Diplomatic play

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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 (both directly and indirectly) 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 overlord's 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 (Empiricism Empiricism, Psychiatry Psychiatry, Philosophical Pragmatism Philosophical Pragmatism, Psychoanalysis Psychoanalysis, Behaviorism Behaviorism) add 10 maneuvers each. There are also a few other sources of maneuvers such as the Ottoman journal entry Tanzimat: Reclaim Syria.

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 Colonization Colonization (−10%) and Civilizing Mission Civilizing Mission (−25%) technologies. The principle Principle tier III.pngColonial Offices Colonial Offices III also adds −5% per level of Colonial affairs Colonial Affairs
  • Other modifiers include Multilateral Alliances Multilateral Alliances (−25%), and Role ruler.png rulers with the character traits Trait cautious.png Cautious (−20%) and Trait reckless.png Reckless (+20%), and various country modifiers from events.


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. This incentivizes a weaker side to not fight just for the sake of it, if the odds are insurmountable.

The initial demand that started the play, as well as the target's first demand are automatically primary demands. In addition, if a third-party 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 "demote" 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. A neutral country can also propose a sway to join a side, often called a 'reverse sway'.

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. Alternatively a country can also propose to offer one of their own states, transferring one of their subjects or a certain diplomatic pact as a sway.

A country that is supporting a subject's independence will automatically join said country in an eventual independence play.

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. Non-autonomous subjectsPersonal Union Personal union, Crown Land Crown land, Puppet Puppet, Colony Colony, or Vassal Vassal cannot use most wargoals. Most war goals cannot target a country's own subject or overlord. 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. It is also possible for overlords to add some types of war goals (such as conquering/returning states) on behalf of subjects that are on your side in a diplomatic play. The infamy is added to the overlord adding the war goal.

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 or its subjects.

Regular war goals
Name Effect Requirements[3] Objective Infamy Maneuvers.png
Wargoal annex country.png Annex Country Target country is annexed
  • Target is an not a subject of the initiator
  • Less than Relations cordial.png cordial relations with target
  • Target is an Insignificant power.png insignificant power or worse status
Occupy the target's capital 5.0 10
Wargoal annex country.png Annex Subject Target country is annexed
  • Target is an annexable subjectCrown Land Crown land, Puppet Puppet, Colony Colony, or Vassal Vassal type
  • Cannot use Doctrine of Lapse
Occupy the target's capital 5.0 10
Wargoal ban slavery.png Ban Slavery Target country is forced to adopt Slavery Banned Slavery Banned law Target does not have Slavery Banned law Occupy the target's capital 0.5 20
Wargoal conquer state.png Conquer State Target state is ceded
  • Target state is not a claim
  • Less than Relations cordial.png cordial relations with target
Occupy target state 5.0 10
Wargoal cut down to size.png Cut Down to Size
  • Target country releases all subjects and states conquered in last 10 years.
  • Additionally, all wargoals held by the target in other diplomatic plays/wars will be removed.
  • 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 0 30
Wargoal force nationalization.png Force Nationalization Nationalize all buildings owned by target country
  • Less than Relations cordial.png cordial relations with target
Control all own states and subject states 0 20
Wargoal humiliation.png Humiliation
  • Target country's prestige and leverage generation is reduced by −25% for 5 years
  • Target cannot join diplomatic plays opposing the owner for 5 years
Occupy any of the target's states 0 20
Wargoal increase autonomy.png Increase Autonomy Subject type increases to more autonomous type
  • Is a subject
  • Was denied a diplomatic request to increase autonomy within 5 years
  • Has at least 75 liberty desire
Control own capital 0 20
Wargoal independence.png Independence Owner becomes independent
  • Does not require an active interest
  • Target is the overlord of the owner
  • Less than Relations cordial.png cordial relations with target
  • Either cannot or was denied a diplomatic request to increase autonomy within 5 years
  • Has at least 90 liberty desire
Own capital is not occupied 0 30
Wargoal investment rights.png Investment Rights Gain investment rights in the target
  • Round frame dec.pngSphere of Influence Sphere of Influence or Round frame dec.pngCharters of Commerce Charters of Commerce is enabled
  • Less than Relations cordial.png cordial relations with target
Occupy any of the target's states 0.2 20
Wargoal join power bloc.png Join Power Bloc Target joins owner's power bloc
  • Is a power bloc leader
  • Target declined a power bloc invitation within 2 years
Occupy the target's capital 0 30
Wargoal leave power bloc.png Leave Power Bloc Leave target's power bloc
  • Target declined a power bloc invitation within 2 years
  • Does not require an active interest
  • Less than Relations cordial.png cordial relations with target
Occupy the target's capital 0 30
Wargoal liberate country.png Liberate Country Target country releases a specified country as an independent nation
  • The target can release the non-existing country
  • Less than Relations cordial.png cordial relations with target
Occupy any core state of the releasable country 0 30
Wargoal liberate subject.png Liberate Subject Target country becomes independent
  • Target is a subject of another country
  • Less than Relations cordial.png cordial relations with target's overlord
Occupy the target's capital 0 20
Wargoal make dominion.png Make Dominion Target country becomes owner's dominion
  • Target is independent
  • Target's rank is lower than owner's and minor power or less
  • Target is a colonial type country
  • Owner is not unrecognized
Occupy the target's capital 2.0 8
Wargoal make protectorate.png Make Protectorate Target country becomes owner's protecorate
  • Target is independent
  • Target's rank is lower than owner's and minor power or less
  • Target is not a colonial type country
  • Owner is not unrecognized
Occupy any of the target's states 2.0 8
Wargoal make tributary.png Make Tributary Target country becomes owner's tributary
  • Target is independent
  • Target's rank is lower than owner's and minor power or less
  • Owner is unrecognized
Occupy any of the target's states 2.0 8
Wargoal open market.png Open Market Target country is forced to adopt Free Trade Free Trade law Target has a variant of Isolationism law Occupy the target's capital 0 20
Wargoal reduce autonomy.png Reduce Autonomy Target country subject type decreases to less autonomous type
  • Target is a subject not of the lowest type
  • Not blocked by good relations
Occupy the target's capital 2.0 25
Wargoal regime change.png 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
Wargoal return state.png Return State Target state is ceded
  • Owner has a claim on the target state
  • Does not require an active interest
  • Less than Relations cordial.png cordial relations with target
Occupy target state 2.0 10
Wargoal revoke claim.png Revoke Claim Target claim is removed Target country claims at least one state Target state is not occupied 0 5
Wargoal take treaty port.png 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
  • Does not have any variant of Isolationism Isolationism or treaty port is in own market
  • Less than Relations cordial.png cordial relations with target
Occupy target state 5.0 10
Wargoal transfer subject.png Transfer Subject Target country becomes owner's subject
  • Target is a subject of another country
  • Target is not a Personal Union personal union
  • Less than Relations cordial.png cordial relations with target
Occupy any of the target's states 2.0 8
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 0
Wargoal annex country.png Native Uprising Target cedes all states with owner's primary culture homelands Native uprising for native Occupy any of the target states 0
Revoke All Claims Target loses all claims Event or journal started plays No claims are occupied 0
Wargoal annex country.png Revolution
  • Annex other side of civil war
  • Neither side can add other war goals
  • Cannot negotiate peace
Revolution Occupy any of the target's states 0
Wargoal secession.png Secession
  • Owner annexes cultural secession
  • Neither side can add other war goals
Cultural secession Occupy any of the target's states 0

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
  3. The requirements for wargoals can be found in Victoria 3/game/common/diplomatic_plays in the 00_diplomatic_plays file