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Bratyn

Content Design Lead
Paradox Staff
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Dec 25, 2012
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Hey everyone! In today’s dev diary for 1.5 “Cornflakes” and the unannounced expansion (SoonTM) we will finally be taking a look at that mysterious new icon in the top bar we’ve been mercilessly teasing you with these past months... ;) Make sure to grab a large stein of your favourite beverage. This diary is going to be pretty big...

Bringing down the gavel

Back in this diary @podcat talked about “a way for players to take dynamic decisions, quickly. Something that fits between events and national focuses”.

Though it fulfils its role as a narrative tool very well, we’ve never been entirely happy with the focus tree system. It does some things very well: it shows complex story lines and long term options, and it allows the player to, well, focus their efforts in certain ways. However, it had significant problems in that it was rigidly tied to the design of the tree and never very dynamic, with most focuses needing a 70 day lead-up time before things actually happen. This not only made it problematic to the player (for instance, realizing you -really- need to move that industry to the Urals just 10 days after you picked a different focus, and so having to hold out for 130 days before it can be moved), it also made it very difficult for the designers, since it required us to essentially try and predict the state of the world years in advance.

Decisions Menu.jpg


Enter the decision system. The idea behind it is that this would enable the player to be able to quickly react to dynamically arising crises, and not be locked in to the 70-day timetable for NFs. Furthermore, it also provides Content Designers and modders with new and exciting ways to create things for the player to do, or things to react to. The former of these are decisions, the latter are missions. All of these are divided into categories, which themselves can have an icon, flavor localisation, and even a small picture if desired.

We don’t intend for this system to replace the National Focus Trees. Instead, we want to supplement National Focus Trees with decisions to specify more generic focuses, and provide more dynamic gameplay - for example, a focus might give you a decision so that you yourself can choose when you’ll get the effect.

Decisions

Decisions come in two forms. The most basic example of these are simple ‘click and receive’ decisions, much like in other Paradox titles. A simple click on the button will provide a one-off effect, not entirely unlike a national focus that finishes instantly. Decisions can also have permanent or temporary modifiers, acting more like a national spirit in this regard (this was done to keep the national spirit list a bit more manageable).

Decisions churchill speech.png


Other decisions are ‘timed’. They are active for a short while, can confer a modifier during that time (which can be either a bonus or a penalty), and once they time out they provide the one-off effect that regular decisions do.

propaganda.png


The base cost of these decisions is political power, but the effects can be scripted to result in other penalties or costs as well. For example, an “Army Reform” decision might have a penalty to Army XP as an effect, in addition to the listed political power cost.

An example of a system we have re-worked to utilize decisions extensively is the current ideology switching mechanics. Previously, you would need to choose an ideology pusher advisor (Fascist Demagogue, Communist Revolutionary, or Democratic Reformer) and would then receive events at random intervals, with little ability for the player to influence things, and little reason to choose a costly civil war over the referendum alternative. And then, of course, you were at the mercy of the random number generator to find out how long it actually took until the event you wanted fired.


Now, the player will have the option of taking a variety of decisions once an ideology pusher advisor has been taken. You get the choice of either a peaceful, but longer path, or a civil war path that is shorter and should be more attractive in general, now.

Decisions ideology screenshot 1.PNG


Various decisions now allow you to increase the future strength of your side in the civil war, to ensure the loyalty of certain generals, as well as gaining a temporary ‘surprise attack’ bonus and a small equipment cache. They are not all needed, but once you fulfill the conditions and feel you are ready you may simply ‘ignite the civil war’ and take your chances with what you have.

Decisions ideology screenshot 2.PNG


You have total control over when things happen when changing ideology, assuming you fulfill the criteria to take the decisions.

Decisions ideology screenshot 3.PNG


Another aspect that has been reworked is the resource system. It is currently quite rigid, and although tying it in with infrastructure level has made it a bit more dynamic, there was still no real way of drastically redrawing the resource map. Decisions now take this rework and propel it further. New decisions make it possible to ‘prospect’ for new resource deposits, depending on your level of excavation tech. For a cost, various historical deposits may now become accessible to nations controlling the relevant provinces. In the cases where there are already existing focuses to develop new resources (the Italian oil fields in Africa come to mind), taking the focuses will lock the decisions and vice-versa.

Capture_resources.JPG


Missions

Missions are in effect decisions that require an action on the player’s part to fulfill. Once they are completed, they provide bonuses just like decisions. However, they can also be made to have a limited duration, and to give penalties to the player if they do not accomplish the mission in time. This allows us, for example, to make Plan Z require the building of a certain amount of ships within a specific timeframe.

Capture_planz.JPG


It also gives us the ability to give more direction to the player’s objectives when invading the Soviet Union, or, indeed, other countries. These might be tied to other decisions that give a temporary boost to your forces - but only if you commit to certain objectives, with a possible associated penalty if you fail.

Capture_barbarossa.JPG


Decision-Mission Interaction

Both of these can be made to interact with each other in interesting ways. For instance, the new German decision “Case Anton” will fire a mission for Vichy France, warning them of their impending demise but giving them a decision to scuttle their fleet beforehand, at least ensuring it will stay out of German hands. A fast-acting German player may be able to prevent this, and thereby obtain the whole (or remnants) of the French fleet.

Decisions case anton.png


Decisions case anton vichy.png


The British player may, in turn, attempt to force the French to transfer the fleet to British hands, or damage it.

Decisions mers el kebir.png


MEFO bills fire a mission every 3 months requiring the decision ‘extend MEFO bills’ to be taken. The alternative is to let the bills fall due and suffer through a period of down-payments that may hamper you in the short-term, but may save you a lot of political power in the long-term.


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Crises

One of the things we wanted to do with the decision system is to make things a little more dynamic. This was often not possible under the old focus tree/event system, especially in hectic multiplayer games where you really need to pay attention to other things and can’t be bothered to read through an event right at that instant.

With the decision system, we can now create a problem and give you the option to solve it when you have the time to do so. You have already seen one of these crisis way back in the dev diary about stability and war support: if either of them is very low, your people might become unruly, try to avoid the draft or go on strike. The decision system will then include a simple decision to handle it, which fires an event in which you can select different approaches to the problem. At the same time, a mission is used to simulate the situation deteriorating over time if your approach fails. We feel that this makes the game feel a little more dynamic and unpredictable, without turning into pop-up hell.

Capture_crisis.JPG


Special Projects

Some decisions may well involve such a large investment that it cannot easily be represented by a mere temporary modifier. This is especially true if it involves embarking on projects with huge industrial ramifications. A new category in the industry tab called “Special Projects” will now keep track of such investments.

maginot.png


Counteracting Pop-up Spam

Another thing we aimed to address with the new decision interface is the issue of event spam. There is an ever-increasing amount of news (and other) events that are thrown in the player’s face. Sometimes this is desired, but other times it can be quite annoying. The new interface has handy checkboxes to select whether regular events or news events should be shown as a pop-up or simply be stored in the decision interface where the player can view them when they have time.

events.png


This allows the player to quickly choose what form of notification they prefer. During a micro-heavy multiplayer invasion of the Soviet Union it may well be better to have all events be stored in the menu for later reference, while during the early-game build-up it may well be better to be informed of global news as it happens, to know what direction the game is taking.

The future for Decisions

Decisions are a great complement to focus trees and events and we see ourselves continuously adding to this with future expansions. The base system and core decisions needed for game balance and interacting with new things like stability will be part of the 1.5 “Cornflakes” update while most of the flavor, prospecting and special projects and such are part of the DLC. Decisions tied to the new focus trees are, obviously, also going to be part of the DLC.

Next week we are going to be showing off a focus tree. Feel free to guess which one :)

PS. The third episode of our beginner-stream with @Da9L and @bus is coming up today. Even though most of you are probably familiar with the basics, this is perfect for any friends that want to join in. Check out the Paradox twitch today at 16:00 CET: https://go.twitch.tv/paradoxinteractive
 
Exciting news! Will most events involving decisions be transferred over to this format? And will events become only notifications of other players' actions as a result?

Some have been reworked into decisions, others work together with decisions (such as firing an event for another nation like Mers-El-Kebir raid does).

@Bratyn has the way PP are generated changed, or at least the amount received? A lot of new uses here but we still have the old basic requirements of things you HAVE to spend PPs on.

Balance is still very WIP, but in general there is now a -lot- more to spend your PP on, so it is definitely something we will be looking at. Then again, there was a bit -too- little to spend PP on before.

Will you dare to don't show us a non-Asian country?! :D

Maybe.


I wonder.
 
I see that you talk about Mers-El-Kebir and Case Anton (and I am so happy about that), could we expect a more historic Vichy France receiving all the French territories after the Compiègne Armistice? Making it neutral and creating Free France via event would be the cherry on the cake! :)

It's something I've been bugging Dan about :) I hope to at least fix the territories. Not sure if neutrality is feasible with current mechanics (or will ever be possible), though.
 
Will there be mission/decisions for the TfV and DoD countries?

Some, yes. Introducing nation-specific decisions for all countries is well beyond the scope for this DLC, though, but the intention is that we can easily add more with each following DLC.

@Bratyn
You have got the decision for Italy to prospect the Oil Fields in Lybia and you have some propect decisons for France shown in the dev diary. What happens when Italy conquers these provinces. Did they get these decisions from France ?

Yes.

The Case Anton Decision and seizing of the french fleet seems weird. As Germany you could just take over the Vichy Army, station it in Syria and prepare Paratroopers to take over Toulon. And even if you are not that gamey, you can still see all of the Vichy territory, which makes reaching Toulon in 2 days still pretty easy.

It's a tricky balance between making it impossible for either party. Prepping paratroopers show you planned it out well, which is the intention. The French scuttling it is supposed to happen to someone who did not prepare accordingly.
 
That sounds incredibly convoluted. So basically every three months you get a mission telling you to go click a decision? And if you somehow forget/don't notice it you get hit with the penalties? IMO at least this is one area where an event popup would be a way better choice.
Or even better, have the MEFO national spirit give you a pp drain effect like -x pp/day and increase it gradually as long as you don't take the decision to pay up. Less clicking, same effect.

It's less clicking than for national focuses. And we're working on making these visible enough.
 
Everything looks great but I'm worried about that pop-up storage system. What happens with events such as "Demand Danzig"? Can poland just "store" it and never start the war or will those types of events be automatically triggered after certain amount of time?

Events time out after a short while.
 
Everything looks great but I'm worried about that pop-up storage system. What happens with events such as "Demand Danzig"? Can poland just "store" it and never start the war or will those types of events be automatically triggered after certain amount of time?

It times out and the 'default' option is taken just as if you let the event time out without picking an option.
 
Paratroopers landing on docks and ships is an interesting visual.

The French blew those ships literally under the eye of the waiting Germans and were well prepared in advance for the inevitable German seizure attempt (and had been for years). It's super implausible.

Anyway I'm not sure what ships will be left to steal given how profligate the AI is with ships.

True, but I wanted to make the French fleet a proper point of contention between the British and the Germans, and possibly a tool to use by the Germans to help them attain sufficient naval strength to perform better when making invasions.
 
Wow, a lot of changes here.
And a pop up control system!!! That will hopefully be expanded to included other important info :rolleyes:

@Bratyn has the way PP are generated changed, or at least the amount received? A lot of new uses here but we still have the old basic requirements of things you HAVE to spend PPs on.
Players will have to prioritize and care a little more about PP now.
High Stability gives you extra PP.
If it becomes a major issue we will probably tweak the numbers.

@Bratyn
Do you think we'll get more info about the syntax concerning the decisions and such?
There will be example decisions with each entry explained.
If there is something you don't understand, just spam @podcat with private messages.

So, does this mean the King Michael's Coup NF will get reworked as well? PLEASE?!?
Will there be mission/decisions for the TfV and DoD countries?
There is no plan to rework old DLC trees, but it's not something we refuse to ever look at.

Events time out after a short while.
Most likely it will work like EU4 where you can store an event for a little while but it eventually just takes the default option.
Used to time out and pick default option after 1 month. We felt that was a bit long and lowered the default.
Modders can script their own timeout durations per event.
 
Except National focuses involve important decision-making while this is just "click every three months".

I think you will find that when you actually play the game they are interesting enough, and it's a compelling choice balancing PP with construction speed. Remember, it's not as simple as just going 'I will always take the decision'. The costs really start adding up towards the end, hampering the formation of the cabinet and military advisors.
 
Do Soviets get decisions to prospect Siberian resources, steel/aluminium/chomium/tungsteen after Germans invade?

IRL Soviets lost 40-60% of their resource output in many industries, metallurgy and coal production in particular, and got to around 90% of pre-war output by early 1943, while most of the land initially occupied by Germans was either still in their hands or devastated and not producing anything.

The system started out quite a bit smaller (basically Palau and the African Oilfields) and grew bigger as people came up with other areas that saw resource growth during the war or immediately after (which makes for interesting what-if gameplay, where the axis were sitting on deposits of critical resources they didn't know existed), so we haven't had time to schedule extensive research. Community suggestions definitely welcome!

Now this... Is a nice system. This might be the best "decisions" system Paradox has come up with so far, and the way they interact with National Focuses (Something some people showed concern over) seems to be very interesting too!

But about the "National Focuses that add resources lock out the decision to do that, and vice versa" thing, I have a question. Is the "develop resources" system available to whoever owns the land? Because if that's the case, maybe the NF versions could be buffed to provide more resources than the default decisions, to differentiate something any country can do and something unique to the nation itself.

We are still discussing if it should only be available for the owner (i.e. a conqueror would have to take the land in a peacedeal) or the controller (i.e. a conqueror only has to occupy the land). I'm personally in favor of owner, but I can see the argument for controller.

So can anyone prospect all the possible resources? Or at least some of them that were previously only in focuses of single country?

You can take all the available resource decisions, yes - if you conquer the world.
 
can you guys give us some examples of generic decisions?
Looking at the first screenshot most of those are available no matter what nation you are (but have restrictions on ideology or other factors)
 
Vichy France color has changed !
It will be easier to know who controls French provinces after Allies start liberating France.

That color is assigned dynamically to the first civil war country that spawns. Usually it's Spain, but when you set up screenshots in January 1936...
 
@Bratyn

Since nearly all of those decision/event/etc... all cost political power that were not there before. Will the focus tree still cost a political power a day to enact them? Just curious.

Yes.

@Bratyn If I play as Vichy France and German excutes Case Anton, what about I delete my navy by clicking the button and bypass this decision? Seems excute the scuttling costs PP while deleting them directly does not.

True, but the AI doesn't do this. By making it a decision the AI can select it, thereby ensuring this occurs even if there is no player in Vichy.
 
@Bratyn is there any way to make a decision that takes a dynamic target? So something like the targeted decisions in CKII which can take a specific province and apply an effect at the location? Decisions look wonderful, but not having a mechanism by which you can undertake specific region targeting mechanisms seems altogether lacking at this point.

Yes.

What will happen if Germany has forces in Vichy territory and/or is using forces requested from Vichy France, when Case Anton fires?

No troops are allowed in Vichy France territory when taking the decision.