Diplomacy, or rather what you do diplomatically is a huge factor, whatever faction you are playing, or whatever difficulty setting you are playing.
The Cabinet:
Your Minister Cabinet has a strong effect on this also.
To that end, here are a few pointers.
Your First Minister is your most important. He gives you any diplomatic bonuses and prestige you are going to get. Your Head of State also effects this but there is nothing you can do about him or her.
On the first turn of any campaign install your best man in this position. If you get someone better in the course of play, then by all means, exchange the two.
Agreements & Treaties:
Also on your first turn, just after choosing your First Minister go to the Diplomatic Menu. Arrange all of the Trade Agreements you possibly can. Don’t forget that Land Routs do not count against you Ports.
A rule of thumb is that the more regions a Faction has, the more you will make in trade. Certain factions always have their ports blocked early in the game so if it is a choice between a Major Faction that is always blocked and a minor one that never gets involved in wars, then go with the minor.
Alliances can entangle you in war but some will keep you out of it. Particularly those factions with many bordering factions need to reach an agreement of some kind with as many of those as you can.
Many times those difficult factions that always go to war with you will become stanch allies or disinterested bystanders if you can reach any kind of agreement or present them with a state gift.
Yes I know that State Gifts now are only +5 but it can have a real effect. Just don’t bother with more than one.
Some factions, Spain in particular, need to court these minors. It is not any longer easy to make protectorates (as of 1.4 & 1.5) but cultivating alliance can save you having to trade regions away and help you maintain a better income level. Not to mention avoiding needless wars.
Negotiations:
In trades and swaps the AI always drives a hard bargain. In many instances it is ridiculous. Never expect to get the better of the AI, or even break even in trades and swaps.
Gifts of State are worth less but a change of a few points has a more dramatic effect than you would think. Those who are hostile toward you do not usually go to war if the meter is less than -90. Gifts of cash and techs also now count. Military access will also help and I have yet to see it betrayed past the 1.2 version.
I have yet to discover the cash threshold for peacefully making someone your protectorate but if it is possible it will be discovered in time.
If the AI is dealing with you it is not yet going to war. Once you refuse deals is when it is most likely to attack.
This can be a sort of signal. If it is not offering you silly deals or is quite it is not likely to open hostilities against you directly. This does not mean that an ally or trade partner won’t go to war with an ally or protectorate though.
Much of this may be a now brainer but it may help newer players or those who never gave it a thought before hitting the end turn button on the first turn of their campaign.
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