Victoria 3

Victoria 3

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Know When to Hold 'Em
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Nov 9, 2022 @ 2:40am
Jul 19, 2024 @ 1:25am
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Know When to Hold 'Em

In 1 collection by Ferrous
Ferrous's Tweaks & Whatnot [1.8.7]
46 items
Description
Compatible with 1.8.*. KWtHE Makes it so nations will stay in a war where reasonable.
Compatible with VTM, Load order doesn't matter
Can be installed mid-game.
Affects everyone, AIs included.
Works for all languages.
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Formerly "Know When to Fold 'Em" (KWtFE), this mod does two things.

1) When a country is completely occupied, they will lose all their war support as soon as possible. (Since 1.7.4, basegame AIs will capitulate willingly before this happens, but human players would still be able to continue)

2) More importantly, this mod makes it so AIs will not give up wars that they could have easily won. The main example here is USA not fully winning against Mexico even though they would have easily won, resulting in very ugly borders.

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1.7.5 update: Changed the name of the mod to emphasize that its main purpose now is to make the AIs to not be wimps.

1.5.12 update: Made it so occupation bleeds WS less prior to 100% occupation (100% occupation is still -200 WS per tick)

1.5.10 update 2: fixed an edge case with Taiping (Fixed in basegame 1.5.11)

1.5.10 Update:
base peace desire set to -50 from 0.
base white peace desire set to 0 from 10
short war duration set to 12 months from 10
short war peace desire set to -25 from -10

'23 Nov 28 Update: Peace desire now considers loyalist and force balance more. (16x and 2x respectively) Should make it so the US won't white peace with mexico for colorado even though they are totally winning.
52 Comments
Ferrous  [author] Jan 20 @ 8:59am 
@Nosfer 😂👌🏻
Yeah apparently this mod interacts poorly with some other mods
Nosfer 😂👌🏻 Jan 19 @ 4:10am 
I mean when I've seen it I disabled this mod and war ended right after I loaded the save, so I guessed it's a mod thing
Ferrous  [author] Jan 18 @ 9:57pm 
@Nosfer 😂👌🏻
This mod merely changes the factors of peace calculation
it shouldn't turn any finite wars into infinite ones
i suspect those wars were always infinite to begin with, as vic3 is still a little buggy in this area.
Nosfer 😂👌🏻 Jan 18 @ 1:23pm 
mod is cool, but if there's war without land borders, for example between UK and France, and no side can navaly invade another the war can go forever
Ferrous  [author] Jan 17 @ 11:05pm 
@Jckvrs_lol
Everything in the FTW collection is up to date
Jckvrs_lol Jan 17 @ 1:26pm 
Does this mod still function?
Ferrous  [author] Jan 5 @ 4:12am 
gotcha gotcha
NMA-995 Jan 4 @ 1:17pm 
Update - I've just checked. Giving the AI the ability to add wargoals coupled with your tweaks breaks the AI in certain situations, and it's likely an issue with the wargoal mod.
Example: AI France went to war against AI EIC and AI UK over some random annexation demand by the EIC. British protectorates added a whole bunch of regime change/reparation wargoals for extra infamy, and after the EIC annexed the territory, these added wargoals became the primary war goals for the entire British Empire.
Six years later, Britain has 300k casualties and losses, war support is stuck at zero because the UK can't conquer Paris, and it doesn't want white peace because of "military strength and mobilization level" (-12). The UK is in a debt spiral and has a 95% reactionary revolt on its hands, but Cochin really wants that French president gone, so billions must die: https://steamcommunity.com/sharedfiles/filedetails/?id=3400625945
NMA-995 Jan 4 @ 11:06am 
I've also seen a similarly glitched war between the UK and Russia, where the UK occupied a random Russian protectorate in Arabia and then lost hundreds of thousands of troops in repeated failed naval invasions of St. Petersburg. I cannot provide screenshots or anything right now - it'll probably require running the game in observer mode multiple times anyway.
I don't know how Victoria 3's AI really works under the hood, but I suspect that the amount of wargoals affects the threshold for considering white peace, which is then determined only by territory occupation. When the two mods are combined, and tons of new wargoals are added by the side's leader or its power bloc spherelings, even if it is something minor like war reparations, everything breaks apart when the AI cannot occupy core territories of the other side's leader
Ferrous  [author] Jan 4 @ 9:44am 
@NMA-995
very interesting edge case
i would argue this is more of a skill issue of the AI but ill keep this noted