Diplomacy in Endless Space 2 Endless Space 2 Guide
Learn how to speak with aliens in Endless Space 2!
Last update: 30 May 2017
Diplomacy can quickly become an important element that allows you to be in good relations with other civilizations. If you want to have more options then you should develop a few technologies from Empire Development tree. The option for negotiations becomes available when you meet a fleet or fly to a system that belongs to other civilization. Your probes can also be used for that. Usually, other civilizations don't like when you colonize a system that is close to their borders or when you establish an outpost in their system. If other civilization see you as a weaker one you will often receive a scornful information or demands. If you don't fulfill them it doesn't necessary mean that a war is nigh, even if they usually say that, but many of those civilizations will tell you about their attitude towards you.
If you have good relations with other civilizations you can receive a message about a trade or scientific cooperation. If you make such offer it will, most of the times, be accepted. If you feel powerful or you are in a good relationship you can demand or ask them for something. In the Diplomacy Screen you can see your current status and level of relationship (the blue or red bar). You can also click on another civilization to see their relations with you. This can be useful if you are looking for a friend or foe.
The Negotiation Screen opens every time when you click on a symbol or name of a system of a given empire. In this screen you can make demands. The negotiation bar in the upper part of the screen informs you about what you can demand. Turning down a demand may result in breaking all deals and that empire may declare a war on your empire. After writing a demand you must wait a moment to receive an answer from the other civilization.
In the middle you can choose what you want to offer or what are your expectations from the other side. A green plus next to each position, the lower bar shows you what your enemy thinks about your current proposal. Sometimes you only have to offer more Dust or resources, although sometimes there may be a situation in which your enemy, despite having good relations with you and a generous proposal, won't agree to your offer. If you are not sure what you can offer click on Suggest terms button - computer will automatically choose a tempting offer for the other side.
You can sign the following treaties:
- Cold War. In default, this relation status is active during each new relation and after finishing a war when a peace treaty's time has ended. It is a peculiar relation status because it is, to some degree, a peace and a war with other empire both at the same. You can attack your enemy in your or in a neutral area. You can travel in enemy's systems but you can't conquer them. An exception to that is when an enemy's system is in your sphere of influence.
- Peace. This is a much better status than a Cold War. You can't attack enemy's fleets nor systems in any place and under any circumstances. It is used to boost your relations with a given empire.
- Alliance. It is used not only for having better relations with other civilizations but also to protect your territory. This treaty can cause problems to those that want to declare a war on your empire. On the other hand you can take a part in a war that is not useful to you.
- Opening/closing borders. Despite Peace or Cold War your space is available for everyone. However, thanks to this treaty you can deny other civilization to move freely in your territory, although this will worsen your relation, trade and science.
- Signing a trade contract. You open your borders to trade routes that belong to your partner and you allow them to use your subsidiaries for their Trade Company. You also receive the same privileges. If one of the sides doesn't have a Trade Company then this treaty serves only to boost your relations with others.
- Signing a scientific contract. A scientific cooperation between your and other empires can result in a new technology and can increase Science points per turn.
- Exchanging maps. You can offer an exchange of those systems that you already visited or buy exploration achievements from other civilization.
- Vision sharing. After signing this treaty you can see what the fleets and the systems that belongs to your partner see.
Diplomacy with minor factions
Relations with minor civilizations are much easier to handle than with the major ones. First, you must unlock the technologies from the basic stage of Empire Development. Each galaxy has a lot of random factions. They have only one planet and its population is based on the dominating race of a given faction. This space is neutral but it also creates pirate fleets that attack everyone. Seizing such system near your borders should be one of your main goals. If you want to negotiate you should accumulate a lot of Influence points. The better are your relations with a minor faction, the more resource and Manpower they offer you. Assimilating a faction offers you, besides the control over a system and population, a special assimilation attribute that has an impact on your entire empire. A system can be assimilated in two diplomatic ways or you can simply declare a war and proceed with an invasion.
The available diplomatic actions:
- Start Negotiations. Costs a small amount of Influence points. Enables new diplomatic actions.
- Praise. Changes the approval points by a fixed value for a few turns. You can use this action again if you want to increase your relationship points per turn (although its duration time is the same). Each subsequent action costs a lot more points. However, the cost is lowered overtime. It is a useful function if you want to quickly establish a good relationship with a given faction.
- Assist. When you fill about 50-75% of the relationship bar you receive a free assist action. You get a quest which allows you to assimilate a faction without any additional costs.
- Assimilate. Peacefully overtaking a system and adding it to your empire. The relationship bar for a minor faction must be completely full, you must have a lot of Influence points (depending on the size of your empire and the assimilated faction) and none of the other civilizations can be their ally.
- Declare war. Your relations go down to zero but you receive an option to conquer them by force and then to assimilate.
- Selective migration. If you have good relations and you don't have a lot of a particular luxury resource you can encourage a citizen of a system to go to the nearest system that belongs to you. Useful, if you want to increase your population or if you want someone from a particular race.
- Funds for development. By spending a certain amount of luxury resources you can increase planet's productivity and you get more profits from relationship. Also you receive, for a certain amount of time, their special trait. The income of Dust, Science points and Manpower are doubled. Sometimes it is better to have such faction, especially in the beginning of the game, because your profits from a relationship are bigger than from an assimilated system.
- A request for foreign squads. When you use this action (pay a certain amount of luxury resources and be in a good relations with a faction) you receive a group of ships from an alien civilization.