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This article has been verified for the current PC version (3.10) of the game.
Good Diplomacy

Diplomacy between plantoids and arthropoids

Diplomacy in Stellaris draws on the model of previous Paradox games and offers an alternative to warmongering.

Envoys[]

Envoys are minor leaders that can be assigned to perform various diplomatic tasks. Once an envoy is assigned to a task, it cannot be reassigned again for a year. Envoys can be assigned to the following tasks:

  • Improve Relations with another empire, which grants +0.25 opinion per month to and from the target empire (up to +150) and removes the relation requirement for positive diplomatic actions
  • Harm Relations with another empire, which grants −0.5 opinion per month to and from the target empire (up to −150) and removes the relation requirement for negative diplomatic actions
  • Assign to a first contact, and they will investigate and discover the aliens for you
  • Assign to build a Spy Network, which will increase infiltration in another empire over time. With an active Spy Network, Operations can be carried out.

Each Empire starts with 2 Envoys by default and can gain additional ones in the following ways:

Source Available envoys
Fanatic Xenophile Fanatic Xenophile ethic +2
Diplomatic Corps civic +2
Pompous Purists civic +2
Empath civic +2
Public Relations Specialists civic +2
Shared Destiny ascension perk +2
Building Grand Embassy Complex building +2
Orbital Embassy Complex orbital ring building +2
Interstellar Assembly (stage IV) +2
Xenophile ethic +1
Broken Shackles origin +1
Delegated Functions civic +1
Galactic Sovereign civic +1
Corporate Sovereign civic +1
Building Embassy Complex building +1
Building Sanctum of the Whisperers building +1
Bureau of Espionage edict +1
Observation Instinct edict +1
Covert Analysis Algorithm edict +1
Diplomatic Grants edict +1
Enhanced Surveillance edict +1
Politics Politics tradition tree +1
Diplomacy Diplomacy tradition tree finish +1
Enmity tradition tree finish +1
The Federation The Federation tradition +1
Universal Compatibility Universal Compatibility tradition +1
Double Agents Double Agents tradition +1
Autonomous Agents technology +1
Embodied Dynamism technology +1
Policies Courtly Knights Knightly Duties policy +1
Interstellar Assembly (stage II) +1
Open Society empire modifier +10%
Inward Perfection civic −1

Diplomatic actions[]

Many diplomatic actions have a 10-year cooldown once chosen. Some of these are unilateral while others need to be accepted by both sides which becomes a matter of acceptance. Most diplomatic actions require certain a Relations level or an envoy being sent to improve or harm relations.

Maintaining any form of lasting treaty generates Trust, which increases Opinion. The maximum amount of Trust obtainable is limited by the most valuable treaty between both parties. Acquiring the Direct Diplomacy perk from the Diplomacy tradition tree Diplomacy tradition tree grants Trust cap +50 trust cap. Trust decays by −0.25 per month if there is no new income (i.e. no ongoing treaty that generates trust).

Action Effects Trust growth Trust cap Relations Requirements Limit
Improve Relations Sends an Envoy to increase Opinion up to +150 0 0 50 0 Any Harming Relations N/A
Harm Relations Sends an Envoy to lower Opinion up to −150 0 0 50 0 Any Improving Relations N/A
Build Spy Network Sends an Envoy to build a Spy Network 0 0 50 0 Any Spy Network N/A
Make Claims Switches to the Claims interface. 0 0 0 0 Any Can claim any system N/A
Declare War Enters the Wargoals menu to declare a war −50 −2 50 0 Any
  • Truce, pact, or federation with target
  • Branch office on target's planets
N/A
Close/Open Borders Controls border access. The initial stance is determined by the Initial Border Status policy. −20 0 50 0 Any
  • Truce
  • Rivalry
  • Same Federation
  • Not available between overlords and subjects
N/A
Invite to Federation Invites the target empire to join a Federation. Other Federation members must agree. +50 +1 100 −2 Excellent N/A
Ask to join Federation Requests to join an already existing Federation. Other Federation members must agree. +50 +1 100 −2 Excellent
  • Target is part of a Federation
  • Both empires at peace
N/A
Kick from Federation Starts a vote to kick the member from the Federation 0 0 50 0 Any
  • Member of the same Federation
  • At peace
N/A
Ask to leave Federation Requests to leave the Federation. Refusal grants the Secession Casus Belli and a decaying −45 Opinion. 0 0 50 0 Any
  • Hegemony Federation
  • At peace
  • Target is the Federation president
N/A
Association Status The empire and the Federation will not be able to declare war upon each other. +10 +0.50 100 0
  • Positive
  • Excellent
The majority of federation members must agree to granting or removing the status but the associate member can cancel it at any time N/A
Propose Subjugation Enters the Terms menu to propose becoming overlord +25 +0.25 50 0 Excellent Both empires at peace N/A
Ask to be their Subject Enters the Terms menu to propose becoming subject +25 +0.25 50 0 Excellent Both empires at peace 1
Release Subject Grants independence to the subject and sets a 10-year Truce 0 0 50 0 Any N/A
Integrate Subject Integrates a Vassal or Protectorate into the overlord empire. 0 0 50 Variable Any
  • Integration Permitted term of agreement
  • Sufficient Influence
1
Insult Decaying −200 Opinion and −5 Trust. With the Satisfying Insults technology it gives −300 Opinion and +50 Influence (5 years cooldown). 0 0 50 0
  • Terrible
  • Tense
N/A
Add to/Kick from Imperial Council Decides who is member of the Imperial Council. 0 0 50 0 Any
  • 100 influence
  • Galactic Emperor
  • By Appointment Imperial Council resolution
  • Target is a member of the Galactic Imperium
1-5

Unilateral agreements[]

Unilateral agreements are diplomatic actions that are only proposed and ended by one of the empires, with no input from the recipient. Rivalries can only end 10 years after they were proposed.

Agreement Effects Relations Truce if ended Trust growth Trust cap Limit Target independence
Rivalry Closes borders and grants the Animosity Casus Belli
Reduces claim cost by 20%
Terrible −100 −2 50 +0.5 3 Independent
Guarantee Independence The guaranteeing empire will join the target's defensive wars Neutral
Positive
Excellent
+10 +0.25 50 −0.25 3 Independent
Support Independence The supporting empire will join the war against the overlord if the subject starts a war for independence
The supporting empire's power will be added to the relative power of subjects opinion modifier between the subject and the overlord
Any 0 0 50 0 N/A Subject
Secret Fealty The target empire gains the Allegiance War casus belli Excellent 0 0 50 0 N/A Subject

Bilateral agreements[]

Bilateral agreements are mutually-beneficial diplomatic actions that when offered by an empire must also be accepted by the recipient in order for them to take effect. Agreements can be ended at any time by either empire but doing so will cause a temporary Opinion penalty.

All bilateral agreements aside from Embassy require either Embassy or the Diplomatic Networking tradition. Defensive Pacts and Federations can only be made or broken when neither empire is at war with anyone. Federations also require the The Federation tradition.

Agreement Effects Requirements (any) Truce
if ended
Opinion
if ended
Trust growth Trust cap Barbaric Despoilers Shared info
Relations Trust
Embassy
  • Envoys improve relations 3 time faster
  • Diplomatic pacts give 20 more Intel
  • Enables other bilateral agreements without requiring the Diplomatic Networking tradition
Neutral 0 0 0 +0.10 50 0 0 Diplomatic Pacts
Non-Aggression Pact Neither empire can declare war upon each other Neutral 10 −50 0 +0.50 75 20 −0.25
Research Agreement
  • +25% Research Speed for technologies discovered by the other empire
  • Description will list the number of technologies known only to one empire
Positive 20 −25 0 +0.10 50 30 −0.25 Relative Technological Power
Commercial Pact Both empires will gain the economic bonuses of 10% of each other's Trade Value Positive 20 −25 0 +0.25 50 20 −0.25
  • Relative Economic Power
  • Medium Intel on Systems
  • High Intel on Colonies
Migration Treaty
  • Pops can migrate between the empires
  • Both empires can use each other's Pops in colony ships
Positive 20 −15 0 +0.25 50 30 −0.25 Low Intel on Systems
Defensive Pact If either empire is attacked the other will join the war as a defender Positive 20 −100 20 +0.75 100 40 −1
  • Relative Fleet Power
  • Low Intel on Systems
Federation
  • Neither empire can declare war upon each other
  • Both empires keep borders open towards each other
  • If either empire is attacked the other will join the war as a defender
  • Additional effects based on Federation type and laws
Excellent 30 −200 50 +1 100 70 −0.5 Federations Low Intel on Systems

Acceptance[]

The acceptance of diplomatic agreements by computer empires is determined by multiple factors.

Agreement Friendly Attitude Receptive / Cordial / Protective Attitude Neutral / Wary Attitude Overwhelming Relative Power Superior Relative Power Shared Rival Opinion Distance Other factors
Embassy +100 +40 −25 +20 +10 +40 per Rival +5 per 10 Opinion −0.5 per hyperlane +60 per shared Defensive Pact
Non-Aggression Pact +100 +50 0 +100 +50 +50 per Rival +2 per 10 Opinion −1 per hyperlane −30 per existing Non-Aggression Pact
Commercial Pact +100 +50 0 0 0 0 +4 per 10 Opinion −1 per hyperlane +1 per given Trade Value
−30 per existing Commercial Pact
Research Agreement +100 +50 0 0 0 0 +4 per 10 Opinion −1 per hyperlane +0.5 per tech either empire doesn't have
−30 per existing Research Agreement
Migration Treaty +10 0 0 0 0 0 +5 per 10 Opinion −1 per hyperlane +10 Loyal attitude
Defensive Pact +50 +20 −50 +20 +10 +30 per Rival +2 per 10 Opinion −1 per hyperlane +30 per shared Defensive Pact
−50 per existing Defensive Pact
Federation +30 0 −50 +20 +10 +10 per Rival +1 per 10 Opinion −1 per hyperlane +100 Federation Associate
+30 Crisis
−30 different War Philosophy policy
Subject Demand +20 0 −20 +100 +50 0 0 −0.5 per hyperlane −100 below 50 Trust
−0.25 per pop

Personality[]

The most specific factor that determines an empire's acceptance rate is its AI personality.

AI personality Agreement Federation Trade Willingness
Decadent Hierarchy +20 −10 0 0 −100 −30 −30 −30 −30 −30 −10 90%
Democratic Crusaders 0 +20 0 0 0 +10 0 +10 0 0 −50 90%
Erudite Explorers +5 +5 +50 +10 0 0 0 0 +10 −10 0 90%
Evangelizing Zealots 0 0 −20 −20 0 −20 −20 −10 −20 +20 −20 75%
Federation Builders +25 +25 +15 +15 +10 +20 +10 +10 +10 +10 +10 95%
Harmonious Collective +20 0 +10 +10 −10 0 0 0 0 0 0 90%
Hegemonic Imperialists −10 +10 −10 −10 −50 −20 −20 −10 −20 −20 0 80%
Honorbound Warriors −100 +20 0 −20 0 −10 −20 0 −20 −20 −10 70%
Migratory Flock +20 0 +20 +20 +100 +20 +20 +10 +20 −20 +10 110%
Peaceful Traders +20 0 +10 +20 +20 +10 +20 −10 +10 −10 +10 100%
Ruthless Capitalists −10 0 +10 +20 0 −10 +10 −10 −10 −10 −10 100%
Slaving Despots −20 0 0 0 −100 −10 −10 −10 −10 −10 0 80%
Spiritual Seekers +20 +10 +10 +10 +20 +10 +10 +10 −10 +10 +10 90%
Xenophobic Isolationists +20 −20 −20 −20 −100 −50 −50 −50 −50 −50 −50 50%
Fanatical Befrienders +50 +50 +50 +50 +50 +50 +30 +30 +30 +30 +30 100%
Fanatical Purifiers 0 0 0 0 0 50%
Hive Mind −10 −10 0 −50 −100 −30 −50 −50 −50 70%
Machine Intelligence 0 0 0 −30 −100 −20 −20 −100 −30 80%
Rogue Servitors 0 0 0 0 0 0 0 −100 +10 90%
Driven Assimilators 0 0 0 −50 −50 −50 −50 −100 −50 50%
Determined Exterminators 0 0 0 100%
Crisis Aspirant 0 0 0 0 0 0 0 0 0 0 0 25%
Overlord Indolent Overlord 0 0 0 0 0 0 0 0 0 0 0 50%
First Contact Benevolent Corporation +20 −10 +10 +50 +10 0 0 0 0 0 0 75%

Trade deals[]

Trade deals are instant or monthly transfers of resources or other assets between two empires. Deals that transfer monthly resources last between 10 and 30 years; once the AI fills their stockpile, long-term contracts become only viable option. It is possible to break long-term trade contracts if not enough resources are stockpiled, but this causes an opinion penalty. Diplomatic trades often can yield better deals than the market. The AI will never accept mixed long-term/instant trades. Although Gestalt Consciousness empires have no use for consumer goods or Zro, they are still willing to trade for them.

Trading requires a neutral or positive attitude between the two empires. Empires holding a negative attitude will accept only gifts (giving them resources without them giving anything in return). Fallen empires only trade if they are patronizing or enigmatic towards the proposing empire and will never trade strategic resources. Resources cannot be traded between overlords and subjects if the terms of agreement include contribution or subsidies in that resource.

Trade willingness shows how much an empire is open to trading with other empires and is dependent on their AI personality. The lower their trade willingness is, the more favorable a trade deal has to be for them to see it as fair. Empires with less than 75% trade willingness will never make offers.

In addition to resources, the following things can be traded diplomatically:

  • Communications: Valued based on the number of new contacts. Does not include Enclaves. Fallen Empires always refuse.
  • Active Sensor Link: Valued based on distance, neighboring empires being more interested. Allows the empire receiving the link to see everything the granting empire can see. Only available as a timed deal. Fallen Empire always refuse.
  • Transfer System: Available only towards neighbors during peacetime, it is the most valued trade option and can be used to offer to cede one of your star systems, usually non-preferred planets that are too expensive to terraform or adapt pops to, or as a way to ease opinion penalty of claims or border tension. The AI will always refuse to accept systems that contain colonized Holy Worlds or border the Militant Isolationists.

Subject trade deals[]

Subject empires have additional trading options with their overlord:

  • Borrow Fleet: Gives the subject temporary control a fleet. Valued based on how much of the total fleet power the fleets represent.
  • Pledge Loyalty: Only available from a subject towards the overlord as a timed trade deal; if the subject has 150 opinion or better towards the overlord, it gives +2.5 loyalty monthly, otherwise +1.5 monthly.
  • Share Empire Data: Adds +20 intel from the giver to the recipient; can be given by the overlord if they have 80 or less intel on the subject; can be given by the subject if they have 40 or less intel on the overlord.
  • Loyalty: Only available from a subject towards its overlord, each point of loyalty will increase trade acceptance by 1. Loyalty can be used even if the value would become negative, up to −100.
  • Transfer Leader: Requires a tier 2 specialized subject, transfers a subject leader to the overlord. Valued based on the leader's abilities. Requires both empires to have the same authority if Gestalt Consciousness.

Specialist subjects have additional, unique trade options which extend their bonuses to the overlord, usually at the cost of their own:

Type Trade Time Timed Effect Overlord Subject Multiplied by Tier
Bulwark Bulwark Prefabs Defense Platform
  • Defense platform build cost Build cost

−25% +25%
Bulwark Technology
  • Researched Bulwark technologies given as options to Overlord

  • Subject gets Bulwark Technology Sharing modifier for Time 1 year:
    • Reduces shared technologies' type(s) production by −10%
Prospectorium Prospectorium Prospectorium Techniques Monthly strategic resources +5% −5%
Prospectorium Technology
  • Researched Prospectorium technologies given as options to Overlord

  • Subject gets Prospectorium Technology Sharing modifier for Time 1 year:
    • Reduces shared technologies' type(s) production by −10%
  • Subject pays 100 strategic resources by technology shared
Scholarium Scholarium Processors Research station output
  • +10%

  • +10%
  • −5%

  • −5%

Scholarium Hypotheses Research alternatives +1 −1

Trade acceptance[]

The trade acceptance number shows how much the other empire favors a deal. A trade acceptance lower than 1 means that the other empire sees the deal as disadvantageous for them and will always refuse it. A trade acceptance of 1 means that AI empire sees the deal as fair and will always accept it. A trade acceptance higher than 1 means that the other empire sees the deal as advantageous for them and will give a temporary bonus to their opinion, up to a limit of +100.

Favors[]

Favors can only be obtained through events and have two purposes. First, an empire can call upon Favors to add another empire's Diplomatic Weight to theirs (+10% per favor) when voting Resolutions in the Galactic Community as long as they don't already vote identically. This does not decrease the other empire's diplomatic weight for the vote. Second, Favors increase the acceptance rate of certain diplomatic agreements or federation laws by +5 for each Favor. An empire can owe another empire up to 10 Favors.

Multiple empires can call upon Favors from the same target empire and one empire can simultaneously call upon Favors from multiple target empires.

Attitude[]

Each empire will have a specific attitude towards other empires dictated by their AI personality, diplomatic interactions and the relative power of both empires.

Attitude Trade & Pacts Prefer peace Other Effects Requirements Description
Neutral none none below This Empire does not consider us relevant to their interests.
Wary none inferior relative power and shared border This Empire maintains a cautious attitude towards us.
Receptive more inclined to accept diplomatic pacts diplomatic AI personalities This Empire is interested in closer relations with us.
Cordial more inclined to accept diplomatic pacts high opinion This Empire is amenable to peaceful coexistence and trading with us.
Friendly more inclined to accept diplomatic pacts and join a federation high opinion and successful past diplomacy This Empire views us as a friend and may be willing to form an alliance with us.
Protective more inclined to accept diplomatic pacts and may propose subjugation high opinion and superior relative power This Empire believes that we are weak and need their protection.
Suspicious none low opinion This Empire views us with suspicion and mistrust.
Rival none rival with low opinion This Empire views us as their rival.
Hostile none very low opinion This Empire views us as their enemy. They are likely to attack us if they think they can win.
Domineering only uses the Subjugation Casus Belli low opinion and Subjugator AI This Empire believes that we would make a fine vassal.
Threatened none high threat rating This Empire views us as a threatening menace.
Overlord none overlord This Empire is our overlord.
Loyal none subject with positive opinion This subject is loyal to us.
Disloyal considers the relative power of other subjects as well subject with negative opinion This subject resents its subservience to us.
Dismissive none Fallen Empire This Fallen Empire considers us largely beneath their notice.
Patronizing may bestow gifts Fallen Empire with high opinion This Fallen Empire views us as errant children in need of their guidance. They may deign to bestow gifts of technology, resources or ships on us.
Angry will send a demand which will grant them Casus Belli if refused Fallen Empire with low opinion We have angered this Fallen Empire with our actions, and they may declare war to punish us.
Arrogant no effect distant Awakened Empire This Awakened Empire views us with dismissive arrogance.
Imperious will propose subjugation neighbor Awakened Empire This Awakened Empire views us as a future subject. They are likely to demand we surrender our independence.
Belligerent none Awakened Empire with low opinion This Awakened Empire views us as a target of conquest. They are likely to attack us.
Custodial accepts joining a Federation Guardian Awakened Empires This Awakened Empire believes that it needs to protect us from the crisis currently threatening the galaxy. They are likely to attempt to ally us.
Enigmatic opinion is hidden and has no impact Ancient Caretakers This Fallen Empire is an ancient artificial intelligence that behaves in a strange and unpredictable manner. We do not know what to expect from it.
Berserk attacks any empire nearby Malfunctioning Custodians This Awakened Empire is an ancient artificial intelligence that has gone berserk. It is likely to attack anything and anyone around it.

Genocidal Diplomacy[]

Empires with the Fanatic Purifiers civic can only engage in diplomacy with empires of the same primary species. Note that this other empire will still have −1000 Opinion towards Fanatic Purifier, unless it is also a Fanatic Purifier (in which case they have +200 Opinion towards each other).

Empires with the Determined Exterminator civic can only engage in diplomacy with empires with Machine Intelligence authority or Mechanical Mechanical main species.

Empires with the Devouring Swarm and Terravore civics cannot engage in any diplomacy at all, not even with identical empires. Envoys are thus only useful to them for Espionage and First Contact.

References[]


Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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