Hello there.
First of all I'm quite sorry because this technically doesn't qualify as a bug but more as a mistake in design. Since there is no feedback section and the general forum seems to be moving way to fast to address gameplay concerns to the dev team, I'm using the option of the bug section.
This is one of the problems with how the wealth of a ruler is calculated in the game. (transfer_scaled_wealth)
The amount of reparations paid at the end of the war depends on the income of the aggressor at the time of surrender.
This is heavily exploitable since when I am losing a war I have no reason to end it as soon as possible. The opposite is the case:
I drag it out as long as I can and hope that the enemy sieges and conquers as many of my provinces as is possible before the warscore ticks up to 100% because then I have to pay considerably less than I'd have to pay with all my provinces untouched.
Now, I speak mostly from the multiplayer experience (which is absolutely great overall btw, thanks for this game, lots of fun is had).
Wars right now are being fought like this in case if the aggressor is on the losing side:
The defender roams the enemy land to kill off any raised levies for warscore while micromanaging his armies to not besiege any land because then his reparations go down.
These wars drag on forever and are no fun at all. It's whack-a-mole on a whole new level which lasts for up to an hour on MP while the war was decided 10 minutes in.
Proposed solutions:
Make the amount of reparations to be paid depend on either:
1.) Actual aggressor's income at the start of the war
2.) Pretend no aggressor's holding is conquered and then calculate the actual income as if it was peace in the realm.
Thanks.
First of all I'm quite sorry because this technically doesn't qualify as a bug but more as a mistake in design. Since there is no feedback section and the general forum seems to be moving way to fast to address gameplay concerns to the dev team, I'm using the option of the bug section.
This is one of the problems with how the wealth of a ruler is calculated in the game. (transfer_scaled_wealth)
The amount of reparations paid at the end of the war depends on the income of the aggressor at the time of surrender.
This is heavily exploitable since when I am losing a war I have no reason to end it as soon as possible. The opposite is the case:
I drag it out as long as I can and hope that the enemy sieges and conquers as many of my provinces as is possible before the warscore ticks up to 100% because then I have to pay considerably less than I'd have to pay with all my provinces untouched.
Now, I speak mostly from the multiplayer experience (which is absolutely great overall btw, thanks for this game, lots of fun is had).
Wars right now are being fought like this in case if the aggressor is on the losing side:
The defender roams the enemy land to kill off any raised levies for warscore while micromanaging his armies to not besiege any land because then his reparations go down.
These wars drag on forever and are no fun at all. It's whack-a-mole on a whole new level which lasts for up to an hour on MP while the war was decided 10 minutes in.
Proposed solutions:
Make the amount of reparations to be paid depend on either:
1.) Actual aggressor's income at the start of the war
2.) Pretend no aggressor's holding is conquered and then calculate the actual income as if it was peace in the realm.
Thanks.
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