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Diplomacy

Vassalage and the crown

One lesser kingdom sworn to you is worth more than a season of conquest. Here is how an oath is won, what it actually gives you, and why the shortest road to a crown runs through somebody else's throne room.

By Updated 18 September 2026 WRITTEN FOR RULESET 36 12 min read

1What a vassal actually is

A vassal is a kingdom that has agreed to answer to you. It keeps its own cities, its own people and its own armies, and it is still played by whoever was playing it. What changes is that it now sends you money, and the world counts the two of you as one nation.

You are the overlord; they are the vassal. It is a lasting treaty like any other, and treaties are public — so the moment somebody swears to you, your rivals know.

A kingdom serves one overlord at a time, and the chain cannot loop back on itself. The road to victory guide explains the four ways of scoring; this one goes deep on the fourth, because it is the one most players never touch.

2How do I get one?

Open the Diplomacy tab, tap the kingdom you have in mind, and its row opens up. In the dropdown at the bottom, pick Vassalage (demand) and press Propose. The word demand is doing real work there: whoever makes the offer becomes the overlord, so this is you telling them to kneel.

An opened kingdom row in the Diplomacy tab: Kush, tagged Peace, a Cautious Confederacy with relations 14 and 1 treaty; a Relations bar reading 14, one treaty chip reading Peace, a red Declare war button, then the proposal dropdown set to Vassalage (demand) above a Gift box holding 0 and a Propose button.
The one offer that ignores all of thisEverything above the dropdown — relations 14, the Peace chip, the warmth you have built — counts for nothing on this particular offer. So does the Gift box, sitting on 0 and staying there. Choose Vassalage (demand) and the only question asked is whether you are more than twice their strength.

Now the part that saves you a lot of wasted effort. A kingdom run by the game decides this on one question: are you more than twice as strong as it is? Not whether it likes you. Not how large the gift in the box is — a gift buys trade agreements and alliances, and does absolutely nothing here.

Strength is a plain sum: every soldier you have, plus one point for every twenty gold in your treasury. Thirty soldiers and six hundred gold come to sixty. A neighbour with twenty-five soldiers and two hundred gold comes to thirty-five — more than half of sixty, so they refuse. Raise ten more soldiers and the answer changes.

There is a second door, in theory: a kingdom that likes you enormously kneels out of loyalty. Ignore it. Warmth between kingdoms settles around forty even after a lifetime of treaties, and this door needs eighty. Vassals are taken by weight, not by charm.

Being refused is not free — relations fall a little each time you ask and are turned down. Build the strength first, then ask once.

The cheapest vassal is a beaten one

Strength counts soldiers, not cities. A kingdom that has just lost a war has lost its armies, which means its strength has collapsed even if its land has not. That is the moment the demand goes through — and signing it ends the war between you on the spot. You get the oath instead of the siege, and you keep the army you would have spent taking the place.

3What the oath is worth

Start with the score, because it is why most players eventually go looking for a vassal.

Your standing is built from four quarters of forty. The fourth is Suzerainty, and it is the only one nobody can take from you by growing. A live vassal is worth 14, and a vassal whose tribute has come in is worth 8 more — so an ordinary, paying vassal is 22 points.

On worlds created from ruleset 34 on, those 8 only count while gold is really arriving: some tribute must have reached you in the last thirty days. A vassal too broke to pay anything leaves you on 14, and a brand-new oath sits on 14 until its first payment lands thirty days later. On older worlds the full 22 starts the day the oath is sworn, paid or not.

Then the money. Every thirty days, a fifth of everything in your vassal's treasury moves into yours. Not a fifth of their income — a fifth of the pile. A vassal sitting on 500 gold hands you 100 and keeps 400.

The top strip of the game: a message reading Kush paid 100 tribute to Your Kingdom, with the header on the right showing Treasury 900.
A fifth of the pile, not a fifth of the incomeKush was sitting on 500 gold. Thirty days after the oath, 100 of it walks into your treasury and Kush keeps the other 400. Nothing was asked for and nothing was clicked — the message is simply how you find out.

And then the quieter things, which matter more than they look.

What changesFor you, the overlordFor them, the vassal
FightingNeither of you can raise a hand against the other. Any war between you ends the day the oath is sworn
ArmiesBoth sides may march across the other's land freely
TradeNo border toll either way — routes between you carry the same as routes at home
CaravansNeither of you can cut the other's trade routes
GoldA fifth of their treasury, every 30 daysPays it
ScoreUp to 22 points, and their score joins yoursKeeps its own score entirely

That row about armies is easy to skim past. A vassalage is a road through a kingdom. If your neighbour's land sits between you and the rival you actually care about, one oath turns a wall into a corridor.

4What it does not buy you

Four disappointments, all worth knowing before you plan around an oath rather than after.

Your vassal will not come when you are attacked. That is what an alliance does; vassalage does not. Nobody marches to anybody's rescue here. If you want a neighbour who fights for you, sign an alliance with somebody else and take the oath from this one.

Their land is not your land. Territory is counted by who owns it, and your vassal still owns theirs. An oath adds nothing at all to the quarter of your score that comes from holding ground.

Their vassals are not your vassals. If your vassal takes an oath of its own, that kingdom answers to them, not to you. Only the lords who kneel to you directly count. Three separate lords sworn to you beat one lord with a long tail behind him, every time.

Either of you can walk away. A vassalage is breakable like any other treaty, by either side, and the cost is a sharp drop in relations — nothing more. A vassal who has quietly rebuilt its army can simply stop being one. If your score leans on two oaths, watch the two kingdoms who swore them.

5Two vassals fill the quarter

Suzerainty stops at forty like every other quarter. One paying vassal is 22. Two are 44, which is over the line, so two vassals fill that whole quarter of your score and a third adds nothing to it.

Set that against what the rest of the game asks. Forty points of territory means out-holding every other kingdom on the map. Forty points of great works means a finished Monument and most of the culture your scholars can find. Forty points of Suzerainty means two conversations, held at the right moment with the right weakened neighbour.

One condition is attached, and it is a trap for conquerors. A vassal who holds no land is worth nothing. The treaty does not end when their last city falls — the row stays, the name stays — but the points vanish, whether you took the city or somebody else did. Beat them into kneeling, then leave them standing.

The Your Path block of the Victory tab, headed score and cap: Dominion 13.3 of 40, Prosperity 25.6 of 40, Prestige 0.0 of 40 with an empty bar, and Suzerainty 22.0 of 40.
One oath, more than half a quarterSuzerainty 22.0 of 40, and that is a single vassal. Compare it with the quarter above: Dominion 13.3, which is every hex this kingdom has taken and held. Prestige is flat at 0.0 — no great works, no culture yet. The arithmetic is why players who find this quarter tend not to go back to conquering.

6The Nation road to the crown

There are two ways to reach the bar. On your own, you need 100 points. As a nation — you plus the lords sworn directly to you, each of their full scores added to yours — you need 115. Either way you then have to stay there for twenty days without slipping once.

The moment you take a vassal, a Nation line appears on your Victory tab listing the members and the total. That line is your second route to a crown, and it is often the nearer one, because it counts the whole of a vassal's score rather than the 22 the oath is worth to you. A vassal with a Monument and a decent realm might be carrying sixty points of its own.

The Nation block of the Victory tab, headed vassal hierarchy: one row reading Your Kingdom, Kush with a gold bar at 88.5 of 115.
Two names, one barThe block only exists because somebody swore. It names the members — Your Kingdom, Kush — and adds their full scores together: 88.5 of the 115 a nation needs. Your own score on its own was 60.9 of 100 at that same moment, so the nation road was already the nearer of the two.

Fifteen more points for a partner who is bringing sixty is a good trade, and it is why an ordinary-looking kingdom with one loyal vassal will often crown before the largest empire on the map does.

Both roads are watched at once. If your own score crosses 100 you start a count; if your nation crosses 115 you start a second one; the first to reach twenty days is the one that crowns you. And in a world that ends — a Finite world — that same completed wait ends the world outright, with your name on it.

7When somebody demands your oath

It will happen. A warlike neighbour at twice your strength, or an expanding one at half again your strength, will make the same demand of you, and you either accept or refuse.

You get some protection first. A kingdom run by the game will not make that demand of a player who joined in the last hundred days or who holds fewer than three cities. If a demand arrives, it means you are neither any more.

Refusing costs a little goodwill and nothing else. Accepting is not surrender. You keep every city and every soldier, the war between you ends, their land opens to your armies, and your caravans stop paying tolls at their border. You pay a fifth of your treasury every thirty days — which, if your treasury is nearly empty, is nearly nothing.

What you lose is the top of the table: your score still counts, but towards their nation. You can still take oaths of your own from kingdoms weaker than you, so a middle lord with lords beneath him is a perfectly legal shape.

It is a good deal when you are losing and a poor one when you are not. Take the oath to survive a war you cannot win, rebuild behind it, and break it when your armies say you can.

8Keeping the crown once it is on

Complete the twenty days in a world that carries on and you are crowned. A banner goes up with your name and the day your reign began, and your reign is recorded in the Dynasty list whatever happens next.

You keep the crown until your own score drops below 80. Note own. If you crowned on the strength of your nation, the crown is held by your personal score alone, and a nation-path ruler's personal score is often well under eighty. That makes a crown won through vassals a genuinely fragile thing: it lasts as long as the nation keeps qualifying, and the day a vassal is eliminated, or breaks its oath, or simply falls apart, the nation stops clearing the bar and the crown comes off.

The reverse is what makes the whole path worth walking. A rival passing 100 does not take your crown. There is no re-election. While you keep qualifying you simply keep it, however well anybody else is doing. The only way it changes hands is if the wearer falls below eighty first.

So if somebody else is reigning, do not chase their number. Look at what is holding them up. If it is a nation, the weakest part of it is not the overlord at all — it is the vassal. Take that kingdom's land, or offer that kingdom a better deal, and the crown falls off a ruler you never touched.

If you take one thing away, take this. Two oaths are a quarter of a crown, and they are the quarter nobody is competing with you for. Everyone else is fighting over land and gold. Go and find the neighbour who has just lost a war, ask once, and leave them their cities.