This FAQ's purpose is to help readers understand the aspects and requirements of annexation (
in all its forms),
vassalisation, peace
negotiations. I hope to have it completed soon. All advice is not only welcome, but quite wanted.
Without further ado let the first section of the FAQ begin.
Vassalisation
Vassalisation is a stepping stone to eventually diplo-annexing a nation. This is a nice way to secure your borders and keep pesky countries at bay. This can be accomplished either peacefully or in a hostile manner.
A Hostile Vassalisation
This is one of the options that can be selected if you have a high enough war score. 70% to have the option selectable and 90% for the best chances. This means instead of having to comply with all the
below requirements you simply have to a good war score. This type of vassal tends to have bad relation to you when it is
vassalised so it usually requires an investment to improve
relations.
Requirements to Achieve a Diplo-Vassalisation
- same alliance
- Royal
Marriage
- relations 190+
- they have to be at peace
- the country can't have
its own vassals
- superior economy (greater income)
- a diplomat
What does it do?
A vassal will for starters give half of
its monthly income to you. Not a bad perk if you ask me. The country that is
a vassal must grant
its master's troops free movement through their land. The master (you) receives a CB against any country that attacks
your vassal, and the vassal can no longer create royal marriages with other states.
Diplo-annexation
This is when within a game a player completes a certain set of requirements that once obtained allow a player to take control of an AI
nation's land with no war or bloodshed. Please notice that this does not mean you are free from BB.
How to activate a Diplomatic Annexation
Entire sentence removed.
To annex a nation diplomatically, fulfill the
below requirements
, enter the diplomatic options menu for the nation you want to annex and then simply click on the option to
perform the said option. The option will not be lit up if you do not meet the requirements.
Requirements to Diplomatically Annex a Nation
-
vassalisation of 10 years
duration or more (chances increase
after 30 years)
- relations 190+
- greater economy (chances increase the greater the advantage is)
- same alliance
- common border (even between two TPs)
- they must be at peace
- you need a diplomat
- You also need a compatible religion
Note that island nations can not be diplo-annexed
Cost in BB for a Diplo-annexation
BB : 1 BB per province, whether city or colony
Note; in the most recent beta patch only colonies and cities count towards BB
: TPs come free.
Note this is not my work in the following section but rather that of Wreck who has offered it to the FAQ. If the writer wants I can remove it.
Making Peace
Peace can happen between two countries in three ways: white peace, collapse of a government, and negotiated peace.
A white peace happens automatically if nothing hostile has happened between two countries for three years - no attacks or sieges, etc., and neither side controls any of the territory of the other.
A state collapses automatically on the first of a month, if and only if it controls fewer of its provinces than rebels do. Provinces controlled by other nations don't count either way. When a government collapses there are several effects, including a peace treaty with all belligerents. Any provinces controlled by enemy nations are given to them. Rebel-controlled provinces either go independent, if allowed by revolt.txt, or they revert to government control and the rebels vanish.
Negotiated peaces require you (or another player/AI) to send a diplomat. There are, potentially, up to four different sets of nations that a peace applies to: on each side, the full alliance may or may not be included in the peace. The state sending the diplomat controls this. When you send a diplomat to make peace, it will, by default, be an alliance-wide peace for both sides, if that is possible.
This is only possible if the two states which are negotiating are the "war leaders" for their respective sides. For the attacking side (the alliance which contains the state which declared war), the alliance leader is the war leader. For the defending side, the war leader is the state which had war declared against it. If you are not the war leader for your side, you can only make separate peace.
To switch between offering an separate peace and a full alliance peace, for either side, click on the shield icon next to that side on the peace screen. If you are offering peace, and you are not the war leader, you will see that your icon is
greyed out - it's a separate peace. Similarly, if you offer peace to an enemy that is not the war leader for its side, its icon will be
greyed out.
Note that for a war where a side has only one nation, there is no difference (in terms of the outcomes) between offering that nation a "separate" peace as versus an alliance-wide peace. However, the user interface still defaults to alliance-wide peace, and there are certain demands (see below) which require separate peace. You must click to toggle the offer even though the "alliance" is just one nation. (In my opinion, they really ought to implement a "single nation" label for such a situation, basically similar to separate peace but labelled differently to avoid confusion.)
Peace Demands
Provinces: you can demand from an enemy any province of his that you control, except his capital. The warscore "price" of this is discussed below. You can also demand core province of yours that you don't control, although they will cost double in warscore-price.
Gold offered: +0 for first 25D; then +1% warscore for each 25D
Annexation requires 100% warscore, and must be performed as a separate peace from both sides. Annexation is only available if the victim is a pagan state, or
a state owning only one province. Annexing single-province minor states is generally not a good idea due to its BB cost (see the BB faq, [put link here]). If a nation is its war leader, and you get 100% score, you will have the option to annex - but if you choose it, the peace is necessarily a separate peace and the war will go on with the other countries in the alliance.
When you annex a nation, all of its territory and military forces revert to your control. You don't get its treasury, which just vanishes.
Vassalisation costs 70 warscore, and must be performed as a separate peace from both sides. You will see this form of
vassalisation referred to as "force-
vassalisation" in places, to distinguish it from diplomatic
vassalisation (or, more rarely,
vassalisation from an event).
Force-conversion: requires 50%. Though a separate peace is required from their side, you can make the peace as the leader of the alliance and still force-convert. Note though that force-conversion requires your individual warscore against the victim to be 50% or more. For example, you declare war on Oman as Turkey, and invite your alliance partners. Your alliance grabs all
of their
provinces - 100%. But if you, as Turkey, only have 45% warscore (your allies got the other provinces), you can't force-convert.
Force conversion is only available when your religion and the enemy state religion are related, but different. Western-
rite Christians can force-convert each other between Protestant, Reformed, and CRC/Catholic; Muslims can force-convert other Muslims between Shi'ite and Sunni; and everyone is allowed to force-convert pagans to whatever religion they are. Pagans can force-convert non-pagans. No other combinations can force-convert.
The result of a force-conversion is that the victim government has the same religion as yours, and may not voluntarily convert its religion as until its peace treaty with you expires. (Events can still cause conversions.) Note that Muslims and Pagans, when force-converted, can't switch back; so these conversions are effectively irreversible. Western Christian nations tend to choose their religion to whatever the majority of their provinces are, so force converting them usually won't last.
Facts About Peace Negotiations
Generally speaking, an AI will not accept a peace until it is 10% less than the current warscore. You can ask for more, but usually they'll decline.
If your warscore is 50% or more, and you offer 10% less, your enemy will usually accept. If not, they'll be hit with -1 stability each time. If the victim is a human, and already at -3 stab, then he must accept the peace. Unfortunately there is no way to force peace like this on an AI. If an AI enemy is already at -3 stability, there is no further effect. When an AI is badly beating you, usually the peaces it proposes will be nearly full value ones. However occasionally you will see an AI offer an "unusually
favourable" peace that will cost you stability if you reject it.
No matter what the status of the war is, an offer of 50% less than current warscore will always be accepted. For example, as soon as an enemy alliance declares war on you, you can go to the leader and offer him 1275 ducats, and he will always accept. This is a useful tactic when doing world conquest, because there will be times there where you are cash-rich but peace-poor.
Finally, if you have 100% warscore on an enemy, and additionally you have destroyed all of its military forces, then it will always accept a peace of 90% or less.
P.S.
robin74 and
lawkeeper should be greatly thanked for this
, their posts
were an enormous help.
Hope this helps and I will finish this soon, Sarah (S.L.)