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

Treaties[]

Treaty Treaty Effect
Open Borders (Civ7) Open Borders The target player grants open borders to the proposer for 15 turns, allowing unrestricted Movement Movement through their territory.
Improve Trade Relations (Civ7) Improve Trade Relations Increases the number of Trade Routes Trade Routes a player can establish with the target civilization by +1 untill the next Age.
Denounce Military Presence (Civ7) Denounce Military Presence Requests that the target player withdraw their Military Units 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 Endeavors 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 (Civ7)
Open Markets
Economic Economic leader Attribute 60 Influence +4 Gold Gold +2 Gold Gold +6 Gold Gold
Cultural Exchange (Civ7)
Cultural Exchange
Cultural Cultural leader Attribute 60 Influence +4 Culture Culture +2 Culture Culture +6 Culture Culture
Local Festival (Civ7)
Local Festival
Diplomatic Diplomatic leader Attribute 60 Influence +2 Happiness Happiness in your Cities Cities +2 Influence Influence +3 Happiness Happiness in both players' Cities Cities
Farmers Market (Civ7)
Farmers Market
Expansionist Expansionist leader Attribute 60 Influence +4 Food Food in your Towns Towns +2 Food Food in their Towns Towns +6 Food Food in both players' Towns Towns
Military Aid (Civ7)
Military Aid
Militaristic Militaristic leader Attribute 60 Influence +2 Combat Strength Combat Strength to your Units Units +2 Gold Gold +3 Combat Strength Combat Strength to both players' units
Research Collaboration (Civ7)
Research Collaboration
Scientific Scientific leader Attribute 60 Influence +4 Science Science +2 Science Science +6 Science Science
Wonder Construction (Civ7)
Wonder Construction
Citizenship II Citizenship II 120 Influence +10% Production Production towards Wonders Wonders +6 Culture Culture +15% Production Production towards Wonders Wonders
Reconciliation (Civ7)
Reconciliation
Have Hostile Hostile relationships 60 Influence +30 Relationship +30 Relationship +60 Relationship
Send Aid (Civ7)
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 (Civ7)
Ginseng Agreement
Emile Bell Emile Bell 60 Influence +10 Relationship +10 Relationship +25 Relationship
Friend of Wei (Civ7)
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 (Civ7)
Reform
Lafayette Lafayette 180 Influence +1 Social Policy slot Social Policy slot. +4 Gold Gold +1 Social Policy slot Social Policy slot.
Trade Map (Civ7)
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
Send Delegation (Civ7)
Send Delegation
City-State City-State suzerain bonus. ? Influence +4 Happiness Happiness per turn and vision of the receiver's Capital Capital for the duration. +4 Happiness Happiness per turn and vision of the proposer's Capital Capital for the duration. +8 Happiness Happiness per turn and vision of both each other's Capitals Capitals for the duration.

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 Sanctions Sanctions are available in any Age:

Sanction Sanction Requirements Cost Effect
Hinder Finances (Civ7)
Hinder Finances
Economic Economic leader Attribute 80 Influence -10% Gold Gold output in the target empire.
Hinder Civic Study (Civ7)
Hinder Civic Study
Cultural Cultural leader Attribute 80 Influence -10% Culture Culture output in the target empire.
Hinder Public Morale (Civ7)
Hinder Public Morale
Diplomatic Diplomatic leader Attribute 80 Influence -10% Happiness Happiness output in the target empire.
Hinder Agriculture (Civ7)
Hinder Agriculture
Expansionist Expansionist leader Attribute 80 Influence -20% Food Food output in the target Settlement Settlement.
Hinder Military Production (Civ7)
Hinder Military Production
Militaristic Militaristic leader Attribute 80 Influence +20% Production Production cost to train Units Units in the target empire.
Hinder Research (Civ7)
Hinder Research
Scientific Scientific leader Attribute 80 Influence -10% Science Science output in the target empire.
Denounce (Civ7)
Denounce
Have Unfriendly Unfriendly or better relationships. 60 Influence Decreases the relationship with the target leader by -60 over 10 turns.
Continental System (Civ7)
Continental System[1]
Napoleon, Emperor Napoleon, Emperor 60 Influence -1 Trade Route Limit Trade Route Limit with all civilizations to target leader.
Demand Tribute (Civ7)
Demand Tribute
City-State City-State suzerain bonus. ? Influence -20 Gold Gold output in the target empire and creates a Treasure Convoy worth 2 points upon completion. Can only target Settlements Settlements containing Treasure Resources Treasure Resources.

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 (Civ7)
Military Sabotage
N/A 40 Influence Decreases -3 Combat Strength Combat Strength of target leader's Military Units Military Units for 10 turns. 100% 30% -2 Influence 9-15
Steal Technological Advancement (Civ7)
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 (Civ7)
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 (Civ7)
Military Infiltration
The Wheel
The Wheel
40 Influence Gain vision of all enemy Commanders Commanders for 5 turns. 100% 20% -2 Influence 9-15
Exploration Open The Gates (Civ7)
Open The Gates
Castles II
Castles II
80 Influence Destroys Fortifications Fortifications of a target District District. 100% 50% -4 Influence 9-15
Hinder Public Morale (Civ7)
Sabotage Specialist Morale
Society II
Society II
80 Influence Disable Specialists Specialists in target Settlement Settlement for 10 turns. 100% 50% -4 Influence 9-15
Convert Population (Civ7)
Convert Population
Reformation
Reformation
40 Influence Converts target Settlement Settlement to your religion. 100% 100% N/A 4-8
Exploration + Modern Counter Spy (Civ7)
Counter Spy
Authority
Authority
40 Influence Doubles the time required and increases the failure chance of Espionage Actions 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 (Civ7)
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 (Civ7)
Infiltrate Enemy Positions
Nationalism II
Nationalism II
80 Influence All Siege Units Siege Units will use Bombard Strength Bombard Strength against target leader's Units Units for 10 turns. 100% 100% -4 Influence 9-15
Spread Rumors of Fake Artifacts (Civ7)
Spread Rumors of Fake Artifacts
Globalism II
Globalism II
80 Influence Removes all yields from the target leader's displayed Artifacts Artifacts for 10 turns. 100% 50% -4 Influence 9-15
Sabotage Space Program (Civ7)
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
Ideological Revolt (Civ7)
Ideological Revolt
City-State City-State suzerain bonus. ? Influence Pillages up to four tiles within the target's City City upon completion. Can only target civilizations with an Ideology. TBA TBA ? Influence TBA

Independent power actions[]

Action Cost Effect
Independent - Incite Raid (Civ7) Independent - Incite Raid 60 Influence Provokes an Independent Power Independent Power to raid a target Settlement Settlement for 2 turns.
Befriend Independent (Civ7) 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 (Civ7) Add Support 100 Influence Increases +1 Befriend Points per turn.
Itsaraphab (Civ7) 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 DiplomaticActions DiplomaticActions with their City-State City-State.

Action Effect
City-State - Promote Growth (Civ7) City-State - Promote Growth City-State City-State gains +15 Food Food for 10 turns.
City-State Bolster Military (Civ7) City-State Bolster Military City-State City-State produces a Military Unit Military Unit within 3 turns.
City-State - Levy Unit (Civ7) City-State - Levy Unit Takes control of a selected Unit Unit (with the Influence Influence cost based on the Unit's Production Production cost)
City-State - Incorporate (Civ7) City-State - Incorporate Converts the City-State City-State into a Town Town of your ownership after 10 turns.
  1. Removed in Update 1.2.5; the name transferred to Napoleon, Emperor's leader ability.
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