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Treaties and Alliances

You can send agreements to other rulers. A treaty starts when the other side accepts it. These are the main agreements.

Tariff Trade Agreement

Trade between two realms, with a tax on goods that cross the border. Both sides earn extra income based on population. This is good if you have many people.

Protective Trade

Guards along the trade routes. This stops enemies from bombing your trade deals, and makes trade deals cheaper to send and to keep.

Free Trade Agreement

People and goods move freely, with no border tax. You earn a lot from income taxes. But people mixing across borders can spread low morale and low support, so watch it.

Terrorist Prevention

The two realms' intelligence agencies help each other find and stop covert and terrorist attacks.

Intelligence Alliance

The two realms give each other covert help in operations, both at home and between planets.

Technology Agreement

The two realms share science. Each side gains some of the other's technology.

Full Defense Alliance

The strongest alliance. You commit a large part of your forces to defend an ally in need. This works only in local (single-board) games.

Declaration of War

Ends an agreement without causing trouble at home. The treaty is not truly broken until the other realm is told.

View Treaties

Shows your relations with the other rulers in the game.