War and peace - a system too rigid and an experience too frigid

War and peace - a system too rigid and an experience too frigid

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Jul 2, 2017
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Part 1: The TL;DR version (of this suggestion)
TL;DR: the the way war- especially joint war works is too rigid, it leaves empires with too few options, it feels stiffing and these harsh rules do not make sense from an RP sense. They also suck as game mechanics.

But there's a better way, one that makes sense, is fair, is fun, and will improve the whole game. Please join me in the non-TL;DR version.

Part 2: The non-TL;DR version (of this suggestion)
Okay now that it's just us nerds left let me start by saying we should probably overhaul the entire war mechanic. The 1.9 system had a lot of bad but it had a lot of good too, a lot of good that was removed unnecessarily. But I'm a visionary and wish to only learn from the past, not emulate it. So for this I'll have two segments of part 2, one dedicated to Wargoals and Peace Treaties. The other dedicated to the Rules of Joint War

Wargoals and Peace Treaties
  • Claims work like they do right now, I like claims, claims are a good idea IMO
  • You may also "claim" policies and effects on the enemy, like Humiliation, Despoilation, End Atrocities (slavery/genocide), Stop building robots (if spiritualist)
    * You must also have those policies that you seek to impose, imposing a policy claim costs 50 influence, you gain 100 if they surrender to them
  • You can also claim their government type, this will result in a liberation type war rather than a war of conquest
    * If you sue for peace then this claim is mutually exclusive with systems claims, and if they surrender to you then they change policy
  • When you attempt to sue for Status Quo peace you may bargin for claims that you have occupied to encourage the enemy to accept peace
    * Example, you have claim and occupancy of a 5 systems, you offer status quo peace if you get only 4
    * Your claims will be relinquished if you propose it, the AI will be strongly encouraged to accept.
  • You may declare war during a peace treaty, but there are several costs
    * It costs 250 influence to break a peace treaty
    * You gain the Oath Breaker malus of -25% diplomatic weight (as your words are seen as less valuable)
  • If you have access to a "Total War" style CB then that replaces the regular claims but you must still claim their empire (similar to claim policy)

Rules of Joint War
When you have a single war with two or more parties on one side the rules for the participants works like this
  • All individual empires track their own War Exhaustion individually
  • Any members can sue for status quo peace individually
    * Every enemy has to decide individually whether they accept status quo peace
    * Those that accept become non-hostile and enter a truce
    * Those that don't accept remain at war
  • Any member can surrender to any individual or all opponents
    * When they surrender only they, your allies do not surrender, you can never surrender of behalf of your ally (unless they are a vassal or protectorate!)
    * When you surrender you leave the war
    * If you signed a defensive pact and surrender before your own War Exhaustion reaches 75% AND the other empire (which you signed) is still at war then you become humiliated and gain a -25% diplomatic weight malus for 10 years to represent your reputation as an oath breaker
  • You can join an ongoing war IF you guarantee independence to an empire, this will apply similar effects as Defensive Pact
    * You can also be invited into a war in exchange for favors, but that does NOT impose the effect of Defensive Pact
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