Victoria 3

Victoria 3

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Better Infamy, Treaties, and Claims
   
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2 Jul @ 8:32am
4 Jul @ 9:25am
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Better Infamy, Treaties, and Claims

Description
Infamy More Balanced
Better balance means conquering where you want to conquer and making either direct conquest or protectorates viable, both small and large population states proportional. This means that players should feel like they have more options that have similar value relative to the infamy cost.
• Much lower infamy to take tiny states.
• Arbitrary maximums per state and per wargoal are higher and less common to reach.
• Lower infamy penalty for direct conquest of states instead of making subjects.
• No infamy for goals involving low liberty desire subjects.
• No infamy discount if not at low liberty desire.
• Making goals primary demands costs 25% infamy, down from 50%.
• Wargoals not fulfilled refund 75% infamy instead of 50%.

Infamy Makes More Sense
From a Victorian era imperialist's perspective, of course.
• Targeting recognized countries produces dramatically higher infamy.
• Major and minor powers cost more infamy than great powers to represent buffer states in the concert of Europe and the diplomatic controversiality of re-colonization in the Americas.
• Colonies and chartered companies count as unrecognized for infamy until they win independence.
• Taking claims can be cheaper than subjugation.
• Taking homelands and unincorporated states has a bigger discount.
• Up to 5000/week can always be demanded from Transfer Money with zero infamy.
• Demanding more money costs less infamy per pound.
• Ban Slavery and Investment Rights cost no infamy.
• All infamy costs adjusted to be proportionate.

Managing Infamy Less Painful
• Higher base infamy decay at 8 per year.
• Higher decay from extra influence, now 50%.
• Lower liberty desire from infamy, now 0.05 at infamous, 0.10 at notorious, and 0.25 at pariah.
• Above 100 infamy, liberty desire from infamy scales up to a maximum of 2.5 at 1000 infamy.
• Infamy decay from the small arms trade event nerfed to 0.25 instead of 5 because of how often it can trigger.
• Infamy from "A Dubious Claim" and "Disrespecting Our Maps" eliminated, replaced with relations change.

Zero Infamy More Viable
• At zero infamy, a country can make a 4 year renewable peace pledge.
• No offensive diplomatic plays can be started.
• Breaks when taking any infamy. Increases infamy gain when broken.
• Starts with 15% trade advantage and 15% construction efficiency.
• After 8 years, "Peace and Love" are 25% trade advantage, 25% construction efficiency, 25% more migration attraction, 10% higher birth rate, and a 50% increase in tax capacity. In the context of going without using infamy as a resource, it is considered balanced.

Treaty Acceptance Makes More Sense
• What you see is what you get! There is no "gift" or "equal exchange" modifier that changes the value of a treaty article that's on the table.
• Every treaty article has been rebalanced so that you can get more acceptance if it's something the AI should really want.
• Up to 500 acceptance from a generous Transfer Money article is possible if it is a very large addition to the recipient's income.
• The AI will offer at least 50 acceptance for any adjacent state.
• The AI will offer more for investment rights if their population or available workforce is small.
• The AI will offer more for defense pacts and alliances with more powerful countries.

AI Handles Treaties Better
• The AI demands more to agree to articles such as investment rights, treaty ports, and trade privileges.
• The AI does not value worthless non-colonization articles.
• The AI will make extortionate or impossible demands for land that it doesn't want to trade given the cultures of the homelands in the state. This scales with the value of the province and varies with the specific reason it is valued more.
• The AI will be more willing to trade away split states and states that the other country has a claim on already.
• The AI is less willing to offer Transfer Money if it doesn't have a large gold balance and a significant surplus income beyond fixed expenses. Scaling is based a bit more on AI income compared to money transferred.

Less Exploitable Treaties
• There was an exploit where "non-renegotiable" treaty articles like state transfer can be renegotiated off binding treaties. To avoid this, the AI currently rejects all renegotiation offers. It is still possible to withdraw outside of the binding period and offer a new treaty.
• Removed infamy for withdrawing from anything other than Take On Debt, Transfer State, Treaty Port, and Treaty Obligation. These have infamy as a soft deterrent to breaking treaties after signing.
• It's now impossible to withdraw from a treaty during a truce with the other country since there's no way to go to war to enforce it.
• Securing a law commitment article is very difficult, but there is a buff for ideological union leaders. This will be revisited in a later version of this mod.

New Treaty Article: Treaty Obligation
The mod has a new treaty article that can be requested from another country of equal or lower rank to gain an obligation, but it will be removed from the mod when 1.9.6 is out of beta.

New Diplomatic Action: Make Irredentist Claim
After researching Nationalism, any minor power or higher can claim an adjacent state that has a homeland with a culture that shares both a heritage and non-heritage cultural trait with their primary cultures.

There is a cooldown on pressing claims of 4 years if a great power, 6 years if a major power, and 8 years if a minor power. The duration and cost is cut in half if the target is unrecognized and the claimant recognized or if the state is unincorporated. Pressing a claim reduces relations with all countries with an interest in that region and reduces the effectiveness of improving relations for the duration of the modifier Pressing Claim.

New Diplomatic Action: Claim Natural Borders
This claim is aimed at eliminating split states, exclaves, and other border gore. The tooltips explain valid targets.

Tweaks and Quality of Life Improvements
• When used to start the war, the ban slavery goal will instantly enact the slavery ban law after victory.
• Every country rank now grants twice as much influence, such as 2000 influence as a great power, up from 1000 influence.
• Negative migration attraction modifiers have been removed from country ranks. This reduces depopulation issues.
• Minor powers targeted with the Make Protectorate war goal now have a -50% prestige modifier "Defending Autonomy" for the duration of the war, which is replaced with a +20% decaying prestige modifier "Defended Autonomy" at the end of the war. This is so that the war goal isn't lost as often during the war.
• Puppets and vassals can no longer give away investment rights.
• Any minor, major, or great power can now withdraw from treaties with a treaty port article.
• The bandit leader trait reduces infamy decay by -25%, down from -50%.
• Power bloc leaders cannot join power blocs before disbanding their own.
• Fixes the 1.9.5 "zero cost" state transfer bug. States are valued just as the tooltip claims.
• Fixes other 1.9.5 bugs with a similar error that caused discrepancies in acceptance evaluation.
• Fixes a display bug where the infamy cost for breaking a treaty on the negotiation screen didn't factor in treaty duration.
• Infamy for "The Rogue Imperialist," "A Brazen Expedition," "Colonial Clash," and "Ruler in the East" reduced.
• The AI uses the peace pledge and claims features when it suits their strategic goals.

This mod has been translated into French, German, Japanese, Korean, Polish, Portuguese, Russian, Simplified Chinese, Spanish, and Turkish. This mod works with any 1.9 patch, including the beta. It can be added to a save.
8 Comments
Hix 8 hours ago 
Let's try it, 5 stars if it works. I hope it is compatible with Hail Columbia Mod.
srand42  [author] 9 hours ago 
Solmyr, I think you have a mod compatibility issue with another mod also changing treaty articles files. The mod when used alone will make ban slavery zero cost. From my end I can do one of two things: make this mod more likely to be the mod that has its files actually used when there is an incompatibility or possibly write a compatch with the other mod. The former is easy but will make the other mod possibly seem bugged. With more feedback I can learn about which popular mods need a compatch.
Solmyr 14 hours ago 
Something is bugged - I added this mod to a game and now I would get 57 infamy as GB trying to ban slavery in Brazil, whereas before I would get 15 or so.
srand42  [author] 17 hours ago 
It's not intended for Holland to become cheaper, but you are right that Holland goes from 30.6 infamy down to 24.2 infamy with the mod. One way to address this would be increasing the modifiers for recognized countries across the board. Thanks, had! I will look into this.
bcassbreaker 20 hours ago 
God bless you mate.
had 21 hours ago 
I'm yet to play with this mod, but from a quick look it seems like taking province from the Netherlands with the mod costs much less badboy compared to vanilla. While taking Beijing is 100+.
Maybe you should calculate how eternal borders are by the number of great power capitals on the continent.
Or a smaller region, I think Russia taking Moldavia would not be such a mauvais ton.
I imagine France (my test start country) taking the Netherlands out of blue should trigger coalition and cut down size wars, while same France taking big chunk of China is kind of not ok but England did same to India so who cares (~90 badboy or something at worst).
Probably will try this mod then full 1.9.6 come out to get more nuanced opinion.
ShAdOwY_eDgE_lOrD 3 Jul @ 11:58am 
Saw reddit post, excited to see where this goes!
CengizHan 2 Jul @ 12:14pm 
I should definitely try this