• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Victoria 3 - Dev Diary #26 - Peace Deals


16_9.jpg


Hello and welcome back to another Victoria 3 development diary! Last week we wrapped up our dev diaries on War, and now we’ll be bringing both Diplomacy and War to a close (for the being, that is) by talking about (appropriately enough) how to negotiate an end to one of your wars. We’re of course not done talking about warfare and will return to the topic at a later point, but for now, let’s talk peace.

So, let’s say you launched that diplomatic play to get the Dutch colony you’ve been eyeing for years thinking that you’d have it in the bag, all the way up until the French decided to back them up and you found yourself dragged into a bloody and costly conflict that you now want nothing more than to get out of. What do you do?

There’s actually two different ways of making peace in Victoria 3: Capitulating and Negotiating Peace. However, before we explain how these work, we first need to explain a crucial mechanic to all forms of peace-making: War Support.

War Support is a measure of the political will in your country to continue fighting in a particular war, and goes from -100 to +100. Each country will start a war with a high degree of War Support (currently always 100, though we’re considering having it start on different levels based on how politically unified your country is), which declines over time. The factors that govern how quickly War Support drops include:
  • Having your territory occupied by the enemy
  • Pops dying and being wounded in battle and from attrition
  • Internal turmoil in your country, for example because your economy is worsening due to the war
  • Whether the enemy controls their War Goals

Siam is in a bad way in this war, losing more than 11 War Support every single week. Unless they can turn things around quickly, capitulation isn’t far away. As with the previous war dev diaries, please note that any numbers/interfaces/tooltips shown are very much not final!
DD26_1.png

When their War Support hits -100, a country is forced to Capitulate. A country that Capitulates cedes all War Goals that are targeting them and gives up on all unpressed War Goals they were still holding. It’s also possible for most countries part of a war to choose to Capitulate at any time, even right after the war has broken out. This will immediately let them exit the war at the same cost outlined above, but may also incur a diplomatic penalty if the country capitulates early, especially if they had nothing to lose by doing so (as it would be seen as a cowardly betrayal of your allies). War Leaders are also able to Capitulate, and this doesn’t usually end the war, as they are only conceding War Goals targeting themselves and their subjects, and a new War Leader will be chosen to continue the fight on their side of the struggle. The only circumstance under which a Capitulation will end a War is if there are no War Goals left to fight over, which always results in an immediate end to hostilities.

However, it isn’t possible to simply attack a far-away country and force them to cede you distant lands simply by waiting for their War Support to tick down by itself. This is because any country that has a war goal targeting it which isn’t considered to be controlled by the enemy and still retains control of its own capital cannot have its War Support drop below 0. For example, let’s say that while playing as Brazil, you attack the Netherlands and demand they cede both Curacao and Guyana. You easily occupy Guyana but find that your navy is outmatched and you can’t land armies to take either Curacao or Amsterdam. As a result, you will be unable to force the Netherlands to Capitulate unless you actively choose to drop your War Goal on Curacao.

It’s possible to capitulate at any time during a war, even when it’s just started and War Support is at maximum - that it’s possible definitely doesn’t mean it’s a good idea, though!
DD26_2.png

So what then, of negotiated peace? This is quite a bit more complex than Capitulation, and can involve a whole host of countries that are part of the war. When making peace, countries involved in a war are split into three different categories:

War Leaders: This is the main participant on each side. War Leaders can propose peace deals and must ratify any proposed peace from the other War Leader in order for it to take effect.
Negotiators: This is any country that either holds a War Goal or has a War Goal targeting them and who are not one of the War Leaders. Negotiators must ratify any proposed peace deal from both the enemy and their own side in order for it to take effect.
Non-Negotiators: This is any country that doesn’t fall into the above two categories. They don’t play any active role in peace negotiations. Subjects whose Overlord is part of the war are also considered Non-Negotiators, as their Overlord negotiates on their behalf.

For a negotiated peace to happen, the War Leader on either side must first construct and propose a peace deal out of pressed War Goals. Unlike in many of our other Grand Strategy Games, peace deals in Victoria 3 isn’t necessarily just one side making demands - the War Leader can propose a mixed peace deal, in which War Goals are ceded from both sides. Once the War Leader is satisfied with the deal they’re proposing, they then send it out to both sides of the war for ratification.

This rebellion against Britain has turned into something of a brush war between the European Great Powers, with limited fighting in the colonies between Britain and its enemy France. War Support remains high, but if things take a bloodier turn both sides may find their populations quickly growing weary of the fighting.
DD26_3.png

That’s right - in order to have your proposed peace deal take effect, you need not just the enemy War Leader or even the enemy War Leader and Negotiators agree to it - all Negotiators on your own side must agree as well. This means that while you can try to cut a deal with your Dutch enemy to give you everything you want from them in exchange for selling out your ally Prussia, the likely answer to that from Prussia is going to be a firm and resounding ‘No’, at least so long as they aren’t truly desperate for a peace. However, if you’re willing to be fair about the whole thing and give up something of your own as well, they’re going to be more receptive to your proposals.

War Support plays a key role in determining what kind of peace deals the AI will agree to, with both their own and the enemy’s War Support factoring in: Even if their war support has dropped into the negative, the AI isn’t going to agree to a long list of demands from a country that is themselves a few weeks away from capitulating.

That’s all for today! Now that we’ve talked about Economy, Politics, Diplomacy and War, join us again next week as we cover a topic that touches on all of them - Technology!
 
Last edited by a moderator:
  • 259Like
  • 136Love
  • 14
  • 10
  • 6
Reactions:

grommile

Field Marshal
66 Badges
Jun 4, 2011
22.418
38.618
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Shadowrun Returns
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • March of the Eagles
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Prison Architect
Prussia ends up defeating France and occupies the entire metropole.
So they occupy Paris, so France's war support can drop to -100.
 

unmerged(760025)

Captain
38 Badges
Jun 25, 2013
424
2.232
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • March of the Eagles
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Victoria 3 Sign Up
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • A Game of Dwarves
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
I'm curious about this situation where Spain can afford to fight a homefront war against France just to gain the Caribbean island of Ste. Quelqu'une, and manages to gain the upper hand in said homefront war and advance into France on both ends of the Pyrenees, but can't afford to push all the way to Paris even after cratering the French economy by occupying Occitania.

I never said that Spain wouldn't be able to continue to fight its way towards Paris, I'm saying that, in this situation, they shouldn't have to especially if the war is just about a small caribbean island.
 

tigdroids

Recruit
29 Badges
Jun 10, 2020
1
0
  • Europa Universalis IV: Cossacks
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
  • Europa Universalis IV: Common Sense
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
there are currently no plans to allow for the adding of War Goals after the war starts, as doing so opens up for a lot of ways to circumvent the Diplomatic Play phase (go in with light demands to get support in the Play and then start demanding outrageous things once the war starts
I completly understand. However, i think that Great Wars could have different mechanics for peace deals, since IRL most of the demands where decided after the capitulation. Also, i think having more consequences and mechanics for Great Wars would be amazing in general!.
 
Last edited:

grommile

Field Marshal
66 Badges
Jun 4, 2011
22.418
38.618
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Shadowrun Returns
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • March of the Eagles
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Prison Architect
I never said that Spain wouldn't be able to continue to fight its way towards Paris, I'm saying that, in this situation, they shouldn't have to especially if the war is just about a small caribbean island.
And I dare say they won't have to.

There is nothing in this dev diary to make me believe that the only time the AI will capitulate is at -100 War Support.

Especially when the stakes are only "the island of Ste. Quelqu'une".
 
  • 5
  • 1Like
Reactions:

TempestM

Procrastinator
16 Badges
Feb 8, 2018
1.051
6.152
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Crusader Kings III
War Support is a measure of the political will in your country to continue fighting in a particular war, and goes from -100 to +100. Each country will start a war with a high degree of War Support (currently always 100, though we’re considering having it start on different levels based on how politically unified your country is), which declines over time. The factors that govern how quickly War Support drops include:
What if by default it was somewhere around +70, but could also increase during war? For example, someone attacked you and your people weren't fans of this war because they believed they will be crushed, but then after some miracluous comeback your troops not only repel invaders, but start capturing attacker's land with little casualties. That would probably spark patriotism and optimism for the war.
With default being 100 it means it can only go down, something similar to a problem with CK3 factions (people either rebel, or don't rebel yet; no positives, only neutral and negative)
 

unmerged(760025)

Captain
38 Badges
Jun 25, 2013
424
2.232
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • March of the Eagles
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Victoria 3 Sign Up
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • A Game of Dwarves
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
And I dare say they won't have to.

There is nothing in this dev diary to make me believe that the only time the AI will capitulate is at -100 War Support.

Especially when the stakes are only "the island of Ste. Quelqu'une".

Maybe not in the dev diary itself but someone asked if with the current system a UK completely occupied except for its capital and the wargoal would refuse to capitulate. The answer from the dev was that they wouldn't. So in the example I gave, France wouldn't capitulate either and I find that more than a little weird.
 

Shneemaster

Second Lieutenant
50 Badges
Sep 19, 2019
114
392
  • Stellaris: Lithoids
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Prison Architect
  • Stellaris: Ancient Relics
  • Cities: Skylines - Green Cities
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Snowfall
  • Europa Universalis IV
  • Victoria 2
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
I think everyone's missing the part where there are two ways to end a war: Capitulation, and Negotiated peace. If you've occupied basically the entire country except the capital, they'll probably be pretty willing to accept a peace settlement, if not propose one themselves.
Maybe not in the dev diary itself but someone asked if with the current system a UK completely occupied except for its capital and the wargoal would refuse to capitulate. The answer from the dev was that they wouldn't. So in the example I gave, France wouldn't capitulate either and I find that more than a little weird.
I think what he meant was they can't auto-capitulate at -100 war support, but if things are bad enough at and your not accepting their peace offer, they might just capitulate anyway.

Regardless, waiting until the capital is occupied may be a design flaw that allows for exploits. Perhaps a third qualification should be added: total occupied land. A country can go below 0 war support only if either the war goals, the capital, OR say 40% of core territory (possibly weighted by industry or population, so you can't capitulate Russia by just taking empty Siberian wastes) is occupied.

Hopefully the AI will be intelligent enough that it will often realize when a war is lost and sue for peace even before any of this comes up, but, you know, AI.
 
  • 1Like
  • 1
Reactions:

Grubnessul

Your Friendly Dictator Next Door
76 Badges
Dec 17, 2006
6.000
559
  • Magicka 2 - Signup Campaign
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Victoria 3 Sign Up
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
Why do we need to have a weird arbitrary war support (again)? Why not link it to pops and how rebellious they are? As long as you keep them happy, you can continue the war.
 
  • 4
  • 2
  • 1
Reactions:

grommile

Field Marshal
66 Badges
Jun 4, 2011
22.418
38.618
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Shadowrun Returns
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • March of the Eagles
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Prison Architect
Why do we need to have a weird arbitrary war support (again)?
Because we have a weird arbitrary war system. (And I don't mind that! It looks like it should be an interesting system to play in.)
 

Grubnessul

Your Friendly Dictator Next Door
76 Badges
Dec 17, 2006
6.000
559
  • Magicka 2 - Signup Campaign
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Victoria 3 Sign Up
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
Because we have a weird arbitrary war system. (And I don't mind that! It looks like it should be an interesting system to play in.)
I also very much like the idea of the war system. But this "countdown to forced peace" was terrible in Stellaris and I am not sure why they added it. Wars should be ended by you running out of money/men/diplomacy/your pops getting revolutionary, not a countdown.

The best thing about v3 seems to be that everything goes back to your pops, so such a mechanism seems unfitting.
 
  • 8
  • 1
Reactions:

antiwarattorney

Private
84 Badges
Dec 27, 2009
20
52
  • Victoria 2: A House Divided
  • Europa Universalis III Complete
  • Heir to the Throne
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Federations
  • Surviving Mars
  • Europa Universalis IV: El Dorado
  • Stellaris: Humanoids Species Pack
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Stellaris: Necroids
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Dharma
  • Stellaris: Nemesis
  • Surviving Mars: Digital Deluxe Edition
  • Imperator: Rome Deluxe Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Golden Century
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Victoria 3 Sign Up
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India

Hello and welcome back to another Victoria 3 development diary! Last week we wrapped up our dev diaries on War, and now we’ll be bringing both Diplomacy and War to a close (for the being, that is) by talking about (appropriately enough) how to negotiate an end to one of your wars. We’re of course not done talking about warfare and will return to the topic at a later point, but for now, let’s talk peace.

So, let’s say you launched that diplomatic play to get the Dutch colony you’ve been eyeing for years thinking that you’d have it in the bag, all the way up until the French decided to back them up and you found yourself dragged into a bloody and costly conflict that you now want nothing more than to get out of. What do you do?

There’s actually two different ways of making peace in Victoria 3: Capitulating and Negotiating Peace. However, before we explain how these work, we first need to explain a crucial mechanic to all forms of peace-making: War Support.

War Support is a measure of the political will in your country to continue fighting in a particular war, and goes from -100 to +100. Each country will start a war with a high degree of War Support (currently always 100, though we’re considering having it start on different levels based on how politically unified your country is), which declines over time. The factors that govern how quickly War Support drops include:
  • Having your territory occupied by the enemy
  • Pops dying and being wounded in battle and from attrition
  • Internal turmoil in your country, for example because your economy is worsening due to the war
  • Whether the enemy controls their War Goals

Siam is in a bad way in this war, losing more than 11 War Support every single week. Unless they can turn things around quickly, capitulation isn’t far away. As with the previous war dev diaries, please note that any numbers/interfaces/tooltips shown are very much not final!
View attachment 781674

When their War Support hits -100, a country is forced to Capitulate. A country that Capitulates cedes all War Goals that are targeting them and gives up on all unpressed War Goals they were still holding. It’s also possible for most countries part of a war to choose to Capitulate at any time, even right after the war has broken out. This will immediately let them exit the war at the same cost outlined above, but may also incur a diplomatic penalty if the country capitulates early, especially if they had nothing to lose by doing so (as it would be seen as a cowardly betrayal of your allies). War Leaders are also able to Capitulate, and this doesn’t usually end the war, as they are only conceding War Goals targeting themselves and their subjects, and a new War Leader will be chosen to continue the fight on their side of the struggle. The only circumstance under which a Capitulation will end a War is if there are no War Goals left to fight over, which always results in an immediate end to hostilities.

However, it isn’t possible to simply attack a far-away country and force them to cede you distant lands simply by waiting for their War Support to tick down by itself. This is because any country that has a war goal targeting it which isn’t considered to be controlled by the enemy and still retains control of its own capital cannot have its War Support drop below 0. For example, let’s say that while playing as Brazil, you attack the Netherlands and demand they cede both Curacao and Guyana. You easily occupy Guyana but find that your navy is outmatched and you can’t land armies to take either Curacao or Amsterdam. As a result, you will be unable to force the Netherlands to Capitulate unless you actively choose to drop your War Goal on Curacao.

It’s possible to capitulate at any time during a war, even when it’s just started and War Support is at maximum - that it’s possible definitely doesn’t mean it’s a good idea, though!
View attachment 781675

So what then, of negotiated peace? This is quite a bit more complex than Capitulation, and can involve a whole host of countries that are part of the war. When making peace, countries involved in a war are split into three different categories:

War Leaders: This is the main participant on each side. War Leaders can propose peace deals and must ratify any proposed peace from the other War Leader in order for it to take effect.
Negotiators: This is any country that either holds a War Goal or has a War Goal targeting them and who are not one of the War Leaders. Negotiators must ratify any proposed peace deal from both the enemy and their own side in order for it to take effect.
Non-Negotiators: This is any country that doesn’t fall into the above two categories. They don’t play any active role in peace negotiations. Subjects whose Overlord is part of the war are also considered Non-Negotiators, as their Overlord negotiates on their behalf.

For a negotiated peace to happen, the War Leader on either side must first construct and propose a peace deal out of pressed War Goals. Unlike in many of our other Grand Strategy Games, peace deals in Victoria 3 isn’t necessarily just one side making demands - the War Leader can propose a mixed peace deal, in which War Goals are ceded from both sides. Once the War Leader is satisfied with the deal they’re proposing, they then send it out to both sides of the war for ratification.

This rebellion against Britain has turned into something of a brush war between the European Great Powers, with limited fighting in the colonies between Britain and its enemy France. War Support remains high, but if things take a bloodier turn both sides may find their populations quickly growing weary of the fighting.
View attachment 781676
That’s right - in order to have your proposed peace deal take effect, you need not just the enemy War Leader or even the enemy War Leader and Negotiators agree to it - all Negotiators on your own side must agree as well. This means that while you can try to cut a deal with your Dutch enemy to give you everything you want from them in exchange for selling out your ally Prussia, the likely answer to that from Prussia is going to be a firm and resounding ‘No’, at least so long as they aren’t truly desperate for a peace. However, if you’re willing to be fair about the whole thing and give up something of your own as well, they’re going to be more receptive to your proposals.

War Support plays a key role in determining what kind of peace deals the AI will agree to, with both their own and the enemy’s War Support factoring in: Even if their war support has dropped into the negative, the AI isn’t going to agree to a long list of demands from a country that is themselves a few weeks away from capitulating.

That’s all for today! Now that we’ve talked about Economy, Politics, Diplomacy and War, join us again next week as we cover a topic that touches on all of them - Technology!
I love that both sides can give up something. In EU4, you either have to be the winner or the loser in a war; one side gives up stuff and the other gives nothing. Have both sides give something is great. For example, Mexico can give U.S. territory, but the U.S. has to pay reparations.
The game makes a big assumption that under most situations is true, but not always. The game assumes that when someone occupies your territory and kills pops, war support goes down. I can think of a few situations where the opposite has happened. Lots of people in Britain in 1939 were not eager to fight Germany, but when Germany started sinking merchant ships and terror bombing of London; I'm pretty sure support for the war actually went up! In 1941, there were plenty of Russians that hated Stalin for confiscating land from the farmer in the 1930s. However, the Germans were so brutal that support for the war increased. Stalin convinced people they were defending Mother Russia rather than Soviet Communism.
 
  • 2Like
Reactions:

antiwarattorney

Private
84 Badges
Dec 27, 2009
20
52
  • Victoria 2: A House Divided
  • Europa Universalis III Complete
  • Heir to the Throne
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Federations
  • Surviving Mars
  • Europa Universalis IV: El Dorado
  • Stellaris: Humanoids Species Pack
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rule Britannia
  • 500k Club
  • Stellaris: Necroids
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Dharma
  • Stellaris: Nemesis
  • Surviving Mars: Digital Deluxe Edition
  • Imperator: Rome Deluxe Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Golden Century
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Victoria 3 Sign Up
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
I think the system proposed involves having a war score that forces capitulation. I don't think this simulates reality, because it assumes a player is going to know there own war score as well as the opponents. The Czar last the summer palace, but he never reached his destination because of the revolution. A leader might know the populace is clamoring for peace, but I don't think a leader would know the date when they are getting removed from office unless they make peace. A more realistic system would be to say every day war score falls below a certain threshhold, there will be certain consequences such as mutiny of individual military units and/or ships. French troops in WWI did indeed start to mutiny.
If war score falls below a lower number, then each day there should be a percentage chance that the leader gets deposed and the game ends.
 
  • 3
  • 1
Reactions:

grommile

Field Marshal
66 Badges
Jun 4, 2011
22.418
38.618
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Shadowrun Returns
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • March of the Eagles
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Prison Architect
  • 5
Reactions:

WhatThatStandFor

Corporal
38 Badges
Sep 3, 2015
43
214
  • Hearts of Iron III
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Cadet
  • Prison Architect
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Federations
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Victoria 3 Sign Up
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Darkest Hour
I firmly believe that IGs need a seat at the table of foreign policy. They should have goals. They should have interests. They should have desires and demands. They should have their own specific thoughts on how a war is being waged. Those thoughts should affect war support.

Heck, it should more or less determine it! If all your IGs and POPs strongly oppose a war your war support should be almost -100, and a battle lost should send it over the edge.

And if your IGs and POPs strongly support a war that you desperately want to get out of? Good luck leaving the war! You should be able to try, but those who oppose leaving will resist and it might be the end of your government if handled poorly.
The banana companies demand blood.
 
  • 3Haha
Reactions:

Troyen

Colonel
16 Badges
Aug 6, 2012
850
2.272
  • Crusader Kings II
  • 500k Club
  • Cities: Skylines - After Dark
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Stellaris: Distant Stars
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
Sorry, I didn't browse the entire thread, I only read the dev responses. And the response cut out that additional context.

My point is that were the entire island of Great Britain, including London, occupied by their opponent, surely their opponent is not leading a mismanaged war and surely the population and government of Great Britain would be adversely affected and consider themselves defeated that they would rather give up St. Whateverados than endure an enduring occupation of their homeland?

Let me construct another example that is not too far fetched. France owns Martinique in the Caribbean. Prussia would like a place at the sun, as they are wont to do. They decided they want to demand Martinique from France. It goes to a war, and for simplicity's sake assume there is no other relevant power involved. Prussia ends up defeating France and occupies the entire metropole. However, they lack the navy required to move an actual army into Martinique.

By all accounts, this is a resounding victory and France is thoroughly beaten. We don't know all the details of the occupation/devastating rules but the French population and industrial capacity is in Prussian hands. Logically, the French government at this point should be relieved to only relinquish Martinique to regain control over their core territory. Illogically, the French government will instead apparently wait until someone finally moseys over to the Caribbean and puts some boots on the ground and then suddenly realise how badly they have been beaten. This next to the historical background where overseas colonies were often bargaining chips in peace deals, even if they were not controlled by their opponent.

Does any of that really make sense?
In both of your examples, the country would no longer be stuck at 0 war support and would eventually capitulate. The dev diary says this:

This is because any country that has a war goal targeting it which isn’t considered to be controlled by the enemy and still retains control of its own capital cannot have its War Support drop below 0.
Note the "and" there. That means if either the war goal or the capital are occupied, war support will plummet and the AI will be more likely to concede.

The examples you were replying to were a bit contrived in that the attacker occupied every territory of the defender except the war goal and the capital. We don't have fine tactical control of our generals, but it seems odd for them to occupy all the territory around an opponent's capital without also taking the capital province itself, so I don't think that'll be an actual issue in the game.
 
  • 1
  • 1Like
  • 1
Reactions:

Idle America

Colonel
51 Badges
May 27, 2013
1.157
3.234
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Crusader Kings III
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Prison Architect: Psych Ward
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Island Bound
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
I would love to see a similar system in HOI4. Can't tell you how many times millions have died, all while I'm screaming "I JUST WANTED HONG KONG!"
 
  • 2Haha
Reactions:

Tomfu

Recruit
1 Badges
Jan 5, 2019
1
0
  • Hearts of Iron IV Sign-up
Thank you very much for the dev diary,
one thing that I still wonder and am concerned about is the way how Non-Negotiators are determined and then treated. Imagine you have a powerful navy while your ally (which is the war leader) is rather powerful on land, the ally would claim all the war goals because he occupies territory and you dominate the sea sinking most ships of a powerful navy and raiding hundreds of convoys... you would still be considered a Non-Negotiator and possibly not get anything out of the war goals since you can't object and nobody needs to care about your demands.
The same would also be applicable on land if we imagine a WW1 scenario and Russia fights off the Germans nicely but doesn't hold any meaningful territory, the same issue would arise.

My next question is again about the Non-Negotiators but this time about the defending side, imagining the war goals have been achieved against the defender and you are a supporting defender, barely touched by the war and could keep on fighting. But your main defender actually peaces out and cedes some part of your territory over. Again possible because you do not control any war goals but you could hold the fort alone against the other country maybe. And yet have to cede stuff because you are a Non-Negotiator.

Maybe I have misinterpreted something and these scenarios wouldn't work out the way I described them, they were just my biggest concerns but other than that I am very excited about this change!
 
  • 1
Reactions:

IsaacCAT

Field Marshal
141 Badges
Oct 24, 2018
3.390
7.653
  • Victoria 3 Sign Up
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
Are we able to bring new war goals to negotiations? Can we divide war goals in smaller war goals?

I think we lack some granularity with war goals to have meaningful peace deals. Or else, they would be too arbitrary.

We need more info devs!
From the responses and the screenshots, I am yet to see how negotiations can have some nuance and not be binary: either the deal is on or off. With limited war goals there is not much negotiation to do. It feels like a waiting game until the war simulation gets you the results, without any agency from the player.

From the examples shown in the DD:

1638616499369.png

From six possible wargoals, the deal on the table has three concessions to Japan and two concessions to Portugal. We do not know from the screenshot what is making the AI to not support the peace deal. This is important as it may bring some light on whether the player can affect that opinion besides the war simulation.

It could be inferred that the acceptance from Portugal and France could be affected if the player dropped one or all the war goals that are favourable to Japan. But this is not a negotiation but a waiting game for the warscore (war support, etc...) to achieve the desired objective.

IMHO a negotation would imply that the actual war theater affects the peace deal. Not only with war support but with new concessions. If Japan has invaded and holds one region from Portugal, that should be part of the negotiations, as well as POW captured during the war (as other posters have said), actions done to the civilian population, increased war reparations, etc... Keeping only the original war goals unaffected by the development of the war is not engaging.

The other example is even more striking:


1638617164945.png

Here there are only two possible war goals to negotiate, both already on the table. Not the attackers nor the defenders accept the peace deal. If the player wants to end the war, there is only one option but to capitulate, as all the possible concessions are already on the table. If not, it is a waiting game for the war simulation to end.

Maybe I am missing something or I have misunderstood something and the peace deals can be real negotiations.
 
Last edited:
  • 4
  • 1Like
Reactions: