Victoria 3

Victoria 3

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Add Wargoals During Wars
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Dec 23, 2024 @ 1:56pm
Aug 23 @ 6:41am
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Add Wargoals During Wars

In 1 collection by bamcat
bamcat's passion projects [1.10]
7 items
Description
Allows both AI and players to add wargoals to ongoing wars.

Not sure why Paradox made this design decision so here we are

I created this mod with the ambition of fixing two key issues:
- Countries who join diplomatic plays cannot add more than one wargoal
- Making peace is currently unrealistic, wars can become huge, leading to millions of deaths over one wargoal. Realistically, countries would seek greater revenge against their enemies via harsher terms under a treaty.

Currently, these are the following wargoals that can be added under certain circumstances:
- Conquer state
- Ban slavery
- Regime change
- Treaty port
- Contain threat
- Investment rights
- Humiliation
- Create dominion
- Create protectorate

There is an 12 month cooldown in-between adding wargoals
It costs a lot more infamy to add wargoals mid-conflict rather than at the start
AI will only attempt to conquer states adjacent to their territory (to prevent bordergore)

Chinese Translation: https://steamcommunity.com/sharedfiles/filedetails/?id=2880069248
German Translation: https://steamcommunity.com/sharedfiles/filedetails/?id=3452638914
Korean Translation: https://steamcommunity.com/sharedfiles/filedetails/?id=3458895112

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> Can be installed mid-game
> Current compatible version: 1.10.*
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Popular Discussions View All (1)
9
Dec 27, 2024 @ 2:55pm
Disable for AI
Zdrajcadolić
85 Comments
Chemiker Sep 22 @ 6:38am 
please add in metadata.json string - "game_custom_data" : {
"multiplayer_synchronized" : true - then what crashes when creating a network game
PLUTON Sep 2 @ 7:44am 
What languages it support already?
humberto.quijano Aug 30 @ 4:34pm 
I found the solution for the issue of return state and conquer state wargoal showing the states previously marked in a wargoal.
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
}
}
}
bamcat  [author] Aug 23 @ 6:42am 
@Eastlessland @Loki the God of Mischief @Calista Calliopée Manstainne

I've just released an update that reduces the infamy penalty for adding wargoals
Could you add a game rule to adjust infamy and cooldown of extra wargoal ? There is too many infamy and it takes long time to add an another wargoal
Eastlessland Jul 26 @ 8:15pm 
this adds way too much infamy, is there a version where it doesn't do that? As America it took me 48 infamy to add return state mexican texas
Loki the God of Mischief Jul 25 @ 1:55am 
I'd love to see an option (perhapsa via game rule?) where we can tweak the amount of infamy gained by adding wargoals. Currently they are far too high in my opinion which makes them almost unusable.
bamcat  [author] Jun 28 @ 10:00pm 
@humberto.quijano Thank you for bringing this to my attention
humberto.quijano Jun 28 @ 4:30pm 
It seems that with 1.9 the "is_target_of_wargoal" trigger is not longer working as it should.
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.
burgburg Jun 28 @ 6:40am 
is there a way to set a gamerule for the amount of infamy gained