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Diplomacy

Global Triumph · Help

Diplomacy in Global Triumph runs through treaties — public, fixed-duration non-aggression agreements between two countries. The Diplomacy tab is where you propose them, accept or decline proposals from others, and manage your ongoing treaty relationships.

Treaties at a glance

  • Public. Every player can see who has treaties with whom and when they expire. No secret backroom deals — diplomacy is transparent.
  • Fixed duration. Both parties agree on a length in cycles (minimum ~5 cycles, up to ~100). The treaty runs its full term.
  • No early cancellation. Once accepted, a treaty cannot be broken. It runs to expiration.
  • Multiple treaties allowed. Your country can have treaties with multiple other countries simultaneously.
  • Renewal is negotiable. Near expiration, either party can propose renewal. If declined, both sides get advance notice — no surprise betrayals the moment a treaty expires.

What a treaty does

When an active treaty exists between Country A and Country B:

  • A's attacks against B are blocked. Air strikes, sea bombardments, land movements into B's territory, paradrops, bombs — all prevented by the cycle processor. The order resolves as "treaty-blocked" and logs accordingly.
  • A's units do not fire on B's passing air units during interception. Your Turrets and units ignore treaty partners' planes overhead.
  • B's defensive forces do not fire on A's passing air units either. The corridor between you is open airspace.

Treaties do not grant shared vision. You do not see your treaty partner's territory or their intel. If you want eyes on an area your partner holds, you need to scout it yourself.

Treaties do not let you build in each other's territory, trade units, or otherwise merge forces. They're simply a combat non-aggression pact plus interception immunity.

The Diplomacy tab

Open the Diplomacy tab from the top menu. It opens the diplomacy page with a 3D world map visualizing your treaty relationships.

Sections

The Diplomacy view has two main parts:

Proposals (shown only when you have incoming proposals):

  • Each incoming proposal shows the proposing country's name, color, and proposed duration.
  • Accept or Decline buttons.

Countries — a list of every country in the world with their current treaty status relative to you:

  • Your own country at the top.
  • Each other country shown with its color, name, current territory count, and treaty status — one of:
    • Active treaty (expires on cycle N)
    • Renewal proposed (by you or by them)
    • Incoming proposal (awaiting your decision)
    • Outgoing proposal (awaiting their decision)
    • Expired (recent treaty history)
    • No treaty
  • Action buttons depending on status — Propose Treaty, Propose Renewal, Accept, Decline, Cancel Proposal.

On the 3D globe

The globe shows treaty markers between countries — lines or arcs connecting treaty partners. You can pan and zoom the globe for a quick visual of the political landscape.

Proposing a treaty

  1. Open the Diplomacy tab.
  2. Find the country you want to treaty with in the country list (or click their country on the in-game map).
  3. Click Propose Treaty.
  4. Choose a duration in cycles (within the min/max bounds). Longer treaties are more committed but riskier if your relationship changes.
  5. Submit. The proposal is sent; the other country sees it in their Proposals section.

Receiving a proposal

Incoming proposals appear in your Proposals section at the top of the Diplomacy tab. You can:

  • Accept — treaty becomes active immediately, expires in the proposed number of cycles.
  • Decline — no treaty. The sender is notified.
  • Do nothing — the proposal sits there until either party cancels.

Renewal

As a treaty approaches expiration, either party can propose renewal — extending the treaty by another term. Renewal has two outcomes:

  • Accepted — treaty's end cycle is moved forward to the new proposed date. Smooth continuity, no break in protection.
  • Declined — the treaty runs out on its original end cycle. The renewal status flips to "declined" so both sides clearly see the relationship is ending.

The treaty's end cycle is always visible to both parties, so you have natural advance notice of when protection will lapse. Declining a renewal proposal is itself a signal — expect your partner to start positioning for the post-treaty world.

Strategic use of treaties

Secure borders

The most common use. If you share a border with another country and neither of you wants a war there, a treaty freezes the border for a set duration. You can redeploy forces elsewhere without worrying about your partner.

Buy time

If you're in a bad spot — losing a war, rebuilding your economy, recovering from a nuke — a treaty with a neighbor buys you cycles to recover. Expect to pay for it diplomatically: they'll want a long treaty, since they're foregoing offensive options.

Enable focus

If you're pushing hard on one front, treaties on other fronts let you commit fully to the campaign. The math only works if your treaty partners aren't also the ones you'd profitably attack — otherwise you're leaving wins on the table.

Deter aggressors

Treaty-locked neighbors can't be your attacker. Make as many treaties as you can to shrink the set of potential enemies — but be careful, see "Overcommitment" below.

Coordinate without sharing vision

You can't share maps, but you can share plans. A treaty partner on the opposite side of a mutual enemy lets you agree to time-coordinated offensives: they attack from their side, you attack from yours, the enemy can't defend both.

Common mistakes

  • Overcommitting on duration. A 50-cycle treaty locks you in for a very long time. The world changes — new wars break out, opportunities appear. Err toward shorter treaties (10–20 cycles) unless you're very sure.
  • Assuming treaty = alliance. It isn't. Your treaty partner can and will attack your enemies if they want — but they can also watch you lose a war without lifting a finger. Don't expect mutual defense from a simple treaty.
  • Declining renewals casually. A declined renewal is a signal, not just an answer. Expect the other party to position defensively for the warning period and attack at or shortly after expiration.
  • Ignoring the treaty timer. When a treaty has 3 cycles left, start thinking about what you want next: renew, let it lapse, pivot to a new partner? Don't be surprised when the window closes.

Treaty history

Expired treaties remain visible in the Diplomacy tab as history. Use this to read the political landscape — a country with many expired treaties has been actively negotiating; one with none is likely a lone wolf.

Alliances

Alliances (persistent multi-country teams with shared chat, shared map markers, and shared vision) were discussed in early design but are not currently in the game. Treaties are the entire diplomacy toolkit. If you want to coordinate with multiple players, that happens out-of-game (forums, chat) plus a web of bilateral treaties.


Next: Comeback Mechanics — staying in the game when things go wrong.