elxaime wrote:I realize this is old ground, but a future DLC really needs to include a 2-player version of the campaign game, with full player control of all satellites. And the diplomacy system for the neutrals should be heavily scripted. The current AI-driven wild free for all bears little resemblance to history.
PhilThib wrote:This is one of the plans, among others, for future expansions
Dortmund wrote:We have another doubt about the use of expeditionary forces in our current campaign. France (me) wants to send a expeditionary force to Spain (another human player), but Spain can't choose the request expeditionary forces option in the diplomacy menu. Why? Have the low stats of the spanish monarch something to do with that? In that case, should'nt a human player have all the freedom of choosing all diplomatic options?
elxaime wrote:Even with the patch, expeditionary forces don't seem to really be working. I had four French satellites at 100 relations all refuse to grant expeditionary forces this turn. The sad reality is that, instead of being a boon to you, AI-controlled satellites are a net minus.
As mentioned above, this is particularly true as to any that have navies, as they simply sail these into the seas where they get destroyed. British morale in the campaign game I am in is at 129 and steadily climbing due to the small French satellite fleets it steadily feeds on. The French player can do nothing to prevent this. (EDIT - British morale now up to 141 - the entire Dutch navy has destroyed itself, except for one almost-sunk vessel that is sailing around the Atlantic...meanwhile, the Dutch shipyards are a hotbed of activity as they build more sloops which they can then send out singly to be destroyed, one suspects). The greatest terror of Napoleon is that the Danish may become his ally - their fleet will then sail into the Atlantic to destruction as well.
The satellites also seem to lavish their production piling up things they do not need and which their French ally definitely does not want - like tons of barges or position batteries for the minor satellites cities. As far as the minor land forces, it is common to see them either in stacks that lack command, or as many separate units in a single region, in varying non-sensical postures. Although we haven't gotten that far, I suspect the AI-controlled minor land forces operate more or less like the fleets - a mindless gaggle that are basically experience and morale gifts for whichever enemy has the fortune to oppose them (along with captured artillery and supply wagons).
In 1812, when Napoleon invaded Russia, a decent chunk of his army was German satellite forces. There is no way to replicate that contribution under the current system of how minors are handled. I imagine the British will have the same issues with the Portuguese in the Peninsula. Yes, minors sometimes didn't do as asked. But that is a long way from the present madness.
Hopefully the two-player DLC mentioned above will address these issues. By the way, when AGEOD is ready, they should make a thread to solicit suggestions on the two-player campaign DLC. Players should have enough experience with the campaign by then to offer informed thoughts. So much of the game is a work of art and has so much promise.
veji1 wrote:When Napoleon invaded Russia his army was 10% polish, 10% austrian, 20% german and some others sprinkled here and there for a 50% foreign army...
Regarding minor forces, the build issue remain : The troop building algorythm is completely out of whack, the devs should 1/ take all port and fort batteries out of the pool. Period. 2/ A stopgap would be to change the pools so that there are no arty units buildable but more mixed units : infantry brigade with embedded arty (2line/1light/1arty ; 3 line/arty ; etc...) and cavalry brigades with embedded artyt (2cavs/1 arty). You would still have infantry and cav units without arty available. That way the AI would HAVE to buy infantry and cavalry (it already builds enough of that though) and have its addiction to arty STOPPED.
I think this stop gap might be the only viable solution since the devs don't seem to be able to find how to curve the AI love affair with Arty : The only solution is to take all "full arty" units out of the building pool for AI minors at least.
RebelYell wrote:One solution is to make minors that join the British coalition or the French alliance give automatically all of their unlocked forces for the major leading that coalition/alliance.
Defensive treaty would not be enough, only full membership would give this.
vaalen wrote:I like this idea very much. The AJE series has it, when a minor nation becomes your ally, you get full control over their unlocked forces. It works very well.
veji1 wrote:This is more or less what Vicberg's mod tried to do, although because of how the engine is set up, he had to make it a full annexation to make it work.
Offworlder wrote:It would be nice as today I've encountered a really ridiculous situation. As France, when Spain declared war upon me, it still retained the alliance with me. The minor allies declared war on each other as some sided with France, while others with Spain which was totally ludicrous. Then Austria decided to attack Bavaria for the nth time, I declared war on Austria, Russia came rushing in and then Prussia as well (before the Tilsit agreement elapsed) and basically now I'm at war with the whole world except for the Ottomans, Persia, USA and Mahrattas.... in 1808 no less! BTW the Saxon change of sides is also bugged as they remain allied with Prussia and basically go to war with everyone except France once the event fires. When Saxony changes sides, it should automatically become a French satellite and not remain within Prussian orbit.
Unfortunately the quirks of diplomatic system and the continued failure of the expeditionary forces facility really render this otherwise magnificent game, totally unpredictable in an annoyingly illogical way. A simplified system for diplomacy and recruitment of minor contingents needs to be found. This especially since diplomacy in those days was essentially very simple - big power, with big stick knocks on your door and 'offers' its protection in exchange for specific conditions usually rendering a minor power into a satellite (see Napoleonic and Russian 'diplomacy' in these days vis-à-vis Spain and Italian States for the former and the Ottoman Empire for the latter or for example the Brits in Copenhagen). Essentially it was a mafia racket of international dimensions and did not go through progressive stages of asking for more and more control.
Secondly, minor contingents were essentially levied according to the wishes of the major power and were not a random collection of units thrown together by chance. Most of the time they were regulated as part of the conventions drawn between states. Thus the present system, even it worked well, would not represent the true system existent in Napoleonic times, whereby states were quite thorough and specific in what it actually 'asked for' (ie ordered) from their satellites (see for example the conventions regulating the allied contingents levied for Spain by the French from the Dutch and Germans). In my opinion, the recruitment of such contingents should not be tied in any way with diplomacy, especially since it is not essentially a diplomatic transaction between equals but rather an imposition from the stronger power. I can only envisage it for those middling powers which were not necessarily or easily persuaded to join one side or another and who in real life retained a modicum of independence of greater powers (ex Spain, Portugal, Denmark and Sweden).
veji1 wrote:Yep, basically ideally expeditionnary force as it works should be replaced by RGDs to be played by the major power when a minor is in his orbit, giving him free troops.... And the diplomatic engine as it is is really only viable for MP.
vicberg wrote:I've stepped away from this game for a while due to real life, but I've been tempted to start working on this very concept. I've found that MP games with even just 4 players quickly fall apart, especially in the long second winter. This could lead the way, so to speak, for a DLC from AGEOD.
To do this, I would do the following:
1) Reduce to 2 players, France and Britain. Spain would start French controlled and Spain would eventually flip to British controlled during the Charles Abdication events. Austria and Russia would start British controlled, but if January 1805, Austria is at peace with France
2) RGD card play for raising troops won't work as there's no ability I've found to trace a region where the card is played back to the country that owns the region. Minors or controlled majors would have to be handled like TEAW (or my mod) and the country forces and economy are added to the controlling major power. The trick to doing it this way would be to limit force pools, oitherwise GBR/France could build an immense army quite quickly using the minor/major controlled economies. For example, using GBR economy, Austria could build a huge army quickly. So force pools would have to be adjusted.
3) The diplomatic engine would still be used, but it would be limited. Actions by either power would still change diplomatic standings (-100 to +100). Standings would be checked, but I'm thinking that DOW would switch to event driven.
4) Most of the base game scripting would still hold up as is. There would have to be additional scripts added to manage the 2 player choices.
5) A 2 player game would enable better AI Scripting. Uncontrolled minors or majors wouldn't build until controlled by GBR or FRA, so that would remove the Artillery Mass Building issue or the formation of solid Corps/Armies, since that would be human controlled. Uncontrolled Minors won't DOW each other. The scripting to set the diplomatic values would fire and then wouldn't be adjusted unless some major event happens. AI could be focused without a huge effort on more historical lines of play by the AI along with chances for variations of play.
6) Supply will still be an issue through neutrals because of the engine. Foreign Access didn't enable supply to move through because the military control part of the supply mechanics prevented it. No military control (and there will be none in a neutral minor) = no supply movement. Unless this has been fixed in recent patches, it would have to be addressed in some manner.
7) There's been complaints in the mod about combat taking too long. Since I'm not seeing anyone complaining about the base game combat system, I'd revert back to that.
8) There's quite a few What Ifs that could be included. For example, France doesn't form up the RHC and the result is Prussia doesn't DOW France. Russia would have to either go through Austria or DOW Prussia. France could encourage Turkey to DOW Russia (as happened IRL), become controlled by France, but now Turkey has to defend it's huge territory from Russia/Austria/GBR. As I did in my mod, France can choose to push out the Bourbons in Spain or can choose to play nice. Both have costs. The affects of the continental blockade or not enforcing it could be made more severe to motivate French attacks against Portugal and Russia.
If there's anyone who wants to get into AGEOD scripting, let me know as I could use the help.
vicberg wrote:I'd love to bring in the TEAW diplomacy system. The issue is that I don't believe it can be turned on with a config file. I'd need access to the source code, though I'll take a look and see. The map has the countries embedded in it to the right in TEAW. I believe that would have to be coded. The second thing to consider is that in TEAW there's around 20+ minors and 2 Majors (Italy and Turkey). In WON, there's 89 minor countries and 5 Majors (Russia, Prussia, Austria and Spain, Turkey). The diplomacy board would become immense in size. So I'm afraid the diplomacy engine in WON will still have to be used in some capacity. I could go completely around it and create RGD cards for Ambassadors/Diplomats and then place on a capital (so no diplomatic board), but with 89 possibilities, the scripting might grind the game down to a halt. Plus there's an issue tracking the region back to the country. I'd have to find a solution for that.
TEAW deals with supply by adding countries as "sub-factions" to the minor power. This gives, in essence, military control over the country without actually giving military control. This could be replicated, but it requires complete control over the diplomacy model. For example, in August 1805, France needs to trace supply through Baden and Wurttemburg in order to push in Austria. France (and Spain) would have to become sub-factions within these two minor powers, but this would change if France declares war for any reason against either of these two. Both minors should remain neutral until RHC is formed up. The challenge is that I don't have complete control over the diplomacy model, which is one of the issues presented by many. The AI somewhat takes over and makes it's own moves. What I could possibly do is to keep the diplomacy panel and remove all options from it, so it shows current diplomatic relations only and then create the RGD for ambassadors and diplomats. So a combination of both possibly.
I already have the complete control of a minor concept in my Enhanced Diplomacy mod. It wouldn't take much to bring the concept into a 2 player game.
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