Victoria 3

Victoria 3

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Forced Opium War
   
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22 Jun, 2023 @ 8:06pm
20 Jun @ 12:23am
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Forced Opium War

In 2 collections by 1230james
The Imperialist's Inventory of Implements
127 items
James's Vic3 Mods
32 items
Description
Forced Opium War
Tweaked British AI Opium War Behavior

Overview
Forced Opium War (FOW) is a simple mod that gives the AI an easier time to fire off the Opium War. Certain mods out there may, for some reason, make the Great Britain AI decide that beating up China is actually not worth their time even if they reacted angrily to the opium ban.

FOW aims to fix that by adding a hidden decision that only the Great Britain AI can take if China bans opium that will immediately start a diplomatic play for a treaty port.

Be aware: this mod may not do anything for vanilla or very lightly modded games.

Mod Compatibility
This mod adds one new file that adds one simple, AI-only decision, so it should be compatible with every other mod.
However, this mod may break if Great Britain and/or China are removed from the game.

Loading Order
This mod works alone and may be placed anywhere.

DLC Requirements
This mod does not rely on any DLC features, so you should not need any DLCs.

Permissions
YES, you may include this mod in any modpacks/collections/whatever.
YES, you may use this mod as a base to create your own. Credit and a link back here would be very much appreciated!

Detailed Rundown
As stated above, FOW adds a decision that is visible only to the Great Britain AI. This decision is available only if they have the vanilla Opium War journal entry, itself only available if China bans opium as per vanilla design and then Great Britain responds angrily to the ban. This means in a playthrough where, through sheer luck, that either China does not ban opium or Great Britain responds passively, the AI will not fire off the Opium War through this mod.

Additionally, if the Great Britain AI in your playthrough fires off the Opium War by itself as normal, this mod will not fire it off again.

The AI can only take the decision if they are not already at war or committed to another diplomatic play. It will also be disallowed from taking the decision if China somehow no longer exists.

Assuming the conditions above are met, the AI will have a very small chance of firing the Opium War off early in an attempt to mimick vanilla behavior.

If the date is on or after May 25, 1839, the AI will get an extremely significant incentive to take the decision. Taking the decision around this date will allow the diplomatic play to escalate to war on or very close to September 4, 1839, the historical start date of the First Opium War, if no country adds extra war goals or sways someone to join the play.

Upon taking the decision, a diplomatic play will immediately start with the goal of taking a treaty port. The logic is explicitly written such that this war goal will target Shaozhou if it is able to be, thus allowing Great Britain to take Hong Kong as it did historically in the First Opium War.

If for some reason Shaozhou is already unavailable as a treaty port target, the game will pick the next available coastal Chinese state for the treaty port target. The random treaty port target will explicitly avoid Beijing (or wherever the current capital state is, if it happened to be moved) unless if no other state is available.

As a part of assisting the Great Britain AI to actually fight the war, Great Britain will get a new diplomatic AI strategy that is equivalent to the vanilla Economic Imperialism strategy they start with in every way (as of 1.3.4), except they get a boost in their confidence calculations specifically for the diplomatic play started through this mod. When the play is ended (either through either side backing down or through ending the war), Great Britain will get the original Economic Imperialism strategy back. This technique is used to minimize any conflicts or downstream consequences with other parts of the game or any mods.

Great Britain may have a war reparations war goal added. This is not done by the decision. If this happens, it is the AI working on its own and may be subject to other mods that influence AI decision-making.
13 Comments
1230james  [author] 24 Jun @ 4:39am 
British Army Joins Qing War On Drugs



on the side of drugs
Frejth King 24 Jun @ 3:12am 
I love the image for the mod xd
1230james  [author] 20 Jun @ 12:27am 
Updated for 1.9.
Necrotes 18 Jun @ 7:48am 
sure... was also just trying to tell other people just in case, wasn't expecting it to work btw, I apologize if my comment came across as ignorant (wasn't meant to be) or annoying, sorry.
1230james  [author] 18 Jun @ 6:59am 
It is already known to not be working because part of how this works is through an AI-only decision & the syntax for decisions have been changed with 1.9.

I believe the investment rights war goal that got added in 1.8 got removed in lieu of the treaty article too.

This is why I put [1.8] in the mod title; I'm not sure why you're out here trying to tell me it's not working when I was already implying that it's incompatible.
Necrotes 18 Jun @ 5:38am 
Might not be working for 1.9, at least the opium wars never happened for me on my first playthrough of 1.9
jackson 25 Aug, 2023 @ 4:29am 
I found two problem one is France refuses to use they own colonial troops to fight Algerians and second is that seem some AI code conflicted which I have fixed
1230james  [author] 24 Aug, 2023 @ 11:45am 
Yeah I would assume so if this mod breaks it somehow

I'm not sure how or why this mod would affect it since it adds its own AI strategy that ideally nobody else should ever use, but maybe there's some hidden behavior happening behind the scenes with that?

The only other thing that might have conflicts are the on_actions, but the way they're set up in this mod should be conflict-free.

lmk if you find out since I'm really curious now lol
jackson 24 Aug, 2023 @ 8:43am 
am trying to see how I can fix it
jackson 24 Aug, 2023 @ 8:43am 
I think it has to do with AI strategies tho all I had to do with NOMAD HF is edit the new nation the AI needs to target