Victoria 3

Victoria 3

Better Infamy, Treaties, and Claims
35 kommentarer
Risker the 34th 1 time siden 
@srand42 You're a real one for that bro! Glad i could help.
srand42  [skaper] 8 timer siden 
I pushed a small update just now that fixes the issue noted (thanks Risker the 34th!) with treaty ports being in the correct market. It was an issue with some undocumented behavior where treaty port doesn't work correctly if redefined in a file with a different name. This is now fixed.

There was also a significant update earlier today that provided a variety of improvements (listed in a comment below) and incorporated 1.9.6 patch updates to treaty articles into the mod.
srand42  [skaper] 15 timer siden 
Currently there are zero infamy Conquer State goals against unrecognized targets that are unincorporated states or the attacker's homelands. These modifiers are added together with the country rank modifier. Their values were based on recognized targets. If they go to zero, there's no explanation in game, which is a problem, and it would be better if they weren't zero. One way I could try to address this is by implementing a new war goal, "Conquer Colony," against recognized countries. Thanks for reporting this!
had 16 timer siden 
Can take whole lot of china's provincies with zero infamy
Risker the 34th 20 timer siden 
I noticed that taking Treaty Ports now puts those ports into my market instead of the host nations, which makes them pretty meaningless. I'm not 100% sure it is because of this mod but this is one of 3 mods i added recently and the only one that seems to touch treaties so i'm thinking its likely. Will be testing more probably tomorrow.
srand42  [skaper] 21 timer siden 
Updated for 1.9.6 patch!
- Construction and tax buffs removed. Birth rate buff 5%. Improve Relations speed added.
- Conquer State against an unrecognized country, Return State against a recognized country, and Make Protectorate against a recognized country with 7 million people typically maxes out under 100 infamy.
- Lower base infamy costs by 10%, lower infamy caps by 20%, major and minor power infamy cost the same, -10% for unrecognized attacker, and lower Return State infamy.
- Any country rank can make claims.
- Claims take less time.
- Notifications show claimant and state.
- State Transfer gives infamy for breaking early.
- State Unification article is needed for shared split states.
- Can withdraw during truce.
- Donating reduces infamy instead.
- Manifest destiny infamy fixed.
- Law commitment has -250 base reluctance. Ideological union leaders get +200 acceptance.
srand42  [skaper] 8. juli kl. 11.38 
@Sasi166 making secure law commitment easier is on the to-do list
Sasi166 8. juli kl. 10.30 
securing law commitment is literally impossible. setting the base reluctance at -1000 is way too much. it make the the law commitment function literally pointless. in vanilla, it is only around -25. Setting the reluctance to -100 or at most -250 would have made much more sense, as in it would be difficult enough that it wouldn't be a cheese like it is in vanilla, but at the same time the feature would still remain functional.
srand42  [skaper] 8. juli kl. 10.05 
@MirceaMM yes I will improve the notifications

@她说话有股孩子气 a mod like this but just for treaties?

@Simi I will look into toning down the infamy there
她说话有股孩子气 8. juli kl. 5.06 
Can you make a separate national clause mod?
Simi 8. juli kl. 0.27 
Hello, this is an excellent mod but in my opinion, you should put a maximum of generated infamy, playing with the Sikhs, having + 180 infamy for a province is just ... how to say ...?
srand42  [skaper] 7. juli kl. 10.23 
The infamy for Conquer State is based primarily on the population of the state, whether the target is recognized, modifiers from technology and a mandate, and any reductions from homelands or being unincorporated. Here are some examples with only Colonization and with Colonization, Civilizing Mission, Multilateral Alliances, and Colonial Offices.

Kars [154K] = 7.3 infamy, reduces to 5.4
Dogu Trakya [1.34M] = 31.8 infamy, reduces to 23.8
Venetien [1.85M] = 42.4 infamy, reduces to 31.8
Flanders [2.5M] = 65.8 infamy, reduces to 45.5

Oyo [1.57M] = 10.7 infamy, reduces to 4.9
Lower Egypt [2.66M] = 19.3 infamy, reduces to 8.8
Formosa [2.90M] = 23.0 infamy, reduces to 10.5
Punjab [5.48M] = 42.2 infamy, reduces to 19.3
Zheijang [9.47M] = 71.8 infamy, reduces to 32.9
Fujian [16.3M] = 122.8 infamy, reduces to 56.3

The Ottomans can become unrecognized, which dramatically reduces the infamy incurred for conquering their states.
Guy Fawkes 7. juli kl. 8.30 
i can take ottoman provinces for 1 to 3 infamy, seems op honestly
srand42  [skaper] 7. juli kl. 1.14 
The mod has higher infamy maximums that let infamy scale with population, mostly without hitting hard caps and so mostly without an infamy per population discount for high population states.

The mod encourages more varied games and hopefully more fun across multiple game sessions by providing options that have more similar value in terms of infamy per population. China is still a good option, but it's not massively better.

Currently it is possible to stack modifiers for infamy reduction against unrecognized countries and sometimes to consider going over 100 infamy. The nerf to liberty desire from infamy and the increased infamy decay are meant to allow playing over the cap temporarily as an option.

At some point I could put in an event-based system for negotiating the partition of China, with reduced infamy, modeled after how it was considered by the great powers historically.
Cain 6. juli kl. 21.59 
Taking provinces from China gives 100+ infamy, while in vanilla it's only ~10, is this intended buff for china so no nation will ever attack it or die from pariah infamy?
maucleo 6. juli kl. 14.33 
Doing gods work here bro. Wish Paradox would rework infamy too.
Guy Fawkes 6. juli kl. 10.42 
does holding the enemy cappitol not anymore win me the war?
The austria AI hold spains Capitol for like a decade but they dont surrender.
They arent a subject and spain is alone in the war against austira and constantine
MirceaMM 6. juli kl. 3.12 
Hey there! I've just installed the mod so I haven't played with it for too long, but it seems to make very sensible changes so far!

One thing I noticed is that the events for "claim on neighbouring land", be it for split state, irredentist or natural borders, do not explicitly name the state that is being claimed or the country claiming it. Could that be added? :)
srand42  [skaper] 5. juli kl. 19.41 
I'm also open to better suggestions on withdrawal and truce behavior. One thing I wanted to do was to let withdrawal happen either if the treaty has ended its binding period or if there is no truce. I haven't figured out how to do that yet, though.
srand42  [skaper] 5. juli kl. 19.32 
There's a feature where "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." If you had a truce, that's intended behavior. Paradox tooltips can be weird, but it says you need to meet the condition of not having a truce to withdraw. So it's saying you have a truce.

It sounds like they didn't withdraw but for some reason, such as 1.9.6 beta disappearing treaty articles, had no treaty articles on their side. If they withdraw, the treaty disappears and there's no option for you to try to withdraw. But Paradox made some treaty articles such as State Transfer disappear automatically after signing.

I'm treating 1.9.6 beta's disappearing treaty articles as something that should be fixed. They break the behavior where withdrawing from a treaty with a State Transfer should give infamy. So I am looking into this currently.

(I will also adjust the events that give infamy for not donating.)
GoEzyPlz 5. juli kl. 18.03 
Think there is a bug where a treaty ended and the other side withdrew after the binding period. However, I could not withdraw because it said I didn't have a truce with them, meaning I still had to keep all of the things I promised to them. Waited for a month and still couldn't withdraw from the treaty. Turned off the mod and then I could withdraw, this was after adding the mod to a existing save
Guy Fawkes 5. juli kl. 14.26 
not helping after earth quake or vulcan eruption breaks the pledge
pls fix, ty
MasterOfGrey 5. juli kl. 2.37 
Heya, paradox has already made changes to these two along these lines in the beta:

• 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.
srand42  [skaper] 5. juli kl. 2.19 
Yep, it's compatible with existing saves
Solmyr 5. juli kl. 1.58 
@srand42 Thanks, I will try to check if some other mod is interfering with the cost.
Guy Fawkes 5. juli kl. 0.35 
is this savegame compatible or do i need a new game?
srand42  [skaper] 4. juli kl. 19.48 
I pushed an update today with these changes:
This mod should usually get to define treaty articles files even if other mods try to do so. I'm open to making a separate compatch for some other popular mods that need to write to these files too.
Recognized countries now cost even more infamy (approximately one third more):
+150% -> +225% Minor Power / Insignificant Power
+125% -> +200% Major Power
+100% -> +175% Great Power
+10% Unrecognized Major Power (no change)
+0% Unrecognized Regional Power (no change)
-10% Unrecognized Power (no change)
The result is that conquering the state of Holland now incurs 32.3 infamy at the start up the game, which is up from 30.6 in the base game. This is how it maths out because conquer state's base cost is much cheaper than the base game (it is 1.5), to allow taking tiny states without a minimum of 5 infamy. Thanks go out to the player who noticed this about the Netherlands.
Hix 4. juli kl. 9.16 
Let's try it, 5 stars if it works. I hope it is compatible with Hail Columbia Mod.
srand42  [skaper] 4. juli kl. 8.21 
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 4. juli kl. 3.51 
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  [skaper] 4. juli kl. 0.23 
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 3. juli kl. 21.17 
God bless you mate.
had 3. juli kl. 20.09 
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. juli kl. 11.58 
Saw reddit post, excited to see where this goes!
CengizHan 2. juli kl. 12.14 
I should definitely try this