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Victoria 3 - Dev Diary #146 - Diplomatic Treaties

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Hello Victorians,

My name is Alex, I’m a multiclass programmer and designer on Victoria 3 and today it’s finally time for another Dev Diary on this very Happy Thursday!
Today we will be taking a look at Diplomatic Treaties, one of the features arriving with the free 1.9 update on June 17 together with our Mechanics Pack “Charters of Commerce”.

Before we begin though, I should mention that today is a public holiday (ig_tradeunions) for us here in Sweden (and in a lot of other places). This dev diary was as usual written ahead of time, but when it comes to questions, this means I won’t actually be around to answer them when it comes out. Instead, Martin will be around to answer some of your more pressing questions to begin with and I’ll try to answer any remaining important questions on Monday (as we also get tomorrow off as a bridge day).

With all that said, I should also remind you that as always any values, texts, designs, graphics etc. are work in progress and are subject to change!

But now, without further ado, enter Treaties:

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Diplomatic Treaties​

As part of the changes to the World Market we described in Dev Diary #143 and with Trade Routes as you know them going away, we wanted to introduce a new mechanic that let you actively establish pointed strategic ways of elevating your industries or exploiting other countries through trade. We wanted more ways for you to peacefully (but aggressively) compete against your rivals (and allies) and establish your dominance across the globe.

Initially, this was drafted to be a relatively simple tit-for-tat deal: “you give me grain, I give you coal”. But we of course got thinking and, particularly in the context of how often the community asks for more in-depth diplomacy, we thought: what if we went a step or two (or twenty) further and made it a full-blown system of treaties where you can weigh a bunch of different types of things against each other? Maybe to get Prussia to agree to an alliance you can sweeten the deal by promising to give them a certain amount of weapons every week. Or maybe you can say you’ll pay off Haiti’s debts in exchange for them granting you investment rights.

And well, that’s what we did.

Diplomatic Treaties are a new way for you to interact with other countries diplomatically. They are, in a way, a natural extension of what the diplomatic actions and pacts currently in the game do (more on that later), but instead of just having you propose one thing at a time in a vacuum, you can combine them and have the whole context of what you want be available and weighted together.

Pedro had some aggressive negotiation tactics
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In short, the way it works is like this: you decide you want a treaty with another country, so you open the Treaty Draft panel (shown in the animation above). You then select what articles you’d like to have, both offers and requests. When you’re happy you send the proposal to the other country. They can then look at what you have proposed and either accept or reject of course, but they can also choose to negotiate further. Negotiating further lets them tweak the proposal however they want and then send it back to you. This is then repeated until either you agree on a treaty or you decide to just end the process. Assuming you sign the treaty, it is now in effect and remains so until either side withdraws from it.

A big crux on a system like this is of course how the AI handles it. We want to make sure that you can’t just scam the AI, but we also want you to feel you are drafting clever treaties and making use of any advantages you might have. In particular, we also want to feed into the fantasy of you being able to draft clearly unequal treaties with other countries because maybe you are able to remind them that you have big boats and a big army next door. These are all goals we have in mind while working on the balancing of this feature.

Before we go into the details of this a bit more though, I want to specifically address something I know will come up in the comments: are multilateral treaties possible? No. Making this system support multilateral treaties would be on a completely different level of complexity and would be a massive undertaking. If nothing else it would immensely complicate the UX and require a completely different way of tackling AI, drafting and all that. So, unfortunately, it’s not feasible. That is of course not to say that we don’t want multilateral treaties (they would be super cool!) or that a system like that couldn’t in the future build on treaties, but at least for now, it’s not something we are doing.

Enough of that though, let’s dive into the details.

Articles​

This is the core part of treaties that actually defines what they do. Articles have a few different classifications. On a fundamental level, articles can be either Mutual or Directional. This mostly just indicates whether the article is something that affects both sides equally or not. A prime example of a mutual article is an Alliance: both sides are involved equally. On the other hand, Transfer Goods is an example of a Directional article: one side (the source) is sending the goods and the other (the target) is receiving them.

The next important aspect of articles is Inputs. Some articles have required inputs and others do not. Again, an Alliance is just an Alliance, you don’t need to define anything else, but for Transfer Goods you need to specify which goods you want to transfer and how many.

Supporting Texas with some good ol’ ammo
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Articles can have a number of different inputs depending on what they’re meant to do.

What these inputs are actually used for differs and is up for the article to define.

As for what articles you can expect to be in the game, a lot of them will be things we are moving over from the old diplomatic actions system. This includes of course Alliances and Defensive Pacts, but also e.g. State Transfer and Join Power Bloc and if you own Sphere of Influence, Investment Rights.

For the majority of the articles that have counterparts as diplomatic actions, the corresponding diplomatic actions or pacts will be removed and Treaties will be the new way through which you access them. Do note that not all diplomatic actions have been made into articles, only the ones that made sense, this means that actions like Declare Rivalry or Improve Relations will still work as they used to.

We’ve taken the opportunity to rework Treaty Ports by turning them into an article instead of a consequence of geography. No Treaty, no Treaty Port! (Historical treaties aren’t setup yet, so ignore the date and binding time details)
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In addition to those, we also have some completely new articles coming with 1.9. One of them Lino talked about on the previous Dev Diary DD #145: Military Access. That Dev Diary already went into detail on how Military Access works, so let’s talk about the other new article coming with 1.9: Transit Rights.

Who’s gonna play Switzerland as their first run when 1.9 drops?
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If Military Access lets you march your troops through another country, Transit Rights lets landlocked countries pass through a country to access the world market. This can be chained through multiple countries if needed. Switzerland stans can calm down.

Ending a Treaty​

A Treaty ends when either side withdraws from the treaty. Easy. Of course, if you gave away Angola in exchange for Spain transferring you a certain amount of money every week, you want to make sure they actually follow through and you don’t get scammed. This is where binding periods come in.

When signing a treaty, you also define for how long that treaty will be binding (e.g. 5, 10, 15 years). When the binding duration for the treaty lapses, either side can end the treaty at any point without consequences.

We’re still looking at a few alternatives for how to pick the binding period. This is one, but it could also maybe be a slider?
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You can still end a treaty before the binding period ends of course, but then you would be in breach of the treaty and subject to hefty penalties depending on the articles present in the treaty.

(Re)Negotiation​

If you made some poor choices and a Treaty is really not good for you, you can attempt to renegotiate the treaty instead of just withdrawing from it. To do so, you select what treaty you want to renegotiate and simply click on the button. This will bring you to a flow similar to the original drafting panel, but instead of having a blank slate, the existing articles will be the baseline. From there you can add or remove articles, change inputs or even change the binding period. When you’re happy, you send the proposal as usual and the other side has the opportunity to respond. If they agree, great, the old treaty is replaced with this new one. If they reject your offer though, the old treaty remains in force as it was.

New Granada is starting to feel like maybe this wasn’t such a good deal after all
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It is worth noting though that some articles are not renegotiable. This mostly applies to articles that have some kind of immediate effect upon signing, like transferring a state, because you can’t just undo that simply by changing the terms somewhat.

Non-fulfillment Consequences​

Say you are playing as Belgium and you need paper, but don’t feel like actually making it yourself. You could set up a treaty where you give the Netherlands some of your Sulfur and in exchange they give you some of the Paper they produce. They agree to this, but then for whatever reason, say a foreign power annexed their only paper mills, they are not able to produce the Paper they should deliver to you. This would likely lead to a shortage of Paper in the Dutch Market which would mean they are not able to deliver the Paper to you.

In such a case, the Netherlands would be considered to be in non-fulfillment of their part of the Treaty. When that happens, generally one of two things will happen depending on what Article is not being fulfilled: if it’s a serious breach, like not answering the call of an Alliance, that will break the whole treaty and the party at fault will receive all the penalties tied to an early withdrawal if the treaty is still binding.

For less serious breaches though, like with the example above, what happens is that the other side of the treaty will be inactive until the breach is addressed, at which point the treaty resumes as usual. In our example, if the Netherlands stopped delivering Paper because they had a shortage due to not producing it, Belgium would stop delivering Sulfur in return as well. This would then hold until the Paper deliveries resume. If there are any other articles on Belgium’s side (including mutual articles) those are also inactivated for as long as the other side is in non-fulfillment. The side that isn’t fulfilling one of their articles stays active though.

Finally, I’d like to note that not all articles will be non-fulfillable. For some articles like investment rights, you can’t not fulfill it, it just happens anyway.

Obligations​

As usual, you can call in obligations to make countries more likely to accept a treaty you propose. When it comes to how you get those obligations we’re making some changes though. Broadly speaking, you will be able to say you consider a certain treaty as essentially a favor to the other side. This will reduce their acceptance of the treaty, but in turn, if the binding period of the treaty lapses and everyone fulfills their parts it will grant you an obligation you can then use as usual.

Signed treaties will take on different names depending on different circumstances. There will also be some historical treaties scripted in with their historical names. Additionally, you will also be able to give your treaties a custom name if you so wish. (shout out to Default Window Line Two)
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Modding​

As always we have made an active effort to keep this feature as moddable as possible. Many times when thinking about how to solve a certain problem we could see an easy solution which would just work within the assumptions of what we have planned to do with the feature and a more complicated solution where making things work on a more abstract level meant more combinations were possible for modders and as much as possible we chose the latter. As such, I’d like to take a little bit of time to talk about what you can do with this system, primarily centered around modding articles.
A lot of article modding is similar to diplomatic action modding: you can set AI weights, modifiers, effects, costs and so on. What is a bit different here with how articles work, is that you are also able to set if an article should be mutual or directional, but more importantly, you can have the article take any combination of the following inputs (although only one of each):

  • Quantity
  • Goods
  • Building Type
  • Law Type
  • Strategic Region
  • Country
  • State
  • Company
You can then reference these inputs in the immediate effect of the article to do whatever you want that can be done in an effect block.

A little example of how flags and inputs are set in script on articles
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There are of course some significant parts of articles that are hard coded, but we tried to make them flexible in that. For instance, most vanilla articles work by setting behavior flags. So Transfer Goods has an is_transfer_goods flag. This then tells the code what behavior it should call and makes it take in the expected inputs that is_transfer_goods requires. There’s also say is_investment_rights, or is_alliance. And the cool thing here is that you can actually to some degree combine these. So if you want to make an article that grants both military access and transit rights at the same time, you can do that. The main limitation here is if you have two flags that look at the same input type, they will have to use the same input. So combining transfer goods with no tariffs would necessarily both target the same input.

Another cool thing you can do is mod the non-fulfillment conditions. You could for instance have a version of Transfer Goods that is only active while the countries are at peace or something and then if that is broken maybe you’d want the treaty to auto-break or maybe you want it to freeze instead. Up to you.

Charters of Commerce​

While everything I have described so far will be part of the free 1.9 update, the Mechanics Pack Charters of Commerce will also include a number of new articles exclusive to it:

  • No Tariffs on Goods
    • The country is not allowed to set tariffs on a specific input good when trading with the World Market
  • No Subventions on Goods
    • The country is not allowed to set subventions on a specific input good when trading with the World Market
  • Prohibit trade of good with World Market
    • The country is not allowed to trade a specific input good with the World Market
  • Law commitment
    • The country commits to passing a specific law. As long as they don’t, their side is not fulfilled and the other side of the treaty is inactive
  • Non-Colonization Agreement
    • The country is not allowed to colonize a specific strategic region
  • Grant Monopoly to Foreign Company
    • Tune in to the next dev diary when Lino will talk more about this

Portugal would really like to be left alone with their colonies
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I feel like there is something I forgot to mention…hmmm

Just one more thing​

There’s one more thing I’d like to show before we end this though. In addition to the flow I’ve already explained above, there’s another way Treaties can be used: Diplomatic Plays.

In 1.9, as part of the free update, we’re adding a new war goal: Enforce Treaty Article. This war goal lets you select between a number of articles that are specifically classified (in script) as enforceable. You can select this war goal multiple times targeting different articles. Then, at the end of the war, all instances of the war goal against the same country will result in a War Reparations Treaty against that country. This treaty, being enforced, cannot be withdrawn from.

What this means is that on a base level you can have war reparations work as they used to, but if you prefer, as part of war reparations you can instead demand getting investment rights in the country in question. Or you can prohibit them from trading weapons and artillery with the world market. Or you could mod some other article we haven’t thought about and do that instead. Or all of the above.

Now you’ll have more ways in which you can make the Prussians pay
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Alright, now that was actually all I had to show you today. I hope you are as excited about all this as I have been to tell you about it. It’s been a whole journey to work on it and it’s awesome finally getting to share it with you all. Let me know what you think: are there any article combinations you are particularly excited about? And for the modders out there, have the modding gears started turning already? I’m very much looking forward to seeing what clever treaties you all come up with and hearing about all the backstabbing in MP when 1.9 releases on June 17.

Before that though, Lino will be back in two weeks to tell you some more about what we have been cooking with Companies and Executives. Until then!

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I think multilateral treaties would be well represented by something similar to IOs from PC (from what we have been shown anyways). Inside vicky 3 it could use the same or an adjacent system to the power blocks mechanic.
(I always though PB were too set in stone to model organic spheres of influence and would better represent international treaties between multiple countries anyways, like the League of Nations, but I digress)
 
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We’re still looking at a few alternatives for how to pick the binding period. This is one, but it could also maybe be a slider?
Woah woah woah, I thought developers weren't allowed to use the s-word in these parts.
 
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This seems amazing, the only thing I think I would hope it had added would be some type of pause article mechanic.

Like it would be nice for treaties or articles to be paused in renegotiation, like I get stuck in a war and no longer want to give the weekly cash I owe GB for the transfer of a colony. I should be able to say "Hey, give me a 3 year pause on this, and the cash will resume once that period ends. I don't want to break off this treaty entirely but I have more important things to pay for now."

Also if two members of a treaty are in opposite sides of a war the ongoing components of the Treaty should be paused during the play and war goals to renegotiate the treaty should be available.

As for no multilateral treaties, I still think multilateral treaties are probably best represented by something akin to IOs in Project Caesar or federations in Stellaris.
 
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This all looks awesome and a great way at making diplomacy far more in depth! Though I got some questions:

- Is there a way to see all the treaties your country is included in? Perhaps a new tab in the diplomacy tab.

- Will you still be able to earn obligations or give obligations from diplomatic plays?

- For the Non-Colonization Agreement, it covering a whole strategic region, will it be feasible to get close to historical colony borders?

- The historical treaties you mentioned, will they only be historical treaties that existed at game start or will country AI go for making historical treaties mid-game as well?

- What exactly are the penalties for withdrawing from a treaty? Could a legitimacy feature be included that affects acceptancy rate of future treaties depending on how well you have fulfilled your previous treaties with countries?

- Will treaty ports still be a geographical transferred port? And will there be a feature where you agree to return the treaty port after a set amount of years?

- If I as France does a diplomatic play against Prussia with a treaty article to take a lot of it's coal, if Prussia then looses and it rubbles their economy, will they be able to pull out from it angering France or will it just mess up the country?
 
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Wow! this will come down to balance and AI, but this looks really excellent.

A few questions:
  • Is there a cap on treaty count? I’d be a little worried about treaty proliferation late game, and making that legible.
  • Similarly: is there any “easy treaty builder” system? Something where you say “I need sulfur” and it helps you find the countries most willing to make a trade deal there?
  • Can we see treaties for two unrelated countries easily? Something like a “census browser” but for treaties might help to gauge what’s happening, because seeing “France has a treaty with Brazil” would require a lot of clicks.
Overall: this looks really excellent, and I hope in the near future that diplo plays fully integrate this.
There isn't a cap but articles cost influence.

No easy treaty builder, might be something we add later!

You can see treaties easily in country panels but there is no global treaty browser.
 
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Who pays for the goods in goods transfer treaties, and at what market rate? In the example Belgium-Netherlands paper deal, is the cost of paper is added to Belgian government expenses? At the world market price, or at the Netherland market price? Is the government then getting income from selling that paper at the Belgian market price? Can the government profit (or drive itself into bankruptcy) from trade deals?
 
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I'm not sure if how feasible this idea is, but would it be possible to use the diplomatic treaty system to settle diplomatic plays before war breaks out? Right now if you are the target of a diplomatic play your options are to go to war, or back down and concede all pressed demands. A diplomatic treaty sounds like a good middle-ground option that could settle the diplomatic play with the transfer of trade goods, money, or an unequal treaty in return for only conceding some demands.
 
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Currently playing as Haiti and coming to a stable supply for iron, coal and sulphur is a pain. Hopefully trade agreements where I send tobacco, dyes, sugar and coffee in return to a GP will solve this.

But how do these goods reach the other market?
 
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I'm really happy with these additions! I understand how treaties will work in diplomatic plays as objectives, but I'd also like to know if there are plans to expand how we can bring foreign powers INTO (and out) diplo plays.

For example, if Country A and Country B are antagonist parties in a diplo play, with Country C remaining neutral while Country D backs Country B, could A entice C to join their side by offering some of these treaty articles? Similarly, could A offer treaty concessions to D as a way to neutralize their support for B?

Imho This kind of diplomatic maneuvering would make the system feel much more dynamic and realistic! It would better capture how nations historically tried to build alliances and neutralize threats through strategic concessions and promises.

(I understand how that could be a pain to balance the ai, but even if imbalanced for declining those "treaties into/out diplo plays" more than it should would be fantastic)
 
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Wow, this is huge ! finally we get real multilateral treaties ! it would also be cool to be able to changen those treaties during war. Exemple : i am Germany and i am stuck in a very long war with Russia but i finaly end up defeating them because some baldman from switzerland took power, the more i struggled and lost men in this war the more i want the russians to pay ! so i must be able to add wargoals and redefine treaties during the war.
PS : will regime and law changes be included in the treaties ? political invterventionism was very important during the victorian era and still today
 
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Impressive stuff, like it a lot and wasn’t expecting to get something even close to this same year as market rework. We are one step away Diplo Play rework and ,maybe, multilateral treaty system next year
 
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This sounds great, just one minor tidbit, is it possible to have custom names for the treaties? (Eg reading the no tariff treaty would be funny to sign a NAFTA treaty etc with Mexico).
 
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Wow! this will come down to balance and AI, but this looks really excellent.

A few questions:
  • Is there a cap on treaty count? I’d be a little worried about treaty proliferation late game, and making that legible.
  • Similarly: is there any “easy treaty builder” system? Something where you say “I need sulfur” and it helps you find the countries most willing to make a trade deal there?
  • Can we see treaties for two unrelated countries easily? Something like a “census browser” but for treaties might help to gauge what’s happening, because seeing “France has a treaty with Brazil” would require a lot of clicks.
Overall: this looks really excellent, and I hope in the near future that diplo plays fully integrate this.
Good call, a treaty browser would be absolutely necessary. Filtering it by country, kind of article and even goods (who is stopping oil from flowing into the market?) would be vasic needs
 
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I'm not sure if how feasible this idea is, but would it be possible to use the diplomatic treaty system to settle diplomatic plays before war breaks out? Right now if you are the target of a diplomatic play your options are to go to war, or back down and concede all pressed demands. A diplomatic treaty sounds like a good middle-ground option that could settle the diplomatic play with the transfer of trade goods, money, or an unequal treaty in return for only conceding some demands.
You posted this just before me.

I'd added asking if it could be expanded to supporting/neutral parties in diplo plays
 
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I also wanna ask about how Good Transfers work.

Intuitivly, if Spain transfers Wine to France for example, then Spain should buy the amount of wine on their own market and paying for that with their own treasuary. Then transfer the amount of goods to France, which sells those goods on the French market, but pockets the money that is generated by selling those goods themselfs.
 
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