Relations
Every pair of states has a relation: a single number from −50 to +50 (0 by default) that captures how well they get along. Relations are mutual: there is one value per pair, and it means the same to both sides. You can see your state’s relation with every other state in the Relations panel on the state page (worst relations listed first).
What moves relations
Section titled “What moves relations”| Event | Change |
|---|---|
| You declare war on a state | −10 with that state |
| You vote against a state’s application to your bloc | −10 with the applicant |
| You donate resources or Levcoins to a state | +1 per 10,000 value donated (see below) |
| You are in the same bloc | a flat +25 on top of the stored value |
Stored relations are clamped to the −50 … +50 range. Being bloc allies adds its +25 on top at the moment effects are calculated, so leaving a bloc cleanly removes that bonus.
Improving relations with donations
Section titled “Improving relations with donations”Sending resources or Levcoins from your treasury to another state (the Transfer Resources law) improves your relation with them. Every gift is worth a levcoin-equivalent value (common resources count as 1 per unit, rarer ones more (see Donations). For every 10,000 value your cumulative gifts to that state total, the relation rises by +1. Any single resource counts on its own, and value below the threshold is banked toward the next point) so even a one-off shipment of coal makes progress.
What relations do
Section titled “What relations do”The effects are deliberately asymmetric: bad blood hurts a lot, while friendship gives a smaller, steadier edge.
Relations affect trade and travel only: they do not modify combat. War is decided purely by military strength, stats, and citizen loyalty.
Negative relations (−1 … −50): penalties
Section titled “Negative relations (−1 … −50): penalties”- Trade: buying from sellers in a disliked state costs more: a surcharge equal to the relation, up to +50% at −50. The extra is burned (a friction cost), not paid to anyone.
Positive relations (+1 … +50): bonuses
Section titled “Positive relations (+1 … +50): bonuses”- Travel: trips to that state’s regions are faster, cutting travel time by 0 up to 25% at +50.
Because same-bloc members start at an effective +25, allies automatically enjoy about half of the travel bonus even before any donations.
Summary
Section titled “Summary”| Relation | Travel time | Trade cost |
|---|---|---|
| −50 | - | +50% |
| 0 | - | - |
| +25 (e.g. bloc allies) | −12.5% | - |
| +50 | −25% | - |
See Blocs for alliances and their standing policies, and Citizen Loyalty for the personal counterpart to state relations.