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cool-toxic said:
But seriously EU2 is not drowning in micromanagement.. The only reason for adding such a system would in my eyes if it solved the Naval AI.. But if the SCT can tweak the naval AI then keeping the old system would be best IMO.
I agree with this.

I don't believe in missions á la HoI, nor losing control over explorers. The game is not a historical simulator; the player is supposed to keep all control over his nation.

The missions idea have the pro that they make it less tedious (if you find it tedious) to control naval warfare, but the have the cons of removing the skill factor of players who have mastered this aspect of the game. Also, allowing control of your ships to some ship AI is a risky move, as these ship AIs don't have a sense of strategy or awareness, and so may (or even are likely to) do some horrendous mistakes. Better to keep player control and player mistakes.
Furthermore, being able to block a port without naval superiority isn't easy, so the argument that the enemy may engage the blockading force on their way back and forth isn't really necessary. Besides, blocking a single port doesn't really affect the game. Blocking many may, but then again, that demands naval superiority (or end in destruction).

Perhaps the exploring may be enhanced with a simple "explore" command to a navy (with explorer or sufficient NT), that would order the ships to sail through Terra Incognita automatically (either region-wise or player-selected sea zones) and return to port by themselves when needed. Similarily an anti-pirate command could be designed. These would however be very inefficient when war engages, as those kinds of missions rarely involve a larger amount of ships. Still, it should always be possible to keep manual control over these actions. A dedicated human will always be better than the AI anyway.

Port range is a good idea for keeping the AI away from some silly naval decisions and actions. I also like the "port support" thing, however it seems at most unnecessary. In SP, there's rarely any need (atm) for larger forces of ships (because the AI can't handle theirs), and in MP, it would be too easy if the opponents knew where the enemy ships were (the largest port, simply).
 
Even if the HoI2 concept of missions have it's benefits, I think like Mats that it's best to keep complete control of the navies to the player. It's frustrating to see your interceptors in HoI2 flying back and forth in some remote provinces when enemy bombers are destroying your factories in neighbouring provinces. So I'm also very in favor of the port support. It should be easy to find a way to avoid the problem in MP where you can "see" where the enemy got their ships (because of the largest port).

It should be possible to demand/offer other amounts of ducats than 25*n. Why can't the player do it when the AI can? Also, it should be possible to increase the amount of ducats faster... it is a bit boring to click 80 times on the + button to get the 2000 ducats from the Aztecs... ;)
 
YodaMaster said:
Not without Paradox approval...

Well, for example, could you say that "We have submitted some ideas to Paradox for approval"?
 
MattyG said:
Well, for example, could you say that "We have submitted some ideas to Paradox for approval"?

It would be nice for you to ask Paradox's approval to at least preview the general features that you are going to improve, like: CoT system is being re-done, colonial system is also suffering modifications, attrition will work differently now, etc. That way we'd know what you will/have been working on.

Have you asked Paradox to make a preview/revelation/prophecy/whatever?
 
Jolt said:
It would be nice for you to ask Paradox's approval to at least preview the general features that you are going to improve, like: CoT system is being re-done, colonial system is also suffering modifications, attrition will work differently now, etc. That way we'd know what you will/have been working on.

Have you asked Paradox to make a preview/revelation/prophecy/whatever?
I'm only speaking for myself here, but my impression is that we'd like a more firm grasp on what we're doing and what we're going to do before giving any previews.
 
MichaelM said:
I'm only speaking for myself here, but my impression is that we'd like a more firm grasp on what we're doing and what we're going to do before giving any previews.

Fair enough. I wouldn't want you to rush anything out that wasn't quality and playtested and of course I wouldn't want you to get in any trouble with Paradox.

We are just so damned excited. :D
 
Does any history buffs here know how important it was to defend the capital in EU2 timeframe? The reason I'm asking is that I almost never care if the AI is sieging my capital (this might be another case in MP though), and instead go full out on an offensive. Of course, the AI will get my maps, but nothing more (AFAIK), just like an ordinary province. So I was thinking of giving some more bonuses/penalties for losing control of the capital. Perhaps the capturer will get a small % of the treasury, while the owner will lose the same amount... things like that.

On the same subject: The AI usually resets their ongoing troop movement/sieging if I enter their capital. I think this behaviour should be kept if it will be more important to defend the capital. However, if the current setup is kept, the AI shouldn't freak out whenever it happens - it is an exploit that I find quite silly (and useful! :D)
 
Completely and utterly important, Olav. Realistically, not until the Second World War was this issue only marginally less important, with the idea of the Soviet Union refusing to make peace even after Moscow was lost, and the plans for the Royal Family to relocate to Canada if London was either bombed into submission or occupied directly.

In the EU2/3 timeframe, however, this is, IMO, a non-option - losing the capital to an enemy or rebel force should knock the stability down by at least 2 or 3...
 
Garbon said:
I think that varies by region. I'm not sure it would be as important for many non-European states that were more...migratory.

Many non-European states were the political expression of one city/kingdom's supremacy over others, and the collapse of that city/kingdom or the death of the ruler might have brought the complete collapse of the entire state. The game has some set of events where such occurance are simulated for individual cases (the Aztecs and the Delhi Sultanate come to mind, also the spectacular collapse of Ming China against the Chin).
The penalties for the loss of the capital should deffinitely be increased maybe depending on the level of centralization, the lower it is, the higher the chances of the country collapsing into civil war with provinces defecting to the conqueror; but I think there also should be a chance of the state being force-vassalized upon the fall of their capital if centralization level is very high, this reflecting the capture of the ruler/administration. Only a great general (player) should be able to save the day (worked for the Thai general/king Tak-sin, did not work for the last of the Ming).

just my two baht

Laur
 
Laur said:
Many non-European states were the political expression of one city/kingdom's supremacy over others, and the collapse of that city/kingdom or the death of the ruler might have brought the complete collapse of the entire state. The game has some set of events where such occurance are simulated for individual cases (the Aztecs and the Delhi Sultanate come to mind, also the spectacular collapse of Ming China against the Chin).

The death of a ruler isn't really the same as the capture of a capital. Many rulers weren't even in their "capitals" when they were captured.

Delhi is a poor example as the state was largely in revolt before Babur moved on the capital.
 
Another thing: When the enemy offers peace and you accept, the following popup-message shows what you got in the deal. However, when you demand something from the enemy and he accepts, the following message doesn't contain any information about the peace deal. This is a bit irritating for AAR-purposes, so I hope it could be fixed. :)
 
As snow is "troop hungry" in attrition for provinces, we should think about marsh and desert areas to have the same attrtion , BUT half as much as snow.

By the way, where is the snow attrition numbers located, not speaking of the province code number, but damage number.
 
Is it possible to increase the number of different looks for armies, especially non-european? Now, even when you've reached level 60 land tech, your armies still look like guys with weird sword-on-a-stick like weapons if you happen to be an oriental nation.

Same thing for navies.

Maybe there can also be more than one fortress style.
 
First of all I would like to thank all modders that have made one of the best games ever even better. I would also like to say that I am really excited over this project and wish all involved good luck in creating this expansion!

Now, I would like to propose a feature that I think would make the game even better!

Something that has always bothered me with the paradox games is that the ai make the "wrong choice" in historical events. As I like to roleplay and keep the game historical this means a lot of reloads because the ai makes the wrong choice. There are also players that think that the ai should make alternative choices more often. My solution to this proplem is to have an option when you start a campaign where you choose how historical the game will be.

For example:
Randomness: None
All a choices have a 100% ai chance

Randomness: Normal
The way it is now

Randomness: High
A choices have 50%, B have 50% or A have 40%, B have 30%, C have 30%, etc.

This would satisfy both boring people like me and those that enjoy alternative history.

Edit: No opinion on this?? :confused:
 
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Taylor said:
Is it possible to increase the number of different looks for armies, especially non-european? Now, even when you've reached level 60 land tech, your armies still look like guys with weird sword-on-a-stick like weapons if you happen to be an oriental nation.

Same thing for navies.

Maybe there can also be more than one fortress style.
This is already possible without source code modification with labelled sprites for levels.

And some sets are availabe.
 
YodaMaster said:
This is already possible without source code modification with labelled sprites for levels.

And some sets are availabe.
Cool! :cool: Didn't know that, sorry for posting an unnecessary suggestion.

Edit: but what about the fortresses?
 
Taylor said:
Cool! :cool: Didn't know that, sorry for posting an unnecessary suggestion.

Edit: but what about the fortresses?
See here for sprites and here for cities.

What do you mean for fortresses? In the city view? It is a fact there is no choice here and only 8 limited sets with some common sprites. An unfinished attempt here. But limitation is indeed inside source code for city view.
 
YodaMaster said:
See here for sprites and here for cities.

What do you mean for fortresses? In the city view? It is a fact there is no choice here and only 8 limited sets with some common sprites. An unfinished attempt here. But limitation is indeed inside source code for city view.
Thanks for the links.

About the fortresses: Yes, I meant the fortresses in city view. There can be only one fortress sprite per level.

But actually the same applies to houses & churches. For example, two European cities of same size always have the same cathedral. Why not make it possible to have a choice between several cathedral sprites for the same population level? And support for more house sprites would be nice, too.
 
pity kaigons site is no more, with all his sprites and flags
 
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