Intel & Diplomacy
The following is a list of treaties that can be signed and declarations that can be made.
- Non-Aggression Treaty (60)
- This treaty calls for the mutual agreement not to destroy the other government’s assets in acknowledgement that they won’t destroy yours. Neither side is allowed to move units through the systems of the other. Should your units end up in the system of a Non-Aggression Treaty (NAT) partner, they can be interned by that NAT partner or allowed to leave at the soonest possible time. If they are interned, the maintenance costs are covered by the interning nation. Should you encounter the units of a NAT partner in an uncontrolled, contested or third party controlled systems, you may not generate engage or invade/land in a system containing their units.
- Peace Treaty (10)
- This is a step beyond a nonaggression treaty and requires a non-aggression treaty. The Peace Treaty calls for non-aggression toward the other’s assets and an establishment of a mutual border. This recognizes the systems of that power and allows both powers to move non-military units through the other’s systems. The most important feature of a Peace Treaty is that it is much harder to withdraw from without the consent of the other power than a Non-Aggression Treaty. Non-military units include trade & colony. Units of a power with which you have a Peace Treaty are considered “friendly” for all purposes.
- Trade Treaty (50)
- This treaty makes it possible for Trade Routes to be established that originate in either signatory, visiting the new partner for the purpose of trade. This cannot normally be done without a trade treaty between the powers. The treaty is reciprocal allowing all powers’ trade fleets to visit any other power’s systems in the treaty. A Non-Aggression Treaty must be in place for a trade treaty to be signed.
- Mutual Defense Treaty (40)
- This is not only an agreement to acknowledge each other; it actually includes an agreement to go to the other’s defense if they are attacked. It requires that a Peace Treaty already be in place. The Mutual Defense Treaty also allows your military ships to travel in the systems of the other powers in the treaty, but does not allow you to move ground forces to systems of other powers in the treaty and vice versa.
- Alliance Treaty (-20)
- The Alliance Treaty is the final step in cooperation between powers and requires a Mutual Defense Treaty with all other Alliance members. It accounts for peace, mutual defense, trade and the ability for the powers to work together in greater capacity. A declaration of war or hostilities against one power automatically results in a declaration of war or hostilities on all other alliance members. All allied powers must agree on any Armistice signed that normalizes relations with a power for those alliance members. To sign a separate Armistice, a power must first withdraw from or break the Alliance Treaty. All current members must unanimously agree to the inclusion of a new Alliance member. A power may only join one alliance at a time. A declaration of war by a member of the alliance on another power does not, however, result in an automatic declaration of war by the rest of the alliance members. However, every alliance member is required to attempt a declaration of war each turn until they succeed or an armistice is signed that ends the conflict. Other members of the alliance can choose to spend Intel Points to increase the chance of a successful declaration of war by another alliance member. (Note: This can result in alliance members being dragged into a war they don’t want by their alliance partners...beware unwanted foreign entanglements).
- Declaration of Hostilities (20)
- This is a statement that gets the gloves off of ships in your government towards that power. The units of the power you have declared hostilities with and the units of a power that has declared hostilities on you are considered hostile. This means that your ships can cross the border, seize cargo and do all things hostile short of conquest of systems. A Declaration of Hostilities allows for the destruction of bases or the bombardment of colonies, but does not allow for the commitment of ground troops for the invasion of any system. This does permit a power to destroy a colony and then colonize the system. The power you declare hostilities against automatically gets the benefits of having declared hostilities on you as well. Signing an Armistice will restore normal relations.
- Declaration of War (-20)
- This is a formal and clear declaration of war against another power. A state of war will exist until one such power is conquered or peace breaks out. The state of war includes all the effects of a Declaration of Hostilities, plus it allows you to commit ground troops. Powers you declared war against automatically get the benefits of having declared war on you as well. Signing an Armistice will
restore normal relations.
- Armistice Treaty (N/A)
- This treaty requires that a Declaration of Hostilities or Declaration of War exists between the powers. Its only function is to end the Declarations of Hostilities or War between all powers involved in the Armistice. An Armistice must be approved and signed by all parties in an Alliance. By its very nature, an Armistice is not broken as it only serves to halt hostilities and doesn’t put into place any other treaty. It restores Normal Relations between the powers that have signed the Armistice.
- Treaty of Co-Belligerence (20)
- A unique situation must exist in order for two or more parties to enter into this form of treaty. All signing powers must at the very least have a Non-Aggression Pact with all other involved powers. At the signing of the treaty, all parties must agree upon a mutual enemy or, in rare instances, enemies with whom all parties are at war. This allows the signers of the treaty to operate together as if they were members of an Alliance in enemy territory. This does not allow for the additional privileges of other treaties unless they are already in place. The treaty is nullified once the conflict is resolved.
- Normal Relations (N/A)
- Once either player makes contact, relations are established at the normal diplomatic state. Normal relations do not recognize a power’s boundaries and you can freely move ships into or out of systems controlled by the other power. Your Forces may not, however, engage or invade systems controlled by the other power. There are two exceptions to this rule. If any of your Forces in a system are attacked by a power at normal relations with you, all of your Forces in that system may engage or attack that power’s Forces in that system for this month. If you previously controlled or currently control a system, your military actions against powers at normal relations in those systems are unrestricted (unless a system is or was part of another power’s recognized borders after the last time you owned it).