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Yeah apparently this mod interacts poorly with some other mods
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.
Everything in the FTW collection is up to date
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
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
very interesting edge case
i would argue this is more of a skill issue of the AI but ill keep this noted