Diplomatic play

From Victoria 3 Wiki
Jump to navigation Jump to search
See also: Diplomacy

A diplomatic play represents one country's demands against another. This can range from demands for territory or subjugation to forcing another country to change its laws. Once a diplomatic play has started, other countries can join or be swayed to either side. A diplomatic play often continues into war but the initiator can back down or the target can give in avoiding war but ceding all primary demands to the other side.

Starting a diplomatic play[edit | edit source]

Diplomatic plays start when one country demands something from another country such as ceding a particular state. Outside certain events and wars in progress at game start, all wars in Victoria 3 begin with a diplomatic play even revolutions and secessions. The country that starts the diplomatic play is the initiator and the country receiving the demand is the target; these are the primary participants. Most demands require an active interest in the strategic region of the demand's target, either the demanded state or capital of the target country. The play will thereafter be associated to that strategic region.

Beside requiring an active interest it is not typically possible to start diplomatic plays against a country that:

  • Has Relations cordial.png cordial relations or higher with the initiating country,
  • Is owed an Obligation.png obligation by the initiating country,
  • Has Diplomacy humiliation.png humiliated the initiating country,
  • Has a Truce.png truce with the initiating country,
  • Is a Diplomacy puppet.png subject or the overlord of the initiating country.

Starting a diplomatic play creates a diplomatic incident, which reduces relations with all countries that have an interest in the target region in proportion to the infamy gained from the chosen war goal. All countries that have an active interest in the target region when the play starts are potential participants, along with any allies, non-autonomous subjects, the overlord of the target or initiator, and any defensive pact partners of the target. Whether a country can actually join either side of the play depends on factors such as being an autonomous subject or owing an obligation to the target or initiator.

Non-autonomous subjects (puppets, vassals, and personal unions) cannot start any diplomatic plays except independence against their overlord. They also automatically join their overlord's plays and, when targeted by a play, the overlord automatically takes control of the play, becoming the target for most purposes.

Autonomous subjects (protectorates, tributaries) can only be involved in a play if they regularly qualify as potential participants (e.g. they have a Declared Interest in the Strategic Region where the play unfolds). They will automatically join the war on the overlords side if one of the demands is to liberate them, unless they are Attitude rebellious.png Rebellious, in which case they will join on the side of the opponent instead.

Maneuvers[edit | edit source]

Maneuvers.png Maneuvers represent a country's ability to affect a diplomatic play, by adding additional demands or swaying potential participants to support their side or remain neutral. Only the primary participants can use maneuvers. The amount of maneuvers available depends on the country's rank. A series of technologies associated to philosophy ( Invention empiricism.png Empiricism Invention psychiatry.png Psychiatry Invention philosophical pragmatism.png Philosophical Pragmatism Invention psychoanalysis.png Psychoanalysis Invention behaviorism.png Behaviorism ) add 10 maneuvers each.

Rank Maneuvers.png
Great power.png Great power 100
Major power.png Major power 75
Unrecognized major power 75
Minor power.png Minor power 60
Unrecognized regional power 60
Insignificant power.png Insignificant power 50
Unrecognized power 50

Infamy[edit | edit source]

See also: Infamy

Diplomatic demands generate infamy according to the formula : with :

Rank Initiator Target
Great power.png Great power +20% +20%
Major power.png Major power +10% +10%
Unrecognized major power +50% −30%
Minor power.png Minor power +0% +0%
Unrecognized regional power +40% −40%
Insignificant power.png Insignificant power −10% −10%
Unrecognized power +30% −50%
  • Base value depends on the war goal used.
  • Pop multiplier is , where Population is the targeted population in millions. This multiplier is capped at
    5
    500%
    per targeted state and
    50
    5000%
    overall.[1]
  • State multipliers reduce the infamy cost of targeted states if they are unincorporated (−50%) or homelands of the initiator's primary cultures (−25%). These apply separately to each state targeted and can stack.[2]
  • Initiator and target modifiers depend on the rank and recognition status of both countries as shown in the table below.
  • Subject multiplier is
    0.25
    −75%
    if target a subject of the initiator and has less than Subject liberty desire.png 25 liberty desire or is opposing the initiator in a diplomatic play, 1 otherwise.
  • Unrecognized target modifier only affects infamy generation by recognized countries against unrecognized countries; this is obtained by researching the Invention colonization.png Colonization and Invention civilizing mission.png Civilizing Mission technologies. The principle Principle tier III.pngColonial Offices Colonial Offices III also adds −5% per level of Colonial affairs Colonial Affairs
  • Other modifiers include technologies, country modifiers, and Role ruler.png rulers with the character traits Trait cautious.png Cautious and Trait reckless.png Reckless


Primary and Secondary demands[edit | edit source]

There are two types of demands: Primary and Secondary. Primary demands are enforced if the other side backs down or gives in before war breaks out. Secondary demands can only be enforced after war breaks out, through a peace deal or if the targeted country capitulates.

The initial demand that started the play, as well as the target's first demand are automatically primary demands. In addition, if a country is swayed with a demand against the initiator or target, it is a primary demand. If a country is swayed with a demand against a backer, it is a secondary demand.

Each side's primary participant can promote a demand from secondary status to primary status. Doing so costs an additional 50% maneuvers and generates an additional 50% infamy of what adding the initial demand cost.

Once a demand has been made, it is not possible to remove it, and it is not possible to "un-promote" a demand either.

The infamy from any demands that are not pressed (for any reason) is partially or fully refunded, though the negative impact on relations is not reversed. If the defender backs down from the play yielding the (infamy-generating) war goal to the attacker, the attacker gets refunded 75% of the infamy.

Diplomatic play phases[edit | edit source]

Diplomatic plays have three phases, based on the level of escalation, a value that increases each day after the play is started:

  1. Opening Moves – the first 20%
  2. Diplomatic Maneuvering – the middle 60%
  3. Countdown to War – the last 20%

Whenever the initiator or the target adds a demand or sways a country, it pauses escalation for 5 days for each action, up to a pause of 20 days if more than four actions are taken at a time. Therefore, a diplomatic play can last between 100 to around 180 days, if neither side backs down, before war breaks out.

Opening moves phase[edit | edit source]

The first phase is opening moves. The target can set their first demand for no maneuver cost. Both sides can add further demands, as well as promote them to primary demands.

During this phase, only overlords and non-autonomous subjects of the initiator and target join either side. Overlords of autonomous subjects do not automatically join their subject's side, and they can only join during this phase. Other countries can indicate their preference for one side by leaning.

Neither side can back down during this phase, allowing additional primary demands to be made before either side backs down.

Diplomatic maneuvering phase[edit | edit source]

Once escalation reaches 20, the opening moves phase ends and the "main" phase of the diplomatic play, diplomatic maneuvering, starts. If the target did not set a first demand, they are automatically given one (usually War Reparations).

During this phase, potential participants can now set a stance towards a side; they can join a side without a sway, lean towards a side, or remain neutral. It is also possible for countries that have not joined either side to declare neutrality. This causes the country to exit the play altogether with no way to re-enter the negotiations. Potential participants in a diplomatic play cannot start their own plays, so declaring neutrality allows a country to exit the play if they wish to start their own.

Additionally, the two primary participants can use their maneuvers to sway potential participants to their side. Note that all additional demands which add infamy do so for the primary participant, even if used to sway a potential participant.

It is possible for either side to back down during this phase, and doing so early can be advantageous if the primary demands are not too onerous and the likelihood of military defeat is high.

Sways[edit | edit source]

Sways are demands or obligations offered to potential participants in exchange for their support in the diplomatic play and potential war. Offering an obligation uses 20 maneuvers while calling in an obligation uses only 10; demands cost their normal amount. AI countries always agree if able when an obligation is called in, but otherwise weigh the value of the obligation or demand offered for their support.

When offering a wargoal to sway a potential participant, only wargoals associated with a Strategic Region the potential participant has a Declared Interest in are available.

Sway acceptance is determined by a set of values specific to each participant: Preference for each side, as well as Neutrality.

Factors influencing Preference
Relations Amount
Relations hostile.png Hostile -50
Relations cold.png Cold -25
Relations poor.png Poor -10
Relations neutral.png Neutral 0
Relations cordial.png Cordial +10
Relations amicable.png Amicable +25
Relations friendly.png Friendly +50
Attitudes Amount
Attitude belligerent.png Belligerent −50
Attitude antagonistic.png Antagonistic −50
Attitude wary.png Wary −10
Attitude cautious.png Cautious
Attitude disinterested.png Disinterested 0
Attitude protective.png Protective
Attitude cooperative.png Cooperative +15
Attitude genial.png Genial +25
Attitude rebellious.png Rebellious
Attitude defiant.png Defiant
Attitude aloof.png Aloof +25
Attitude loyal.png Loyal
Miscellaneous Amount
DLC Sphere of Influence.png Power bloc
membership
+15 in offense,
+25 in defense
Ideological similarities/differences
between governments
-25 to +25
Sympathy Varies
Factors influencing Neutrality
Base value 50
Weakness of
the army
Up to 100
Turmoil Varies
No strong preference
for either side
Varies
Involvement in
other diplo plays
13 (?)
Truce with one
of the primary participants
50
Defend the borders
strategy
50
Economic Imperialism
strategy
10

In the diplomatic play screen, relative Preference values are displayed for each potential participant. Relative Preference for each side is calculated by substracting from the Preference value for that side, either the Preference value for the opposing side, or the Neutrality value, whichever the highest.

In order to be swayed, a potential participant needs to have a positive Acceptance score, which is: value of the offered sway + relative Preference value. A -1000 modifier is applied for proposals the potential participant is not interested in, or does not believe are achievable.

Normal sway logic is overridden for Autonomous subjects, who can only be swayed with the Liberate subject wargoal. That sway, in turn, only becomes available if the subject has Attitude rebellious.png Rebellious attitude, otherwise the Sway screen remains empty. If the Liberate subject wargoal is chosen through the "Add wargoal" button and the subject is not Rebellious, they will automatically join the overlord's side, no matter what their actual Preferences are (although those are, misleadingly, displayed in the Diplomatic Play interface).

Once a country has backed a side, with or without a sway, it can choose to abandon that side or switch sides. This may happen because the country's relations with the primary participant worsen or the other side offers a better sway. If a country abandons a side, any demand offered to it is dropped. Abandoning a side causes a −50 relations penalty with countries on that side.

Countdown to war phase[edit | edit source]

The last 20% of the diplomatic play is the countdown to war phases. During countdown to war, both sides are locked in and it is no longer possible for countries to declare or abandon support for either side, nor can new demands or sways be added. The only possible action during this phase is backing down or giving in, and this is the phase when it is most likely for one side to do so.

Often times, either side might want the play to escalate to war to gain both primary and secondary demands. If the escalation meter hits 100 the diplomatic play is over and war breaks out.

List of war goals[edit | edit source]


Regular war goals cannot target decentralized nations. Starting a diplomatic play typically requires an interest in the strategic region containing the demanded state or the capital of the target country. Most war goals cannot target a country's own subject or overlord, nor a country with Relations cordial.png cordial or better relations. In the following list, owner refers to the country that benefits from the war goal. Infamy and maneuvers are both modified by all relevant multipliers. Maneuvers.png maneuvers are not spent for the first demand of each side.

Each war goal has an objective associated with it. Fulfilling an objective reduces the enemy's war support faster, and war support cannot drop below 0 if there are unfulfilled war goals targeting that enemy. Occupying a country's capital counts as an objective for all war goals against that country, but sometimes not goals against its subjects.

Regular war goals
Name Effect Requirements Objective Infamy Maneuvers.png
Annex Subject Target country is annexed
  • Target is an annexable subject type
  • Not blocked by good relations
Occupy any of the target's states 5.0 10
Ban Slavery Target country is forced to adopt Law slavery banned.png Slavery Banned law Target does not have Slavery Banned law Occupy the target's capital No 20
Conquer State Target state is ceded Target state is not a treaty port Occupy target state 5.0 10
Cut Down to Size Target country releases all subjects and states conquered in last 10 years
  • Owner is a great power
  • Owner cannot add other war goals
  • Target is a Pariah (infamy at or above -100)
  • Is initial war goal
  • Does not require an active interest
Occupy the target's capital No 30
Humiliation
  • Target country's prestige is reduced
  • Target cannot join diplomatic plays opposing the owner for 5 years
Target is a rival Occupy any of the target's incorporated states No 20
Independence Owner becomes independent
  • Target is the overlord of the owner
  • Does not require an active interest
Own capital is not occupied No 30
Liberate Country Target country releases a specified country as an independent nation
  • The target can release the non-existing country
  • Not initial war goal
Occupy any core state of the releasable country No 30
Liberate Subject Target country becomes independent Target is a subject of another country Occupy any of the target's states No 20
Make Protectorate Target country becomes owner's protecorate
  • Target is independent
  • Target's rank is lower than owner's
Occupy any of the target's states 2.0 8
Make Tributary Target country becomes owner's tributary
  • Target is independent
  • Owner is unrecognized
Occupy any of the target's states 2.0 8
Open Market Target country is forced to adopt Law free trade.png Free Trade law Target does not have Free Trade law Occupy the target's capital No 20
Reduce Autonomy Target country subject type decreases to lower type
  • Target is a subject not of the lowest type
  • Not blocked by good relations
Occupy the target's capital 2.0 25
Regime Change
  • Target country loses prestige
  • Target changes government interest groups to match those of owner
Target and owner's governments are not too "ideologically similar" Occupy the target's capital 0.5 5
Return State Target state is ceded
  • Owner has a claim on the target state
  • Does not require an active interest
Occupy target state 2.0 10
Revoke Claim Target claim is removed Target country claims at least one state Target state is not occupied No 5
Take Treaty Port Target treaty port is created and ceded Target state is a treaty port or a state with a valid treaty port province Occupy target state 2.0 10
Transfer Subject Target country becomes owner's subject Target is a subject of another country Occupy any of the target's states 2.0 8
War Reparations Target country transfers 10% of tax income to the owner for 5 years Not initial war goal Occupy any of the target's incorporated states No 10
Special war goals
Name Effect Added by Objective Infamy
Colonization Rights Owner gains Colonial Rights modifier Native uprising for colonizer Occupy any of the target's states No
Native Uprising Target cedes all states with owner's primary culture homelands Native uprising for native Occupy any of the target states No
Revoke All Claims Target loses all claims Event or journal started plays No claims are occupied No
Revolution
  • Annex other side of civil war
  • Cannot add other war goals
Revolution Occupy any of the target's states No
Secession
  • Owner annexes cultural secession
  • Cannot add other war goals
Cultural secession Occupy any of the target's states No

References[edit | edit source]

  1. See /Victoria 3/game/common/defines/00_defines.txt:
    • WAR_GOAL_INFAMY_POPULATION_SCALING_FACTOR
    • WAR_GOAL_INFAMY_POPULATION_SCALING_MULTIPLIER
    • WAR_GOAL_INFAMY_POPULATION_SCALING_MULTIPLIER_MAX_PER_STATE
    • WAR_GOAL_INFAMY_POPULATION_SCALING_MULTIPLIER_MAX_TOTAL
  2. See /Victoria 3/game/common/defines/00_defines.txt: WAR_GOAL_INFAMY_HOMELAND_FACTOR and WAR_GOAL_INFAMY_UNINCORPORATED_FACTOR