Because it's very weird to see East Frisia unconditionally surrender the League war when it is winning by 40% warscore. (Sorry, Ironman save and I forgot to make a screenshot.)
That seems to make it very easy to game your way to 100% warscore in a league war (which just happened to me), if you just occupy every province of the league leader.After 5 years (I think) allied land is not in the warscore calculation, so if you have them occupied by 100% they will jump to 100% warscore
Yup. If you can do it, it works.That seems to make it very easy to game your way to 100% warscore in a league war (which just happened to me), if you just occupy every province of the league leader.
That seems to make it very easy to game your way to 100% warscore in a league war (which just happened to me), if you just occupy every province of the league leader.
That only tells the story of one step along the way to the current situationThey introduced that AI rule (and enemy land being part of the warscore before 5 years of war) because you could siege down several provinces of a nation weaker than yourself and before enemy allies could help you would peace out. There was almost no risk.
but what if the rest of your allies are winning the war, and it is a league war?And looking at it realistically, if all of your land is occupied by the enemy for five years, you've lost the war.
The situation I was having was that I as Tuscany was fighting along side the Austrian Emperor, and France, Ottomans and the Commonwealth were in the Protestant League. We occupied every province of League leader East Frisia, but were losing basically every battle and was at -40% warscore, and still ticking down. And suddenly the warscore jumped to 100%. So I don't see how East Frisia "have lost the war".And looking at it realistically, if all of your land is occupied by the enemy for five years, you've lost the war.
They don't use unconditional surrender. That mechanic was put in after a player in a MP dev game complained that his situation, despite still being better than smaller nations in the same game controlled by other players, was unfair because he got dogpiled and trashed as a large nation. Gutted though his nation was, it was still technically better than simply getting full annexed instantly and no coherent reasoning was ever presented as to why large nations needed additional special protection beyond just being large.
Despite no basis for it, the devs disagreed and thus one of the most overt blob-protector mechanics to make it into EU4 was born.
What OP is observing is the "WL on either side is fully occupied after 5 years = 100% war score" rule. That rule applies to humans and AIs alike, to prevent some ridiculous stalling scenarios.
Leaving aside the whole "losing 100% WS is not a game over if you are big", it has to be said that being shot in the head is widely regarded as preferable to being tortured to death.Why is having a occupied nation worse than a game over?
If your nation is big enough 100% WS isn't game over, and there are catchup mechanics to help you bounce back. Unconditional surrender ends the war and likely gives you a 15 year truce.
However, if there is no way for the losing side to force peace you can just sit on them until they spawn a million rebels. Eventually the AI countries surrounding them will want a bite. It is also going to force them into heavy, heavy debt. Their land will be devastated. They are likely going bankrupt and it get's worse from there, especially against human players.
Having someone sit on you and basically salt your nation Carthage style is so much worse than just giving up 100 war score, and if they want they can just take 100 warscore after they sit on you anyway.
Leaving aside the whole "losing 100% WS is not a game over if you are big", it has to be said that being shot in the head is widely regarded as preferable to being tortured to death.
1) This would be horribly exploitable if there are any loop holes whatsoever since AI has a fixed strategy
2) It's already bad at deciding when to make peace
These two things means that having the AI use this feature would cause more damage than not, and game designer has (rightfully) always said no.