
Usually requires a significant difference in power between the two factions, maximized relations, and occasionally a monetary incentive.One faction is entirely annexed by the other, who gains control of all the confederated faction's settlements, Heroes, and armies.For example, Kislev factions can confederate one another but cannot confederate or be confederated by Grand Cathay.Only available if both factions belong to the same nation.Provinces held by your vassals count toward the requirements for Quests and Domination Victory.The vassal gives a portion of their income to their overlord each turn.Declaring war on a vassal is automatically considered a declaration of war against their overlord.The vassal maintains their settlements, army, research, and economy but must join all their overlord's wars.One party agrees to become a vassal to the other.Provinces held by your Military Allies count toward the requirements for Quests and Domination Victory.Refusing a call-to-arms will break the Military Alliance and reduce your Reliability.Each party may call on the other to join their wars regardless of who is the Attacker.Both parties can build Outposts in the other's territory.Refusing a call-to-arms will break the Defensive Alliance and reduce your Reliability.Each party may call on the other to join their war as long as they are the Defender.Without formal Military Access, having armies in another faction's territory will reduce your Relations with them.Both parties allow the other's armies to freely pass through their territory.Factions producing Trade Goods will receive more income from Trade Agreements.Each faction will receive a small amount of additional income each turn.Establishes formal trade routes between the two parties.


The amount of Reliability lost is inversely proportional to the length of the deal - declaring war on a faction the turn after you signed a Non-Aggression Pact is the fastest way to see your reputation tank. Breaking an agreement with another empire for any reason will reduce your Reliability for a time. The only way to increase Reliability is to enter long-term agreements with other empires and stick to them.

Combined with strong Relations, a high Reliability will make other empires more likely to accept your proposals. This is a global indicator of your reputation and trustworthiness. Under your leader's portrait on the diplomacy screen is your Reliability rating. Conversely, a nation that dislikes you will be unwilling to negotiate without major concessions and may even go so far as to declare war on you. The higher your Relations with a faction, the more likely they are to accept diplomatic proposals and the less they will demand in return. Needless to say, declaring war on an empire is a slight they won't forget for a long time, even after a peace treaty is signed. Conversely, raiding their lands or negotiating treaties with their rivals will cause an empire to like you less. If you do things another empire likes, such as trading with them or fighting their enemies, they will tend to like you more. Relations are ultimately pretty simple to understand.
