so I had been under the impression that 1.9 was gonna be the only real military rework this year, but in the bugs thread I may have misinterpreted it but did Wiz really suggest we are gonna be getting more reworks this year?
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Bug fixes and polish. Nothing about any “reworks”.We also plan to focus primarily on bug fixes and polish (such as military improvements)
We do indeed plan to do more military QoL and polish in the second half of the year. We want tp ensure the mechanics we have are in the best possible shape before we make any major additions to them.just to clear things up, I was never expecting a full blown rework this year, since it’s been stated as much, I worded that weirdly, what I ment was more QOL adjustments similar to what we are getting in 1.9 based on the wording of wiz in that post
If theres still glaring issues, probably!just to clear things up, I was never expecting a full blown rework this year, since it’s been stated as much, I worded that weirdly, what I ment was more QOL adjustments similar to what we are getting in 1.9 based on the wording of wiz in that post
More Polish would obviously be welcome. Currently the only one we have is Krakow.
You might want to sit down for thisUnpopular Opinion : Trrade rework was much more needed then anything else.
That's always welcome! I haven't been complaining loudly about the military in these 2.5 years, but I'm also coming to think it needs more than polish. In part I feel encouraged by seeing you taking on tasks like rewriting whole systems and adding systems like power blocsWe do indeed plan to do more military QoL and polish in the second half of the year.
There are some peculiarities of the 19th century that reflect on the military and its applications, which I don't think are easy to model properly in any game, and I don't think anyone ever has attempted it. Paradox's current approach is far too abstracted.
First off, this is the era of the European Concert. There is a massive disparity in power between the Great Powers and anyone else. The very deployment of a military force or the mere threat of that would be enough to give pause to smaller powers and affect their political stances. It's very hard to portray this in a videogame while keeping the game balanced and interesting for the player if he is this minor power. But - wink, wink - maybe that's where power blocs can become useful for minor powers? Get your GP big brother to intervene when you are having a problem with another GP?
Second, the means of application of military forces varied quite a lot - it was asymmetrical warfare in the colonies, jungles, deserts, mountains, etc. But it was symmetric warfare when it came to the wars in Europe, the Crimean war, the First World War. Depicting asymmetric warfare properly would flat out require a different ruleset and an alternative system, call it "Warfare 2.0". At least I'm having a hard time imagining it any other way. Maybe the implementation would look something like the occupation in HoI IV accompanied by attrition, emergent events, some specific other mechanics?
Third, we need an implementation ingame of the concept of limited wars - limited in terms of the theatre of war, and also limited in terms of the size of the forces involved. And the AI needs to abide by that. If we are having a spat with Russia in Afghanistan, this shouldn't have to end with me landing St. Petersburg, as the rest of the Great Powers are silently watching on.
These are all just broad strokes, and I can't give you the magic pill in one small post. But we all agree here that the current implementation of warfare is often absurd.
Edit: the Crimean war was a crazy outlier of GPs fighting amongst each other. For the most part, conflict between GPs should be resolved behind the scenes, maybe with a system similar to The Great Game, where one power gains an advantage in one area of the world, and another player gets an advantage in another part, to preserve the balance of power. This however has to be turned from a scripted progress bars thing into a generic system where various states of the game's systems can be quantified and attached a numerical value of "advantage" provided to this or that country. This needs further brainstorming.