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XImAdam_AA

Recruit
Jul 7, 2025
3
50
With EUV in development and some major mechanical overhauls already revealed, including a more decisive battle system and reinforcement tied to national population, now is the perfect moment to rethink how wars are structured over time. In the current EU formula, wars are typically fought until one side forces a peace deal, often within a few years. But history teaches us that many real conflicts, especially major dynastic, religious, or colonial struggles, were anything but linear. They often spanned decades, with long breaks in fighting, official truces, sudden resumptions of war, and unpredictable diplomatic twists.


One of the most striking historical examples is the Hundred Years’ War between England and France (1337–1453), a conflict that lasted over a century but was not fought continuously. It was divided into several distinct phases, each separated by formal truces or ceasefires. For example, the Truce of Esplechin in 1340 paused fighting after the inconclusive Battle of Saint-Omer. The Truce of Calais, signed in 1347 after the fall of Calais to the English, was renewed multiple times and effectively halted combat for years. The Treaty of Brétigny in 1360 transferred vast territory to England but did not resolve the dynastic dispute, and war resumed in 1369. Perhaps the most dramatic pause came with the Truce of Leulinghem in 1389, which held for over two decades until Henry V restarted hostilities in 1415. Finally, the Treaty of Picquigny in 1475 ended hostilities not with a grand settlement, but with Louis XI of France paying Edward IV of England to withdraw his troops, a practical and political ceasefire rather than a true peace.

These episodes show us that wars in this period were not always about constant fighting, but also about political breathing spaces. Ceasefires were tools of statecraft just as much as armies and castles were. This could be turned into a powerful gameplay feature.


That’s why I propose adding a “Ceasefire Within War” mechanic to Europa Universalis V: a system that allows both AI and players to pause a war without ending it, under certain conditions. This would reflect the ebb and flow of historical wars and offer players more strategic options, especially under the new system where major battles can decide wars, and reinforcements depend on population size. If a nation suffers a catastrophic defeat, instead of being forced to surrender entirely, it could negotiate a ceasefire, recover manpower, rebuild its alliances, and prepare for a second phase of war, just as historical monarchs often did.

Mechanically, the ceasefire would be a new state inside an active war. The war would remain on the ledger and map, but military operations would be suspended. No battles could be initiated, armies couldn’t enter enemy territory, and siege actions would be disabled. War goals and casus belli would remain valid, and war score would be frozen. Diplomacy, however, would continue: alliances could be formed or broken, internal rebellions handled, and future positioning planned. The ceasefire might also come with modifiers, for example, increased reinforcement speed, slightly reduced morale (to simulate peacetime demobilization), or increased unrest in occupied regions to simulate rising tension.


Such a ceasefire could be triggered in several ways. Most importantly, it should be mutual both war leaders must agree, either through an event or via a new diplomatic action. The AI could be programmed to accept if war exhaustion is high, if recent battles were inconclusive or disastrous, or if there has been no significant progress for years. Alternatively, scripted event chains could create historical moments of pause. For instance, an event might fire after five years of stalemated warfare: “Delegations Meet at Calais – Propose a Ceasefire?” with options for both sides to agree or reject.


Ceasefires could last anywhere from 2 to 15 years, depending on circumstances or event outcomes. When the ceasefire expires, a new decision would be required: resume hostilities, negotiate a permanent peace, or extend the ceasefire. Importantly, breaking the ceasefire unilaterally would have serious consequences, such as a large stability hit, aggressive expansion penalties, and an international opinion malus, possibly via a temporary modifier like “Ceasefire Breaker” reducing diplomatic reputation and trust.


In terms of benefits, this system would offer more than just historical flavor. It would provide players with a lifeline after major defeats, especially in a game where army reinforcement is tied to a population pool that may take years to recover. It would bring fresh narrative possibilities: wars that reignite, coalitions that shift during ceasefires, and internal politics that continue even as external conflict is suspended.


Ultimately, the “Ceasefire Within War” mechanic would make EUV more realistic, more dramatic, and more strategically deep. It would align with the new war and reinforcement systems, and allow major historical conflicts like the Hundred Years’ War, the Dutch Revolt, or the Ottoman-Habsburg Wars to play out in a way that feels authentically slow-burning, high-stakes, and dynamic. I believe it would be a relatively elegant addition to the game’s diplomatic and military systems and one that PDX could shape further through flavor events, national ideas, or even regional mechanics.



Let me know what you think and whether this is something you’d like to see in EU5! ;)
 
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the concept of changing sides during a war is fantastic — Italy did something similar in World War I. No state is forced to finish a war on the same side it started with...

Also, all the other war dynamics you mentioned seem very adaptable. The developers have even designed a special interface for the Hundred Years’ War, so they could create a generic “war interface” for major conflicts between great powers. The scenarios you described could be represented as buttons or options within this UI.

As for AI, I want it to be adaptive and provide a real learning curve. Of course, we can’t expect super-sophisticated AI that requires huge CPU power which normal players can’t afford. But an AI-assisted algorithm smart enough to handle ceasefires, strategic pauses, and shifting alliances like this would be a cool balance
 
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What exactly is the difference between a war fought in several phases, with ceasefires putting a pause to the fighting at the end of each phase, and a series of several wars, with a peace treaty ending each war but not resolving the cause for conflict between the two nations? It seems to me that what you're proposing is not to change what the mechanics are, but just to change what things are called. It seems to me that the benefits you're proposing can be achieved by simply not letting peace treaties be too decisive; if a nation isn't able to achieve a massive, total victory over its opponent, it shouldn't be able to impose hugely punishing peace terms, either.
 
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If they were going to do this a better way would be to have a generic situation for long conflicts between major powers that could consist of several game mechanic wars. The challenge is making it more mechanically interesting than just having a series of wars.
 
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Yeah I think the distinction here is about historical convention and whether you call periods of active conflict distinct wars or phases of a single war. The latter approach is something that can only really be applied in hindsight.
 
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Yeah I think the distinction here is about historical convention and whether you call periods of active conflict distinct wars or phases of a single war. The latter approach is something that can only really be applied in hindsight.
Pretty much. See the hundred years war for examples and its lesser known lesser supported second hundred years war sibling. Or even WW1 and WW2 in the view of the first one as an armistice.
 
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Why would the opponent agree to a ceasefire after I had a major defeat?

I am a bit afraid this proposal only bring minor flavor benefit (as it's mechanically very similar to white peace) at the detriment of balance (I can extends my cb indefinitely) and ai exploit risk
 
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the concept of changing sides during a war is fantastic — Italy did something similar in World War I. No state is forced to finish a war on the same side it started with...

Also, all the other war dynamics you mentioned seem very adaptable. The developers have even designed a special interface for the Hundred Years’ War, so they could create a generic “war interface” for major conflicts between great powers. The scenarios you described could be represented as buttons or options within this UI.

As for AI, I want it to be adaptive and provide a real learning curve. Of course, we can’t expect super-sophisticated AI that requires huge CPU power which normal players can’t afford. But an AI-assisted algorithm smart enough to handle ceasefires, strategic pauses, and shifting alliances like this would be a cool balance
This sounds good but it would need to be extremely transparent so as not to be frustrating. I think it would work in a Victoria II type wargoal system, where the thing you will peace out for is declared before peace occurs. That way the AI has a chance to react accordingly. In EU4 and probably EU5, peace offers are a free for all that end wars immediately, so no room for any AI reaction, switching sides included.
 
The Hundred Years' War kept flaring up again and again because the underlying question (who rules France) remained unresolved, but also because of deepening hatred over years of war. In a sense it doesn't make much difference to me whether it's represented mechanically as a continuing war that's on pause or a series of wars separated by truces, but I would like wars to have long-term effects on the relations between the two countries which makes a resumption of hostilities more likely.

So in the same way that you get an opinion bonus for having a long, uninterrupted alliance with a state, you could get a relationship malus for every war you fight against a state, to be stacked cumulatively, with a very slow decay time, and added negative modifiers for territory devastation.

In addition to casus belli to reclaim lost territory, wars of humiliation would also generate an 'avenge humiliation' casus belli for, say, 20 years. You could even have 'nobles demand revenge for humiliation' events, where if you don't go to war you lose some estate support and stability.

Some of these are probably in the game already (indeed, some of them are present in some form in EU4) but I think it would be worth the devs working on things like this so that each game tells a story - some states always have your back in a crisis, while others are your absolute nemesis and you would risk bankruptcy to bring them down.
 
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Are rival nations being kept as a feature in EU5? If so, this might make sense for wars between rivals, as there are geopolitical requirements for declaring a rivalry in the first place, and might help make this mechanic (and regional diplomacy) a bit spicier.
 
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What do you not like about the usual truce? Wait until it ends and then declare war again
I dislike that every war has to be decisive. The AI especially always pushed for 100% warscore in EU4 wars, but you as a player were also incentivized to do so unless you're fighting a really big enemy.
The main thing you'd ask yourself when starting a war in EU4 is not "how much can I actually force out of my enemy?" but "how much is 100% warscore worth?"
The ceasefire system proposed here is great because it would make wars more dynamic and thought-out: instead of being a single round of fighting where the first one who taps out loses at close to 100% warscore there would be several rounds of fighting and it could end at the end of a ceasefire with a peacedeal that has much less than 100% warscore.

You could start out a war in a losing position, wear down your enemy enough to get a ceasefire, then have the upper hand in the next round. Quite a fun thing to do as Scotland in a war against England, I'd imagine.

Whether this system will actually be fun depends on its execution and balance.

What exactly is the difference between a war fought in several phases, with ceasefires putting a pause to the fighting at the end of each phase, and a series of several wars, with a peace treaty ending each war but not resolving the cause for conflict between the two nations? It seems to me that what you're proposing is not to change what the mechanics are, but just to change what things are called. It seems to me that the benefits you're proposing can be achieved by simply not letting peace treaties be too decisive; if a nation isn't able to achieve a massive, total victory over its opponent, it shouldn't be able to impose hugely punishing peace terms, either.
Those are two completely different things. Truces are between wars, each war ends in a peacedeal. What's being proposed here is putting ceasefires as "breaks" inside the same war that freeze it until the two sides are ready to fight again. The difference is that when a peacedeal is made it is permanent: land is given, vassals are released, etc, and the progress you've made with sieges is undone.

When fighting multiple wars against the same enemy, each of those wars ends in a permanent, irreversible 100% warscore deal (which isn't that much when fighting a huge enemy). Each time you have to resiege the same forts, which is really annoying. Instead of that we can have a system where it takes multiple rounds of the same war to get your enemy to a devastating peacedeal at, say, 60% warscore, but due to the nature of these ceasefires your enemy could still make a comeback and prevent it.
 
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The Treaty of Brétigny in 1360 transferred vast territory to England but did not resolve the dynastic dispute, and war resumed in 1369.
It did "resolve the dynastic dispute" as Edward dropped his claim to France. War "resumed" because Charles V wanted Aquitaine back. There were various proxy wars in the meantime though.

Mostly agree with your suggestion.
 
One of the most striking historical examples is the Hundred Years’ War between England and France (1337–1453), a conflict that lasted over a century but was not fought continuously. It was divided into several distinct phases, each separated by formal truces or ceasefires. For example, the Truce of Esplechin in 1340 paused fighting after the inconclusive Battle of Saint-Omer. The Truce of Calais, signed in 1347 after the fall of Calais to the English, was renewed multiple times and effectively halted combat for years. The Treaty of Brétigny in 1360 transferred vast territory to England but did not resolve the dynastic dispute, and war resumed in 1369. Perhaps the most dramatic pause came with the Truce of Leulinghem in 1389, which held for over two decades until Henry V restarted hostilities in 1415. Finally, the Treaty of Picquigny in 1475 ended hostilities not with a grand settlement, but with Louis XI of France paying Edward IV of England to withdraw his troops, a practical and political ceasefire rather than a true peace.

These episodes show us that wars in this period were not always about constant fighting, but also about political breathing spaces. Ceasefires were tools of statecraft just as much as armies and castles were. This could be turned into a powerful gameplay feature.


That’s why I propose adding a “Ceasefire Within War” mechanic to Europa Universalis V: a system that allows both AI and players to pause a war without ending it, under certain conditions. This would reflect the ebb and flow of historical wars and offer players more strategic options, especially under the new system where major battles can decide wars, and reinforcements depend on population size. If a nation suffers a catastrophic defeat, instead of being forced to surrender entirely, it could negotiate a ceasefire, recover manpower, rebuild its alliances, and prepare for a second phase of war, just as historical monarchs often did.

Mechanically, the ceasefire would be a new state inside an active war. The war would remain on the ledger and map, but military operations would be suspended. No battles could be initiated, armies couldn’t enter enemy territory, and siege actions would be disabled. War goals and casus belli would remain valid, and war score would be frozen. Diplomacy, however, would continue: alliances could be formed or broken, internal rebellions handled, and future positioning planned. The ceasefire might also come with modifiers, for example, increased reinforcement speed, slightly reduced morale (to simulate peacetime demobilization), or increased unrest in occupied regions to simulate rising tension.


Such a ceasefire could be triggered in several ways. Most importantly, it should be mutual both war leaders must agree, either through an event or via a new diplomatic action. The AI could be programmed to accept if war exhaustion is high, if recent battles were inconclusive or disastrous, or if there has been no significant progress for years. Alternatively, scripted event chains could create historical moments of pause. For instance, an event might fire after five years of stalemated warfare: “Delegations Meet at Calais – Propose a Ceasefire?” with options for both sides to agree or reject.


Ceasefires could last anywhere from 2 to 15 years, depending on circumstances or event outcomes. When the ceasefire expires, a new decision would be required: resume hostilities, negotiate a permanent peace, or extend the ceasefire. Importantly, breaking the ceasefire unilaterally would have serious consequences, such as a large stability hit, aggressive expansion penalties, and an international opinion malus, possibly via a temporary modifier like “Ceasefire Breaker” reducing diplomatic reputation and trust.


In terms of benefits, this system would offer more than just historical flavor. It would provide players with a lifeline after major defeats, especially in a game where army reinforcement is tied to a population pool that may take years to recover. It would bring fresh narrative possibilities: wars that reignite, coalitions that shift during ceasefires, and internal politics that continue even as external conflict is suspended.


Ultimately, the “Ceasefire Within War” mechanic would make EUV more realistic, more dramatic, and more strategically deep. It would align with the new war and reinforcement systems, and allow major historical conflicts like the Hundred Years’ War, the Dutch Revolt, or the Ottoman-Habsburg Wars to play out in a way that feels authentically slow-burning, high-stakes, and dynamic. I believe it would be a relatively elegant addition to the game’s diplomatic and military systems and one that PDX could shape further through flavor events, national ideas, or even regional mechanics.
Please @Johan @Pavía just take a bit of time and look through this thread . EU5 is still in development, and what’s discussed here fits perfectly with the simulationist direction you (@Johan , in video) ’ve been talking about.

This isn’t some random wishlist — it’s grounded, it’s thoughtful, and it’s built around exactly the kind of depth and realism a true simulation needs. You can always revise and tweak it later. But please, at least consider building on it early, while there’s still time.

You @Johan keep saying the game will simulate more, go deeper, get more systemic. Well — here’s how. This is how you bring that claim to life. A possibility.

Just… don’t let this get lost in the noise. Read it. Think on it. Please! That’s all I ask.