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Hearts of iron 4 call to arms mod
Hearts of iron 4 call to arms mod






hearts of iron 4 call to arms mod

In addition, declining a call to arms will give you −1 diplomatic reputation for 10 years.Ĭonflicting call to arms Refusing a call to arms from a nation that the nation is guaranteeing will result in an additional −25 prestige penalty (for a total effect of −50 prestige if the nation also had an alliance).

#Hearts of iron 4 call to arms mod plus#

Warscore for separate peace is calculated solely from occupations and blockades and will not consider battles or ticking warscore from wargoals.ĭeclining a call to arms will result in −25 prestige and the cancellation of the alliance, as well as a −50 relations penalty for refusing to join their war, plus −50 relations for dishonoring the alliance. This is called a separate peace and choosing to make a separate peace will give −30 relations penalty with co-belligerents, as well as −10 trust with all your allies.

hearts of iron 4 call to arms mod

Because the ally is not a war leader, it can only negotiate peace with the opposing war leader and only on behalf of itself and its vassals. For an offensive call to arms, AI nations will only consider the player's ability to join one specific war, and will not evaluate any secondary effects that may result from the player joining all the wars on the side of the AI.Īnswering the call to arms brings a nation into the war on the side of its ally as a junior partner in the conflict. Defensive calls to arms are the most common culprit here because they are sent out automatically. As the player will enter all wars that the AI nation is leading, this may incur severe penalties on the player, though the same mechanic could be used against the AI nations as well. Players that are fielding any call to arms from an AI nation must be very careful about these penalties. The aggressor has the option of declaring each of the enemy's allies as co-belligerent or not if not, taking that country's provinces costs double warscore and diplomatic power as well as additional aggressive expansion penalty, but they cannot call their own allies. Allies who answer an offensive call to arms will suffer all penalties for breaking a truce, attacking nations they are in a royal marriage with, or having good relations with. When a nation declares war, it has the option of individually calling its allies into the fight. Nations who refuse to join will lose 25 prestige, the alliance, and trust with all their allies, even those not participating in any wars. Allies who answer a defensive call to arms will not suffer any penalties for breaking a truce, attacking nations they are in a royal marriage with, or have good relations with. If war is declared on a nation, it will automatically call on all its allies to come to its defense. The attacker may only call in allies during the first 30 months of the war. If no decision is made in regards to a call to arms, it will automatically be declined in two months. Any co-belligerent can also call their allies to war. The current war leaders in a war may send a call to arms to their allies at any point in time, asking them to join all their current wars in which they are the war leader. It is possible to estimate distances using the fact that diplomats travel at a speed of 20 distance per day between capitals. †: Distance between borders can only be seen in debug mode. −0.2 per distance between borders greater than 30 † −1000 per offensive war, 50 per defensive war If a nation has more diplomatic relations than its diplomatic cap (for most nations this is initially 4), maintaining agreements costs 1 diplomatic power a month for each excess nation.ĪI nations will only accept alliance offers if they have more positive than negative reasons for doing so:Īt 50 0, +0.5 or −2 per point above or below. Maintaining an alliance uses a diplomatic relations slot for each nation. Additionally, if either country has accepted a peace deal annulling treaties with the other, they cannot enter an alliance together for 10 years after the peace deal. Setting an allied nation as a rival will automatically break the alliance with this nation and prevents the player from allying again. Being in an alliance gives a major relationship boost ( +50 relations) between the two allied nations.Ĭertain attitudes of the other nation (such as hostile) may preclude them from choosing to be the player's ally. As long as there are more positive reasons than negative reasons, the nation will accept the military alliance. The player may ask a nation to form an alliance through their diplomacy screen. Please help with verifying or updating this section.








Hearts of iron 4 call to arms mod