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Victoria 3 - Dev Diary #26 - Peace Deals


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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!
 
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Saurid

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To answer several questions on the topic, 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, for example). If we do add such a mechanic, it would have to allow the various actors in the war to reconsider their stance, open up for intervention and so on which are all neat ideas but a complex addition that would need a substantial design and iteration pass.
Why not make it so that you can add more demands in the war but all addtional demands need to be supported by all war negotiators with a huge infamy cost for all added wargoals. If everyone can do that it is balanced, especially if you add a modifer where the AI is considering the cost and scale of the war when those demands are added. Lastly you could make it depend on puplic opinion, so not war supprot directly but rather how hurt your nation is from the war, so if a war gets larger and gets dragged out, but also loose the modifier after making the demand making it impossible to add another wargoal unless you fight longer and get that modifier back, which will hur your country however and the enemy could also just capitulate before that wich would make that whole ordeal not worth it, it would also provide a way of escalating wars.
 
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Saurid

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Yes, though bear in mind that if there's no demands on the country in question, Capitulation is effectively white peace.
Why can a minor not just negotiate for themselves? a huge relationship malus for all allies and they get a betrayal modifer or similar making new deals and alliances harder?
 
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SignedName

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War Reparations is the way that money changes hands during peace deals currently, I do think the idea of being able to negotiate monetary settlements in addition to the current War Goals is interesting but nothing we're committing to at this point.
Will War Reparations be based on actual damage incurred during the war? With other kinds of payments being based on other factors, i.e. GDP? In the case of the Treaty of Guadalupe Hidalgo, they were reparations for damage incurred, whereas the Japanese indemnity enforced on China during the Treaty of Shimonoseki was not (and as a result, was much, much greater).
 
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Aurelius789

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So, if I'm deffender and manage to stall the war just on my borders will the attacker go to -100 war support over time and forced to capitulate? Or he will be also stuck at 0 war support unless I take his capital?
 
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Is war support more affected by more "important" provinces, important being with more pops, more buildings, containing cities/capitals...? And does occupying enemy territory also raise your war support?
 
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Can multiple countries share concessions? For example, multiple countries in a war against China demanding Most Favored Nation status, or splitting an indemnity amongst the victors.
 
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Armed forces regime change?! Now that is exciting. Does that just force the other nation to install that interest group at the helm of their government?
 

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Just curious, but how closely can this system model WWI, with the Ottomans, Italy, and America all joining later, each with their own war goals? Not that Victoria 2 did this any better, but it would be strange if the general diplomatic changes of the most pivotal war of the time period couldn't be modelled in this system.
 
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"The War Leader can propose a mixed peace deal, in which War Goals are ceded from both sides."

THANK YOU THANK YOU THANK YOU. I feel this will make diplomacy a lot more interesting!
 
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Sigma2718

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With this systems, it seems that if I have a war goal to take an inconsequential island and I conquer the entirety of the British Empire except the capital and that particular island, Britain still wouldn't capitulate?
 
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KebabMaker

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I think the war leader should still be able to make peace deal even if not all negotiators agree, but of course this will have major negative effect with the nation that rejected the peace deal and were betrayed.
 
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It's not directly connected to the subject of this dev diary but on the second screenshot why is there a small french flag in the top left corner of the spanish one that you can see next to Madrid ?
Is it a way to symbolize that Spain is a subject of France ? Because I'm pretty sure that the french mandate in Syria had a similar thing going on on their flag
 
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Sledjer

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Nice, but it might be a good thing to change the name from "capitulation" to "white peace" in order to make it less confusing.
Agreed. Assuming that the mechanics for that remains the same, it would be cool if there was a dynamic localization where it is capitulate if someone has a wargoal against you but white peace if nobody does.
 
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Wizzington

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With this systems, it seems that if I have a war goal to take an inconsequential island and I conquer the entirety of the British Empire except the capital and that particular island, Britain still wouldn't capitulate?
That is correct, though I would say that this would amount to a pretty extreme level of war mismanagement on your part.
 
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Professor Nero

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How are you guys going to counter human players purposefully keeping a war going forever by not ratifying their ally's peace? Will there be penalty for refusing to sign a peace deal too many times?
 
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cloudwasher

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With this systems, it seems that if I have a war goal to take an inconsequential island and I conquer the entirety of the British Empire except the capital and that particular island, Britain still wouldn't capitulate?
Maybe I read it wrong, but you only get locked at zero if you own both one war goal and your capital, so if you take the island and it’s your only war goal then it’ll eventually capitulate.

EDIT: never mind, just saw Wiz’s post while I was typing this