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Humankind Guide by gamepressure.com

Humankind Guide

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Humankind: Diplomacy Humankind guide, tips

This part of the Humankind game guide is dedicated to diplomacy.

Last update: 19 May 2022

On this page of our Humankind guide, you will learn more about diplomacy and gameplay mechanics related to it.

Diplomacy is a way to establish relationships with other players. You can make contact with other leaders on a special screen. In addition to the fairly obvious options like making an alliance or declaring war, you will be able to take other actions as well.

Diplomatic relationship

Diplomatic relationship this is the current status between your empire and another player. This condition affects every player. Diplomatic action is the only way to change these states. They determine how cities, empire boundaries, or individuals will behave toward another nation.

There are 4 types of statuses:

  1. Peace. States are at peace and are not at war. You can trade, establish diplomatic relationship, demands, sign treaties or alliances.
  2. War. During the war, armies of players can wage battles, and cities can be captured and occupied. To fully take control of a city, you need to win a war and place such a city in the peace talks as one of the conquests. The war can be ended by the surrender of one of the parties or by the "White peace", that is, the return to the pre-war state.
  3. Alliance. The two countries will be bound by an alliance and will help each other during the war. If someone starts fighting with one ally, the other can ask for help. In addition, one can sign treaties and agreements that were not available before.
  4. Vassalor Liege. This is an unusual relationship that can be achieved by winning a war with another empire. The vassal state is under the partial control of a liege. The vassal provides funds every turn for his liege, shares strategic resources, and always joins the war of his superior.

Each of these statuses can change dynamically and is dependent on the player's actions. Only making the enemy to surrender forces a change of status, all other players must have a direct impact.

Diplomatic attitude and reputation

Diplomatic attitude - in this section, you can compare how much you are liked (or hated) by the other party. This factor is influenced by various actions, for example, breaking treaties, breaking borders, breaking promises. Differences in ideology are also important. The more you deviate from each other in the way of thinking, the worse the attitude will be, and this will directly affect other diplomatic actions.

Breaking the alliance will allow you to declare war, but it makes you a "traitor" in the eyes of other countries. - Humankind: Diplomacy - Growth and expansion - Humankind Guide
Breaking the alliance will allow you to declare war, but it makes you a "traitor" in the eyes of other countries.

Such relationships are unique to each nation, however, Reputation badges are universal. They are linked to widely condemned or commended actions. And the example of a merchant badge, it increases the more you trade, and that translates into more visibility for your merchants. The traitor badge is a trademark of players who break alliances or declare war out of surprise. Each of these badges affects the relationship with other players.

Treaties

Any empire that is in peaceful relations can establish special agreements. The game calls such agreements treaties. In the diplomacy screen, you can select several types of such agreements and try to negotiate their terms.

There are 4 types of contracts in the game:

  1. Trade These are agreements that allow you to buy and sell luxury and strategic resources.
  2. Information Sharing This treaty regulates the amount of information that players transmit to each other. For example, the location of the capital or sharing maps (areas discovered by both nations).
  3. Border Policy Treaties on the borders of your empires, whether they are closed or open to another nation.
  4. Military Agreements Treaties that define the relationship between your armies allow for dueling outside your territory. You can also request a non-aggression pact.

You can propose any treaty, but it takes several rounds to make a new proposal. The opponent always has options to accept or reject your suggestions. Sometimes he'll make a counter-offer. The approved treaties become binding within the same round. Each treaty has an "improved" version, e.g. first you have to sign a treaty on the exchange of information on the location of your capitals, and only later you can try to exchange maps.

Each treaty leads to the stabilization of relations between the two nations. After all, why attack another nation when relations are very good? Every treaty reduces support for war against such a nation. If you want to declare war on your enemies, don't sign any treaties. Breaking the pact will cause problems (sometimes useful), as support for the war will increase, and the enemy will have legitimate grievances against your empire.

Having an ally opens up a whole new range of options. - Humankind: Diplomacy - Growth and expansion - Humankind Guide
Having an ally opens up a whole new range of options.

If you have the status of an ally with another nation, you can conclude completely new treaties. All "standard" contracts are closed automatically. From now on, you have access to brand new treaties that you can sign with your ally. Free trade or scientific agreements will have a positive impact on economic development, and military cooperation can reach new heights by supporting each other during battles and sieges. The ally is usually in good relations with the other side, so it is always worth signing all available treaties.

Grievance and demand

Any action of the surrounding states has an impact on the gameplay and can lead to Grievance, which can result in aDemand. It depends on each player which of these grievances he will want to realize and point out to the opponent, expecting compensation - at this point demands are made.

The more the grievances, the more the war is supported. In this way, the people will support your drive to war and you will be able to express it without loss in the eyes of other nations. On the other hand, the other party must respond to any request. Refusing a demand can give rise to war or cause an alliance to break up without much consequence. If both sides have any demands, they can give them up in favor of peace. Sometimes it's best not to overreact, especially if you're not ready to fight.

Every grievance creates a unique demand. Below is a list of the most common situations:

  1. Create an alliance with your opponent's enemy. Most often, such a nation will demand to break the alliance.
  2. Annexation of territory by means of a Special Action of expansionist culture. The enemy will want their territory back.
  3. Peace with the enemy or war with the enemy's ally. In both situations, the enemy will want the opposite result, that is, you declaring war on such a nation or signing peace with their ally.
  4. Attacking enemy troops. If you still have a treaty to tolerate skirmishes and a battle has taken place, then another nation will want money as a result of such an event. The same will happen in case of destruction or capture of the enemy post.
  5. Violation of state borders. This is the case if a closed border treaty is signed. When your units enter the enemy's territory, it does not mean an automatic war between nations, but creates grievances. The other party will claim compensation in the form of money.
  6. Any cultural or religious influence can lead to the surrender of territory or demands for a change of religion.
  7. If the player takes control of the city of Independent People (whose patron was the opponent) or will occupy the territory with a natural miracle (discovered by the opponent), then the opponent will want to take such territory for himself.
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