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Chas

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Apr 21, 2001
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I've checked Huszics main and beta FAQs. I can't get into Oranje's FAQ.

So, I've fulfilled the basic conditions for vassalisation, and they say 'No'. Is is sensible to just spend a bit of money, get back to 190+ rels, and then immediately ask again? And again, and again etc?

Or are there other factors affecting the likelihood of them saying 'Yes'?

e.g. I'm Austria at the beginning of the GC, and I want to vassalise Hungary. So I immediately set up an alliance, already have a marriage, and quickly spend the money to get to 190+. Any reason why I shouldn't expect a fast vassalisation?

After that, same question for diploannex.
 
Hungary is not much smaller than you. If they have high stability and feel relatively safe, why should they think that they need your protection. If they loose stability or loosa a war they might become more willing to fall under your protection. Or if you become stronger. By the way It might be a better idea to vassalize and annex Bohemia first. They are smaller than Hungary so they should be easier target. And besides Bohemia sometimes turns protestant which makes you unable to annex them until Edict of Tolerance. On the other hand I think Hungary always stays catholic, so you have more time for them.

P.S. Repeated vasalization effort may give different results, so you may try your luck
 
The proposals of Jan Zamojski er quite good.

My experience shows taht you have a greater chance of getting accpetance of vasalisation and annexation, when you have large military forces on the border og the country which you want to annex. So before making a proposal for annaexation move as many military units as posible to provinces taht border the country. ThI swill however not help that much when trying to annex hungary in the begining of the game as austria, but might help when trying to persuade bohemia to join your mighty empire.
 
OK, so I need to be bigger, they need to be insecure and preferably unstable, and maybe a nearby demonstration of force helps.

Does time matter? e.g. if you have Royal Marriage, an alliance and a 190+ rel for, say, 30 years, is that better than 2 months?

And still the same question, once I think I've got the conditions right, is it just a random chance whether they say 'Yes', in which case I might as well keep on asking.
 
I wouldn't propose it immediately when the 10 years have passed. There's always a random chance but I find it fairly small. I never have had to ask more than twice anyway. Situations change.

Ur monarch's diplo skill is important too.
 
Well, I'm beginning to think that the game sucks. I've now tried about 25 experiments with the first 25 years of Austria, trying variously with Bohemia, Wurtemburg, Saxony, Bavaria, Thuringen and even Hungary, and I don't think the diplomacy part of the game is viable or useable.

- The computer players are allowed to extend their alliances mid-term, whereas the human player isn't, so it's impossible to get any alliances once you've missed the boat.
- There is no rationale whatsoever for the acceptance of vassalisation. I've had it accepted first time, and rejected 5 times, with everything exactly the same.
- It isn't 10 years for the interval after which diploannexing is possible, whatever the help text says. It might be 15 years, although it's so hard to get any vassalisation that experimentation is very lengthy.
- There's no rationale for the acceptance of diploannexing either.
- There's no rationale for the translation of letters and gifts into relationship values. From the same starting position a letter can move you from +160 to +200, and a personal gift can move you from +160 to +165. I suppose they think it's a massive programming acvievement that at least this never seems to result in a negative effect. Maybe I've found one bit of the game that works.


The economic model is completely impenetrable - nobody on the forum knows how it works, and anyway there are no actions that can be taken to improve the economics other than building tax collectors. The merchants system is stupid - there is no rationale available for choosing where to send them. All that happens is that you gain about as many as you lose and trade income is constant.

So all that can be done is what you guys all do. Get colonies (by murdering natives) and make war. Build up owned COT's, get an economic lead through that and having more territory, then progressively annex everything in sight. It might as well be Panzer General.

It's just a war game, and a bug-ridden one at that. And they couldn't even write a manual for how to play a war-game. All very unsatisfactory.

10 out of 10 for original idea, 2 out of 10 for execution. Pity, 'cos it's a nice map.
 
All alliances are extended immediately if a member goes to war, AI AND human alliances.

If there's no rationale how come some players succeed a lot more than others ? Can't all be luck (not saying there's a luck factor but it's far from random)


It is 10 years. Prolly some other requiremnt that isn't fulfilled.

There is. Though u can't obtain certainty. Which is nice IMO.

It'd be quite boring and predictable if all had the same effect ...

So, u find the economic system inpenetrable. Xure no oen really knows all the ins and outs but there are quite a few players who stroll to economic victory. U can do way mroe than appoint tax collectors. No rationale ? Maybe for starters send one to a wealthy COT :D I gain loads more from trade then I invest. It's where I get most my income from cuz my census tax usually sux seeing I like to play minors.
 
There's no rationale for the acceptance of diploannexing either
There's no rationale for the translation of letters and gifts into relationship values.


Yes there is rationale (and plenty of it), but it depends on many factors + a random part, which makes it very hard for people not willing (yes I mean you) to get the big picture.

If you don't like the game, don't play it. However you have no grounds to state that it's broken just because you don't like it.
 
Chas

I have the feeling that you started to play a GC and everything didnt go the way you wanted so you blame it on the game. There is a large random aspect in a lot of diplomatic matters, but the world works in such ways. everything is not predictable, and i think if it were it would be extremely boring. you just have to know what you are doing to get countries do do as you will. and where you send merchants does matter, and i dont know where you are coming up with this panzer general thing.
 
My, my, aren't we sensitive.

Well, I do OK at winning it as a wargame.

If there is some rational basis for deciding whether to accept vassalisation, what is it? What's the point in keeping it a big secret?

And just what are all these things you can do to influence your economy?

Anybody makes money out of trade. You just don't make any more money by making any choices over merchants. Just send them all to the biggest COT that's close to you. Hardly a strategy game, is it?

Of course there's bound to be a random element - but if that's all there is, they can say so, and we know what to do. If it's not random, they can say that.

I'll send you a save game with vassalisation more than 10 years old, all other documented conditions fulfilled, and annexing unavailable on the menu. Of course, there may well be some undocumented conditions unfulfilled, but then what chance has anybody got?

Interesting to hear that alliances are extended when war is declared - documented anywhere?

Seems to me the only way they can ensure that the AI stands a chance is by keeping most of the operation of the game a secret. Some of you have worked out the basic operation of the game, so you beat the AI. But for a decent strategy game, everybody would know the basic operation of the game, and those who had the better tactics and strategies would do best.

No I don't feel mad that the countries won't accept vassalisation, nor that my strategies don't work. On the contrary, I have a game where within 15 years I have 4 countries vassalised and 2 diploannexed. I also have a game where at the same stage I have no countries vassalised. And I have absolutely no idea what reasons there might be for the difference. So I feel mad that I have to waste hours of my life trying to find out.

I thought that Paradox had figured that this forum was their way out of having to write a manual, but it looks like you guys all like it being a big secret as well. Well thanks.
 
Chas

I've been playing for about a week and a bit now.... read some of the posts (don't just skim them) and check out Huszics FAQ site and you find most of the answers.

Vassalization: meet the 4 basic conditions, then the AI factors in it's position, and your ruler's diplomatic skill... I'm playing England right now, have met the needs for vassalization with Brandenburg and Hannover (both +200 rel. for many decades now) they repeatedly turn down my vassalization efforts because our little alliance is so safe it's just silly, why would they want to pay for my protection....

Economy: Improved by Tax collectors, factories, increasing trading post levels, research in infrastructure and trade levels etc. etc.
CoT strategies, "Just send them all to the biggest COT that's close to you." You wanna make money that ain't gonna cut it, you need to watch the markets, it could be the most valuable CoT in the world but you are just wasting money if the competition keeps pushing you out. Why send merchants to a CoT if you get pushed out before you make back the cost, find a place of slightly less value that doesn't have a lot of competion and you're makin money.. sounds like strategy to me..

Alliance extention: This ones all over the forum too, just take a look during your game, make an alliance, check the end date (mouse rollover on the alliance symbol) wait a few years, go kick someone's butt with your allies and then look again (or do it with the AI's)

Manual: Well, I've got a pretty detailed PDF manual that I downloaded from here I believe, taught me most things, and the rest was here and on the FAQ I mentioned earlier .... all I had to do was read....:D

... but then again, seems like you already made up your mind so I'm just killing time.... ;)
 
Well, I have to reply.

I am now up to 1720 in my 3rd GC. I estimate at least 150 hours of playing, plus around 6 hours of scanning the FAQ forum, perhaps 30 times for perhaps 100 threads (this excludes reading AAR's etc.) And it is STILL true that I am mostly playing against the non-existent manual, not the AI. That is, if I had known the way a feature worked, I either would not have tried a tactic, or would have done it differently. No amount of enthusiasts trying to make a virtue of this will ever convince me that it's acceptable. This forum is evidence that I am far from alone in finding that much of the time spent on the game is trying to work out how to play it. It's more of a triumph to understand how vassalisation works than it is to vassalise somebody - this cannot be right.

Without wanting to brag, I play these sorts of games reasonably well, and once I know how a part of this program works, I'm playing that OK as well - not yet good enough to win with Ragusa on Hard/Aggressive, but getting there. So I don't listen too hard to folk who want to tell me that my bleats are just evidence of my incompetence.

The game will not run for more than 10 years without crashing. I estimate 40 crashes for a GC.
There are many bugs documented on this forum. I note, to pick a few varieties of bug at random, that:
- the percentage increases in population are not the actual (or even remotely similar) increases that take place
- countries have a -200 relationship with themselves throughout
- the percentage chances of colonisation that are shown are not the percentages that apply (though in this case they may claim it's a feature not a bug - hard to be sure, we don't know whether the percentages are supposed to be the full story)
- Alt-Tab crashes the program
- the graph lines don't line up with the x-axis values in the ledger
- the sound volume controls don't work
- Monarch VP's in the ledger are rubbish
- The y-axis for inflation is rubbish
- etc. etc.

Now you want me to believe that these sorts of problems only apply to the small proportion of the program that is documented or self-evident. You presumably take it on blind faith that all the huge parts of the program that are hidden are all working fine. Well, I don't take it on faith; in fact I assume that the testers also had great difficulty testing a largely undocumented program, and that large parts of the internal workings are also faulty. This may or may not include, for example, the extension of alliances for computer players - I certainly don't believe that you or anyone else can know that it works. Does it work as intended? Who can tell? What was intended?

There is, of course, no such thing as a bug-free piece of software. I'd expect a fault level. I certainly think that the faults on this program are well above an acceptable level. It's probably about ready for Beta test as it stands. God only knows what it was like on release 1.0. Fortunately I played nothing before 1.07 (that was the one where the only way to play the tutorial to the end was in a single 5+ hour session, because it was unsaveable, if you could get 5 crash-free hours of play, if you remember).

I spent about 7 hours reading the 'manual', twice, from cover to cover (you know, the one without an index or contents). It is largely a history lecture, which I find condescending. My history isn't too bad - what I need is to know how the game plays. The programmers have got carried away with their own belief in their creation - they think that it's such a good simulation of history that for example, the way to tell me how the economy works in EU is to tell me how the economy worked in Europe between 1492 and 1792.

Well they're wrong. EU is an intriguing and compelling abstraction, not the real world, and as an abstraction it needs explanation. I know that many on this forum use this as the catch-all justification for the lack of documentation, so I, and others, are treated to more history lectures in answer to our questions. e.g. Will repeated requests for vassalisation work? Answers - 'you can't expect a country that is nearly the same size as you without any problems to want to be vassalised'; 'our little alliance is so safe that it's silly to expect them to want to be vassalised' etc. These are statements about the real world, which I find patronising. I want a non-patronising answer about the game. And although I absolutely acknowledge that many of those answering the questions have a huge skill level and knowledge base about the game, yet I think they are at best naive in post facto attributions of historical rationales for game workings that are equally explainable as bugs. I say, 'at best naive', because some of those answering are surely implicated with Paradox in the creation of the game, and have some vested interest in passing it off as acceptable.

I've spent about 2 hours on Huszics FAQ. Some of it is very helpful. Much of it consists of tables from the board game, with the health warning that nobody knows whether the computer game is a direct replication of the board game.

Should I have to spend 10+ hours on a history lecture, 10+ hours on the internet, 150+ hours in game experimentation, just to know for example whether it's worth asking for vassalisation twice in 3 months (and still not know the answer)?

So you call that a strategy for merchants do you? So the computer AI doesn't just follow you into the non-competitive markets then? So the AI is stupid then? Any attempt by a human player to work out the balancing act of (at least):
- merchant dispatch cost
- competitiveness in various markets
- COT size
- impact of technology levels
- impact of monarch attributes
- likelihood of new COT formation
- impact of country attributes
- impact of COT ownership by human or computer competitor
is doomed. This is a very complex linear programming problem (if the functions involved are indeed linear - who knows? And if indeed they have programmed the functions properly - who knows?).

So all one can do is either:
- resort to general historical principles. But it's an ABSTRACTION, not the real world. There was, and is no such thing as monarch attributes, a fixed COT size, a fixed date for COT formation, a fixed set of country attributes. And in the real world, there is a host of data on which to base decisions.
- or play the game so many times that you can work out what is going on - yet another example of playing against the non-existent manual, not the AI. I estimate perhaps 600 hours might do it. You reckon you've got it taped in a week; well, sorry, but I don't believe you. And even if you have stumbled on a magic trick for out-performing the AI, that doesn't make the economic aspects of the game sensible.

These are the reasons that I say that this is largely a wargame. At least with the combat, after about 20 hours you can get the hang of what will probably work in most situations, and put the rest down to legitimate randomisation (or bugs, how would one tell the difference?). To be fair, it's also possible to get the hang of colonisation. So after as little as, oh, 60 hours, you can play some sort of sensible game as Spain, England, presumably Portugal.

Judging by the AAR's none of the real experts pay much attention to the diplomatic and economic aspects of the game. Hence the very high proportion of the forum and FAQ's devoted to the arcane issues of attrition, siege workings, morale behaviour etc. Yet the idea behind the game is much richer than that. And in case I am about to be treated to a history lecture, the greatness of, e.g. France in the 17th century was NOT largely based on complex and detailed moves of just the right armies into just the right provinces at just the right time.
 
Hi Chas,

I think you are trying to beat the game and not play the game.

If I knew the coding could beat it - YES!!!. But all I have then done is beat the programmer and lets face it that is little challenge (sorry all you programmers out there!).

We are playing a point of history where just like today nobody knows the rules. THAT is the Challenge - the unknown and unexpected.

Cheers, Ice:cool:
 
Originally posted by BiB
Maybe for starters send one to a wealthy COT :D I gain loads more from trade then I invest.


I disagree with the idea of always sending merchants to the wealthy CoT. Some countries are very greedy and you'll engage in a commercial war, with your merchants kicked out as quickly as you send them, and you'll spend more money than you'll gain (especially if the CoT is distant, since sending a merchant is more costly). So, it seems to me that to choose a CoT you'll send your merchants to you must take into account not only the overall value of the CoT but also the cost to send a merchant there and the attitude of the owner of the CoT. Also, in some CoT, it's worth it trying to get a monopoly, in others it isn't. On the overall, the merchants are a great source of income. Also, I quite never send all the merchant I receive (except when testing the "resistance" of the concurrence). Past a certain point, sending more merchants is a waste of money (and one should avoid the auto-send, IMO)

And of course, it depends a lot on your trade tech level.
 
Anyway, I must agree with chas concerning the manual. 3/4 of the information you need doesn't appear in it. From the minor tools (just discovered reading this thread you could know how long an alliance will last with the mouse...Until now, I checked the ledger) to the major features (I came here at first because I was unable to call my allies to help in a war) and there's nothing about the mechanisms (I had no idea about the meaning of the generals fire/shock,etc.. ratings before I read several intricate threads and FAQs). Also, when the information is present, it's scattered along the pages of the manual, and difficult to find. Actually, I believe it must be extremely difficult to play the game without visiting this board on a regular basis for some time.


Arguably, the fact that not all the information about the mechanisms isn't provided can be considered as a plus (you don't play according to subtle calculations, but more according to your feeling). But there's a great deal of *necesserary* informations which should have been included in the manual.

Nevertheless i still think it's a great game.
 
Originally posted by laurent




Also...concerning the letters, gifts, etc...It seems to me the most important factor is the diplomatic ability of the king...Am I wrong?

I would say your right. It certainly was the single most important factor in the BG and it shure seems it has carried over into the CG.
 
Originally posted by laurent



I disagree with the idea of always sending merchants to the wealthy CoT. Some countries are very greedy and you'll engage in a commercial war, with your merchants kicked out as quickly as you send them, and you'll spend more money than you'll gain (especially if the CoT is distant, since sending a merchant is more costly). So, it seems to me that to choose a CoT you'll send your merchants to you must take into account not only the overall value of the CoT but also the cost to send a merchant there and the attitude of the owner of the CoT. Also, in some CoT, it's worth it trying to get a monopoly, in others it isn't. On the overall, the merchants are a great source of income. Also, I quite never send all the merchant I receive (except when testing the "resistance" of the concurrence). Past a certain point, sending more merchants is a waste of money (and one should avoid the auto-send, IMO)

And of course, it depends a lot on your trade tech level.

Obviously there's more to it than just sending one merchant to a wealthy COT but it's a good start. U just stated enough other things to take in consideration, which I evidently also do. I was just saying I manage to make a lot of money out of trade and I never fail to send my first merchant to teh richest COT :D
 
Chas

My post was not intended to sound patronising, if it did then I apologize. I was simply stating the things I had learned about the game using these forums, the manual (and yes it is seriously lacking in some info and I can name a hundred more games that suffer the same problem) and the FAQ.

Do I know that the chance of Vassalization = (a+b/c)+22*the age of moldy cheese....... nope, do I need to... nope. This game is sired by a board game.. to me that means a roll of the dice and some modifying factors. Do I know all those factors..not really but I can find a fair number of them by using rollovers in the game, or observing results (as per my market "strategy"). I come from a long history of Sim/RTS/RPG style games so it's pretty easy for me to see how the mechanics "work" and to accept the results.

The bug list has me at a loss since I have never had a crash (even with a 12 hour marathon game) and I alt- tab regularily to answer ICQ's with no problems. As for things like percentage colonization chances.. it's a chance.. unless you got a 100 you could fail (I've failed 3 times in a row with a 91%.. still makes sense to me...). Monarch VP's are not really to terribly important to me. Graphs not precise enough... I only glance at those to see roughly where I stand so they work for my needs... Guess it's just the point of view the player has...

For the record I do not play a wargame, I play the diplomacy and economics of the game, I rarely fight in more than a few wars in an entire GC. The combat system makes about as much sense to me as the diplomacy and economics seems to make to you (how 1000 rebels can defeat a 12000 man army not once but four times boggles my mind).

I agree the manual is lacking, but I tend to learn more from playing than I do from the manual in most games. I could make a monster post on what I learned and exactly where from... but that is a waste of time.. you've decided what you think, I sit on the other side of the fence, to each his own :)