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But as far as i understood, 1.6 game rules are not achievement-friendly. So it will be the same issue still

This. @Archangel85 it would be nice if you could adjust the ahistorical weights for those of us who want to see the rarer focus choices but also want to get achievements. I don't know how much work that entails, probably a lot, but it would be really nice if it could be done at some point.
 
That seems like a very tough balance to get right, and we do want the achievements to be somewhat comparable between players - otherwise you end up in a situation where people restart endlessly to get an easier achievement run.
 
I made it 50/50 in my mod; I'm not really sure what ahistorical mode is for if it means that major ahistorical directional shifts are so rare. However, as others have said, with the new gameplay options coming in the 1.6 patch people will be able to get Oppose Hitler to happen in any game they like - even in Historical mode.
 
Another reason is that there was incredible backlash at the bare notion of it even being conceivable of AI Germany ever going ahistorical, so when it was discovered that there is an issue in the weightings (AFAIK any focuses with less than 1/3rd of the chance of other foci never get picked) I didn't increase the value for Oppose Hitler. As stated, with 1.6 it won't be an issue anymore, since if you want Oppose Hitler to get picked you can set the AI to do so.

We want to play random gameworlds. That's the whole point of ahistorical focus? why do you listen to guys who argue for a historical Germany when they are willingly choosing to tick the ahistorical box?

As it was suggested before, we want a true random ahistorical world, not where the AI picks crazy focus paths, but picks, at random, communist/democratic/facsist/monarchist paths and sticks to them, reacting to the gameworld.

This would allow scenarios like Democratic Ger vs Comunist France vs Fascist GBR, etc.
 
That seems like a very tough balance to get right, and we do want the achievements to be somewhat comparable between players - otherwise you end up in a situation where people restart endlessly to get an easier achievement run.

You're aware achievements are currently void?
You can loose the game on ironman, then when you go in observer you'll unlock the achievements that the faction you're observing has done. You can then take control of the faction to complete more achievements.

That ruined several achievements for me:
I lost the game and immediately completed several achievements, such as Rule Britannia. (Started with a Commonwealth country, lost, observed Germany which had conquered the UK, got achievements).
 
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I've never seen the AI go Oppose Hitler outside of mods that force the AI to do it myself; I just assumed that it never goes down that branch to ensure a war happens. Kind of like how France avoids fixing its politics until Germany picks in a way.
 
That seems like a very tough balance to get right, and we do want the achievements to be somewhat comparable between players - otherwise you end up in a situation where people restart endlessly to get an easier achievement run.
What is the justification for GER's ahistorical path only having a 1 in 10 chance of being chosen? Bear in mind it can only happen with Historical mode turned off anyway, and so by definition you're wanting an ahistorical game.

I get that you might still want the historical route to be chosen by the AI more often, but the numbers are just way off IMO. GER isn't the only culprit here, but they are the main offender.
 
I have a hard time imagining anyone turning off historical because they'd be okay seeing a potential Austro-Hungarian restoration or Communist Japan but not an Imperialist Germany.
 
Personally, I don't want the AI to randomly pick any focus, I want the AI to select the next focus logically, to take the next step toward it's strategic goal, like an actual leader would do.

Ideally, you could select a strategy - like 'global conquest', 'avoid war', stuff like that and the AI would try to fulfill that strategy by selecting a focus that work toward the strategic goal.
 
That seems like a very tough balance to get right, and we do want the achievements to be somewhat comparable between players - otherwise you end up in a situation where people restart endlessly to get an easier achievement run.

and why would you care how people play their game?
 
We want to play random gameworlds. That's the whole point of ahistorical focus?
Then turn Historical mode on. That's why it exists.
To expand on what @GSP Jr said: the historical Focus setting (bar some exceptions) locks the AI into picking certain focuses, which is highly implausible even if the human player commits to doing it too. Historical leaders were not certain what the others would do.
I always play with historical AI focus disabled not because I want the AI to do something ahistorical, but to allow it to pick appropriately according to the situation which may or may not be the historical pick, forcing me to do the same. I don't go into a game thinking "I will be fascist France fighting against monarchist Germany". I'll do whatever is most appropriate in the given situation and adapt just like the AI should.
Now there's a debate to be had what the probability of picking "Oppose Hitler" should be (I agree it should be higher) and why the game is making it so unnecessarily hard to define these probabilities. But disabling historical AI focus does not mean "throw historical causality out of the window" but instead "allow the AI to make focus choices too".
 
That seems like a very tough balance to get right, and we do want the achievements to be somewhat comparable between players - otherwise you end up in a situation where people restart endlessly to get an easier achievement run.

That's already the case (take Japan willingly becoming a puppet of Qing for example), for multiple achievements, and not a very big deal when most achievements aren't even close to the hardest few in difficulty.

IMO it's a bigger issue that for multiple achievements, you can meet the requirements as stated in the achievement description and not get them, or take focuses that don't allow what they say. These are frustrating restarts for mistakes that weren't even the players' mistakes.
 
WHY IS THERE EVEN A AHISTORICAL OPTION IF GERMANY NEVER GOES AHISTORICAL! RAGE RAGE RAGE!

*Point is made about how Paradox is very clearly adding specific ahistorical options for the AI to take in the next patch*

*Further posts ensue crying about the overdramatic sumarization of the posts made earlier in the thread*

This Thread is as pointless as it is hilarious, in a word, Very.
 
As long as we are talking about how the selection of NFs by the AI or event decisions are made, there is an issue in MP games. It seems the AI does not follow the same restrictions at all in MP.

Both of these examples are with historical set to on in various MP games.

Twice I have seen it where AI Poland gives in to the Danzig Ultimatum even though the event text says there should be zero chance of this in historical mode.

I have also seen Finland give in and avoid the Winter War, which is also not supposed to be possible with historical set to on.
 
I agree, but that was the decision at the time. It won't be an issue in 1.6.

There will be an option to set the AI to True Random, right?

Surprising alternate history is why I play PDX games in first place.