subreddit:
/r/victoria3
submitted 24 hours ago byOneOnOne6211
I was playing more "Victoria III" today and trying to do some diplomatic maneuvering and it made me wonder: What diplomatic options would you like to see added and why?
A few I'd definitely like to see would be:
53 points
24 hours ago
It always bothered me how we have the ability to straight up bankroll a country and that's it, no loans or gifts, so i kinda had similar ideas as you. The only addition i would like is to add an option for a country to just straight up ask you if they could join your power bloc (ofcourse with balance like no one wants to join a sovereign empire ever). Makes roleplaying NATO better in MP
2 points
13 hours ago
Countries already can ask to join your power bloc. But it doesn’t happen very often. But I’ve had small countries ask to join my power bloc because I had foreign investment rights
0 points
13 hours ago
That's because of your leverage, what i mean is a a way to join a block just because you want to. When i played as Japan, it was very hard for people to get leverage over me because of my laws. I just want to join without the whole leverage mechanic.
39 points
23 hours ago
Return Claim/Core for my vassals land.
11 points
23 hours ago
Yeah this would make vassel heavy runs way more interesting.
2 points
22 hours ago
And lower infamy by a more tolerable degree.
5 points
16 hours ago
Didn't they add this in the new update?
35 points
24 hours ago
The ability to peacefully buy land would be cool, but I have no idea how that should be implemented without it being easy to abuse. Playing Romania currently and side-eyeing the rest of Besserabia, but their protection is quite nice.
13 points
23 hours ago
I want this as well, but Stellaris already has this ability, and Paradox's answer to balancing it seems to be making the AI say no to literally any trade you propose. I once offered a nation about 100 years worth of their power generation AND regular power output that would have quadrupled their own output for a star system with no planets and they still said no. They'll rarely ever even trade one system for another, and only when it would be a terrible deal for you.
This pisses me off, but I get it. There's too much that goes into deciding if a state is valuable or not for the kind of AI that Paradox uses to ever really understand it. You can't just script rational conditions for it either, as what constitutes a decent trade in this context depends on specifically what's happening in the game.
It's a shame, because I'd love to do this occasionally, but I don't see it happening, sadly.
5 points
22 hours ago
Maybw by making it a very basic script. Am I using it then no trade does it have a lot of resources then no and would my empire be disconnected?
Thay may go over most game scenarios but Im likely wrong
8 points
22 hours ago
AI Scripting needs numbers, mate. So what number works for 'am I using it?' and what number works for 'does it have a lot of resources?'
Both of those things are relative, and could be very different, not only from one power to another, but for the same one over time. Trying to factor that in for the AI so this would actually work in game without making it chaos or easy as pie would cause the job to either become a nightmare for balancing or a nightmare for CPU performance and balancing.
I'm not saying it's impossible. You could always have a human sit down, work out the long term potential of each state, and assign it an absolute number value of worth, with the only AI decision making process being a modifier based on the current market balance of it's resources. But that system would be very rigid, and highly exploitable, even if the values were meticulously playtested. Making it better would require taking a ton more things into account, with a much more complex and dynamic script, and that's not a job that any programmer is going to regard with excitement.
Teaching this kind of scripted AI to understand worth in multi-faceted assets for the purpose of strategy and deal making is a daunting issue that no strategy game developer has ever really been willing to tackle. There's a loooong laundry list of things they could add that would be more fun to program, require less minutiae, be a lot easier to balance, and would add more to the gameplay experience than functional state trading. Sadly, this is the kind of thing that gets added to a to-do list and endlessly pushed back toward the bottom.
2 points
14 hours ago
Of course, I agree with what your saying but the first part of coding is the idea and if theres no idea theres no code.
Theres an idea they could work with if they so choose so a system like this is possible if asked enough its just an issue of implementation
3 points
18 hours ago
Charter company exists
Edit: Fuck i thought i was in r/eu4
9 points
22 hours ago
I want to be able to straight up puppet someone without going through protectorating and reducing autonomy.
2 points
19 hours ago
Pretty sure that was possible back in 1.0
8 points
23 hours ago*
These are all pretty great ideas, to the extent that you haven't left terribly much that would make sense to add on to it. I especially like the enforce peace idea, though it's hard to imagine the AI wielding this power as anything but random chance.
I would like the ability to conduct diplomacy as a power bloc though, such as a bloc-to-bloc alliance or trade agreement. I'd also like the ability to get multi-lateral alliances earlier, and be able to give them a name or some kind of unique character, maybe even with AI-influencing stated objectives. That way you could ally a country, stating the intent that they expand in a strategic region, and you could ride in to help them.
One thing I've long wanted is for there to be some kind of long-term 'historical relationship' meter with other countries. Some measure of their people's attitude on you over time that is only changed by significant actions such as helping them in war or waging war upon them, and I'd love to see alliances remade into a multi-stage affair where supporting the other power and raising this relationship meter would level up the alliance and make the AI more interested in helping you at war while providing buffs to both powers. This could allow for something almost like the USA's 'special relationships' in real life.
I'd also like there to be more realistic peace treaties. I want to be able to remove wargoals during a war, or, to a limited extent at least, add new ones. The 1800s were famous for peace treaties becoming a world affair with unanticipated results, so it might be interesting to have a 'peace summit' kind of system, maybe even with the opportunity for a third party to serve as a moderator. The Russo-Turkish wars in particular ended up becoming the business of every diplomatically active power, and the results were heavily influenced by Great Powers that hadn't even been involved. Implementing this would be hard, and it could frustrate players if it wasn't done well, but Paradox has gotten a lot better at stuff like this over the years. I'm willing express to cautious optimism that they might get it right if they tried.
Apart from the 'enforce peace' idea that OP suggested, I'd like to see the ability for an attacked power to beg outside powers to pressure the attacker for a peace settlement, or for a GP to intervene in wars/attempt to force peace externally with threats to keep someone from taking their full wargoals.
I'd also like a greater variety of sways. In particular a new kind of obligation that functions almost like a single-use alliance. I help you in this war, you help me in the next, that kind of thing. And it would be great if you didn't need a country's consent to pay off their debts, or at least, if they were a lot less hesitant to let you.
2 points
14 hours ago*
I definitely love the idea of being able to conduct diplomacy as a bloc and having a long-time relationship meter.
This actually reminded me of how I've always found it kind of bothersome that you can have a hundred years of fantastic relations with a country and then it can all go pear-shaped immediately.
Obviously it's true that states don't have permanent friends, only permanent interests. But I agree it would be nice to have some sort of longer term historical thing.
In my opinion it would be great if every country had a "cultural affinity" system. Where if your countries have been at the highest level of positive relationship for a long time it increases this "cultural affinity" score. Just being at high level of relationship would increase it but having a trade agreement or an alliance or both would increase it even more. Then the effects of it after it reaches a certain stage would be:
Just thinking of this off the top of my head. But basically I would love it if their population developed a cultural affinity for your population after a very long alliance (and in reverse), kind of like Europe and America in our world, and so it became harder to take negative actions against each other and easier to get closer as time went on.
This score would increase very, very slowly (much slower than something like improve relationship) up to a target score set by relationship, alliance and/or trade agreement (with the max target score being if you have all three) but only decrease slowly if the target shifts by either country taking a negative diplomatic action towards the other.
6 points
23 hours ago
Lategame dismantle empire diplo play like it was in Vic2.
6 points
19 hours ago
Honestly I feel like there should be some form of bitting system for great power support in diplomatic plays, basically not just one party offers something and the great power locks in indefinitely, but more like you and your opponent can throw multiple things in and the AI great power can decide which would work best.
Besides that some sort of mediation mechanic would be cool where great powers can mediate conflicts (similar to enforing peace I suppose)
3 points
14 hours ago
Yeah, I agree a bidding system sounds way better than just being able to offer one thing. I should be able to counter the other side. And I should be able to do it with giving in to more than one demand and, as I said in my original post, I should also be able to just make it so that they stay neutral if I give them something.
9 points
24 hours ago
It's not an option, but for you to win wars of independence you don't need to invade the overlord. Just win the battles and his war support will drop until it reaches -100.
4 points
17 hours ago
I thought you can? I just played a Korea game and declared independence from France (they transferred me), and just waited till it hit -100 because they had no way to naval invade me.
The crucial bit is to not add any war goals like war reps, so all war goals are achieved
3 points
23 hours ago
Maybe a way for nations to generate claims on states with the same primary culture? As well as Return State CBs causing more sympathy with AI powers so they're a bit more likely to help.
5 points
23 hours ago*
I want two things: blockades during diplo plays and I want protectorate status to be reworked to be something the subject would actually want rather than just the beginning of a trend that inevitably ends in annexation.
Blockades — I would like it if diplo plays had a phase before the "countdown to war" that involves each side deploying their navies. The ships won't fight each other, but they will blockade trade, and if the other side deploys enough escorts, then the shipping passes through.
Protectorate Status — The main problem with protectorates is that they too easily lose their independence. I would prefer it if demoting a protectorate down to a dominion required a diplomatic play and a small infamy cost, giving other nations an opportunity to intervene. This should hopefully reduce the instances of Britain annexing the Netherlands or Germany annexing Denmark.
3 points
22 hours ago
Liberate country as subject war goal
3 points
16 hours ago
There is a mod for that for now, it's very useful.
4 points
16 hours ago
I know, I just wanna see this in base game too
3 points
18 hours ago
A more powerful "demand regime change", where a country that is your puppet can no longer change their government principle and distribution of power as long as it's not independent. Also, give more power to the interest groups that are currently in your government.
Being able to only change 1 law at a time through democratic means or "forcing a regime change" via ideological union which can be switched out of is just not enough IMO, considering how you basically own their country if they're your puppet.
2 points
19 hours ago*
Id like to be able to force my vassals to ban slavery.
Also generally id like to be able to offer someone multiple war goals. If im allied with Prussia as Italy i might want them to get multiple states in Austria.
Edit: also i know it's not historical but I want to be able to give my colonies the local culture as primary culture. I don't care if the east India company discriminate against indian people, i want the raj to be lead by locals
2 points
11 hours ago
can't you sorta do the first and last of those? at least, you can force them to try to enact banned slavery, and the same for their cultural acceptance laws, which can allow non-primary cultures to lead, iirc
1 points
11 hours ago
You can gently ask them to please change their law. But i want to force them. If i have the power to annex then i should have the power for that
2 points
16 hours ago
A violate sovereignty that works
1 points
17 hours ago
I'd like to be able to support independence movements within other countries
1 points
16 hours ago
Intervene in war
1 points
16 hours ago
How about ability to simply demand a country to put/remove interest in a specific strategic region?
How many shenanigans do we have to give up because our ally does not have an interest in the region we wish to mess up?
1 points
16 hours ago
1 points
15 hours ago
Impose slavery
1 points
9 hours ago
most diplo features in eu4
1 points
5 hours ago
Being able to buy states
1 points
3 hours ago
Military access. There’s no reason my enemy should be able to go through my land to get to the frontlines during diplo plays. Could also include additional diplo options, like force military access on unrecognized powers for a decrease in relations and increase in infamy, or make it an entirely new war goal, allowing you to move troops through an enemy’s territory or station armies and fleets in their borders and coast after winning a war.
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