Diplomacy

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Revision as of 16:28, 11 October 2024 by SampalinKita (talk | contribs) (made a few changes in agreements)
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From the Encarta:‎

The world is full of Nations, each trying to expand and grow and protect their Citizens. You will inevitably run into other Nations as you explore and expand your Borders. You may try to ignore them, but you will have to interact with each other to thrive

Actions

Leaders can take various actions with other leaders as follows:

  • Propose Alliance (Trusted Required)
  • Propose Research Agreement (Friendly Required)
  • Propose Trade Agreement (Neutral Required)
  • Offer Gift
  • Manage Borders
  • Slander
  • Declare War

Actions take one turn to process and a player cannot do another diplomatic action until the current action is processed or cancelled.

Relationship

Relationships are comprised of Relationship Status and Established Relationship.

Relationship Status is a leader's current relationship value with another leader. Diplomatic actions with that leader influence the current relationship value.

  • Adversaries (0-10)
  • Distrusted (10-26)
  • Disliked (26-40)
  • Neutral (40-60)
  • Friendly
  • Trusted
  • Close (90-100)

Established Relationship is the more stable relationship value. Each turn, the Relationship Status number moves towards the Established Relationship number.

Established Relationship is affected by matching traits, opposing traits, and significant diplomatic actions like war declarations or alliances.

Agreements

War

  • Skirmish
  • Holy War
  • War of Expansion
  • War of Retaliation
  • War of Annihilation

Allies

Trade Agreements

Trade Agreements are how leaders trade goods with each other.

Trade Agreements are established by going to the Diplomacy Screen. Leaders need Open Borders and Neutral or Higher Relationship.

Once an agreement is established, leaders can select (and cancel) goods to bring into their Nation. A player can view a trade agreement with another leader, and pick and choose which goods that they would like from the other leader's inventory.

The total number of goods that can be selected across all of a leaders' trade agreements are determined by their number of Merchants. The initial value is 2 Merchants but can be increased through things like leader traits and improvements. Goods will arrive every few turns. Different goods have different speeds affected by (?).

Trade Routes can go faster if the Nations are joined such as through Roads.

Trade Agreements can be broken through war or cancellation.

Research Agreements