YodaMaster said:I always thought limititation of decentralization was working as designed for MP.
Autotrade is cleary broken but this is not specific to MP and we had ideas for entirely reworking this aspect of the game.
Thanks, this is indeed the goal.
Could you explain this part or give examples?
I'm not sure seeing future events is a good idea and even easy to show when some of them can be the result of the choice of other countries. It could be a big amount of work for a not very satisfying result. See how it was already difficult and a big amount of information but a big step in this direction for AGCEEP documentation, thanks to MichaelM's work.
What do you mean with this?
Some comments:
It is a fact we could have a message when it is time to be able to change sliders.
Techs are abstractions. Not easy to ban a country from bonus. There is always propagation, directly or undirectly.
FAQ are the result of the great work of the community. Of course information can be delivered by developers but, as I said, it will be impossible without Paradox approval.
About eu2 military engine, remember game covers centuries. We need abstraction here too and avoid side effects. For example, it doesn't male sense to see expertise of a unit improve over the centuries and become invicible. But generic leaders could have temporary bonuses. It could balance countries that don't have historical leaders if they are succesful in warfare.
Some interesting proposals already...![]()
- i meant as the player beeing able to see his OPTIONES in the events ahead. this can simplly be done by INSERTING the actual "agceep specific naples" file(example) into the mp itself(player's ledger).hope you understand my point here now. just inserting "refference" codes could do that no?
so basically, instead of the player needing to alt tab and phisically look in the event files( is anyone that DOES not or has NOT ever practiced this IN MP!?), the player maybe could do the same exact thing WITHOUT alt-tabin. ok hope that my proposition is much clear now.
- the ability to break siege: sorry , my bad, i just assumed you played other paradox games(or "tested" some at least) like "knights oh honnour" where this feature is important. basically it consists of the player having the possibility to use his fortified troops to counteratack a siege.
example: 20k infantry lay siege to a city(minimal fort with 5k defenders). they start assaulting... while they are killing some of the defender in the fort, their moral decreases at a higher rate. so the 20k end up beeing 11k while the defenders have only 1.5k left . BUT the 1.5 k has 50 percent morale while the 11k ZERO. at that point the defenders can break the siege and in attempting so they can either loose or generally win due to their higher morale....of course if the attackers have a great leader(frousenbergh comes to mind or napoleon) the defenders are "doomed". and this feature would ALREADY work well with the PRESENT engine, ONLY IF the player could use those "troops" in a defensive manner( as they can not be taken in or out of a forst, etc). a simple screen "addcomand"(in the code itself) with the function of "break siege" might be able to do that maybe?
- tech are abstractions and the knowladge did propagrate(open source
-- errr...of COURSE i do not mean such thing as "invincible" troops
generic leaders having the ability of temporarry bonuses is PERFECT( i did not know that this posibility already exists