[v1.2.1][20fe]Defensive pact persists after forming alliance

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Polymeron

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20160705003209_1.jpg
Description
Background:
I proposed another race an alliance at a point when I had several defensive pacts, including with that race.

Actual behavior:
My defensive pact with the allied race persisted, costing 1 influence/month. My other pacts were terminated (which I didn't expect - but I'm pretty sure is working as intended).

I later canceled my defensive pact with that race, seeing as it was superfluous. I received a -40 opinion modifier due to breaking the pact.

Further, my Trust with that race is now capped at 50 because we're "not allies" (!), and there is no trust gain due to alliance.
(see screenshots for those last effects; the ally they are noted to have is myself )

Expected behavior:
- All defensive pacts are terminated on alliance creation with no penalty (honestly - even though it appears to be intended, this could stand revision. See also discussion here: https://forum.paradoxplaza.com/foru...vassals-protectorates-and-tributaries.955138/ )
- Allies have a cap of 100 Trust. In general, changes to treaties should recalculate maximum Trust rather than set it, otherwise your state machine would be very prone to bugs at version changes.
- Allies gain Trust from alliance regardless of other pacts broken between them.

Reproduction
Haven't tried to reproduce this, yet. Would be helpful if someone else confirmed if this happens to them.

Technical details
Game version: v1.2.1
Checksum: 20fe
Installed mods: None
OS: Windows 7 Ultimate, SP1
 

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Cattastrafy

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I also have a defensive pact with every protectorate and vassal under my control in my game. This kind of makes protectorate pointless since it's supposed to gain you influence, not spend it. I'd think the defensive pact would be built in and not use influence. It's understood if someone attacks you vassal you are automatically at war with them.

Makes it impossible to conquest victory (which was already impossible, since you will get dominion far before you can conquer everyone) since you influence would be far in the negative. I think it's not like this on all my games though so I believe it to be a similar bug.
 

omg_ken1

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[1.2.1 and 1.2.2] Defensive pacts don't auto-break upon forming Alliance nor Federation

I am in a federation with 3 other civilizations. The game have put me into a defensive pact with all 3 of them despite this, and charges me 1 influence point per defensive pact.
5wT8mjy.jpg


cAzCVae.jpg


In this picture it says "-4.00 From Defensive Pacts". That's because I still have a defensive pact with a previous ally. So it's - 3.00 from the defensive pacts with my federation pals (Tzynn Commonwealth, Krillian Coalition and United Syldaean Colonies) and -1.00 from an additional (and intended) defensive pact with Assembly of Neo-Fex'Klanga Suns.

Cruel game charged me 1 infleunce point per defensive pact with every Ally that I had before forming the federation aswell!

wEwkm1B.jpg


I noticed this bug in 1.2.1. I downloaded the beta 1.2.2 and the bug persists (no surprise since the beta don't address that issue).

Tech:
Game version: 1.2.2
Checksum: fb85
Mods: none
OS: Windows 10
 

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Last edited:

Obidobi

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Hello everyone.

I can't seem to repro this from scratch. Do anyone of you know what you did before forming an alliance?
 

Zemurin

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Probably a variation of defense pacts spawning with protectorates, vassals and about everyone else after loading a game. Happened to me on a number of occasions where loading a game within a federation spawned defense pacts with all federation members. I'd then have to cancel them manually, which at least is better than the unbreakable ones that spawn with vassals (recipient must be independent).
 

Obidobi

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Probably a variation of defense pacts spawning with protectorates, vassals and about everyone else after loading a game. Happened to me on a number of occasions where loading a game within a federation spawned defense pacts with all federation members. I'd then have to cancel them manually, which at least is better than the unbreakable ones that spawn with vassals (recipient must be independent).

Alright, I get this issue as well. So I've modified a pre-existing internal report with some more information. Thanks!



Though according to the OP, the pacts were formed before the alliances and somehow still remain. That part I've not been able to reproduce, so if anyone who has encountered that issue can provide some more information it would be highly appreciated :D!
 

Vind7

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This bug related to reloading somehow as before reloading protectorate was doing fine without any defense agreements.After reloading it just appeared - defensive pact.
 

Ex Mudder

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Also happens with alliances, alliances get -1 influence from alliance and -1 from defensive pact. You may need to save, quit, reload for them to reappear.
 

Cavalier212

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To follow up on my earlier post, these are my game files immediately before and after the bug hits. Something happens in between the first and second file that re-implements the defensive pact penalty.
 

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