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Diplomacy

Treaties & Agreements

The chain of diplomatic agreements from peace to full economic partnership.

Treaties are formal agreements between factions that provide mutual benefits and steadily improve relations. Treaties form a chain — each one requires the previous treaty as a prerequisite, and a minimum relationship score to propose.

Treaty Chain

  • Peace Treaty: Ends active warfare. Can be proposed during war. Requires score of -20 or higher. Both factions withdraw fleets from each other's territory.
  • Non-Aggression Pact: A formal pledge to avoid military action. Requires Peace Treaty and score of +15.
  • Open Borders: Allows free movement and settlement in each other's territory. Requires Non-Aggression Pact and score of +20.
  • Trade Agreement: Economic partnership where each faction earns credits based on their partner's economy. Income starts at 50% and grows to full value over 20 turns as the partnership matures. Requires Open Borders and score of +30.

Trade Agreement Income

Trade agreements generate income based on your partner's gross economic output — the stronger their economy, the more you earn. Trade income starts at half strength when the agreement is first signed and grows to full value over 20 turns as trade routes mature. A minimum of 3 credits per turn is guaranteed even with a small partner. Multiple trade agreements stack, so maintaining good relations with multiple factions can significantly boost your treasury.

Treaty Benefits

Each active treaty provides a per-turn relationship bonus that keeps the score trending upward. Stacking multiple treaties creates a strong, self-reinforcing partnership. Open borders also provide additional goodwill beyond the base treaty drift.

Treaty Collapse & Violations

If your relationship score drops too far below a treaty's required threshold, that treaty automatically collapses. Declaring war while treaties are active incurs severe violation penalties — a -40 score hit plus a combat effectiveness penalty that lasts for 10 turns. Break treaties at your own peril.

Proposals & Cooldowns

After proposing or receiving a treaty, there is a 5-turn cooldown before another proposal can be made with that faction. After signing a peace treaty, a 20-turn cooldown prevents either side from re-declaring war. Wars must last at least 8 turns before peace can be proposed.

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