I'm usually a quiet enjoyer of the game and don't lurk much around the forums, but last night something happened that made me rage-quit the game.
I was in war against two AIs, let's call them A and B. I win against both, vassallizing A and taking away territories from B. As soon as peace is declared, they both place demands on me, which I reject. This immediately triggers another war: we are both at 0 war support (for some reason... I thought one of the sides gained WS when entering war?), I lose as soon as I end my turn and they conquer back in an instant everything I had earned through a long and complicated war.
Is this an intended game mechanic? If it is... well, it's not fun.
You don't need to respond to their demands. If you don't respond they can't declare war on you immediately.
While true, with the dlc they can force a decision with leverage. But usually try to not answer them directly without preparation. Especially if the persona is vindictive.
On another note. There are some buffs which let you gain war support when war is declared. So yes, this is a risk.
Did they use the culture or religion grievance to demand the territory?
This is a common problem when you take territories which you have no culture control over. Some personas are very likely to demand them straight back.
Culture control somewhat works like having a territory as a core territory which you can lay claim to.
Maybe adding a non-grievance period for a few turns after signing peace may reduce this issue.
But on the other hand: having a culture or chosen civic which nets you war support when war is declared and make use of it seems like a very valid use of choices you made.
You don't need to respond to their demands. If you don't respond they can't declare war on you immediately.
While true, with the dlc they can force a decision with leverage.
This is what happened. I had no choice.
Yeah, there've been a few threads raised over the last month where the new Leverage mechanic plays poorly with War Support 0 at the end of a war. I'd love if there were a few turns of cooldown after a war where neither party is allowed to declare or use those specific embassy actions to force your opponent to declare an automatically-losing war.
I don't think a forced peace period is the solution as that can be exploited by either side to just do whatever they want with no consequences, and war support might not raise enough even during those turns. My suggestion instead is that players keep some war support after the war whether it is determined by the winner or automatically calculated by some factors.
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