Mechanics

Diplomacy and truces

The game has exactly one diplomatic action: the truce. You buy it with gold, it lasts 10 turns, and it expires on its own. There is no treaty tree, no alliance, no trade route — the table holds a single question: do I spend this gold on peace, or on an army?

What a truce does

Two sides under a truce:

A truce is non-aggression, not a wall. What it deliberately leaves open:

The price: weaker means dearer

The price comes out of three factors, and the number on the panel is the exact number the engine charges:

Truce price

Price = 3 gold per turn × turns bought × balance of power

Turns bought = the smaller of 10 and the turns left in the match.

Balance of power = their strength ÷ your strength, clamped between 0.5 and 3.

Strength = each unit's (attack + defense) × (hp ÷ max hp) + 3 per city.

The price rounds up. The number on the panel is the number the engine charges.

Strength is the sum of two terms: each unit's (attack + defense) × hp ratio, plus the city base defense (3) for every city. A half-dead army counts as half a threat — the same measure combat itself uses (Combat). Score is not used: the question at the table is "can they crush me", not "how many points do they have".

The price does not listen to the fog. The balance of power is computed from both sides' real strength, not from what you can see — so the figure on the panel counts the army your rival is hiding under the fog. Two reasons: a price is a total, not a position (the score bar is open all match long), and the number the panel prints can never diverge from the number the engine charges. It has a useful side effect: a truce that costs more than you expected is news about an army you have not seen.

Payment is all or nothing: if the gold is short the command is rejected, and the panel keeps the button disabled anyway.

Two directions, one decision

You offer. Pick an opponent in the diplomacy panel and offer a truce; the answer comes back immediately. If it is accepted, the gold is spent and the truce starts that turn. If it is declined, you pay nothing — you have simply learned where they stand.

They offer. The AI also offers you truces on its own turn, and then it pays: the side that wants peace is the side that buys it. The offer box is not a blocker — you can play your turn without answering it, and the offer waits until your next turn. Answering closes the box.

Only one offer waits at a time, so three opponents cannot bury you in offers in a single turn.

Declining buys silence. Turn an offer down and the record is not deleted: it stays in the state marked "declined" and stops opponents from making a new offer for 5 turns — the box does not reopen next turn. When the time is up the record drops and offers can come again. That is deliberate: were the record deleted, the same offer would return every turn and the box would become noise. Your right to offer is untouched; the silence only quiets the incoming side.

No breaking it

A truce cannot be broken early. It lifts as the first thing that happens on the turn it expires, so your first attack that turn is already possible. There is no "betray" command: with one, every truce would become a bluffing calculation, and single-action diplomacy would grow exactly the kind of hidden layer this game avoids.

If either side is eliminated (its capital falls), the truce falls with it.

Which opponent comes to the table

The decision comes from a personality weight (truceAppetite) multiplied by the visible balance of power — so the AI only seeks peace from a side it sees as stronger, and never from an opponent it has not met (The AI opponent).

PersonalityTruce appetiteStance
Expansionist0.8Never begs for peace; accepts it when crushed
Defender2.5Buying time is another way of holding the line; pays for it
Opportunist1.5Uses a truce to close one front

The appetite needed to make an offer is higher than the one needed to accept one, and that is deliberate: the offering side pays. "I would accept" and "I would pay for it" are two different decisions.

An opponent on several fronts accepts peace

There is a second reason an incoming offer gets accepted, and it ignores the balance of power entirely: if the AI is in contact with 2 or more separate opponents at once, it accepts even when it sees itself as the stronger side. A front is an opponent with at least one unit visible right now — an army behind the fog is not a front, and neither is one that has scattered out of sight.

Bandits do not count as a front (Bandit camp). The count walks the seats only, and the reason is the rule itself: this clause answers "would I take peace to close one front", and no truce can be signed with a bandit — there is no front to close. Were they counted, a single gang that never strays two steps from its camp could flip an opponent's whole truce decision.

What that means on the board: an opponent fighting more than one rival at once may take your offer even while it is ahead of you. If it is in contact with you, one of the fronts it closes is yours — so buying peace is also a way of pointing it at the other rival.

The numbers on this page are read from the game’s balance tables.

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