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Yeah apparently this mod interacts poorly with some other mods
This mod merely changes the factors of peace calculation
it shouldn't turn any finite wars into infinite ones
i suspect those wars were always infinite to begin with, as vic3 is still a little buggy in this area.
Everything in the FTW collection is up to date
Example: AI France went to war against AI EIC and AI UK over some random annexation demand by the EIC. British protectorates added a whole bunch of regime change/reparation wargoals for extra infamy, and after the EIC annexed the territory, these added wargoals became the primary war goals for the entire British Empire.
Six years later, Britain has 300k casualties and losses, war support is stuck at zero because the UK can't conquer Paris, and it doesn't want white peace because of "military strength and mobilization level" (-12). The UK is in a debt spiral and has a 95% reactionary revolt on its hands, but Cochin really wants that French president gone, so billions must die: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3400625945
I don't know how Victoria 3's AI really works under the hood, but I suspect that the amount of wargoals affects the threshold for considering white peace, which is then determined only by territory occupation. When the two mods are combined, and tons of new wargoals are added by the side's leader or its power bloc spherelings, even if it is something minor like war reparations, everything breaks apart when the AI cannot occupy core territories of the other side's leader
very interesting edge case
i would argue this is more of a skill issue of the AI but ill keep this noted
Total victory would more than outweigh that item though (mostly due to the doubled force balance factor)
assuming you didn't mess something up somewhere, I don't know what you did to achieve this, but thousands use this mod and it works for them.
You are probably just confused about the overlord participation thing
And i'm not talking about just 15 secs of them not surrendering, i had them occupied for multiple years
That part of the mod is in the base game now so you don't know what you are talking about lmao
I'm aware of this bug, but this mod is innocent.
With a wargoal to liberate the Dutch East India Company, despite fully occupying them, the Netherlands will simply refuse any peace deal and eventually I am myself forced to capitulate (since in this instance they had no wargoal themselves).
I also found out that in these circumstances out I'm unable to peace out at all, since even a white peace where their reasons are set to +1000 results in no answer at all (neither acceptance or refusal).
If you're in a war against a subject and their overlord is also a participant, albeit not the main one, it seems like you're unable to force the enemy to surrender, regardless of the circumstances (unless you occupy the actual homelands of the overlord I'd imagine).
The actual issue might be on Paradox's side, since if you're fighting a subject the overlord should take control as a primary war target, only ingame that very frequently doesn't happen, especially when the subject is trying to interject on a different war (more likely to happen with the East India Companies (British or Dutch) trying to "protect" neighbours.
it is still needed unless you want AIs to give up wars they should win lol
Basegame now makes it so AI will capitulate on complete defeat, but this mod will force players to do that as well.
More importantly the other changes this mod makes to make sure AIs don't give up too early is still useful (so that USA actually win against Mexico properly and their border is pretty)
This mod still does a few other things, but the main feature has been integrated yes. Ill update the description soon
>The AI will now instantly capitulate in a war where they and all their allies are 100% occupied
I have checked, nothing in this mod can cause any sort of crash. I believe this is only an issue on your end, i frequently talk to people that uses this mod specifically, if it really is causing crashes i'd know by now.
This one? you sure? ok, i will look into it
That isn't caused by this mod and there is sadly not an awful lot i can do to help, since it's an old basegame issue. Hopefully the next DLC would make this less common.
Correct, that is the intent.
For the record I checked all my other mods, none of them are breached. Thank you again for letting me know
(those were some of the other tweak mods i was making, so I wonder if it felt like the game was better due to this, in your experience)
The production file eventually went on to become https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2886436908
The revolution edit was an unreleased mod that was meant to keep the losers down for a bit longer.