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May 8, 2004
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I don't know about you folks but I count 5 annextion threads currently too many so a faq will soon be provided on Annextion how it's done, and just in general peace treties. Any ideas on what to include? I'm going to post my first part of it or the whole thing in a few hours or a day or two at the most. Help is always welcome.

Thanks, SL

So far I am only putting in

*Diplo-annexation
*Hostile Annextion (how to do requirements)
*Warscore
*Peace Resolutions (what you can do and what is needed for each option)
*Diplo-Vassalization (thanks for the idea)
 
Last edited:

the_genius

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a really good idea... there's a least a thread daily only asking that... so, it's better to compile the exact data and the tips of that matter...
 
May 8, 2004
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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

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.

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, Sarah (S.L.)
 
Last edited:

unmerged(4344)

Colonel
Jun 11, 2001
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Peace Negotiations

Hi,

here's a partially complete thing I wrote some time ago... might be useful to you. I still don't know exactly how warscore is computed.



[size=+1]Making Peace[/size]

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. It's 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 inferface 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.)


[size=+1]Peace Demands[/size]

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 against 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.

Vassalization costs 70 warscore, and must be performed as a separate peace from both sides. You will see this form of vassalization referred to as "force-vassalation" in places, to distinguish it from diplomatic vassalization (or, more rarely, vassalization 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 their sectors - 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-rites 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.


[size=+1]Facts About Peace Negotiations[/size]

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 favorable" 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. (is this really true?)


[size=+1]Computation of Warscore[/size]

Each battle won: +1% for winner, -1% to loser

Enemy possessions controlled:

Each trading post: 2%
Each colony: 4%

City 1000-4999, wrong religion/culture for owner: 6%
City 1000-4999, one of culture/religion wrong: 8%
City 1000-4999, both culture/religion match owner: 10%

Larger cities: +2% for each doubling of pop above 5000
5000-9999 +2
10000-19999 +4
20000-39999 +8
40000-79999 +10
etc.

Manufactory in city: +6%
Gold mine in city: +8%
COT in city: +12%

Capital city: +6%

Note: the numbers above, I basically made up. I'm not really sure on any of them except the battles, TPs, and colonies. I'm hoping to get people interested in doing some research to figure out how WS is computed for provinces.
 
May 8, 2004
699
0
Wow, full kudos to you mate. Do you want to strive for a seperate FAQ or can I put it in this one (giving you full credit of coure.) I'll wait for your approvial before I do anything. That is a very nice piece of work.

Edit; About the numbers can I cut them if nobody around here has a clud at the correct one?
 
Last edited:

unmerged(4344)

Colonel
Jun 11, 2001
831
0
I see you've already grabbed it; good. Use it with my blessing; that's why I posted it here. I can see having it as a separate FAQ, though, since peace negotiations are a fairly big deal in the game.

I must say I prefer:

[size=+1]Header[/size]

to

Header (or Header)

... but that's up to you. Of course I realize you are wanting two levels of headers, not just one. I'd suggest using size+1 for overall headers, then just bold for subheaders. Like this:

[size=+1]General Topic[/size]

blah blah

Subtopic

yada yada yada



About the details of warscore: I'm still hoping some exterprising soul will look into that, and come in here and enlighten us all. It's not hard, just a matter of getting some provinces and developing theories. Anyway it doesn't have to be totally correct, just good enough.
 
May 8, 2004
699
0
Ok I'll fix that but really any suggestion from anyone before I submit this?
 

IEX Totalview

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sliver legion said:
Ok I'll fix that but really any suggestion from anyone before I submit this?

Suggestions, just for the first bit:

1) Run a spelling and grammer check. God knows I'm not perfect, but there are some fairly obvious errors that can be easily fixed.

2) War score requirement for force vassalization is 70 percent, but you usually need 90 percent plus before a country agrees to it.

3) Force vassalized countries are not more or less loyal than diplo-vassalized ones. They usually start out with bad relations, so you need to fix those and it will usually behave itself (more or less). But the game doesn't treat force and diplo vassalized countries differently.

4) On effects of vassals, you might want to include some information on the new manpower effects they provide, as well as specific numbers for what type of income they give.
 

unmerged(23437)

Colonel
Dec 13, 2003
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IEX Totalview said:
1) Run a spelling and grammer check. God knows I'm not perfect, but there are some fairly obvious errors that can be easily fixed.

Grammer :D Oh, the irony. Give me a few hours, 'till I'm free, and I'll give it the once over. I'll probably miss a couple, but I'm better than using a spell checker...
 

unmerged(9404)

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Wreck said:
[size=+1]Peace Demands[/size]
Demanding military access cost 20% (?) warscore

A concluded peace will automatically lift the trade embargos of the defeated nations against the victorious nations.


Wreck said:
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.

Not true in my experience. The ai will generally accept a peace offer if it's 30% less than the current warscore. Asking for more can be accepted but it is less likely. The ai is more likely to accept a peace offer if the war exhaustion is high.

Wreck said:
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.

1.08 relase notes said:
-A player nation is now automatically forced to accept peace if all core provinces and all provinces with a landconnection to the capital and the capital itself is occupied
A human player is not forced to accept a stab hitting peace offer when at -3 stab

Wreck said:
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. (is this really true?)

When the ai controls no provinces and and has no military forces it will accept a 100% peace offer.

Also add that you cannot demand more than 100% warscore (used to be possible before 1.08)
 
May 8, 2004
699
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I have not read it yet give me a bit sorry. Um I don't have the most recent patch so what is the manpower effect. I'll have this stuff fixed soon. :D

Thanks
 

unmerged(23437)

Colonel
Dec 13, 2003
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Ok, so here goes. I've corrected spelling, language and clarified a couple of ambiguous sentences. The occasional factual error has been sorted out, but I make no claim for its factual accuracy, merely spelling, punctuation and grammar.

I have to confess, I've been a bit of a pedant and made all the spelling consistent with standard UK English (your writing gave me the choice, and well...) Emboldened text has been altered.

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.)

Something I didn't correct but sentences beginning "In my opinion...", don't belong in an FAQ (in my opinion ;) )

One other thing: apostrophes. I'll leave it there.

Please don't take any of this as being overly critical, but I know how difficult it is to spot errors in one's own work. Thus, it's often a lot easier for someone else to run through it.
 
May 8, 2004
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Yeah um I don't know how to say this but I already did that and where did I write in my opinion I tried to avoid that? Well thanks anyway I'll use yours it's most likely better considering I made my while half sleeping. :) Looking at yours you caught a few more than me thanks agian.
 

unmerged(23437)

Colonel
Dec 13, 2003
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sliver legion said:
Yeah um I don't know how to say this but I already did that and where did I write in my opinion I tried to avoid that?

I was thinking of this sentence:
(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.)
But perhaps that wasn't meant to be a part of the official FAQ?

And I was aware you probably already spell-checked, but as I explained, it is easy to miss stuff yourself. I probably missed some, too--use a combination of both to get the best results :)
 
May 8, 2004
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Oh I understand one of Wreck's sentences. My mistake I'll find that and I re-read it this morning was what I meant. :D Of course I don't really have the best skills in english. I missed some of your nicer grammar edits.
 
May 8, 2004
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Last call for content edits.

edit; sorry about the double post.
 

unmerged(23437)

Colonel
Dec 13, 2003
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sliver legion said:
Last call for content edits.

edit; sorry about the double post.

Argh! I just noticed something. There's a sentence in there which reads "entire sentence removed" and was meant to be editorial on my part to explain a change which had happened, rather than a part of the content per se. Sorry I didn't explain that at the time.

Please remove the sentence, either sliver legion or a mod!
 
May 8, 2004
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Done thanks your being a great help.
 
Feb 12, 2004
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@ Silver legion : could you clean your PM box ?
Thank you.

lawkeeper