Victoria 3

Victoria 3

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Better Infamy, Treaties, and Claims
   
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7 月 2 日 上午 8:32
7 月 21 日 下午 12:04
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Better Infamy, Treaties, and Claims

描述
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, 1.9.7, or 1.9.8. 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)
136 条留言
☭Ⓐʳᵗ🅡🅣´꒳`ᰔᩚ 10 月 17 日 下午 5:15 
Happy for your recovery! Looking forward to seeing the next patch
srand42  [作者] 10 月 15 日 上午 11:01 
Thanks for letting me know. I tried to make it clear but I can look into improving it.
MasterOfGrey 10 月 14 日 下午 6:11 
Then the information of which direction the states move in needs to be fixed/improved.
srand42  [作者] 10 月 14 日 上午 10:36 
I do agree that it's a little counter-intuitive to select your own state for state reunification. But it's technically necessary to implement it this way, so it's also intentional. A key goal with the state transfer and reunification treaties was to be able to prevent "free" land transfers where the treaty can be immediately cancelled, eliminating per turn costs without penalties. However, if the target country's split state is selected for a state transfer, then the treaty immediately no longer has a valid state selection because it no longer exists. That makes it impossible to penalize immediately withdrawing from the treaty. The only solution was to create a separate treaty article for state reunification where your own country's split state is selected. This continues to exist after reunification and so allows penalties to be imposed for withdrawing early.
MasterOfGrey 10 月 14 日 上午 4:04 
Btw, the reunite state treaty article works backwards
srand42  [作者] 10 月 14 日 上午 12:58 
I've been out of it. I just got over pneumonia, but I'm well now. My road map is:
(1) This week, finish the treaty content update I almost finished (just localization) & update for patch (apparently the mod works right now, so no need to wait).
(2) I will make an optional mod that removes the infamy weight changes. Some zero infamy treaty stuff will stay.
(3) My next content update will expand on claims mechanics.
(4) I can then release a "Better Claims" mod for anyone who just wants that..
I appreciate all the great feedback. Please keep sending it in. This helps me know what to work on. Thanks!
EarthWorks 10 月 11 日 上午 2:42 
update
MasterOfGrey 9 月 30 日 上午 1:49 
MasterOfGrey 9 月 29 日 下午 7:32 
I have made a compatibility patch for this mod and my Soft Pop Adjustments which is available here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3577410223

If you could list it in your mod description it would be greatly appreciated.
MasterOfGrey 9 月 29 日 下午 7:00 
This definitely needs some updates for the latest patch - however, the changes I've looked at aren't *significant* and the mod probably shouldn't ruin anyone's game if it's used without updating.