[MD] International Sanctions
Submod for Millennium Dawn: Modern Day
Sanctions – defined as mostly economic but also political and military penalties introduced to alter political and/or military behavior are employed to discourage the proliferation of weapons of mass destruction and ballistic missiles, bolster human rights, end terrorism, thwart drug trafficking, discourage armed aggression, promote market access, protect the environment, and replace governments.
To accomplish foreign policy ends, sanctions take the form of arms embargoes, foreign assistance reductions and cut-offs, export and import limitations, asset freezes, tariff increases, revocation of most favored nation (MFN) trade status, negative votes in international financial institutions, withdrawal of diplomatic relations, visa denials, cancellation of air links, and prohibitions on credit, financing, and investment.
This mod attempts to add some of these elements to the game by the means of two (2) new diplomatic actions. Additionally, there are new actions to lift sanctions as well as requesting the lifting of sanctions. (that last part is WIP)
(NOTE: This is mostly for RP purposes. AI is not currently set to use these, however, I will add that in later.)
Adds 2 new diplomatic actions to apply different levels of sanctions that provide negative effects to the targeted country at some cost of the enforcing nation. Both levels of sanctions last about 2 years (730 days) 1 year (365 days) and the effects on both countries are felt throughout that time. At any point, however, can the sanctions be lifted.
Requirements
200 Political Power Cost
Target Country – Requires at least 5% world tension generation
Enforcing Country – Must be at least a Major Power
Target Country Effects:
- -0.2%-0.1% Weekly Stability
- +0.2% Weekly War Support
- +10%+20% Construction Speed
- -30% Justify War Goal Time
- +50 Desire to be in or expand a faction (AI Only)
- +1% Interest Rate on Debt
- -50% Resource Exports Revenue
- -25% Return on Investment (ROI) Projects
- -10%-5% Corporate Tax Revenue
- -50 opinion towards the nation enforcing the sanction (lasts 2 years or until lifted)
Enforcing Country Effects:
- -50%-100% Political Power Factor
- 2% Tax Cost (Consumer Goods)
Requirements
400 Political Power Cost
Target Country – Requires at least 15% world tension generation
Enforcing Country – Must be at least a Great Power
Target Country Effects:
- -0.5%-0.2% Weekly Stability
- +0.5% Weekly War Support
- +20%+35% Construction Speed
- -50% Justify War Goal Time
- +100 Desire to be in or expand a faction (AI Only)
- +2.5% Interest Rate on Debt
- -80% Resource Exports Revenue
- -50% Return on Investment (ROI) Projects
- -20%-10% Corporate Tax Revenue
- -100 opinion towards the nation enforcing the sanction (lasts 2 years or until lifted)
Enforcing Country Effects:
- -100%-200% Political Power Factor
- 5% Tax Cost (Consumer Goods)
Requirements
100 Political Power Cost
Target Country – Requires economic sanction
Enforcing Country – Must be enforcing an economic sanction
Effects:
- Lifts sanction from targeted country
- Removes sanction enforcement penalty from enforcing country
- The sanctioned country gains a positive opinion modifier towards the nation who enforced the sanction for 6 months (40 for light sanctions, 75 for heavy sanctions)
Requirements
100 Political Power Cost
Target Country – Must be enforcing an economic sanction
Requesting Country – Requires economic sanction
Effects (if accepted):
- Lifts sanction from requested country
- Removes sanction enforcement penalty from enforcing country
- A country can only issue out one of each sanction level at a time (can enforce both light & heavy sanctions at the same time, just not multiple light and heavy sanctions at the same time)
- A country can only be issued one sanction at a time
- Cannot issue economic sanction on country within the same faction
- Economic sanctions are NOT substitutes for embargos
As in real life, sanctions alone won’t shut down a nation’s economy so don’t expect this mod to be overpowered in that regard. The effects of sanctions should be felt more the longer they are in effect.
- Added AI functionality to enforce sanctions
- Removed world tension requirement for human players
- Changed length of sanctions back to 1 year (365 days)
- Made the following changes to Light Economic Sanctions
- Changed Corporate Tax Revenue hit from -10% to -5%
- Changed Weekly Stability hit from -0.2% to -0.1%
- Changed Construction Speed bonus from +10% to +20%
- Made the following changes to Heavy Economic Sanctions
- Changed Corporate Tax Revenue hit from -20% to -10%
- Changed Weekly Stability hit from -0.5% to -0.2%
- Changed Construction Speed bonus from +20% to +35%
- Made the following changes to Enforcing Light Economic Sanctions
- Changed Political Power Factor cost from -50% to -100%
- Made the following changes to Enforcing Heavy Economic Sanctions
- Changed Political Power Factor cost from -100% to -200%
- Fixed opinion modifier effects
- -50 opinion towards the nation enforcing light sanctions (lasts 2 years or until lifted)
- -100 opinion towards the nation enforcing heavy sanctions (lasts 2 years or until lifted)
- The sanctioned country gains a positive opinion modifier towards the nation who enforced the sanction for 6 months (40 for light sanctions, 75 for heavy sanctions)
- Fixed localization typo – sanctions last 2 years not 1 year
- Lowered World Tension requirement for embargo to 5%, matching the requirement to enforce sanctions that this mod brings
- Add AI ability to lift sanctions
- Add DA to request lifting of sanction (POV targeted country)
Should be compatible with all MD submods as no vanilla file is overwritten.
Updated for: MD v1.11.X // HOI4 v1.16.X || Last Updated on 3/30/2025
Revisions:
Old revisions of this mod are available below. Click the link to download.