someone if they, or someone they are at war with, still has troops inside the country's borders.
Acquiring fleet basing rights from a nation will give the following benefits:
- Naval supply range will now extend from the ports of that nation.
- Trading range will now extend from the ports of that nation.
- The requester may dock and repair ships in the ports of that nation.
- The requester may disembark ground troops in that nation by docking loaded transports at its ports. These land troops will not be exiled, and may move into any adjacent province that they would normally be able to enter.
The cost of purchasing fleeting basing rights is as follows:
- The base cost is 0.1 ducats per month per port, with a minimum of 0.5 ducats and maximum of 2.0 ducats. This fee is based on the amount of permanent ports.
- Non-city colony ports are usable and count toward the fee.
- Ports that reside in a province which are terra incognita to the receiving country also count toward the fee.
- Occupied ports only charge a fee if they can be docked at.
- The fee can be seen in the economy window under Harbor Fees.
Fleet basing rights no longer extend colonial range as in past versions of the game. They can still be used to great advantage by distant fleets however. With El Dorado active, they are no longer useful to explorers since they no longer take attrition while exploring. Only nations that have diplomatic technology level 2 or higher can grant fleet basing rights.
The following factors will influence an AI nation's decision to grant fleet basing rights:
Once fleet basing rights have been obtained, AI nations will generally not revoke them unless there is a drastic change in relationship.
发展度和科技水平综合排名世界前 8 的国家获得“列强”的地位。作为一个列强，你可以解锁如下外交行动：
- 承担外国债务——偿还目标非列强国家的所有贷款。每笔贷款+10 关系，最多加到+200，每年衰减-2，同时每笔贷款获得+1 信任（无DLC哥萨克）或+2 信任（有DLC哥萨克）。本国金币需足以偿还目标国所有贷款。
- 影响国家——支付给目标非列强国家该国一年的收入，并在接下来的10年间赠予该国+1 该国最低的一项君主点数。这将在接下来的10年间增加其对本国的+25 关系和+5 信任。与该国交战会移除此加成。
备注： 失去列强地位的国家仍有 5 年的缓冲期，期间可以继续采取列强行动。
宿敌是你认为将来可能与之发生冲突的国家。Rivals are usually very comparable in military and diplomatic power and have interests in the same regions and thus will often clash with each other. Rivals may be only selected from countries that are comparable in power. When in the rival selection screen, the nations that are available as rivals and their corresponding opinion of the country and their relative army and navy strength can be seen. A country can have up to 3 rivals at the same time. If a rival becomes too weak or too strong it will cease being a valid rival. When selecting possible rivals, the game will take the relative army strength into higher account than the relative navy strength. Relative development and technology levels are also taken into accord. Nations must be relatively near to be eligible rivals, with more powerful countries able to have rivals at greater distance. Setting a nation as a rival will greatly decrease the amount of diplomacy that can be exchanged between the two nations. Rivals rarely accept diplomatic requests from their nemeses. In order to be rivals both countries must have each other discovered. Selecting a rival has the following benefits:
- A nation is more likely to sign alliances with the enemies of their rivals.
- +25% prestige from defeating a rival in battle.
- No trade efficiency penalty from embargoing the rival.
- +25% spy network build rate against the rival.
- −33% Diplomatic Power cost for demanding unjustified provinces from the rival in peace deals.
- See in Static modifiers#Base values). (
- See in : NUM_POSSIBLE_RIVALS = 3,
- See in : RIVAL_PRESTIGE_BONUS = 0.25,
- See in : RIVAL_SPY_OFFENCE = 0.25,
- See in : RIVAL_PEACE_COST_REDUCTION = -0.33,
- See in : CHANGE_RIVAL_YEARS = 25,
- See in : PS_REPLACE_RIVAL = 100,
|附属国||自定义附庸 • 殖民领 • 卫戍国 • 君合国 • 贸易公司 • 朝贡国 • 附庸国|
|其它||使者 • 军事同盟 • 关系 • 外交回应 • 间谍 • 殖民 • 教宗 • 神圣罗马帝国|