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The following is a list of diplomatic actions in Civilization VII and its expansions.

Treaties[]

Leaders can establish three types of agreements at any stage of the game:

Treaty Treaty Effect
Open Borders The target player grants open borders to the proposer for 15 turns, allowing unrestricted Movement Movement through their territory.
Improve Trade Relations Increases the number of Trade Route Trade Routes a player can establish with the target civilization by +1 untill the next Age.
Denounce Military Presence Requests that the target player withdraw their military units from your borders. If rejected or if the target fails to comply, relationship will decrease. This option is only available when enemy units are near your borders.

Endeavors[]

The Influence Influence initiation costs are based on the base value, which will be multiplied by the number of the Age you are in (*1, *2, *3). All Endeavor Endeavors (Except Wonder Construction) are available in any Age and give the following bonuses per Age when accepted:

Endeavor Endeavor Requirements Cost Proposer Receiver Support

Open Markets
Economic Economic leader Attribute Attribute 60 Influence +4 Gold Gold +2 Gold Gold +6 Gold Gold

Cultural Exchange
Cultural Cultural leader Attribute Attribute 60 Influence +4 Culture Culture +2 Culture Culture +6 Culture Culture

Local Festival
Diplomatic Diplomatic leader Attribute Attribute 60 Influence +2 Happiness Happiness in your Cities Cities +2 Influence Influence +3 Happiness Happiness in both players' Cities Cities

Farmers Market
Expansionist Expansionist leader Attribute Attribute 60 Influence +4 Food Food in your Town Towns +2 Food Food in their Town Towns +6 Food Food in both players' Town Towns

Military Aid
Militaristic Militaristic leader Attribute Attribute 60 Influence +2 Combat Strength Combat Strength to your units +2 Gold Gold +3 Combat Strength Combat Strength to both players' units

Research Collaboration
Scientific Scientific leader Attribute Attribute 60 Influence +4 Science Science +2 Science Science +6 Science Science

Wonder Construction
Citizenship II
Citizenship II
60 Influence +10% Production Production towards Wonder Wonders +6 Culture Culture +15% Production Production towards Wonder Wonders

Reconciliation
Have Hostile Hostile relationships 60 Influence +30 Relationship +30 Relationship +60 Relationship

Send Aid
Have an Alliance Alliance 15 Influence Gives a chosen amount of Gold Gold Receives a chosen amount of Gold Gold N/A

Ginseng Agreement
Emile Bell Emile Bell 60 Influence

Friend of Wei
Himiko, Queen of Wa Himiko, Queen of Wa
Have an Alliance Alliance
90 Influence +25% Science Science +25% Science Science N/A

Reform
Lafayette Lafayette 180 Influence +1 Social Policy Social Policy slot. +4 Gold Gold +1 Social Policy Social Policy slot.

Trade Map
Ibn Battuta Ibn Battuta 60 Influence Reveals the receiver's claimed territory over the duration. Reveals the proposer's claimed territory over the duration. N/A

Sanctions[]

The Influence Influence initiation costs are based on the base value, which will be multiplied by the number of the Age you are in (*1, *2, *3). All Sanction Sanctions are available in any Age:

Sanction Sanction Requirements Cost Effect

Hinder Finances
Economic Economic leader Attribute Attribute 80 Influence -10% Gold Gold output in the target empire.

Hinder Civic Study
Cultural Cultural leader Attribute Attribute 80 Influence -10% Culture Culture output in the target empire.

Hinder Public Morale
Diplomatic Diplomatic leader Attribute Attribute 80 Influence -10% Happiness Happiness output in the target empire.

Hinder Agriculture
Expansionist Expansionist leader Attribute Attribute 80 Influence -20% Food Food output in the target Settlement Settlement.

Hinder Military Production
Militaristic Militaristic leader Attribute Attribute 80 Influence +20% Production Production cost to train units in the target empire.

Hinder Research
Scientific Scientific leader Attribute Attribute 80 Influence -10% Science Science output in the target empire.

Denounce
Have Unfriendly Unfriendly or better relationships. 60 Influence Decreases the relationship with the target leader by -60 over 10 turns.

Continental System
Napoleon Napoleon 60 Influence -1 Trade Route Trade Route limit with all civilizations to target leader.

Espionage actions[]

The Influence Influence initiation and punishment costs are based on the base value, which will be multiplied by the number of the Age you are in (*1, *2, *3). Some actions remain available across all Ages, while others are only relevant in specific Ages:

Age Espionage Espionage action Requirement Cost Effect Success Chance Reveal Chance Reveal Punishment (10 turns) Execute Time (turns)
All
Military Sabotage
N/A 40 Influence Decreases -3 Combat Strength Combat Strength of target leader's military units for 10 turns. 100% 30% -2 Influence 9-15

Steal Technological Advancement
Writing II
Writing II
80 Influence Gain a free Technology Technology that the target civilization has but you do not. 100% 50% -8 Influence 9-15

Steal Government Secrets
Code of Laws II
Code of Laws II
80 Influence Gain a free Civic Civic from the target civilization. 100% 50% -8 Influence 9-15

Military Infiltration
The Wheel
The Wheel
40 Influence Gain vision of all enemy Commanders for 5 turns. 100% 20% -2 Influence 9-15
Exploration
Open The Gates
Castles II
Castles II
80 Influence Destroys fortifications of a target district. 100% 50% -4 Influence 9-15

Sabotage Specialist Morale
Society II
Society II
80 Influence Disable Specialist Specialists in target Settlement Settlement for 10 turns. 100% 50% -4 Influence 9-15

Convert Population
Reformation
Reformation
40 Influence Converts target Settlement Settlement to your religion. 100% 100% N/A 4-8
Exploration + Modern
Counter Spy
Authority
Authority
40 Influence Doubles the time required and increases the failure chance of Espionage Espionage actions performed against you by the target leader by 30% for 20 turns. N/A N/A N/A N/A
Modern
Sabotage Shipping
Mass Production II
Mass Production II
80 Influence Destroys all ports and rail stations in target City City. 100% 50% -4 Influence 9-15

Infiltrate Enemy Positions
Nationalism II
Nationalism II
80 Influence All siege units will use Bombard Strength Bombard Strength against target leader's units for 10 turns. 100% 100% -4 Influence 9-15

Spread Rumors of Fake Artifacts
Globalism II
Globalism II
80 Influence Removes all yields from the target leader's displayed artifacts for 10 turns. 100% 50% -4 Influence 9-15

Sabotage Space Program
Rocketry
Rocketry
80 Influence Increases construction time of Launch Pad and Launch Satellite Project in target City City. 100% 100% -4 Influence 4-8

Independent power actions[]

There are three Diplomatic Action Diplomatic Actions that can be initiated on Independent Power Independent Powers:

Action Cost Effect
Independent - Incite Raid 60 Influence Provokes an Independent Power Independent Power to raid a target Settlement Settlement for 2 turns.
Befriend Independent 170 Influence Accumulates 2 Befriend Points each turn until 60 points are reached. At 30 points, the Independent Power Independent Power becomes Neutral Neutral; at 45 points, a yield reward is granted; and at 60 points, Suzerainty is awarded. Neutral Neutral powers already start at 30 points. Multiple leaders can initiate this action, but Suzerainty is granted to the first one to reach the full threshold.
Add Support 100 Influence Increases +1 Befriend Points per turn.
Itsaraphab (Siamese only) 255 Influence Instantly converts Independent Power Independent Power into City-State City-State under your Suzerainty.

City-state actions[]

only a Suzerain can initiate the following Diplomatic Action Diplomatic Actions with their City-State City-State.

Action Effect
City-State - Promote Growth City-State City-State gains +15 Food Food for 10 turns.
City-State Bolster Military City-State City-State produces a military unit within 3 turns.
City-State - Levy Unit Takes control of a selected unit (with the Influence Influence cost based on the unit's Production Production cost)
City-State - Incorporate Converts the City-State City-State into a Town Town of your ownership after 10 turns.
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