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gzav

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Hello, diplomacy is not granted the most vital aspect of Hearts of Iron, but would you still play the game if no declare war button was in action? What I have compiled through looking over the manual and the older threads is an explanation of each action that can be preformed in the game. Opinions are wanted. Why I made this? No apparent reason bordom ranks high.

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Diplomacy

Diplomacy is the way in which you as a player conduct yourself in the game. Each action requires a certain amount of diplomatic influence (or DI) to use. DI becomes available to a player a constant rate of 1 per month as a major nation as 1 per every other month as a minor nation. Once you have gathered the needed DI to perform an action click on the envelope icon in the top right side of the screen to enter the diplomatic menu.
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*the icon

The menu that appears can alter depending upon what area of the map you click on. Selecting one of your own provinces will cause the menu to display your alignment and alliances, but no actions in the diplomatic actions in the lower box. Clicking on the province of another country will change the menu. Then it will show their alignment, diplomatic agreements, and also actions you can perform upon them. Actions that are available for your use are lit up.

Alignment, In the upper portion of the diplomacy menu one can see a triangle with various symbols upon it. What this graphic shows is the selected country alignment or political beliefs and views. Each corner of this triangle represents the extreme on the three ideologies (democracy, fascist, and communism.) The position on the cursor symbol is where in terms of ideology the selected country falls.

The position of this cursor for the most part will stay reality the same throughout the game for most major nation. Times when you will notice shifts in the cursor are when viewing the ideologies of minor nations whom tend to be affected more easily. Such nations alignment vary and waver depending upon which county (ideology) is exerting the most force/presence upon it.

Actions that cause the alignment of a country to vary are “influence nation” and “stage coup”

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*Example of Diplomatic Menu when own country is selected.​

Those dark (not lit up/not selectable) either require too much DI for one to use at the time, or are just plain not available at the time for use. The options and effects are as follows. These actions are in order as they appear in the lower menu from top to bottom.

1, Declare War, This option is what will cause your nation to plunge into conflict. To declare war upon a country merely select one of its’ provinces (any one) and select this option in the diplomatic menu. Then presto you are a warring nation.

Why is the War box shaded? Either one you do not have the diplomatic influence to perform the action, or you are democratic. To represent that the public favor of war democratic nations can not declare war until their war entry level is favorable to the action. The war entry level in displayed in a blue orb on the top left hand side of the diplomatic menu.

What happens when I declare war? First thing is first when you declare war you will have to try and attack the enemy with any divisions you have set aside for that purpose. War allows you to do this. One effect of war is that if you are a neutral nation and attack one of the main alliances you will instantly join any of alliance warring with that one. Likewise if you are a member in a major alliance and you attack a neutral nation then they will join the opposite fold. One of the more unpleasant reactions of declaring war is hike in dissent. Thus, representing the general public’s dislike of upon war.

2, Demand Territory, This option is only available to certain countries. When this option is available it means that if selected you will ask the country in question to cede to you the area the is accurate. If the country obliges then the area becomes under your control. Massing an army along the border with a country you are going to attempt this option on can sometimes help its’ chance of success.

3, Stage a Coup, A diplomatic weapon that allows one to try and draw nations towards his/her point of view. Once attempted a coup will try to cripple the government of a nation. Considering the coup is a success then the country in question will change its views on subjects to be much more like your own. If the coup fails a civil war might, but most likely won’t erupt in that country. Also the country’s alignment will move away from yours rather than the opposite intended effect. Note, that certain ministers raise your chances of successfully couping a country.

Why can’t I coup a nation? One of two reason. First you might have the same type of government already which means a coup would have no effect. The other reason is yet again that you are lacking in DI to perform the option.

4, Bring to Alliance, This action is only selectable considering you are part of one of the three main alliances. If you are this option will appear in the menu. In order for this action to have a reasonable chance for success your alignment must be close to the nation you are trying to bring into your fold. The large the gap the lesser of a chance it will work. The power of your nation should also be taken into consideration.

5, Influence Nation, This action will attempt to bring target countries alignment closer to yours. Attempts no DI to implement. Note, that the more DI your country possesses the greater its diplomatic clout so to speak. Actions become easier in short.

6, Assume Military Control, This action takes a sizable amount of DI to use. When you can perform the option successfully the target nation allows a player to control its’ military affairs. Note, that this is the only way to control expeditionary forces you send out. It will also allow you to load your expeditionary forces onto transport ships. In most cases a country should only accept any such offer when they are breaking under the pressure of war. Realize though you are not able to control said nation’s tech research, or diplomatic actions.

Why can’t I assume military control? Either you yet again have too little DI or are not allied with the target nation one of the requirement to perform said option.

7, Send Expeditionary Force, When a player selects this option they are granting a target country joint control over one of their units. This will allow the target nation to use said force for any purpose they see fit. The owner (player) must supply said unit for it to function. While you can move the division about you are limited in that you can’t transport it over expanses of water.

8, Military Access, This action can only be requested of a neutral nation. If said nation accepts the offer then a player may move his troops through that country’s territory. Which normally serves as a barrier.

9, Share Research, Send your technological secrets to any nation of a your choice. Once used the target nation has been granted the benefits of the tech advance you have selected to grant them. This option can be exploited to view which techs you have discover but the AI, or other human are yet to reach.

Peace Options

These are diplomatic choices that will only appear and be useable during a time of war when you meat the requirements for each individual option.

1, Sue For Peace, This is an option that can always be selected. Most cases will result in such an offer being reject though. Most major nations will not consider it, but minor nations might. If chosen and successful then the two nations in question return to a state of peace. This can be conducted as joint peace if a player is alliance head, or a separate peace if alliance member. A separate peace will result in the offering country being thrown out of its’ alliance whatever that may be.

2, Annex, To annex a nation is to take total control over said country. In order to annex a country a player must occupy the target nations key points and capital. Key areas are distinguished by a star and number in the province information menu. Similar to when one declares war on a nation annexing a group of unique peoples will cause national dissent to rise. In the latest patches 40% of the annexed nation resources travel into the hands of the conquering. This form of conquest is the way in which to replenish the manpower pool. Note, that you can annex if your allies are also in possession of key points.

3, Install Puppet Reign, In order for this action to be selectable one most occupy two thirds of the enemies key territory. The result will come in this form. First all land that the occupier is in control of reverts to the hands of the country which is being puppeted. The defeated country’s alignment become the same as its’ conqueror, and it joins the occupiers alliance (if any.) The occupied country is allowed to keep control over all of its’ military forces, and ships in port. All ships at sea will become the property of the occupier or his alliance members.

Variables

Remember that all diplomatic action are subject to the tyranny of variables. These range from your perspective countries ideology to the size of your army, and its position. Keep in mind such aspects of the game can be exploited to your advantage in future games.