The acceptance of diplomatic agreements by computer empires is determined by several factors. Favours can be exchanged through diplomatic trade or obtained through events and have two objectives. First, an empire can resort to favors to add the diplomatic weight of another empire to its own if it votes on resolutions within the Galactic Community as long as they do not vote identically. Second, favours increase the acceptance rate of certain diplomatic agreements or Federation law by 5 euros for each service. An empire may owe up to 10 favors to another empire. Agreements are mutually beneficial diplomatic actions that, when offered by one empire, must accept others for them to take effect. The agreements can be terminated at any time by the two rich, but bring a temporary opinion malus. Defence pacts can only be concluded or broken if both members are at peace. The most specific factor that determines an empire`s acceptance rate is its AI personality. .
Stellaris` diplomacy is inspired by previous paradoxical games and offers an alternative to warmongering. It should be noted that the dialogue on the first contact screen has no bearing on opinion or subsequent diplomacy. . Several empires may call anomalies from the same target empire. . Maintaining any form of sustainable contract generates trust, which increases opinion. The highest amount of trust is limited by the most valid contract between the two parties. The completion of the tree tradition diplomacy grants 50 trust cap. Confidence collapses when there is no new income. Empires with fanatical cleaners can only enter into diplomacy with empires of the same primary species. The sharing of citizens is not necessary, although if it does, there are 200 opinions. .
The rich with the devouring Swarm or Terravore Civics cannot engage at all in diplomacy, even with identical empires. Each empire will have a specific attitude towards other empires dictated by their AI personality, their diplomatic interactions and the relative power of the two kingdoms. Emissaries are smaller leaders and can be assigned to various diplomatic tasks. Once an emissary has been assigned to a task, it cannot be reassigned for one year. Emissaries can be assigned to the following tasks: Some diplomatic relations influence the ethical appeal within an empire. The deal run can have a great influence based on the empire ethics of the other party – always attracting its own population towards a certain ethic. The fake friend can cause internal problems to an empire. Raincoats with the Determined Exterminator Civic can only operate in diplomacy with Windows with Machine Intelligence Authority or synthetic Evolution Ascension Perk. Many diplomatic actions have a 10-year refreshment period once they have been elected.
Some of them are one-sided, while others must be accepted by both parties, which becomes a matter of acceptance. Most diplomatic actions require the sending of certain relations or a messenger in order to improve or harm relations.