Diplomacy

Diplomacy is a way for factions to interact with each other, making agreements and alliances. You are unable to attack factions that you have an agreement with, unless it is Naval Access.

If you make a pact with two factions that contradicts your agreement with either of them, you will be forced to choose whose pact you will dishonor.

**Note:** All agreements require an embassy between the two factions, Except Guarantees, Only the Guarantee has to have an embassy of the faction they Guaranteed.

If a faction breaks an Alliance or Guarantee, they are in a Truce for 2 Weeks

### **Alliance:**

This is an agreement between two or more factions to support each other in war it being defensive or offensive. If one faction cancels an alliance they are unable to declare war on the other faction for 2 Weeks

**List of Alliances:**

 High Elves
 Mordor
 Dorwinion

### **Non-Aggression Pact:**

An agreement to not invade each other, if this is cancelled there will be a truce for 1 Weeks.

### **Guarantee:**

A faction decides to help another faction in and defensive war it falls under, but the other faction doesn't need to agree to this or help if the first faction is invaded. This is also used to support factions civil wars, these will end the moment the civil war ends. GUARANTEERS WILL BE FORCED INTO WARS.

 High Elves

### **Trade and Exploits Agreement:**

Two factions can come to an agreement on how one faction buys the resource rights of another factions territory. Allows factions to make traders in cities of factions they have the agreement with, or Weapon usage,

Example: Blue Mountains request Lindon coasts to produce Salt, in exchange the King will provide 5000 Silver Coins each week, OR Lindon can exploit Blue Mountains Foothills for Edhelvir.

The two factions must either be connected with a harbor by water, or road. They cannot use the road if one of their enemies control it and are at war.

**Note:** For Equipment Agreements a faction can have at most 1 Agreement. The two factions **must** be connected by a **road** or by **water**, The agreement is considered null if an enemy faction controls a section of a road, or controls the sea provinces preventing trade.

 Woodland Realm
 The Haradric Empire
2 food, 1 Raiding Camp output, 1 Iron, ...

### **Naval Access:**

Allows the accessing faction to colonize or declare wars that require them to travel through the faction's Sea Territory.

Otherwise, by default all factions are blockaded, and the only way to lift a blockade is to take control over the sea province or have the faction provide access.

### **Integration:**

Integration is when two Countries want to unite under one banner, and become one.

**Requirements to Integrate**: The factions must have very similar cultural similarities, (for example: Lindon and Rivendell) both faction leaders must be considered **active**, The faction being integrated must be a vassal for atleast 2 weeks before getting integrated.

**Note:** Integrations can be nulled if the Staff team deem this action to be abused, Such as a player deliberately switching factions to integrate them into their friends faction, or anything that can be viewed as detrimental to the faction.

### **Province Transaction:**

A province transaction will cost **$10000** from the faction giving it away and **$15000** from the faction receiving it (Per Province)

Each province transaction will have to be directly overseen by the Administrator Team to ensure that the players controlling those factions are not '*Throwing*' their faction.

Rules on transferring provinces:

* Provinces may not be transferred if this splits the faction in half.
* Provinces may not be transferred in a 'Snake' or 'Line' pattern
* Provinces can only be transferred if that faction historically owned them, have the factions biomes within, or faction troops spawn there naturally (Without assistance of conquest)
* If a province is being transferred overseas, the faction receiving it must control a sea tile the island or coastline is held in OR a sea tile beside it. it will cost an additional **$10000** for every sea tile in between the province and nearest controlled territory.
* You can transfer at most 2 provinces every 2 weeks
* You may not transfer a factions provinces, if the faction owns 3 or less provinces.