Era of Conquest — Diplomacy Guide

Opinion, treaties, betrayal, and the coalition that forms against whoever is winning · Operator: Chenyjunny

한국어 (Korean) · All guides & articles

Diplomacy is not decoration in Era of Conquest — it is the rule that decides who is even allowed to attack you. You cannot attack another nation unless you are at war with it, so every treaty you sign physically removes a border from the map. On the harder scenarios, where you start hemmed in by neighbours your own size, this is the whole early game.

▶ Play now

The four relations

Neutral grey land sits outside all of this. You can take it any time, from anybody, without declaring anything.

Opinion — the number behind every decision

Every pair of nations has an opinion score from −100 to +100, starting at 0. The AI uses it to decide whether to accept your proposals, whether to attack you, and whether to keep the treaties it already signed.

What moves it

That last line is the important one. Goodwill decays back to neutral at only 1 per turn, so a −70 betrayal takes seventy turns to forget. Diplomacy in this game has a long memory, and the reputation you build in the first twenty turns follows you into the endgame.

The thresholds you need to hit

Gifts cost 8 gold for +10 opinion, which means you can simply buy your way to a pact from a standing start for about 8 gold, or to a defence treaty for roughly 24. When a border is about to open at a bad moment, that is frequently the cheapest military spending in the game.

The world reacts to whoever is winning

The AI does not evaluate you in isolation — it watches the scoreboard.

The strategic consequence is that being obviously first is expensive. There is a real argument for staying a comfortable second while the leader absorbs everyone's hostility — which is exactly what the "runner-up" delegation stance is built to do. See the delegation guide.

Instigating a war — 14 gold

You can pay 14 gold to push another nation into declaring war on a third party. The target has to be someone they could plausibly attack, and you can never point them at your own ally.

This is the best gold-for-effect purchase in the game when it works. It does not cost you a single soldier, it does not damage your reputation with the victim, and it ties up an enemy on a front that is not yours. Its best use is on a stalemate: when you and a neighbour are dug in and neither can break through, opening a second front on their far side is how the deadlock ends.

Practical diplomacy

Guides: About & how to play · Scenarios · Victory conditions · Combat & economy · Delegation · Difficulty & AI