Diplomatic play
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
cordial relations or higher with the initiating country, - Is owed an
obligation by the initiating country, - Has
humiliated the initiating country, - Has a
truce with the initiating country, - Is a
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
Rebellious, in which case they will join on the side of the opponent instead.
Maneuvers[edit | edit source]
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,
Psychiatry,
Philosophical Pragmatism,
Psychoanalysis,
Behaviorism) add 10 maneuvers each. There are also a few other sources of maneuvers such as the Ottoman journal entry Tanzimat: Reclaim Syria.
| Rank | ||
|---|---|---|
| Great power | 100 | |
| Major power | 75 | |
| Unrecognized major power | 75 | |
| Minor power | 60 | |
| Unrecognized regional power | 60 | |
| Insignificant power | 50 | |
| Unrecognized power | 50 | |
Infamy[edit | edit source]
Diplomatic demands generate infamy according to the formula : with :
- Base value depends on the war goal used.
- Pop multiplier is , where Population is the targeted population in millions. This multiplier is capped at 5per targeted state and500%50overall.[1]5000%
- 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 0.25if target a subject of the initiator and has less than−75%
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 (−10%) and
Civilizing Mission (−25%) technologies. The principle 
Colonial Offices III also adds −5% per level of
Colonial Affairs - Other modifiers include
Multilateral Alliances (−25%), and
rulers with the character traits
Cautious (−20%) and
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:
- Opening Moves – the first 20%
- Diplomatic Maneuvering – the middle 60%
- 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.
| 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
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]
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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 subjects
Personal union,
Crown land,
Puppet,
Colony, or
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 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.
| Name | Effect | Requirements[3] | Objective | Infamy | |
|---|---|---|---|---|---|
| Target country is annexed |
|
Occupy the target's capital | 5.0 | 10 | |
| Target country is annexed | Occupy the target's capital | 5.0 | 10 | ||
| Target country is forced to adopt |
Target does not have Slavery Banned law | Occupy the target's capital | 0.5 | 20 | |
| Target state is ceded | Occupy target state | 5.0 | 10 | ||
|
|
Occupy the target's capital | 0 | 30 | |
| Nationalize all buildings owned by target country | Control all own states and subject states | 0 | 20 | ||
|
Occupy any of the target's states | 0 | 20 | ||
| Subject type increases to more autonomous type |
|
Control own capital | 0 | 20 | |
| Owner becomes independent | Own capital is not occupied | 0 | 30 | ||
| Gain investment rights in the target | Occupy any of the target's states | 0.2 | 20 | ||
| Target joins owner's power bloc |
|
Occupy the target's capital | 0 | 30 | |
| Leave target's power bloc | Occupy the target's capital | 0 | 30 | ||
| Target country releases a specified country as an independent nation | Occupy any core state of the releasable country | 0 | 30 | ||
| Target country becomes independent | Occupy the target's capital | 0 | 20 | ||
| Target country becomes owner's dominion |
|
Occupy the target's capital | 2.0 | 8 | |
| Target country becomes owner's protecorate |
|
Occupy any of the target's states | 2.0 | 8 | |
| Target country becomes owner's tributary |
|
Occupy any of the target's states | 2.0 | 8 | |
| Target country is forced to adopt |
Target has a variant of Isolationism law | Occupy the target's capital | 0 | 20 | |
| Target country subject type decreases to less autonomous type |
|
Occupy the target's capital | 2.0 | 25 | |
|
Target and owner's governments are not too "ideologically similar" | Occupy the target's capital | 0.5 | 5 | |
| Target state is ceded | Occupy target state | 2.0 | 10 | ||
| Target claim is removed | Target country claims at least one state | Target state is not occupied | 0 | 5 | |
| Target treaty port is created and ceded | Occupy target state | 5.0 | 10 | ||
| Target country becomes owner's subject | Occupy any of the target's states | 2.0 | 8 |
References[edit | edit source]
- ↑ See /Victoria 3/game/common/defines/00_defines.txt:
WAR_GOAL_INFAMY_POPULATION_SCALING_FACTORWAR_GOAL_INFAMY_POPULATION_SCALING_MULTIPLIERWAR_GOAL_INFAMY_POPULATION_SCALING_MULTIPLIER_MAX_PER_STATEWAR_GOAL_INFAMY_POPULATION_SCALING_MULTIPLIER_MAX_TOTAL
- ↑ See /Victoria 3/game/common/defines/00_defines.txt:
WAR_GOAL_INFAMY_HOMELAND_FACTORandWAR_GOAL_INFAMY_UNINCORPORATED_FACTOR - ↑ The requirements for wargoals can be found in Victoria 3/game/common/diplomatic_plays in the 00_diplomatic_plays file