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Great Britain added Netherlands, Belgium, Portugal, Transvaal to their Power Bloc. I suspect that the additional influence allows them to build more relations.
I think adding to a power bloc particularly a sovereign empire should be quite hard especially for these midsized powers..
But I do agree game rules rather than companion mods makes sense but understand if its' too much work for the mod author.
For the record - I believe integrating companion mods as "game rules" settings instead might be more efficient - less mods to manage (with 20+ mods after a year break it's a headache to understand what's happening), more integrated with the game, much easier to manage the settings with save/load profiles.
Morgenrote is a mod that heavily uses "game rules" menu if you want to check out the implementation.
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.
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.
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.
- 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
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!
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.
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.
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.
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
I think current infamy is very low. In my latest run USA gobbled up half the mexico (up to Yucatan) along with their cores in just 2 wars and stayed at infamous status.
I feel this should not be possible without at least going into 50+ range from zero. Painting the map is easy even with constant conquests (like staying in the war year by year).
The influence bonus is very strong in conjunction with Colonial Offices and other infamy reductions, which are mandatory for painting the map and colonizing anyway.
Maybe allowing adjusting infamy cost multipliers via game settings is the way to satisfy the many contradictions of the system?
On the treaties: Yeah i think current adjustments in the treaty system need more improvements. AI will rarely break treaties even if at cold relationship level.
1. penalty continuous after binding time ends
2. It disallow to add more thing which would be allowed and agreed in new pact. IMO it should only prevent from removing things, but not to extend it.
Because of that it would be much better to have that as configurable options. Similar to other as well, as part of them have astronomical numbers in the end, making them disabled content. Pity.
Is this working incorrectly?
Would u include a line in description?
Here is my Chinese localization.
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2880069248
In vanilla i should talk korea into mercantilism by having good relations and giving them something.
Here it is just flat -2k, very sad, dont want to wipe floor with koreans and ruin our relations.
China canceled one treaty (about investment rights), but still kept giving me money.
Prussia too kept to its defensive pact it doesn't like. Shame they left such a bug and went on vacation, I guess no another hotfix in near future.
I've been seeing reports that the failure of the AI to withdraw from treaties outside of the binding period is currently just a patch 1.9.6 thing. They were doing it when I tested the mod on 1.9.5.
The ability to renegotiate outside of the binding period is the top issue I'm working on.
@Amoeba
Finland and Norway have no change, and the colonies keep the other benefits such as tech spread and interest rate that recognized countries have. There is just a lower infamy cost for war goals against them while the colonies are not independent. They are still playable.
Great mod, but this change makes playing as a starting subject unplayable. Nations like Canada, Finland, Norway, DEI, Raj.
I think you're right. I just tested getting investment rights as a tiny country. There's currently not enough that Bahrain can offer in 1836, and a Bahrain without foreign investments at least somewhere else isn't great. I will make some adjustments to give small countries more possibilities on the treaty screen, especially for investment rights.
The logic for 'Claim Natural Borders' can be adjusted. Maybe it should be directional in cases where one side of the split state has a large majority of the population. That would let Spain claim Gibraltar but not vice versa (without needing a special case for the state region).
Also, im looking from time to time at defence pact between prussia and austria, most of times prussia dont like it.
There is a specific issue that is also in the base game where a treaty port article disables withdrawing from a treaty. This is commonly seen by enforcing treaty port together with something like Money Transfer and getting them eternally or until Qing becomes recognized and can withdraw from treaty ports. I'm assuming that it's good not to go to war every 5 years to keep a treaty port active, so I'd like to fix this somehow (if I can figure out how) so only the treaty port stays active, not the rest of the treaty, maybe by making a new treaty when the binding period expires and the AI wants to withdraw.
Same deal with the bing period being expired but the AI still almost never cancel treaties on their own. In my game, it takes supporting opposite sides of a diplomatic play for them to cancel defensive alliance, while supporting independence never got cancelled even when being loyal or the suzerain changed through transfer subject. Workaround currently is to release subject instead of transfer subject for those with support independence treaties.
Anyway, thank you for this great mod and also being responsive to the community.
Seems like irl war between prussia and austria happaned in 1866, but in vanilla prussia usually go after austria around ~1850. So maybe it is all fine.
When it's outside of the binding period, the mod makes the AI more likely to break unfavorable treaties. But it might not do so if it still thinks the treaty should have positive acceptance (or if there is some bug that I don't know about).
@ADude
Agreed, at a minimum I think it should be fine and cause no issues with taking advantage of the AI to renegotiate outside of the binding period. I would like to figure out how to enable that specifically. Changes like this should be simple, but it's hard to figure out because the script design makes assumptions about what information needs to be available, and it's mostly undocumented. I will change it when I can.
here's to hoping the renegotiation bug is fixed soon!
I completely agree about liberate country being an issue for both realism and game balance, and it's something I would like to look into further for this mod.
Fixing the AI weights for existing goals like regime change is out of scope for this mod, to increase compatibility with other mods, but I do have an interest in developing my own AI mods in the future, which would be compatible with this mod and could look into this.
I will review the maneuver cost, but I think it's basically okay if maneuvers are sometimes a limit on how many states can be taken in one war.
I also think it's okay for trade privileges and company monopoly to have infamy (even if Investment Rights does not) and for that infamy to scale with the target because of the implication. These war goals are just exploitation of the target. But the trade privileges infamy should have a reasonable cost compared to treaty port, as the latter is even more exploitative. I will look at that.
I will look into getting the AI to break treaties during the binding period when it is beneficial for them to do so.
I agree that there is an issue with not being able to renegotiate treaties with the AI. I will look into fixing this while limiting exploitation of the feature.
The treaty adjustments are balanced around giving the player more positive acceptance for giving away valuable things, not just making it harder to get things. If the player has valuable consideration to give to the AI, and if not asking for something like taking the core states of the AI empire, the treaty articles are not just impossible. But it is intended for there to be situations where they are contextually not possible in that moment, such as the player not having a ton to give and trying to secure a law commitment article from a country that doesn't have the law the player wants to enact.
Good mod either way! <3
Another thing I noticed is that freeing a subject always costs 20 diplomatic points, while transferring a subject is weighted by the subject’s own value. I think It would make more sense to calculate the diplomatic cost of freeing a subject the same way as transferring, but with a 0.5 modifier (since you’re not taking it for yourself, after all).
The same applies to releasing countries: a flat cost is kind of boring, and it feels odd that releasing Bulgaria costs the same as releasing Cyprus.
Anyway, this is a wonderful mod still, thank you for creating this mod.
3. I have noticed the ai is very unwilling to cancel treaties on their own. For example in my game the Russians becomes Belligerent for wanting to conquer Suez, however they didn’t cancel my Defence Treaty with me and even still willing to be called as Ally in wars. The other treaties I notice is Support Independence. I transferred British Senegal to being my subject in a war, but despite them being loyal with low liberty desire and their support independence treaty now have negative acceptance, they never cancel the treaty and their liberty desire become unmanageable.
(To be cont.)
1. The diplomatic manoeuvre cost is probably vanilla? This means while the infamy cost of taking colonies is manageable, it would be difficult to take a few small colonial holdings in the same war.
2. While the investment right cost no infamy, the other economic treaties such as trade privilege and company monopoly still cost vanilla amount of infamy, which makes them extremely unfavourable to choose.
(to be cont.)