Open a trade agreement
Run /trade and use Choose a nation to select another country. The panel shows relations and that nation’s domestic surplus. The Head of State or Economy minister can manage agreements.
Choose Offer trade. The other government must open its own /trade panel, select your nation, and choose Accept proposal. Goods begin moving once the proposal is accepted.
Trade automatically allocates surplus grain, ore, and tools to partner shortages. Players do not set prices, quantities, or shipments. Check /economy after acceptance to see actual imports.
How goods are allocated
An exporter’s domestic surplus is divided equally across its active partners. A recipient imports only up to its shortage. A partner with no surplus cannot supply you, even with an active agreement.
Ore is allocated before towns make tools. An ore agreement can therefore enable tools production. Nations can export tools made with imported ore, but imported grain, ore, or tools are not directly re-exported.
Either government can choose End agreement to withdraw a pending proposal or stop active trade. A partner’s construction, taxes, or lost territory can also change the surplus available to you.
| Situation | Result per game second |
|---|---|
| A has 2 surplus grain and two active partners | Each partner is allocated up to 1 grain. |
| B has a shortage of 0.4 grain | B imports 0.4, even though its share is 1. |
| C has a shortage of 2 grain | C imports 1. B’s unused share is not redistributed. |
Conduct a border campaign
Open /land, choose Border rivals, select an enemy county, and choose Review campaign costs. Review the confirmation before committing. The Head of State or Defense minister can conduct campaigns.
The target must share a land border with a county you own. A campaign costs 3,000 gold. It requires manpower of at least 500 + 100 × (target roads + target institutions) + 25% of the defender’s manpower.
On success, the attacker loses 500 + 100 × (target roads + target institutions) manpower. The defender loses 25% of its manpower. The county transfers immediately; there is no random battle roll.
For a target with one road, one institution, and a defender holding 400 manpower, you need at least 800 manpower. You spend 3,000 gold and lose 700 manpower; the defender loses 100. Use /recruit to purchase 250 manpower for 1,000 gold.
Damage and lost trade
Conquest keeps the county’s residents, specialization, development, roads, and institutions. Devastation increases by 40 percentage points, capped at 90%. This reduces production.
Repair 30% costs 1,500 gold and removes 30 percentage points of devastation. A previously undamaged county reaches 40% after conquest; one repair leaves 10%, and a second clears it.
The campaign also ends trade between attacker and defender. Check /economy for both the captured county’s contribution and any imports you lost.
Restore trade after war
After a campaign, relations show war. The defender opens /trade, selects the aggressor, and chooses Propose peace. The aggressor then selects the defender and chooses Accept proposal.
Acceptance restores an active trade agreement. A peace proposal alone does not move goods or prevent further campaigns. End agreement cannot clear a war relation.