Diplomacy

In Endless Space 2, empires can negotiate treaties, deals, and diplomatic agreements from the Diplomacy Screen (F6). Reaching more peaceful states and researching certain techs in the Empire Development tree allow for more powerful agreements, all the way to Alliances, which can share a Joint Victory. Support for the Pacifist party encourages and benefits from friendly diplomacy, while Religious and Militaristic Empires can benefit from entering Wars.

## Diplomatic Status

### Cold war

All empires start in cold war with one another. They may attack fleets to engage in Fleet Combat in neutral territory, or if the opposing fleet is in a colonized system. Aggressive actions during this phase, including attacking fleets, displeases the Empire and prompts response. Exploring the territory of another empire during Cold War carries the risk of attack by their fleets, but many empires will allow exploration Ships to pass in the early portions of the game. Empires at Peace can return to Cold War. Empires in Cold War can trade resources in the Negotiation Screen, which costs Influence.

### War

During War, Fleets can battle in any territory, and Systems can be invaded with Manpower through a Ground Battle. if the Ground Battle is won, the System is captured.

Empires with Militarists as their dominant Political Party automatically receive a forced law that gives a bonus to happiness for each empire at war.

### Peace

Once Empires have made peace, additional diplomatic actions become available. These include Map sharing and Trade agreements.

Empires with Pacifists are their main Political Party have the Forced Law active that gives a bonus to FIDS for each Empire at Peace.

### Alliance

Multiple Major Factions can bind together as an Alliance, which is then pledged to work as a team. This has multiple consequences:

* Shared Diplomatic relations: Any war declaration from one Faction applies to the whole Alliance; however, each member has the option to step out of the Alliance when a war is declared by an Alliance member
* Faction Pact Bonus: Factions in an Alliance can sign a specific pact with one other faction in the Alliance. This grants an effect linked to their ally’s faction, which improves over time (up to a max).
* Coordination Tool: To communicate with allied Empires, you can use the small icon on the bottom right of the End Turn button in the galaxy view. This allows you to leave marks at specific points in the Galaxy to notify your allies of your intentions.

Allied Empires share vision and can win a Joint Victory. Requirements for some victory types, however, increase proportional to the number of players in the Alliance.

Empires with Pacifists as their main Political Party have the Forced Law active that gives an additional bonus to FIDS for each Empire in the Alliance. Please note you need at least 4 empires in the game to form an Alliance.

## Relationships

In addition to the treaty status, each other Empire has a relationship status, which varies based on what they think of you and what their goals are.

* Reserved: We just met you
* Cautious
* Welcoming: We desire peace.
* Friendly: We have been at peace for a long time, trade agreements
* Cordial
* Wounded : As allies we asked for your military help but you didn't send any.
* Sneaky: We were friends, but saw an opportunity. We are stronger than you.
* Hostile: We did not receive any tribute from you.

## Score Modifiers

There are score modifiers that are applied to player's diplomatic relationship depending on which actions the player takes during the game. These modifiers are applied at 2 different categories: at Cold War or Peace and at War, and each score modifiers are summed up to give final score modifier known as **Pressure Trend** and **War Momentum** (respectively) that ranges from -10 to +10 per turn.

### During Cold War and Peace

**Pressure Trend** (Total Diplomatic Score Modifier): Ranges from -10 to +10 per turn.

* Score Difference \*
* Diplomatic Treaties
* Diplomatic Choices
* Borders Friction \*
* Systems Covered by Influence \*
* Hacking

\* For the above 3 marked factors, acquisition of certain diplomatic pressure modifying things will increase pressure points towards enemy player.

1. Z'vali's "Spirit" trait (+25% Diplomatic Pressure towards enemy)
2. Amoeba Law (+50% Diplomatic Pressure towards enemy)
3. Citadel of Demography from Preserver of Nations, a Tier 5 deed of Empire Development research quadrant (+50% Diplomatic Pressure towards enemy) - Note: You may get Federated Procurement Office instead as a Tier 5 reward

* If player's game score is greater than enemy's game score, it generates positive pressure points.
* If enemy's game score is greater than player's game score, it generates negative pressure points.

Total Acquirable Pressure Points
* Maximum Total Pressure Points: +5
 Diplomatic Treaties
* On enemy: +2.5 (for 10 turns)
 Diplomatic Choices
* Accept: -0.5 (for 10 turns)
 Borders Friction
* If player's star system's influence is greater than enemy's, it generates positive pressure points.
* If enemy's star system's influence is greater player's, it generates negative pressure points.
* If borders do not touch each other's influence zone, pressure point is 0.

Total Acquirable Pressure Points
* Maximum Total Pressure Points: +5
 Systems Covered by Influence
* Player's influence border covers Enemy's star system: +8
 Hacking
* Player back-traces enemy's hacking: +0.5
* Enemy back-traces player's hacking: -0.5

### During War

**War Momentum** (Total Diplomatic Score Modifier): Ranges from -10 to +10 per turn.

* Fleet battles

* Ground battles
* Systems blockaded

 Ground Battles
 Systems Blockaded
Enemy blocking Player: -0.1 per Star System

## Deals

Most deals come with a flat cost of Influence to enact. Some cost much more than others, and the cost scales with time.

* Peace: available only during Cold War
* Truce: available only during War.

* Map Sharing: A one-sided agreement. The receiver gains all of the map explored so far by the donor.
* Trade Agreement: If Trading Companies are built, Subsidiaries for both Empires will be shared, allowing an extra trade route for each Subsidiary, often with much larger distance bonuses than trade within one's empire.
	+ Cancel Trade Agreement
* Science Agreement
* Alliance
* Trade Dust
* Trade Luxury Resources
* Trade Strategic Resources
* Close Borders: Empires at peace can close their borders to one another without returning to Cold War.

## Demands

Once an Empire has been sufficiently befriended, demands can be made. The availability of demands can be seen on the bar in the Negotiation Screen.

Other empires will sometimes demand tribute during Cold War. When a tribute is demanded, a donation significant enough to be accepted must be made in that turn. Making the tribute results in a positive boost to the relationship, while neglecting the tribute will worsen relations. An empire may request multiple tributes within a short number of turns, so it is usually a good idea to make peace after paying the tribute. If peace cannot be made, such as with The Cravers, paying the tribute may not be worthwhile.

1. ↑ Endless Space 2 User Manual, p. 57. 2017 Amplitude Studios SAS. [1]