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"multiplayer_synchronized" : true - then what crashes when creating a network game
It seems the issue due to split states, specially in places like Mexico and USA where a state is split in 3 (Mexico, USA and natives.)
In the "second_state_trigger = {" section
replacing this line: "NOT = { is_target_of_wargoal = scope:target_country }"
With the following, fix the issue:
NOT = {
scope:target_country = {
any_scope_state = {
owner = {
scope:target_country = THIS
}
ROOT = THIS
is_target_of_wargoal = scope:country
}
}
}
I've just released an update that reduces the infamy penalty for adding wargoals
As consequence, if you use for example add the conquer state war goal, the list of states still show the ones that you already have in your war list. So potentially you could have duplicate goals. For humans is easy to not make a mistake, but the AI usually choose to conquer the same state every single time.