Victoria 3

Victoria 3

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Treaty Port vs Protectorate Strat
Whats the point Treaty Porting a nation as opposed to making them a protectorate? Is the negative tying up more Diplo in making them a protectorate even if it makes them in your market, vs. just having a treaty port touching land border and avoiding tariff?

Been checking game out some after 1.5, and as USA pretty rapidly sphered basically all of central america doing Protectorate plays. The infamy from that play is actually relatively small for the various central american states, and you get provinces with LOTS of goods buildings already constructed put in your market with either tiny wars or wars they back down from and don't even fight. Lol I have Los Altos, Guatemala, El Salvador, Nicaragua, Honduras, Costa Rice and even Mosquito Coast as protectorates after pretty quick first 10ish years of game (not sure how Mosquito Coast escaped england tbh)

Treaty ports on the other hand afford little infamy it seems but also don't seem to really offer valuable provinces beyond the trade thing to that state its bordering directly, right? Youre not really getting a province with lots of good buildings, youre getting a cell with a fraction of the provinces actual output and only really serves as a base and maybe avoid import fees if its a mass state like something like Qing I guess

Am I wrong feeling like Protectorate play is always kinda better / pays off more than just a simple treaty port play? Whats the strength of pushing for that?

In my same game as America I have 4 treaty ports across indonesia right now too, lol, though it occurs to me I only did it to get in the indonesian sphere presence wise, I don't think economically I'm really actually needing goods from those markets of the states I'm bordering, you know?

Vs central america where all those states goods are just right in my market directly because I protectorate'd them, you know? Columbia, Chile and Venezuela are also all in my customs unions too, lol, it's only like 1859. Over all game still feels pretty easy, wish mil would follow next logical steps and just see Paradox give us back our stacks, lol
Last edited by Ole "Slim Jolo" the Hobo Hero; Dec 15, 2023 @ 6:35pm
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Dummkopf Dec 15, 2023 @ 11:23pm 
Treaty ports are only good for accessing another nations markets and bypassing tariffs and embargoes. One thing they do, at least last time I noticed which was a few patches back, is allow you to trade with a nation while you're a war with them. Normally trade routes become inactive. They aren't really good for much more and would be useless against a nation you can target with other wargoals. For example, it's good against China because you can't turn China into a protectorate, but conquering Chinas unincorporated states is better than the treaty port as Russia. Protectorates are a bit OP once you realize you can also decrease their autonomy, which they will usually accept with high relations all the way down to puppet status.
Alex Dec 16, 2023 @ 7:21am 
Originally posted by Ole "Slim Jolo" the Hobo Hero:
Was goona do another Japan run now that 1.5 started and see if it plays any different really.
The Kuril islands still aren't fixed. Use this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3099599161
Last edited by Alex; Dec 16, 2023 @ 7:22am
TheCollector Dec 16, 2023 @ 8:02am 
There are some small nations (eg in Africa) which lack the tech to build a port, so when you puppet them they are in your market but cannot access it which may result in negative consequences.
To give them market access you need a treaty port and build the port yourself.
Last edited by TheCollector; Dec 16, 2023 @ 8:02am
Alex Dec 16, 2023 @ 8:19am 
Yes, the puppet mechanic is quite useless. Early-to-midgame, they are at least able to build dye and sugar plantations. Later, though, they will be wholly unable to build the crucial oil wells and rubber plantations.

Therefore:
- Treaty port is a good way to exploit an already established market, where controlling the entire country will be too difficult.
- Puppet is good for the same as above, but on a smaller scale
- Annexing is the best, especially if the area has strategic goods. You can't have enough rubber.

Also puppeteering costs influence, but a threaty port doesn't.
Alex Dec 16, 2023 @ 9:54am 
The problem is that you can't order the puppets to build rubber plantations, or at least give them the neccessary technology. Therefore, annexing and building them yourself is the only way to go, especially since rubber is a massive bottleneck.
Alex Dec 16, 2023 @ 12:07pm 
Grab New Guinea, it has both oil and rubber.
Protectorate: you share good(they can use things that you dont want to share)
Open port( Just steal their stuff and smugle in)
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Date Posted: Dec 15, 2023 @ 6:31pm
Posts: 7