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Unless there are a lot of scripted wars etc. If ideologies are totally different from vanilla, it might get a bit bland as well, as some of the variation comes from that. But I would think it might actually be....
Having said that, mods that use a lot of special scripting for wars and peace will work so so. The main problem comes when there are a lot of scripted civil wars - and they don't always use the "Civil War" war goal, and instead use e.g. Annex all. Which means this mod won't understand it is a CW... Which in turn will have some strange effect.
Haven't tried myself, but mods using a different set of ideologies should work, but will be a bit less "varied" as they will then all use the "fallback" costs for ideologies.
The same goes for new types of wargoal that this mod doesn't recognize.
So hard question to answer.
Additionally it is rather tricky getting the scaling up to work better for different situations. One way could be to add more wargoal types and try to use them to get a cleaner distribution of points...
Also, have been considered just adding a "setting" where players can choose "historical" or "high points scale"
But both of those take time to implement etc. And I currently don't have much modding time.
So basically now you can also offer peace when you are winning. Sending a peace offer to the losing country asking them to surrender and offering them a "conditional surrender".
Also fixed various existing options so that they work better (see release notes)
(In addition to the fact that all effects in the peace treaty aren't at the moment included in the news event - like e.g. revoking claims/cores - which sometimes makes it look like nothing happened even though it did...)
I think I have fixed it, but won't update until I have tested a bit more...