Right of passage

Right of passage is a diplomatic agreement allowing the formations of one State to pass through the territories of another one.

## Negotiation

Rights of passage can be manually negotiated through treaties agreed by both parties. They can also be enabled by automatic treaties through an automatic war resolution. During a war, a co-belligerent that has been eliminated will also be forced to grant temporary right of passage to all foes until the war is resolved.

If any active treaty contains the right of passage term, right of passage becomes effectively active. Right of passage is not multi-lateral: one State can grant access to another without the other granting access in return.

## Effects

Once a right of passage is active with another State, the player will be able to order its formations to move through the territories of the other State in the world map.

The moving cost on the foreign territories benefits for its infrastructures ("is settled" bonus) and gets a 25% cost reduction for being a friendly territory. AP recovery also benefits from the same bonus as being in your own territories.

## Ending right of passage

Right of passage will end as soon as no active treaty provides it.

When it ends, any trespassing formation is auto-expelled from the State's territories. An expelled formation is "teleported" to the nearest available territory, loses all its AP and is auto encamped. Territories are considered valid if they are either unclaimed land (not sea), belong to the expelled, or belong to a State with whom the expelled has a valid right of passage.

## Violating passage

Players can choose to ignore the lack of a negotiated right-of-passage with another State at any time. Doing so will unlock the possibility for the player to order movements into the foreign territories in the world map as if they had a right-of-passage.

* taking the decision to violate rights of passage will notify the intruded State immediately
* armies of the intruded state can choose to attack any intruder present in its territory without a war declaration and it does not constitutes a casus-belli for the intruder.
* the decision to attack the intruders is opt-in for the intruded and battles will not be triggered even if formations meet in the same territory unless the intruded gives the explicit order to engage the trespassers. The intruder can therefore move through territories even if other formations are present.
* Patrolling formations will however auto-engage any intruder in range, provided that they meet the chosen conditions.

A player can choose to uphold rights of passage that he previously chose to ignore at any time as well, but he may only do this if none of his formations are currently trespassing.

### How to enable or disable it

Enabling or disabling the ignoring of rights of passage is done on the foreign character's profile as a Diplomatic action, similar to declaring war or sending a treaty. It can be accessed by selecting a territory of the target State on the world map or from the Diplomacy menu.

### Movement costs

Trespassing movement cost is not affected by hostility like in a normal War, but it also doesn't benefit from settlement bonuses. For example, if the trespassing formation wants to move across a village on a hill, then movement cost will be the same as moving on wilderness hills.

* no infrastructures bonus ("is settled")
* no diplomatic stance bonus or malus
* no settlement AP regeneration bonuses