"But, IMHO, very frankly, what the game needs is a lot more "flavor", in terms of events. I've proposed, and will propose again that once/if the game is fixed to the point where it has a functioning diplomatic/economic system, to get together a group of modders to add a lot more flavor events.
Volunteers welcome."
we both would understand us very well
due to work i would be too unreliable for programming, but the day you need a researcher or any external having a view about it... i´ll be there.
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first of all, most complex diplomacy went into the very well implemented colonial actions (what is announced to be working in the next beta /topic: the already influenced areas) and you have the choice to use it, or as mentioned to enforce your will for experiencing short term success with military clumsiness
(for my view, attrition for non-expeditionary / non-colonial forces i too low and major fights should be restricted to sieges of tribal towns, as kind of gunboat policy at land, and european forces fighting each other)
some greater part went into the event based character of the game, and even in the events with rate of chance within a certain time frame and tech-triggered events / modifiers.
the fewest part went into the informations of ledger F1 and the superficial part in F9, while reaction of the target nation is sometimes questionable.
i do understand the point, but HAVE to question it with good reasons
so, its strictly a concept of strategy within a long time frame, lacking true comparative advantages (to unbalanced, but they are working/worked on this) nations could exploit
for a complex diplomatic system there are too few countries and i have a growing fear that this is gonna take a way HOI did... prepare for the action in diplomatic borders and then steamroll until you feel happy.
Is the engine ready to deal with it, i do know no games engine working sufficiently (for my understanding and expectations) in this questions.
that could be funny in scenarios, but in a that ambitious game about 70 years of strategy its a kind of raping minorities on the map and devs in real life at the same time
before a diplomatic system could be used in really complex ways it must be independent of events and under the pressure of economic comparative advantages.
thus not only floating within parities, but totally free.
its also necessary to limit the number of regiments per country to the total population of lets say all five or ten years or to substract for every couple of brigade a division or corps
if not, all strategical points of the game will go down to the river and AI will be exploited for not reacting proper against mounting economic and military numbers in few areas.
anyway, it would destroy the event character
the alternative is a that complex diplomatic system where far more events and in-case-of-events are implemented.
And thats truly a point for modding after they earned their lot with the stable game... (its not meant as critic, my honest opinion is that the EBIT should truly be for the game development and not for any active and devoted community)
however, as above "occupied time" is mentioned it not a forgone conclusion, that the way the diplomatic action is experienced by gamers i correlated to their wish to have tremendous success as soon as possible and not after 1600 turns... what would be a pity for this genre
i just ponder how that people bought a more than 1600 turns taking strategy game.
