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Tonioz said:
Hive, what about some positive ideas and not only negative critisism ? :)

I have no further ideas because I'm happy with the stuff you already implemtented. I honestly don't see the need for a lot of weird extra functions when the generator already have all it needs to do it's job.
 
Hive said:
I have no further ideas because I'm happy with the stuff you already implemtented. I honestly don't see the need for a lot of weird extra functions when the generator already have all it needs to do it's job.

well, there is undecided thing for more or less chances of explorers and conqs. I can set them anyway, like PE for example, with MERC < 4, LAND < 4
 
Tonioz said:
well, there is undecided thing for more or less chances of explorers and conqs. I can set them anyway, like PE for example, with MERC < 4, LAND < 4

Just make it an equal chance for either.
 
looks like forum is fixed now
small post for update in threads list to bring attention to those, who want to take part in the discussion :)
 
New changes look good. It always helps to have more options, even if most people don't use them. That's the strength of this generator, it has more options than any other one out there.

As for Daniel's post, I also disagree about the size of countries or losses sustained affecting the quality of leaders. However, I think it would be a great thing if you could somehow make the size of a country or losses determine the amount of leaders a country were to recieve. It totally makes sense that bigger countries like Russia and France would get more leaders than a country like Portugal or Denmark. This is historical after all.
 
FAL said:
Why that? So Russia should have equal change on explorers as on conquistadors?

We already have ingame random conquists and explorers being determined by the sliders, so I don't see why these should as well. If you want them to depend on the same things as the ingame random ones, then why bother to do them this way at all?

King John said:
However, I think it would be a great thing if you could somehow make the size of a country or losses determine the amount of leaders a country were to recieve. It totally makes sense that bigger countries like Russia and France would get more leaders than a country like Portugal or Denmark. This is historical after all.

So if I, as Portugal, colonise all those worthless slave provinces in Africa - I will get tons of leaders? I don't like this idea at all...

If it was possible to make it European provinces only (or for OE, Persia, etc provinces with land connection to capital), it would be nice - but I don't see a way it could be implemented to take land connection to capital into consideration for nations like OE.
 
A few thoughts:

Could the "rules" that are very controversial (like the size-of-country and number-of-losses) be turned on or off via checkboxes? The barebone randomization that everyone (or mostly everyone) can agree on is core to the generator while the special rules have to be turned on in order to affect the generation..

Number of leaders: I really don't think losses should tie into number or quality of leaders. The number of troops total could give a bonus to number of leaders, but to avoid super-leader inflation they could be given a cap of 4 to each stat. Eg all leaders a nation gets extra because they have a so and so large army have RND 1-4 instead of 1-6 with 2-3 being the rule and 1/4 the exception. This way, having a large army gives you a perk, but it doesn't overdo it.

Quality of leaders: Main impact should be sliders, if any. I haven't read up on this "military tradition" concept, but from the little I've seen of it, it looks good. Size of army and size of losses should have little to nothing to do with it. The quality of leadership is historically a result generally of dedicated work in the direction and sometimes spots of pure random genius.
 
I think we all agree that quality of leaders should have nothing to do with a country's size or even how many casualties it sustains.

Slargos, every feature in Tonio's generator has an option for switching it on or off, so I'm sure any new ones will be optional as well.

Hive, for affecting the amount of leaders you get, you're probably right about the amount of provs. That is not a very accurate way to judge. I'm thinking casualties or support would be a much better thing to look at for this.

Maybe it would be best if you could specify the range of stats for these kinds of leaders, so you wouldn't be confined to 1-4. Well, you can already do that I guess, so with the above feature, all you would have to do is generate leaders normally, and then add these onto it with whatever changes in stats highs and lows you wanted to add.
 
But above all, Tonio, the generator has to be easy to use, and have a pretty interface. I want all those variable thingies and numbers to be hidden cleverly from plain sight. Where do you have your design department anyway? Are they all on vacation?

I think all these choices are confusing. :wacko:
 
Slargos said:
But above all, Tonio, the generator has to be easy to use, and have a pretty interface. I want all those variable thingies and numbers to be hidden cleverly from plain sight. Where do you have your design department anyway? Are they all on vacation?

I think all these choices are confusing. :wacko:

You get confused deciding what to eat for breakfast.
 
In the save there are VPs for battles and peaces.

To mimic John's military tradition system (I think that is what it is called) the quality of the leader's could be influenced how skilfull and succesful the nation was in previous sessions. By examining these vp-numbers (which are also shown on your site Tonioz) one could conclude how succesful in war the nation was in the last session. And in earlier as well. If you "won" a war e.g., then the vp's for peace increases during the session . Unfortunately also if you won vs the AI but you cannot get it all.
 
Slargos said:
But above all, Tonio, the generator has to be easy to use, and have a pretty interface. I want all those variable thingies and numbers to be hidden cleverly from plain sight. Where do you have your design department anyway? Are they all on vacation?

I think all these choices are confusing. :wacko:

Slarg, i suppose you are a bit wrong. The generator has many options, but far from hard to use. You can train at http://www.europa2.ru/cgi-bin/leagu...season=Valkyrie.net VI&lang=rus&yearsave=1521 . For countries you usually set pre-defined choice by LT system, and once you define options at top. Then they are stored, and you just press the button each session and download ready file - nothing else.
 
New options - Life period is defined separately for generals/admirals and explorers/conqs
 
did you manage to include a "better" generating system yet, Tonio? (too many 5's :) )

oh and I like the separation of generals/admirals and explorers/conquistadors :)
 
ah, indeed
i still couldn`t understand how to implement gauss :-(
Or i can just increase twice the chance of the middle - like 20% around average value.
 
They closed the thread I brought this up in (cuz it was a duplicate thread in not one sense, but two), so I'm bringing it up here, since at least one person liked the idea.

There could be an option to affect the quality of leaders you get based on the number of military and naval manufactories within your nation. In that other thread, I defended the notion (and will repeat here) by pointing out that Naval Manufactories have increased effect in Fish provinces, based on the premise that most seamen started as fishermen. If Naval Manufactories are training sailors, it makes sense that Military Manufactories are training soldiers, and that both could be training capable leaders. There might even be room for conscription centers and shipyards. This would be an alternate (and obviously more complicated -- lots of parsing of the save game file to figure out) way of implementing a "Size of Nation" modifier to leader generation. Portugal doesn't get more leaders for colonizing the coast of Africa, but the big nations get more and better leaders than the little nations because they have more room for manufactories, or more core provinces for conscription centers if those are included.

I also expressed the notion that the line of thought leads one towards the idea of a "base leader value" calculated to 5 decimal places (which is traditional) that is modified by everything that has been proposed so far, then a smaller variance from that base that is the same for every nation. It does violence to the notion of "Random leader", but again, I have one person who doesn't like the notion of totally random leaders giving me the courage to speak out.

The real trick, if it were done that way, would be making sure that Leader-affecting factors aren't simply duplicates of morale-affecting factors. That gives the morale-affecting factors a multiplying effect that would unbalance the game. For example, the DP slider threads in the FAQ section already show an attachment towards Quality. It's not a huge lead over Quantity, but how much bigger would it be if Quality gave you better morale *and* better leaders?

Which leads to the idea that you find "lopsided" sliders, then *manufacture* reasons for the unfavored slider end to give you better leaders. But that's leaning away from history and towards gaming the system. For example, Quantity. With a bigger pool of soldiers to pull from, you're more likely to accidentally draft that one tailor who discovers a remarkable military genius lurking inside him. It's a manufactured reason to make Quantity more attractive to the Quality diehards. If that's necessary. Of course, the Quantity diehards would then leap for joy. Oh well.