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Game Systems/The World

Diplomacy

Last updated 2026-08-28

Diplomacy runs monthly and governs how nations relate to one another: who is allied, who is a rival, who may attack whom, and who counts as a great power.

Relations#

Any two nations have exactly one relation, which is one of:

Alongside the relation kind, every pair has an opinion value that drifts over time in response to what each side does.

Rivalries cost 12 diplomatic points to declare and a nation may hold at most 4. Rivalry is a scarce, deliberate choice, not a mood.

Casus belli and infamy#

You cannot simply declare war. You need a casus belli — a specific, recognised justification, which lasts 2 years once acquired. Each war goal type has its own rules about when it may be used and what it costs.

Fabricating and pressing claims generates infamy, and infamy has a hard limit of 18. A nation that pushes past it becomes a target for everyone else. Infamy is the main brake on serial aggression.

Two categories of war goal are discounted because the world finds them more legitimate:

This is a deliberate historical shape: the nineteenth century tolerated nation-building in a way it did not tolerate naked conquest.

Great powers and spheres#

The top 8 nations by power score are the great powers, ranked 1 to 8. The ranking is recomputed as power shifts, and losing great-power status has immediate consequences: a nation that drops out loses its entire sphere of influence at once.

Great powers draw smaller nations into their sphere. Only non-great-powers can be sphered — one great power cannot sphere another. If your patron falls out of the top 8, you are released automatically.

What this means in play#

See also#

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