
Stellaris is a complex strategy game that involves an array of technologies, planets, galaxies, quests, and monsters. Diplomacy is a key aspect of the game, offering an alternative to warmongering. Each empire has a specific attitude towards other empires, dictated by their AI personality, diplomatic interactions, and relative power. Players can employ envoys to perform diplomatic tasks, such as improving or harming relations, espionage, and first contact. Trade deals and gifts can also influence diplomatic relations. Ethics play a significant role in diplomacy, with empires that share similar ethics being more likely to engage in diplomacy. Understanding the AI's personality and ethics is crucial for successful diplomacy in Stellaris.
| Characteristics | Values |
|---|---|
| Envoys | Minor leaders that can be assigned to perform various diplomatic tasks |
| Envoy tasks | Improve Relations, Harm Relations, First Contact, Build a Spy Network |
| First Contact | Envoys can be assigned to investigate and discover aliens |
| Trust | Generated by maintaining any form of lasting treaty; maximum amount obtainable is limited by the most valuable treaty between both parties |
| Trust decay | -0.25 per month if there is no new income |
| Unilateral agreements | Diplomatic actions proposed and ended by one empire, with no input from the recipient |
| Bilateral agreements | Mutually beneficial diplomatic actions that must be accepted by the recipient |
| Trade deals | Instant or monthly transfers of resources or other assets between two empires |
| Long-term trade contracts | Can be broken if not enough resources are stockpiled, but this causes an opinion penalty |
| Trade with Fallen Empires | Only trade if they are patronizing or enigmatic towards the proposing empire and will never trade strategic resources |
| Ethics | Empires that more closely align ethically will be more likely to engage in diplomacy |
| Diplomacy tips | Give out food and consumer goods, pay attention to ethics, guarantee independence, use edicts to boost diplomacy |
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What You'll Learn

Envoys can be assigned to improve or harm relations
Envoys are minor leaders that can be assigned to perform various diplomatic tasks. Once an envoy is assigned to a task, they cannot be reassigned for a year. Envoys can be used to improve or harm relations with another empire. Improving relations grants +0.25 opinion per month to and from the target empire (up to +150) and removes the relation requirement for positive diplomatic actions. Harming relations grants -0.5 opinion per month to and from the target empire (up to -150) and removes the relation requirement for negative diplomatic actions.
The number of envoys assigned impacts the speed of improving or harming relations. While having multiple envoys can speed up the process, it is limited by a cap of +100 or -100 influence change. Additionally, the presence of an embassy further boosts the power of improving relations by three times. It is important to note that envoys may have a weaker effect if there is no embassy.
When dealing with AI empires, it is important to consider their ethics and your own. Empires with ethics closely aligned with yours are more likely to engage in diplomacy. For example, empires with the Fanatic Purifiers civic can only engage in diplomacy with empires of the same primary species. In such cases, envoys can be useful for espionage and first contact.
To improve relations effectively, players can combine the use of envoys with other strategies. This may include giving gifts, guaranteeing independence, or using edicts to boost diplomacy. However, it is important to note that closed borders can negatively impact relations, especially with empires in the expansionist diplomatic stance.
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Trade deals
When engaging in trade, players can choose between two main options: barter or purchase. The left side of the trade window displays the goods you can offer, while the right side shows what can be negotiated from the other empire. The centre of the screen indicates the likelihood of finalizing the exchange, with a green number signifying that the other empire is willing to consider your offer. This base value is influenced by their attitude towards you – the higher their regard, the lower the costs.
Players can also set the duration of the agreement in years using the scroll bar. Various goods and resources can be traded, including credits, minerals, and strategic resources. Strategic resources are particularly valuable and can provide a significant advantage, so they should only be traded in cases of absolute necessity.
Additionally, players can offer access to their empire's territory in exchange for similar access to another empire's territory. This includes civil access, allowing research ships to traverse and survey alien space, which can provide valuable insights into their resources and habitable planets.
It's important to note that trade deals should feel organic and tied to the personalities and agendas of leaders. An isolationist, anti-free-trade leader, for example, should be more challenging to secure favourable trade deals with. Building trust through mutually beneficial actions, such as trade, research, and migration, is essential for successful diplomacy in Stellaris.
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Ethics and diplomacy
Diplomacy in Stellaris is a multifaceted aspect of the game, offering an alternative to warmongering. It involves interacting with other empires, which may have opposing or similar views and ethics, through the diplomacy menu. The success of these interactions depends on various factors, including ethics, attitude, and power.
When it comes to ethics and diplomacy in Stellaris, players must consider the ethical choices they make when designing their custom empires. These ethical choices can significantly influence their diplomatic approaches and relationships with other empires. For example, a fanatic militaristic and authoritarian empire may seek to dominate the galaxy by force, while a fanatic xenophobic and egalitarian empire would equally despise all aliens. These ethical stances can either facilitate or hinder diplomatic relations.
Empires with similar ethics are more likely to engage in diplomacy. For instance, empires with the Fanatic Purifiers civic can only engage in diplomacy with empires of the same primary species, and they will have a favourable opinion of +200 towards each other. On the other hand, certain ethics may lead to extreme dislikes, such as materialists disliking spiritualists, and Evangelizing Zealots disliking materialists. Players must navigate these ethical preferences to foster successful diplomatic relationships.
Additionally, players can use diplomacy to influence other empires' ethics and governments without resorting to war. Maintaining lasting treaties generates Trust, which increases Opinion and can impact an empire's ethics over time. Trade deals, instant or monthly transfers of resources, can also play a role in diplomacy, as they require a neutral or positive attitude between empires. Fallen empires, for example, will only trade if they hold a patronizing or enigmatic attitude towards the proposing empire.
In summary, ethics play a crucial role in the diplomacy of Stellaris. Players must carefully consider their own ethical choices, navigate the ethical preferences of other empires, and use diplomatic tools to influence the ethics of their neighbours to succeed in the game while navigating ethical and moral issues.
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Trust and treaties
To establish and maintain treaties, it is crucial to understand the concept of unilateral and bilateral agreements. Unilateral agreements are diplomatic actions proposed and ended by one empire, without requiring the recipient's input. On the other hand, bilateral agreements are mutually beneficial and require acceptance from both empires to take effect. While agreements can be ended at any time, doing so will result in a temporary opinion penalty. Most diplomatic actions, including treaties, have a 10-year cooldown once chosen.
Treaties can take various forms, such as trade deals or alliances. Trade deals involve the transfer of resources or other assets between empires and can be instant or monthly transfers. Monthly resource transfers typically last between 10 and 30 years, and long-term contracts become essential when one empire fills their stockpile. However, breaking long-term trade contracts due to insufficient resources will result in an opinion penalty. It's important to note that diplomatic trades can often yield better deals than market transactions.
The attitude of empires towards each other also plays a role in establishing treaties. Empires with similar ethics are more likely to engage in diplomacy. For example, empires with the Fanatic Purifiers civic can only engage in diplomacy with empires of the same primary species, and they will have a -1000 opinion towards each other unless they share the same civic. Envoys can be assigned to improve or harm relations, impacting the success of diplomatic actions. Each envoy assignment lasts for a year and can influence the monthly opinion of the target empire.
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First contact
Diplomacy in Stellaris is an alternative to warmongering. Envoys are minor leaders that can be assigned to perform diplomatic tasks, such as improving relations with another empire. The first contact in Stellaris is when you first connect with a new empire. You can only contact highly advanced races, not primitives. When you first make contact, the AI generates a default attitude based on your welcome message. The attitude is indicated by an icon: green means friendly, orange means neutral, and red means hostile. The attitude, along with the structure of alliances and convergence of ethics, will influence how likely they are to accept your offers.
You can also see how many planets are controlled by the empire and how many population slots are inhabited, which can give you an approximate number for the size of their army. The name of the primary race and its home world are also revealed.
Some players feel that the first contact is too simple and that there should be more control over how much information is given to the new species. One suggestion is to add a "familiarity" system, where more advanced trade options are opened and information is gathered about other empires. This would be modified by matching or opposing ethics and drastically modified by Xenophile/Xenophobe.
You can bribe your way to friendship by giving gifts (one-sided trade deals), which can build up an Opinion modifier of up to +99. However, it is rare for AI players to appreciate per-month gifts. This modifier decays at 2 per year. When you make first contact with a new empire, you sometimes get a +20 New Contact penalty that decays over 20, 10, or 7 years. Bribing up to +99 and/or waiting for the -20 New Contact to decay can make the AI empire sufficiently friendly that it will agree to send a Diplomat.
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Frequently asked questions
Diplomacy in Stellaris is an alternative to warmongering, where you can interact with other empires through negotiation and skill.
You can perform diplomatic actions by assigning minor leaders called envoys to specific tasks. These tasks include improving or harming relations with another empire, first contact, and building a spy network.
Empires with closely aligned ethics are more likely to engage in diplomacy. For example, a Fanatic Xenophile + Pacifist ethic can be good with nearly everyone. On the other hand, some ethics are disliked by many empires, such as Materialist, Dictatorships, and Pacifist.
Pay attention to the ethics and personalities of other empires. You can also try giving gifts, guaranteeing independence, and using edicts to boost diplomacy. Trade deals can also be a form of diplomacy, but they require a neutral or positive attitude between empires.
You can check the disposition score of another empire towards you in the diplomacy window by hovering your mouse cursor over it.











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