1. Reputation and relations go from -1.0 to +1.0. Lowest to highest:
Reputation:
Despicable -1
Deceitful -0.8
Very untrustworthy -0.6
Untrustworthy -0.4
Dubious -0.2
Mixed = 0.0
Reliable 0.2
Very Reliable 0.4
Trustworthy 0.6
Very Trustworthy 0.8
Immaculate 1
Relations:
Abysmal -1
Terrible -0.8
Very poor -0.6
Poor -0.4
So-so -0.2
Reasonable =0.0
Amiable 0.2
Good 0.4
Very Good 0.6
Outstanding 0.8
Perfect 1
1. High reputation will give some benefits:
- Trusted ally- if rep is higher than reliable (precisely 0.3) your allies will not attack you,
- Better relations with others, smaller chance of being attacked,
- New trades and alliances and even buying settlements are easier,
3. To raise reputation:
- Release prisoners (also improves relations with your enemy)
- Assist your allies in battle,
- Take part in crusades, jihads and conquer the targets
- Build big cathedrals and mosques, and big charity centers,
- Never exterminate or sack cities, be very careful to start the war first.
4. If you are at war and relations fall to terrible or abysmal your enemy may not want peace no matter what. Just stay in your territory, release prisoners if he attacks you, wait until he forgets a little bit the harm done and when relations go up, try ceasefire again. Being at war is sometimes beneficial as winning battles and releasing many captives gives good reputation the fastest.
5. When you are among one of the 5 or even more one of 3 biggest factions, the relations will gradually decrease to very bad, and that should result in a war from many directions. If your reputation is very good, it will not happen or will happen later (remember that some factions start already being one of the biggest)
6. Buying or trading settlements is very rare, if another faction has only few settlements probably there is no reasonable price that will make them sell it.
7. Beware of being called warmonger as it will decrease rapidly your relations and public order in your cities.
8. Giving money as a gift will help your relations very little and not affect your reputation at all (neither + nor -). Usually, the amount to pay for increase in relations is too big to make it worth it. Alliances are also much more expensive than before or in vanilla.
9. Many times, especially in beginning, you will need to wait for the other factions to propose the alliance or ceasefire- you will basically have not enough money to pay for it. It’s on purpose, otherwise the whole diplomacy in the game is reduced to have a lot of money. There are only 5 cases when the AI will want peace (even sometimes to the point of paying a lot for it):
- randomly (so if you want peace, send diplomats every turn)
- when much weaker than human (three entries with very specific conditions- military balance, free strength balance, frontline balance and especially number of enemies counts)
- has a ceasefire mission from the Pope (only between catholic factions, even if AI is winning and is very stronger, sometimes the player may not be conscious of being helped by the Pope)
If you enemy doesn’t want peace, you are the one that needs to pay for it. After signing a treaty, there is a time when no attack will occur (10 turns after ceasefire and 20 turns after alliance).
10. As alliances are more expensive and the diplomacy more precarious- choose your allies well. The world will soon be divided into different groups of allies. If you rep is good enough to be treated as a trusted ally you will benefit from your allies helping you in war. To survive as Portugal, Hungary, Serbia and some other factions depends on having trusted allies and keeping some borders protected. Most of the times it is extremely difficult or impossible to wage war with few enemies at the same time.
11. The difficulty raises with time. In the beginning the player have a little easier time to prepare for war. After turn 50 AI becomes more aggressive, after turn 100 your allies will be more backstabbing (if you are not considered a ‘trusted ally’).
There are other factors in diplomacy, but not so important as the ones above. The ones I wrote above are tested to be working and trigger but still needs improvement. Following your feedback, I will continue working on it and raise/ lower some factors to make it work better.