Victoria 3

Victoria 3

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Better Infamy, Treaties, and Claims
   
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2 Jul @ 8:32am
21 Jul @ 12:04pm
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Better Infamy, Treaties, and Claims

Description
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.
• 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 discount for subjects 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 gain independence.
• Taking claims is less infamy 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 6 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 is 0.25 to keep some unique flavor for international dependence on weapons exports.

Zero Infamy Less Unappealing
• 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 25% improve relations speed and 15% trade advantage from "Peacetime Economy."
• After 8 years, the benefits of "Peace and Love" are 25% trade advantage, 25% more migration attraction, 5% higher birth rate, and a 75% increase in improve relations speed.

Treaty Acceptance Makes More Sense
• What you see is what you get! There is no "gift" 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
• To reduce the surface area for finding exploits, the AI rejects renegotiation offers during the binding period. This also means less busywork for managing existing treaties and a more meaningful distinction for longer duration treaties.
• It is still possible to renegotiate with the AI outside of the binding period or to withdraw anytime. It is also possible to renegotiate with less than 90 days (about '12 weeks') left on the binding period.
• Removed infamy for withdrawing from anything other than Take On Debt, State Transfer, State Unification, and Treaty Port. These have infamy as a soft deterrent to taking an immediate benefit and breaking treaties after signing.
• Securing a law commitment article can be difficult with -250 base acceptance, but there is a buff for ideological union leaders of +200 acceptance. It is still very difficult to get help with changing a law that the other country doesn't even have (-500 acceptance), and other countries are wary of changing to a law that you haven't enacted (-500 acceptance).

New Diplomatic Action: Make Irredentist Claim
After researching Nationalism, a country 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 1 year if a major or great power, 18 months if a minor power or unrecognized major power, and 2 years otherwise. The duration and cost is cut in half if the target is unrecognized and the claimant recognized, if the state is unincorporated, or if the target is a split state in a state region where the claimant also has a state. 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%.
• Fixes a display bug where the infamy cost for breaking a treaty in the "penalties" 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.

Optional Companion Mods
Vanilla Infamy Decay
More Infamy Against Unrecognized

This mod has been translated into French, German, Japanese, Korean, Polish, Portuguese, Russian, Simplified Chinese, Spanish, and Turkish. This mod works with 1.9.6 and with 1.9.7. It can be added to a save.

I'm happy to accept localization improvements for the mod.

Credits
Translation Contributions: 牛奶大魔王 (Chinese)
85 Comments
srand42  [author] 6 hours ago 
I have also released two optional companion mods for those who want bigger changes:

Vanilla Infamy Decay restores the normal rate of 5 infamy decay with an extra 25% from influence.

More Infamy Against Unrecognized increases infamy by 50% against unrecognized targets, resulting in Conquer State infamy costs closer to vanilla at the start of the game.

You can use either or both of these optional companion mods together with the Better Infamy, Treaties, and Claims mod to customize your experience.

I recommend using the official option mods because I can ensure they work together. I can continue to add options based on the feedback I get.
srand42  [author] 6 hours ago 
Based on feedback, I pushed an update that adjusts base infamy costs to be 10% higher. The update also reduces the per-state cap for infamy from population to be 14.8 million people instead of 16 million to balance this with the infamy per state maximums.
re: annexation cost
I'm using this mod with "Infamy Rework" that increases scaling cost while decreases base cost and got what i want. Siam's cost is around ~25 per their biggest land so if i want to paint i need to invest into painting or paint inefficiently.
srand42  [author] 21 hours ago 
Thanks for trying the mod!

It's not for everyone. It's designed to mostly equalize infamy per population. It's designed to make recognized and unrecognized countries have a large difference in infamy costs. It's designed to make Conquer State cheaper, but it remains more expensive for recognized targets. Increasing infamy against unrecognized targets is possible, but earlier feedback set the current level, to avoid unrecognized states at the 16 million cap going over 100 infamy at game start.

I understand that some may experience performance issues in their games, but most players will have no out-of-the-ordinary issues with game performance with just this mod.

Assuming it's not the peace pledge, I would need a more specific bug report about attacking countries. There shouldn't really be any issue with the mod with attacking countries otherwise, nor should the mod have any effect on expel diplomats.
crispy 22 hours ago 
Nice idea, but I'm having too many issues.

- Performance drops a lot and every few minutes the game completely stalls
- I can't attack some countries at all anymore
- I can directly annex whole countries for way too cheap
- Expel diplomats sometimes gets stuck forever
srand42  [author] 20 Jul @ 5:28pm 
I think it's a good idea, and it's what I originally tried to do. Unfortunately, within the infamy section of code for Money Transfer, I could not access the country's income data. If I am wrong and someone else knows how, I would be glad to hear it.

I'm working on a 10% income sharing treaty article right now. Its original purpose was to give something meaningful for smaller player countries to bargain with, since I designed it to make a new transfer annually based on current income.

But I could also possibly hook it into the war goal system. Then it might be possible to ask for 10% of income infamy-free again. This could even exist alongside the existing Money Transfer - which I set at up to a 20% of income limit to make it less punishing while also making it more cost-effective infamy-wise - which can have infamy. It might be good if they were mutually exclusive?

Thanks for the kind words!
seungwon91 20 Jul @ 11:24am 
This mod looks really great. Thanks for your work!!
I have one question regarding 'no infamy up to 5000 per week', which doesn't scale based on the countries' size. What is your opinion on generating infamy based on % of tax income like no infamy up to 10% (war reparation before patch 1.9)?
Thank you again for making this interesting mod.
srand42  [author] 17 Jul @ 1:30pm 
I pushed another update with these changes:

25% infamy for actions against low liberty desire subjects is back.

With less than 90 days on the binding period (about '12 weeks'), the AI is open to renegotiation. This makes it easier to keep treaties going if the AI would soon choose to withdraw.

The AI can break binding treaties. The AI will now withdraw from a treaty if it has an antagonistic, belligerent, or domineering attitude or a rivalry. But it won't do so if that would take infamy. For example, Austria or Prussia can now break the "Holy Alliance".

The 1.9.7 beta, when used with this mod, will make the AI withdraw from treaties outside of the binding period if their acceptance is negative.
srand42  [author] 17 Jul @ 11:10am 
@BeheadThoseWhoInsultKane
25% infamy for low liberty desire can come back.

In terms of historical realism, USA vs Mexico doesn't need more infamy. The border gore is ugly, though.

Map painting the 'unrecognized' is intended behavior for Vic 3.

The 1.9.7 beta fixes a bug where the AI won't withdraw outside the binding period. I can also work on more treaty-breaking while binding.

@Karax
Toggles will be introduced at some point.

Renegotiation of an existing treaty with the AI during the entire binding period is a silly feature and introduces a lot of ways for the AI to misjudge the value of the renegotiated treaty.

There has been some useful specific feedback about treaties. For example I got a comment that small countries should be able to get investment rights. That is something that I will work on.
BeheadThoseWhoInsultKane 17 Jul @ 8:59am 
Disabling infamy from diplo-annexing does not fit the era the game is in.
Victorian era expansion is mostly dominated by puppets and protectorates, with some concessions here and there. But most concessions are going to puppets.
This also goes into previous example of USA vs Mexico recognized land cheap annexations. At the era game is in - this is very major international crisis.

https://en.wikipedia.org/wiki/Protectorate see extensive lists here for reference