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Christophe.Barot
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Wed Jan 15, 2014 11:13 pm

Kensai wrote:[color="#40E0D0"] Thanks for your input[/color]

Regarding the infringement reasons, every now and then you should see messages for all nations regarding [color="#FF0000"]disputed regions[/color]. These do seem to appear every 3 months (6 turns) as the infringement CBs refresh. As assistance, I use a lot the little filter buttons that show de jure and claimed regions on the map. - [color="#40E0D0"]can be a good idea - I'm perhaps too sure of myself not doing it - still am pretty sure there is not, and cannot be cross claims between france and Austria - I'm pretty sure it was caused by random frictions "frictions which degenerat"e - littlle historical grounds - likeliness untested, too sandbox imho[/color]

Regarding your "resume" proposals, most are good, but [color="#FF0000"]can be difficult to implement.[/color]
[color="#40E0D0"]- yes nobody serious thought all are easy I think ;) 3 steps :

- [color="#008000"]defining the correct accurate historicaldiscriminating factors/concepts[/color] by analysis and simplification - which I try to do / passion for history, games, immersion in 19th century, previous knowledge of design problematics - designed a game long ago, is where I became acquainted with Philippe - needs knowledge (and passion) for involved subject, but I'd say is the easy part

- [color="#008000"]analyzing present mechanisms, desirable mechanisms, present shortcomings, coming with solution (s[/color] - there are often alternatives), trying to project consequences of algorithms and criteria choice - historicity/gameplay, player reaction (we can have ahistorical aberrant game, snawball easy game, boring game, stereotyped play, unbalances, purely random effect ruining player merit, block AI progression, blocking player, frustrating player, making game mastering (or understanding) out of reach

-[color="#008000"] choosing level of intervention [/color]: basic mechanisms defining (needs coding, possibly heavily, correct parameters, you may have to write concepts, like alliance peace), parametering (for example setting alliance duration is easy), scripting conditionally (alliance between Britain and Germany if France and Russia are hostile, Germany not excessively dominant on land, and Germany not a naval threat, can be tested, written, ban be very complex too, multiplication can load game - our present work, mainly), hardcoding scripts (Russia and britain patching up in 1907, whatever) , or hardcoding data (Alsace-Lorraine binational, so structurally claimable by France AND Germany, as you know, we can also set relations, buildings, SOI, lots of things) also things we can do

- when this is done, [color="#008000"]coding[/color], which requires competence and time if beyond scripting, only fernando, besides Philippe and Pocus (or a few other AGEOD team perhaps) can do that, but it comes in competition with other priorities (historical accuracy, especially strategic and diplomatic , balance and game flow are desirable, and my motive, but biggest grievance is turn duration - no customer satisfaction, no sell, no sell, no team to code :( even if I know everybody is OK for a good historically accurate diplomacy - may be LOT of work - "95% of transpiration" are to allocate

One has also to anticipate pervert effects - create an incentive for getting Savoy, and AI or French player could attack Italy instead of helping her, create a badboy due to a powerful army, and Boer will reject German protection offered to them, or Rumania will be scared by Russian troops massing on Turkish borders, give Serbia as objective to Russia without mechanisms hindering agressivity (hardcoded relations, Serbia not annexable and test of it) and rewarding allied ownership[/color][color="#008000"] (create an EvalRegionAllyOwned ?)[/color] [color="#40E0D0"]and Russia will attack Serbia, punish relationships with neighboorhood when you mobilize, and relations will deteriorate between Germany and Austria when the Kaiser will mobilize to prevent Russian to swamp Galicia, tune relief for moderate terms TOO heavily, and Germany will be France 1871 best friend, run diplomacy purely by relations, relations driving to war and alliances, which create bad/good relations in turn, and diplomacy will snowball and you'll have next 60 years of game with rigid blocks ... examples are many[/color]

We really don't know what goes behind relations as you don't have access to other nations' decisions. For example, if a nation is keeping its tariffs high, eventually every other nation will hate it. [color="#40E0D0"]agree [/color]

Perhaps the AI is not balanced enough to make the best decisions regarding tax levels [color="#40E0D0"]I guess a test could be possible and needed - not only relations, but also internal unrest snowballs - even if some rubberband mechanisms have been set (100% rebel control will become 100% state control, still partial rebel alliegance won't change, nor will strikers revert back to work, creating other shortages, and unrest )[/color] ,

I have seen that in my Game of Victorian Thrones where the AI nations always keep most taxes towards the max, even if they have plenty of money. Also, if armies are kept at the borders, which happens a lot in continental Europe, crises might erupt that make relations take a further dive. [color="#40E0D0"]agree - German army in French borders should worsen relationships, as revanche or premptive war makes sense - test to set - to NEW low point - not to zero - after rubberband compensate - Russian troops around Rumania shouldn't - Bucharest is a "friendly" objective, Russia has no claim on Rulanian land (and Dobrudja should be transferred to Rumania anyway, against strong VP compensation - easy to script, or can be done likewise national land goven to allies -[/color]

War and peace proposals can only happen vis-a-vis. Call this a limitation of the game engine, but it doesn't seem you are able to sign separate agreements en block, as an alliance. [color="#40E0D0"]I think it is possible to code it -[color="#008000"] we already have alliances in some scenarios[/color] - question is how costly to code timewise - even alliance moves coding is possible, as some scenario include it - look Risorgimento - ditto cost problematics [/color]

There might be some workarounds, for example if an ally surrenders then the other ally should get a hefty VP-NM penalty so that (unless winning considerably in its own right) it becomes more convinced to sign the end of the war too - problem was rather the huge drop in relations if war becomes desperate, the partner will do [color="#40E0D0"]I have seen Italy the France surrender to Austria, good terms but bye Lombardia, was really a short war - impressive, ditto my Russian - Turkish war engineered by script petered out [/color]- [color="#FF0000"]we may have a case of recovering from war for balance too .[/color]

For the historical wars of the game, and there are many, after we make a complete review of all the can possibly go wrong, I believe we should author war ending events to help the AI. [color="#40E0D0"]we can and will do that[/color] There are more than enough instances for complains that wars (like the Crimean) would reach a standstill. Actually, I think there should be some kind of "leaking NM" for long wars so that nations eventually stop them. I believe it is already implemented but way too weak. Wars over long terms have to stop unless you make miracles to content your population.[color="#40E0D0"] That is historical, still take care about tuning, as it can be extremely frustrating for player to have to stop when results at last come - but basically OK - no result, no persistance - had you a look on my new alternative terms for paris congress ? [/color]

Indeed, a max duration for alliances should be in. Then, perhaps, a decision to continue or abandon them should come up with an increasing "cost" (haven't thought in what, yet) to keep them [color="#40E0D0"]looks even simpler to me - allainces lapse, and you have to make new ones (less costly for balance, let's say 2 diplomats), and as we avoid snowball effects and political conditions change, they may not renew (diploAi bias of 1860 1870 1890 and dedicated scripts) past good relations are a bonus, but not fully determining [/color]. This way perpetual alliances will be out of question.

Regarding NM, VPs, and generally contentment, there are a lot things that these parameters could balance to show winner-loser[color="#40E0D0"] (yep, and I'm a firm believer in objective ownership test - look what happens on the field, after all those are grounds for war) .[/color]

Effects of regime are nice,[color="#40E0D0"](I agree they should play some role but I believe it presently overrated - an old debate I had with Pocus - legitimacy times are over, 19th century is nationalsm/imperialism driven - game date => objectives or security - threat and balance -[color="#FF0000"] numerous counter examples [/color]- Franco Russian alliance (german land threat) - Austro prussian war (objective germany) , Austro Russian principalties and balkan tensions (objective germany, russian land threat) - Anglo - german alliance attempt (Chamberlain, not the neville one) - authoritarian/liberal regime didn't matter, german fleet fleet did, and so did fact that Russia's army hostility would have mattered more than British fleet friendship, French-British tensions in EDgypt and fachoda (agree democratic regimes helped perhaps, but popular nationalist passion wasn't helpful, determining factors were superior value of alsace lorraine and unability of france to win a colonial war against Britain) - so I'd really like to limit its influence to reasonable size[/color]

actually I would suggest we go to the other direction, tie decisions more to strong-weak rulers. A weak ruler should be a relatively passive period for a nation, a strong ruler a period for energetic decisions and war.

This is historically accurate, otherwise the human player will gang-ho his way through the entire game.[color="#40E0D0"] - you got a strong point and idea here - to dig - peaceful ruler forcing even player to passivity, smart ruler (Bismarck Cavour, rulers while Andrassy or Delcassé office) allowing agressive and smart play (bonus for alliances, crisis, favourable alignments in congress), agressive but not smart ruler (napoleon III, Nicholas I (menchikov) Nicholas II, Wilhelm II leading to blunders and crisis resulting in wars or diplomatic defeats through alignements - Algesiras - Berlin - Paris (no prestige loss, just wars - some of it may be scripted[/color]

[color="#008000"]Now I really think determining factors guiding strategy are objectives (offensive and defensive - national ones, minor allies ones, allied ones) and outcome of crisis led by allies and size of relevant military[/color] [color="#40E0D0"]- imperialism (mood of government), relations (mood of diplomatic vision), and national morale (mood of population, high NM = intransigeance, France in 1870, Germany in 1914, Russia in 1877) are/should be factors governing tension level in a crisis, but not his survenance nor a Nation strategy[/color]

Regarding CBs without territorial dispute or crisis, indeed, I don't think they happened a lot in this era. - [color="#40E0D0"]they were rare, and usually sorted out without fuss - crisis happened when an(usually unexpected) pretext met a contested hot spot with big stake - Fachoda wasn't such big a stake for france [/color]- The current CBs are ok. Perhaps as an addition, the AI could be taught to forge its own CBs as a rare occurrence, when everything is fine. - [color="#40E0D0"]actually roughly a third of present CB per turn in my games are absolutely without reasons - I would advise to CONDITION those random CB to existance of a territorial or colonial dispute - and even to existence of both parties involved (CB of Britain against Ukraine or Bohemia are ridiculous, honest)[/color]

Last, the badboy effect: this could already be abstracted through worse relations with the rest of the world and falling NM.[color="#40E0D0"] badboy seems real, and strike Prussia whose relations of transvaal are + 75 - and germany is almost everybody and his cousin's friend - no way to have an allaince, with Bismarck as diplomat, no bad bias - I know, was the one proposing the values - a normal Boer player would jump on the proposal - I'm pretty sure there is a badboy, experienced difficulties to get treaties as soon as I closed British VP - of course, can be repeated bad luck, of course ... [/color] Perhaps bad relations should have catastrophic rises in costs of trade with the nations the relations are bad, in order to have a difficulty to survive. [color="#40E0D0"]present system creates mechanically bad relationships it is not AI or player choice [/color]

PS. All the above have been more or less my own remarks in these last two years I have been playing the game. Only a v1.1 can address them, but unless you hear official communication don't hold a big basket. That's life, we can enjoy the game as it is. :)


there is work we can do , and we'll do - some coding may happen, but of course we shouldn't expect expensive time consuming adapatatios - but some may be possible
[color="#FF0000"]- (ordnance) Your Lordship, sorry to awake you, but The french are at our door !

- Alarm, alarm, how did you let this happen and not awake me ! repel them, counterattack at once !

- err, your Lordship, ahem... French are our allies, Marshal de St Arnaud is expected to attend to a conference with you !

- ahem, well, .... very well ..let them in !

(charge of the light brigade movie)
[/color]

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Kensai
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Thu Jan 16, 2014 12:01 am

Christophe, I would love to try some of your save games, if you make them available. Obviously, the ones you find strange situations. Another pair of eyes might help pinpoint the inconsistencies and understand what is going on. I have read carefully your remarks, some situations are really bizarre.

For example, you say that in your game you have GBR have a CB against Ukraine and Bohemia. This is rather strange. First, these nations should not exist unless liberated. Second, I cannot find why Athena would grand a CB against them unless relations are really horrible and some random crisis happens.

All in all, we have to remember that the main conflicts (ie Crimea, Franco-Prussian War, etc) happen with scripted prerequisites in order to recreate the historical circumstances that lead to them. This is good, actually, AGEOD games are above all historical reenactions. Random conflicts that spawn through crises should be uncommon to rare events, but not entirely extraordinary. The 19th century was still an era of kings and emperors, and personal relations and grudges mattered, albeit to a lesser extent. A war could always happen because of a silly ambassadorial insult... :p
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Christophe.Barot
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here it is, suffice to ask

Thu Jan 16, 2014 12:25 am

[ATTACH]26238[/ATTACH]


you'll note the interesting casus belli france has against Estonia ... or France and Russia have against Chile
"because tensions degenerated into a major diplomatic incident"

guess Chilean diplomats must be running around the world half naked slapping everybody in view, with Chilean government seizing traders merchanize at home and raping diplomat's wives, I have no idea God (or the devil) knows what

but still it really does not make a crisis anyway - you really think Czar is going to send admiral Rodjvensky there ? or France ? not even sure US would intervene in name of Roosevelt corollary - you need at least a pdefault on debt to intervene, and then it is not a "crisis", too one sided ...

and what nonexistant Estonia can do to France confounds imagination (a pair of exalted nationalist balt students from Reval university set a bomb to French embassy in petersburg perhaps ? , claiming to be a provisional estonian government - OK - Okhrana will have them tried in the afternoon, and if Jury doesn't make an act of rebellion, hang them or sent to Siberia before next week, and apologies from Russian foreign office minister to France)

may I a little anecdote (hope it'll rejoice Generalissimo) - an authentic one

in the era, about 1890, a British embassador (must have minded Bolivian business a bit too much I guess - economic interests, sort of)
was plunged (not drowned) in chocolate (!!! ) by an angry mob and had to cross the streets of La Paz that way, on a donkey (sort of Bolivian version of tar and feathers I guess, I don't know if it gave somebody an idea for the Lady Godiva chocolates, but ..)

this was of course a big humiliation, especially for such a power from a "secondy rate country" (no offence intended to Bolivians, there were scores of second rate countries then, especially compared to Britain)

shocked by outrage, Queen Victoria demanded her prime minister (Gladstone or Disraeli, don't know) to send a gunboat and bombard Bolivian capital, to show her extreme displeasure for the treatment inflicted to an ambassador of the British crown

agreeing to the principle but knowing his geography, her majesty's minister presented her Majesty a few practical objections, the least one not being the height of La Paz (3660 m above ocean level french wikipedia, more variable in german version, but still high http://de.wikipedia.org/wiki/La_Paz) which made a naval action , even for a warship belonging to her Majesty's navy, a very difficult task

convinced by explaination, but still disappointed, Queen Victoria then declared, with outraged but still noble majestuous tone with dignity "fairly well then, we'll totally ignore those people, they don't even deserve being mentioned" - and gave orders ...

and during 10 years, Bolivia was absent from all and any British atlases, not a single map in Britain mentioned Bolivia - Bolivia was a white spot in southern america - they did not deserve being mentioned by a subject of her Majesty ! period !

well, I may be stubborn, but the game I love, whose diplomacy I dreamt and thought about during 20 years, deserve real historical crisis, historically accurate and plausible, not that sort of things - did I mention I positively hate sandbox ... it can be fixed - really !

this game HAS the potential for it, real diplomacy, real crisis, (qui bene amat, bena castigat), which can't be claimed by every game ...

send me your email, and I'll try to send it to you by gmail, here it seems my last save exceeds forum capacity (perhaps it is cause i save AI files with it, easier to connect as another country and have a deep look if needed)


[ATTACH]26239[/ATTACH]

and while we're at it have alook at Transvaal relationships - I can't get a defensive alliance with them 75 relationship, no negative bias, I'm germany, want to protect them from British - was thrown before I was at war with France, several tries, refusal (Orange accepted) bad luck ? or blind badboy ..yes it MAY be bad luck, but did the same to me in Balkans when I was Russian ...

I can't imagine (except by blind billiard effect, what could have caused such bad relations with Russia and france (historical supporters of Boers)... and Austria ? didn't check Switzerland, may be surprising

only perturbing effect I see, huge hyperactive german diplomacy, using support, trade, state visits - communicating vases effects, I have so good relationships that I'm everybody's friend (almost) - therefore they now hate each other by cpontrast - "why can't you be as liberal and peaceful as the iron kanzler they say, you are not such a gentleman"he has so good cigars ! - can't even think such a moderate statesman, just Alsace,Llorraine , Warsawa and half of africa, and only one more war to France, just to avoid disappointing his Austriian friends" - still belgium and transvaal don't like me, badboy I guess" sure my reputation terrorize boers, better going to the nice holiday camp prepared by their Kitchener friend than dealing with me - such logical - and what will happen when I'll play the peaceful and humble Wilhelm II - promiss, next time I play Napoleon, another humble and simple sovereign, not imperialist at all, l'Empire c'est la paix (except for Russians, Austrians, Germans, Mexicans, and other Annamites or Berbers not worth mentioning), the two Nicholas, I already gave ...lol

alliance interactions are OK, but this is real weird ...

cheers

[color="#FF0000"]edit : about infringement, it's really simple [/color]:

[color="#FF0000"]NOW that war has begun Austria, likes me, occupies several French provinces[/color] (apparently they take control from me when big armies pass in provinces I left, but on [color="#FF0000"]Meuse [/color]they were first ones) so those provinces create a [color="#FF0000"]casus belli in full wartime[/color] !!! -that simple ! another check needed - lioke rebels don't need a DOW and unexistant nations don't play, we hadn't that in former versions

I suspect war happened between Austria and France because of bad relations and immaterial "tensions leading to a crisis" like between Russia and Chile , or France and Estonia, except Austria can access France through me, Germany, and France to Austria through Italy, so one of them delared war to the other and it was drowned into tons of usual standard messages, like sugar supply of Columbia reduced to 8 unities, siort of and I missed it

important messages like a declaration of war should pop up

cheers

[ATTACH]26250[/ATTACH]
Attachments
1880 AUS MEUSE.jpg
1880 no way transvaal alliance.jpg
1880  german drive towards botswana and rhodesia.jpg
[color="#FF0000"]- (ordnance) Your Lordship, sorry to awake you, but The french are at our door !

- Alarm, alarm, how did you let this happen and not awake me ! repel them, counterattack at once !

- err, your Lordship, ahem... French are our allies, Marshal de St Arnaud is expected to attend to a conference with you !

- ahem, well, .... very well ..let them in !

(charge of the light brigade movie)
[/color]

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Christophe.Barot
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Thu Jan 16, 2014 2:10 am

setting an algorithm like this could suffice :
reference value (natural relation) -fixed
semi permanent modificators (closely tuned, at +100 or - 100, relation will naturally go to maw ximum or minimum possible) like
regime (ok, but +5/-5 maximum)
is at war with power-40
not at war but allied with at war power -20
allied +20
possess one of your national province (at least, not cumulative for each) -20
(are just an example values are already a bit high, -60 at war with nation you possess one province or who possess one of yours)
possess a coveted objective -5 (not cumulative with provinces)

gives a reference value all those are one shot and conditional, when russians or brits are out of Kabul (revolts to plan to script) malus of disputed objective disappear

if situation change they're changed too (when at peace, you remove the -40 at war,

also you don't propose peace according to relations, peace is between enemies, not allies and friends - as said Desproges "enemy is totally stupid : the proof, he calls us the enemy, while it is obvious HE is the enemy"

then actions, one shot, not reversed, but temporary, trade agreement +1 ? + 2 ?, alliance +10, support +5 (examples, projections to make) not each turn or you'll end at +100

then rubberband to come back to modified reference value (slow but sure)

there must be a reason, either algorithm or parameterd value, to have +/- 100 relationships

will avoid AI proposing state visit at +100 relationship when useful (like my swedish ally, he loved me so much for buying all luxury goods every turn (reselling or not, depending on my production) that he proposed an allaince to me, lol

just parameters and algorithm imho
[color="#FF0000"]- (ordnance) Your Lordship, sorry to awake you, but The french are at our door !

- Alarm, alarm, how did you let this happen and not awake me ! repel them, counterattack at once !

- err, your Lordship, ahem... French are our allies, Marshal de St Arnaud is expected to attend to a conference with you !

- ahem, well, .... very well ..let them in !

(charge of the light brigade movie)
[/color]

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Kensai
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Thu Jan 16, 2014 9:34 am

Tensions between remote nations happen, as far as I know, because of tariffs. Tariffs degenerate good relations. Honestly I don't get that often bad relations as you, but my PBEM is a very healthy "mature" game where the world economy works astonishingly good. I have gone to great lengths to make sure for that. I bet the average player does not even know that many minor/small nations effectively die economically in the first decade (and stay like that) because contentment lowers and strikes are happening all over the map.

Could you check on your games with the contentment filter on? Especially in smaller nations (check out for example the Central American ones).
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Christophe.Barot
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Thu Jan 16, 2014 1:19 pm

will do, and yes, usually central americans are among most likely to strike (I have a german Rhum facility in Sto Domingo I guess, closed because of it, a pity)

maybe less in my game because my germany acted as a "trade hub of the world" - less mercnatilism, but there are advantages to it (with trade treaties, good relations, and for contentment, by allowing goods to flow more, economy of many nations is better, hence investments in goods in demand - still some time discrepancies, as facilities requires a long time to build) so I can vary goods and my germans are very satisfied ( around + 0,6 contentment per turn since beginning) , as i'm the hub I can choose what I resell, and what I keep for consuming, plus offer and demand somehow (there is a strong rubberband and variations now - rather well tuned) allow (no longer guarantees) decent prices for my domestic production

there is a problem with surplus goods, leading to some very critical social situations in german minors before I annex/unite them (after, they're happy as never, present rate is between 98 and 99% - add regular education reforms to it) as I won't buy scores of mechanical parts or iron when I have a surplus production - conversely, I was a massive buyer of exotic tropical goods (I've heard (Arte ? press ?) there was a huge fancy of bananas in germany, more than in France - in game too, and getting more colonial goods for population contentment was one of my main drives for early colonization) which made them (coffee sugar, rhum tropical fruit) advantageous to produce and Latin american nations developed I think earlier because of it, so less trouble than usually for them I guess

as I'm in it, there are two enclaved trade areas we shoyuld do something about, the one in south america, and south germany - as Germany I made most of the second one available for the world, but not when there was huge surplus

trade rivalry between nations (Crispi/Méline, Iron and Corn tariff versus Russia (and Austria), Pork war between Serbia and Austria) should legitimately have an adverse effect on relations and alignment but- like default of debt repayment - never lead to war between civilized (European that is- post Meiji Japan and US assimilated to it) nations in itself .

China Egypt Persia Guatemala Mexico Venezuela Argentina even Ottoman is another matter - 19th century is a hugely darwinist and hierarchical (and racist) era - you don't treat extra European (included ottoman) nation the way you treat an European one, and not a small European like a "Power". Nobody is ever going to send an Ultimatum to Sweden to change her government the way Menchikov will do for Turkey, or Franco British for Egypt or China for example. when you do that (France 1875, Boer- assimilated as Europeans) your peers are shocked and react. Such are things - criteria of strata/status is recognition of your peers and your real place in "feeding chain" - smash a Power (with another one's blessing) like Japan ("yellow monkeys" in imperial russian) did in Tsushima and you rise one scale ! only japan did in 19th century !

I guess a game mostly played by humans and a game played solitaire (most of games are) must be very different - hence my emphasis to crucial diplomatic AI accuracy

can you send me your email privately so I can forward you my saves (plus would like to create a workgroup with you, Loki and Generalissimo, could be handy - do you and Loki have access to PON beta forum ? (old one, no longer used, could be reactivated) -.... else will remain public
[color="#FF0000"]- (ordnance) Your Lordship, sorry to awake you, but The french are at our door !

- Alarm, alarm, how did you let this happen and not awake me ! repel them, counterattack at once !

- err, your Lordship, ahem... French are our allies, Marshal de St Arnaud is expected to attend to a conference with you !

- ahem, well, .... very well ..let them in !

(charge of the light brigade movie)
[/color]

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Kensai
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Thu Jan 16, 2014 6:48 pm

I really think that it is easy to keep the contentment high after a while, especially as a human player. On the other hand, a low contentment will spiral out of control ruining a region that gets into strikes. I think there should be scripted events (using the EvalContentment command) that randomly fire when contentment is too high or too low to bring it back to normal levels. Then the cycle can start again.
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Thu Jan 16, 2014 8:57 pm

in my game, about 1895 I did a search through almost all the countries in the game. In almost every case contentment was around 90% and they were running a fairly sensible economy - only thing was a need to upgrade some mines and factories.

I've run Italy as an open economy, including buy to sell so as to lubricate global trade and its on hard - so the AI has some bonuses, but overall its pretty impressive.
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Kensai
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Thu Jan 16, 2014 10:46 pm

This is good. I already see this in the first six months of the Shogunal game as well (obviously too early, but it is good at B screen all sale points are busy). It seems that the world works correctly if one is not a big fish anyway (Shogunal Japan isn't), the global trade works adequately. However, do note this: it is bad to have low contentment and can destroy the game when it happens, but it is bad to have high as well. Very high contentment means that the AI will select higher tax rates that eventually will earn astonishing amounts of cash for the nations in question. In the old PBEM each major nation earns some 4-5K of money and capital each turn. Essentially they can afford all kind of things which kind of ruins the immersion and challenge of competition.

I took some precautions to slow down the world economy, through scripts:

  • deleted equally as far as I could superfluous structures that were supercharging the economy with an overabundance of goods
  • reset contentment to 50%
  • added a militancy of 10% for them to fight it out


I haven't checked all of them yet, but it seems the tax rates and earnings have already become more normal by now. I think that in a normal single-player game you don't see all these things as the only player who may overdo it with expansion is the human player. One nation, fortunately, is not enough to ruin the world. Well, unless you are GBR! :p
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Kensai
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Fri Jan 17, 2014 7:17 pm

Indeed, taxes are normalized at a 50% contentment. The nations in question dropped the tax level a lot. I guess they rise it only when they can (contentment high) and they lower it when trouble is brewing. Makes sense.
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Christophe.Barot
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Joined: Fri Jan 26, 2007 10:55 pm
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Sun Jan 19, 2014 1:26 am

look at Britain in my game, her taxes are incredibly high (guess she may want to finance her Russian war), but as a corollary I guess she ruined/is ruining her economy

and yes, a very powerful nation actions may have unexpected indirect results, but not only britain - and obviously swamlping the world with goods keeps prices low (there seem to be rubberband mecanisms though), which has effects variable according to nations (importers of the gine good are happy, exporters way less ..)
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Kensai
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Sun Jan 19, 2014 7:23 pm

If the AI senses a high contentment percentage, it will rise the taxes without further thinking. Regardless of what it has in its plans. This is hardcoded, I think. When I passed the 50% contentment setting in my Game of Victorian Thrones, all nations in questions immediately dropped the census taxes to 0% to help contentment rise again. With much fat to burn (accumulated money/capital), they didn't even have problems.
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