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-I think Sweden is way to aggresive, it DOW's everyone from left to right!
-For gamebalance but also realism i'd like to see only transport ships be able to transport units
-Vassals should not be able to DOW
-When force vassalizing the nation should break all other vassals of its own if it has any
-Able to refuse of return a defected province to the rightfull owner who has a core on it
-Perhaps not easy but i'd like to see AGCEEP start in 1399
 
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-I think Sweden is way to aggresive, it DOW's everyone from left to right!
-For gamebalance but also realism i'd like to see only transport ships be able to transport units
-Vassals should not be able to DOW
-When force vassalizing the nation should break all other vassals of its own if it has any
-Able to refuse of return a defected province to the rightfull owner who has a core on it
-Perhaps not easy but i'd like to see AGCEEP start in 1399

setting transport ships to transport only can be done by you in your defines file

and the agcEEP starting in 1399 is the age of timur although it has some files missing.......what does those 20 missing years have ?
 
and the agcEEP starting in 1399 is the age of timur although it has some files missing.......what does those 20 missing years have ?
Age of Timur is not based on AGCEEP.
 
When wishing to retreat from a battle in a particular direction, if that direction is not a province one is allowed to retreat into the game should NOT automatically choose a province to flee into.

I call an example:

Portugal invades Andalusia having already captured gibralter but the force invades from Algarve. I see the battle is to be a failiure. I wish to retreat into unoccupied Castilian territory to the East. This is not allowed (fair enough), however the game automatically flees into Algarve when I would much rather they fled into Gibralter.

I would have that option should I have clicked on Gibralter? Why punish the player for unknowingly selecting an incorrect destination.

Is this a bug, WAD or a fixable oversight? ^^
 
4) Give DEFENDER OF FAITH more priveledges, You paing 1000 for it and have only this CB profit, and that's why it is not so widely used option. It has more potential.
...
http://forum.paradoxplaza.com/forum/...d.php?t=444029
7) Catholic-only emperors

to 4) Even in EU2 the Defender of the Faith not only gets the CB but a boost in morale too.

to 7) Why? Sure the "Holy Roman Empire of German Nation" relied most of the time on papal confirmation of the crowning. But not always. And the orthodox Czar of Russia as the successor of the Eastern Roman Empire/Byzantine Empire isn´t catholic either ;)
When I play a game I might want to conquer the Empire as a Protestant in the Thirty Years war and get the right to wear the Empires crown by force event against the Pope. So I´m against limiting becoming Emperor to only catholic nations.

I would like to have religion tolerance sliders not only to affect revolt risk but income too. Currently having the wrong religion in EU2 reduces income by -30%. When I can reduce the revolt risk by being more tolerant to a religion why would those 30% not raise or lower too?
 
An Outliner?

Austen.
 
I would like to have religion tolerance sliders not only to affect revolt risk but income too. Currently having the wrong religion in EU2 reduces income by -30%. When I can reduce the revolt risk by being more tolerant to a religion why would those 30% not raise or lower too?
I'd like to see that too.
 
Note: this is a copy of my post in the 1.3 suggestions thread. I decided to move it so the initial post can be much shorter and the thread looks less cluttered.


  • 1. More defines.

    I hope this isn't too general for a request, but from a modder's viewpoint I would really like to see more parameters externalized. Here are a few suggestions:
    • monthly movement attrition yes/no
    • number of ships supplied per port
    • domestic policy sliders effects
    • leaders take over sieges yes/no


  • 2. A more sophisticated AI,

    by which I don't mean that I want the AI to magically become "better", but rather that a modder has more control over what the AI country actually does. Also, in HoI2 it is possible to load more than one AI file into a country file. Let's say the first AI file reads "war = 50" and the other one "ferocity = yes", then both will be imported and the country AI will be "war = 50 ferocity = yes".
    This is currently not possible in FTG (only the last AI file is loaded) and while it may sound marginal, I assure you it is not, especially when balancing the scenario.
    In one of my HoI2 mods all country files follow this scheme:
    Code:
    country =
    { tag                    = JAP
    
    ### AI BLOCK ###
    	
    	# a_global_	[standard]
    	ai = "../pfp/ai/default/a_global_standard.ai"
    	
    	# b_trade_	[standard/export/import]
    	ai = "../pfp/ai/default/b_trade_import.ai"
    	
    	# c_constr_	[standard/major/minor]
    	ai = "../pfp/ai/default/c_constr_standard.ai"
    	
    	# d_build_
    	# 	standard/minor
    	# 	air_	[balanced/adf/cas/para]
    	# 	land_	[balanced/arm/inf/mar/mech/mot/mtn]
    	# 	naval_[balanced/bb/ca/cv/ss]
    	ai = "../pfp/ai/default/d_build_naval_cv.ai"
    	
    	# e_leaders_	[standard]
    	ai = "../pfp/ai/default/e_leaders_standard.ai"
    	
    	# f_land_	[standard/offensive/defensive]
    	ai = "../pfp/ai/default/f_land_offensive.ai"
    	
    	# g_taskforces_	[standard]
    	ai = "../pfp/ai/default/g_taskforces_standard.ai"
    	
    	# h_air_	[standard/adf/cas/para/strat/nav]
    	ai = "../pfp/ai/default/h_air_nav.ai"
    	
    	# i_admiral_	[standard/offensive/defensive]
    	ai = "../pfp/ai/default/i_admiral_offensive.ai"
    	
    	# j_invasion_	[standard/offensive/no]
    	ai = "../pfp/ai/default/j_invasion_offensive.ai"
    	
    	# k_diplomacy_	[standard]
    	ai = "../pfp/ai/default/k_diplomacy_standard.ai"
    	
    	### COUNTRY BLOCK: load these AFTER defaults [standard/pfp_TAG]
    		
    		# liberation
    		ai = "../pfp/ai/countries/liberate/pfp_JAP_lib.ai"
    		
    		# intelligence
    		ai = "../pfp/ai/countries/intel/pfp_JAP_int.ai"
    		
    		# specific country file (load this file LAST)
    		ai = "../pfp/ai/countries/pfp_JAP.ai"
    	
    	### COUNTRY BLOCK END
    	
      ### AI BLOCK END ###
    
      ...
    }
    In FTG I wouldn't need that many AI files, but still enough to justify such a feature. It should be easy to implement anyway.

    "A more sophisticated AI" of course includes more AI parameters. You don't even need to implement them into the vanilla AI, simply providing them for modders is good enough.
    A few suggestions:
    • a province targeting system much like in HoI2.
    • "will colonise overseas" -> yes/no
      or alternatively: "colony distance" -> n (max number of sea povinces between non-colonial province with port and province to colonize)
    • "will consider force-annexing" -> always/acceptedculture/acceptedreligion/national/claim/cb/colony/never
    • "will demand or accept provinces in peace agreements" -> always/acceptedculture/acceptedreligion/national/claim/cb/colony/never
    • "will prefer overseas provinces in peace agreements (take and give)"-> yes/no
    • "befriend" lists like in HoI2
    • "will liberate vassals in non-core provinces" yes/differentculture/differentreligion/no
    • "neutrality" like in HoI2
    • "protect" lists like in HoI2
    • an ideal domestic slider setting that the AI will pursue


  • 3. A more differentiated vassalage system with different types of vassals.

    Like this:

    • "Tributary State": The country pays a fixed amount of money per year on January 1st after having received the yearly income. 1 ducat should be worth 1% to demand or give in peace agreements, with a cap at an expected yearly income based on owned provinces income. Both probably to be defined in defines.txt.
      The country may not build more than x troops/ships (to be defined in the peace agreement).
      Unlike with the other types of vassalage, the suzerain does not have the FoW removed in his vassal's provinces.
      The country can ask the suzerain (who gets a cb on the attacker) for assistance if being attacked and not in any military alliance. If the suzerain declines, the country should strongly consider ending the tributary status. The country should be less prone to enter any military alliances unless it wishes to free itself from the burden of the tribute since the tributary status acts like an alliance.
      A country may receive and pay tributes at the same time, although loops should be prevented. The country may not declare war upon any country that pays tribute to the same suzerain.
      Tributary states are to be expected to go bankrupt from time to time, in which case they can't pay the tribute, so the former suzerain gets a cb.
      Any country can ask any other country (if both are at peace) to become the other country's suzerain, or to pay tribute. Countries should be more likely to pay tributes to the DOF of their religion, and small countries with bad techs should consider paying tribute to colonial powers nearby if they have strong unfriendly neighbours or neighbours who already pay tribute to another power who can be expected to support them in a war.
      This could also be a great way to model the effect that nations like England, Portugal, France, and Holland had on India, Indochina and Indonesia, and to simulate the Ottoman hegemony and the initial Mongolian hold over a lot of countries during the first century of the FtG timeframe.
      Imagine you play England and have colonised a few Indian coastal provinces, then suddenly there's a message popping up that says "My Lord, the poor fellas from Ahmadabingnar seek our protection and wish to send us a yearly tribute of 10 ducats as a token of their gratitude."
      Wouldn't that be, like, totally awesome?

    • "Liege Country" (aka "Vassal"): The vassal cannot do any kind of diplomatic actions without the overlord's approval, which means that any kind of offer like trade agreements and such will first pop up for the overlord, with the buttons "decline", "accept for vassal" and "let vassal decide", and only in the latter case the message will pop up for the vassal. Similar the other way round, if the vassal wants to do anything, it pops up for the overlord first, and only if the overlord agrees, it pops up for the target country.
      The vassal cannot enter any military alliances except with its overlord. The vassal will leave any alliance if the overlord leaves. If the vassal wants to make a seperate peace the message will first pop up for the overlord as explained at the beginning of the paragraph. Overlord AI should always decline except for when the seperate peace consists of either demanding a core province of the vassal or not ceding a core province to another country if the peace score is considerably better than the warscore.
      The vassal can ask the overlord for assistance if it's being attacked and not in a military alliance, much like a tributary state.
      The vassal can not compete an overlord's merchant out of a COT.
      The overlord's merchants will always succeed at competing a vassal's merchant out of a COT if there's no other country's merchant present that can be competed away by the overlord.
      The vassal gives full military access to the overlord, and has full military access in the overlord country if both are in the same war.
      The vassal will always enter any kind of treaties with the overlord if asked or it will have to end the vassalage status, thus declaring war on the overlord, since breaking the vassalage was pretty much a declaration of war in history.
      Any province the vassal conquers where it does not have a higher core than the overlord will be controlled by the overlord even if the overlord has no armies present.
      The vassal's armies will be moveable by the overlord if both are in the same war (like the "richelieu" cheat, or military control in HoI2). If an army of the vassal and an army of the overlord both besiege a province, the overlord will always lead the siege except when the vassal has a higher core on that province than the overlord.
      The overlord should have the option to tell the vassal how many troops/ships it should keep available (via diplomatic actions).
      This kind of vassalage should only be available in peace agreements if a 100% warscore is achieved and the target country's capital is controlled. The cost should be defined in defines.txt, as usual.
      If another country is in a war with the overlord and the vassal and has 100% warscore against the vassal and controls the vassal's capital, it should have the option to demand an allegiance switch of the vassal, which becomes the vassal of the aggressor, much like religious conversion (with stab hits, revolts, and maybe desertion of troops in the former overlord's territory), and the vassal will fight his former overlord alongside its new overlord. The allegiance switch demand will not pop up for the overlord first. If a switch is demanded, no other demands can be made. The aggressor should also be able to demand the allegiance switch from the overlord. In this case the cost for the allegiance switch should be x times the value of the vassal's combined provinces, with x defined in defines.txt (default around 0.5 I'd say).
      The vassal should be able to offer the allegiance switch as a seperate peace (not popping up for the overlord) even if it hasn't been conquered completely, and it should strongly consider doing so when it's small and deems the aggressor stronger than the overlord country, or if the war is generally going badly and there is danger of losing provinces. The vassal should always prefer an allegiance switch over the loss of a core province if it has better relations with the aggressor than the overlord or if it has any reason to dislike the overlord more (cores, AI file defines, etcetera).

    • "Personal Union" / "East India Company" / "Autonomous Territory":
      The relations value between both participants is always +200 and they share the relations values to other countries. Both participants are always in the same military alliance and will always join each other in a defensive war (no way to decline).
      Unlike vassals and such there is no fixed "overlord" - the overlord is always the more powerful one of the two, maybe calculated through the combined taxation income of non-colonial provinces with an accepted culture and religion. So Poland takes priority over Lithuania, Austria over Burgundy, Spain over Portugal and Austria, England over Holland, Denmark over Norway, and any colonial nation over its respective East India Company.
      The secondary country (the "vassal") can always be annexed (even during war) by the primary country (the "overlord") if the SC's main culture is accepted by the PC, and it cannot refuse.
      This kind of vassalage cannot be demanded in peace agreements or via diplomacy.
      Otherwise this works pretty much like the "normal" vassalage, so the PC can control the SC's units, both nations have military access, the PC leads sieges if both have armies there and the SC doesn't have a higher core on the province than the PC, and so on.
      A Personal Union cannot be broken except by events, by a coup (only of they don't have the same primary culture), or by one part being annexed. In general, the SC will be treated like a part of the PC - it cannot make seperate peaces, it cannot be vassalised (if the PC gets vassalised / tributed, it counts for both), it cannot enter royal marriages and stuff (again, counts for both), and the SC cannot start a war without the PC's consent (like "Liege Countries"). Wars are always fought together.
      If both countries have the same primary culture they share knownprovinces.

    "A more differentiated vassalage system" also includes the possibility to determine which provinces a new vassal gets, and who gets a province in a peace agreement if both overlord and vassal have cores regardless of who actually controls the provence.


  • 4. Interface.

    • Please make any kind of pop ups (events, diplomacy, messages) unclickable for the first two seconds or so (at least in non-pause mode). I regularly take up loans because I click somewhere on the map and suddenly there was a random event's "OK" button right under my cursor.

    You were right MichaelM, the interface idea is probably the easiest one to implement.

"Anything is fair game" you said. :D
 
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Now since I've used all my suggestions in the 1.3 suggestions thread, I'll just post some more here: :D

  • Lists (like "claimedprovinces") and event commands (like "secedeprovince", "control", "addcore_x", "discover", and most of the province commands) should be able to include regions and areas and such, much like the colony AI. Also the names of provinces should be valid. This would presume unique names, I'm not sure if FtG has that at the moment.
    To go into further detail, an event command like "type = population which = Iberia value = 10000" would evenly spread the 10k over all valid provinces in that region, while "populationpercent" would apply to all valid provinces in that region.
    Savegames should still save province lists only with province numbers.
    The whole point of this is to make mods more compatible and less prone to oversights like wrong ID numbers and such in case you wondered...

  • The possibility to define one's own adjacency types. Especially the ability to create an "impassable" strait which acts like the provinces don't border each other at all - no FOW, no neighbour calculation in AI and events, no supply, and of course no troop movement.

  • The possibility to define for a province in provinces.txt that even with a conquistador it can't be discovered until tech level х, that a colony can't be created until infra level у, and that a trading post can't be created until trade level я.

  • A non-cumulative vp system, i.e. the vp of all countries are recalculated regularly (once a month for example) based upon income, combined value of the controlled provinces, treaties, stability/revoltrisk, domestic policy sliders, relations with alliance members, leaders, and so on. The quotient of the vp values of two countries could then be used by the AI to calculate its chances against the other country. Also the vp graph would look much more interesting.

  • The event types "persistent" (can be triggered over and over again) and "invention" (can be triggered once for each country, better rename it) from HoI2.

  • A "value" parameter to the "trigger" event command for a country tag, much like in the console. It would make more sense the other way round (which for the tag, value for the event id) but with this will come compatibility issues.

  • A "vassal = TAG" trigger which is true if country "TAG" is a vassal of the country the event is checked for.

  • More comments in save games. More specifically the name of a country should be written in a comment at the beginning of the country block. Also a cleaner savegame, no integers saved as floats and such.

Feel free to include any of the above into your 1.3 suggestions post if you're out of ideas. :D


Now, onto the discussion of suggestions:
My suggestion is for the AGCEEP to retain its historical game at all costs without becoming another EU3 sandbox game.
I'm not really familiar with AGCEEP, so tell me, in what way do the devs have control over the AGCEEP philosophy?
 
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I'm not really familiar with AGCEEP, so tell me, in what way do the devs have control over the AGCEEP philosophy?
I don't know if there currently is anyone who has control over AGCEEP - the main compiler of it, YodaMaster (that's why devs of FTG have had quite a strong control over "AGCEEP philosophy), is absent, and I haven't seen much movement in the eu2 AGCEEP subforum lately. AGCEEP's mission statement, IIRC and in short, tells us that its goal is to create a game as much historical as possible - in which goal I fully support it and am with Toio on this.
 
I too agree with him, I prefer a historical game as well. It's just that I doubt it has much to do with 1.3...


EDIT: More suggestions...

  • Replace the navy maintenance slider with the following system:
    • Navies out at sea always pay 100%.
    • Navies in ports always pay 50% but still have full moral.
  • Enhance the army maintenance slider, so that armies have a special button, and the maintenance "slider" can be be one of the following:
    • All units at 50%.
    • All units at 100% except those that have the button activated.
    • All units at 100%.
    An army that has been created through splitting or reorganizing inherits the button setting from its parent.
    The AI would activate that button for armies in colonial provinces, and it would put all army types on 100% only if fighting a colonial nation or natives and such.
    Also no other values than 50% and 100% allowed, so it's not a real slider anymore.
 
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I too agree with him, I prefer a historical game as well. It's just that I doubt it has much to do with 1.3...


EDIT: More suggestions...

  • Replace the navy maintenance slider with the following system:
    • Navies out at sea always pay 100%.
    • Navies in ports always pay 50% but still have full moral.
  • Enhance the army maintenance slider, so that armies have a special button, and the maintenance "slider" can be be one of the following:
    • All units at 50%.
    • All units at 100% except those that have the button activated.
    • All units at 100%.
    An army that has been created through splitting or reorganizing inherits the button setting from its parent.
    The AI would activate that button for armies in colonial provinces, and it would put all army types on 100% only if fighting a colonial nation or natives and such.
    Also no other values than 50% and 100% allowed, so it's not a real slider anymore.
This seems unnecessary since you have the reminders about morale when in wartime.