• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Johan

Studio Manager Paradox Tinto
Administrator
Paradox Staff
Moderator
15 Badges
Dec 14, 1999
18.750
50.937
  • Diplomacy
  • Teleglitch: Die More Edition
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Imperator: Rome Sign Up
  • A Game of Dwarves
  • Magicka
  • Starvoid
War! that mad game the world so loves to play
written by King

For this weeks update we’re going to give you a little bit more information about the changes we’ve made to the military system. We’re also going to talk a little bit about the nice new technologies you can find in revolutions. First let’s start with the military. From the other updates we’ve done you’re probably aware that we have made several changes to the military system. So let’s go into a bit more detail about these before we move on to some new features.

Firstly the rules on POP promotion, as has already been mentioned you cannot promote POPs form non state cultures unless you have a full citizenship party and you cannot promote POPs in colonies at all. In tandem with the change we’ve made a few other changes to make this truly effective. Firstly when you annex a province the soldier POPs do not automatically convert to Farmers/Labourers. This means that as you expand your colonial empire your pool of colonial manpower expands with it. Then if you factor in population growth by the end of the game you can have a reasonable amount of colonial manpower. We’ve also scattered more soldiers across Africa. Again a reasonable sized colonial empire will initially yield a few divisions for defence; then with population growth you can get a not bad little army out of it.

Next let’s talk about the Mobilisation pool. Currently you can have 0 divisions of a standing army and have 200 divisions ready to be mobilised when war broke out, well no longer. Now the size of the mobilisation pool is tied to the size of your army. We did this in part to close the little loophole I described above, but also because in the Victoria Era the majority of the great powers operated a system were soldiers were drafted into the regular army for a few years and then served several years in the reserves, the link between the mobilisation pool and size of the army reflects this. We also added in the size of mobilisation pool being tied to your military policy, the more militaristic you are the longer you can keep your troops serving as reserves and thus the larger your mobilisation pool can be.

Moving along on the military front we’ve added a whole new level of military technology, 5 army and 5 navy, reflecting the inter war period. New ships have been added such as carriers, battle cruisers and more models of battleships have been added, to make the late game Navy more flexible and powerful. On the land front, as some of you may have already guessed, we’ve added aircraft, but we’ve also added inventions to improve your army across the board. Making the late game army more mobile and harder hitting. Here is a screen shot from the last day of the game showing you the chance to build nice new ships

2006jul10a.jpg


Now onto technology we’ve also added technology to all the other areas as well. In the field of culture we’ve added new inventions, which start to push your pops toward extreme ideologies, (not so much that everyone goes extreme by the end of the game, just enough to help those that are heading that way anyway). We’ve also added a series of random event tied to these political inventions. These help late game dictatorships stay dictatorships. No longer do you have to worry about the rising militancy of your pops, a propaganda triumph or a party rally can be just the thing you need to bring the masses over to your side. Just to illustrate here is Austria from the same game, notice that the useful political events have helped lower Austria’s plurality making its people more willing to enjoy the joys of an absolute monarchy.

2006jul10b.jpg


The industrial commerce technologies also add something to the late game. New factories, including radios and synthetic oil, increased productivity as modern management techniques come into play and an additional level of railway to help your factories along. Although personally I like that your government ideology also influences your late game economic development. Communist states get five year plans that allow cheaper factories, socialists get cheaper social reforms, liberal governments get reduced loan repayments etc.. Giving each ideology its own unique stamp on the late game.

Things are coming along quite nicely for revolutions, I hope you’re all looking forward to it.
 
Ooh, me likes! Those new military units will take care of converting to DD verrrrrry nicely.

And I really like that dictatorships can use propaganda events and such to keep the populations in line. And more differentiation to ideologies - great!

New factories and such: I hope they make industries much more profitable than RGOs. Currently RGOs are too productive compared to industrial production. [HOPEFUL PUPPY-FACE]But perhaps this will be changed in a patch before Revolutions? [/HOPEFUL PUPPY-FACE] :)
 
Will there be a possibility that units aside from the normal £-supply consumption will have a resource consumption?

I mean that ships/tanks use fuel, not only once when created.
Artillery uses explosives
Infantry uses ammonition.

If the local industry doesnt provide enough resources for the usage of the units, the resources should be bought from the world market, or the units will suffer organisation losses.
No more unlimited units whith one ammunition pop. :rolleyes:

And what about manpower when converting pops to soldiers.
When i convert a 100K pop to soldiers i shouldnt have 100K manpower trained and ready to insert in my african troops the same day.
 
Johan said:
Things are coming along quite nicely for revolutions, I hope you’re all looking forward to it.

You can bet everything you own on it :cool: :D

Btw, I see PD finaly have got their priorities right... Feature update for Revolutions, but holliday for EU3 :D :D :D
 
This looks great!
All small changes, but all shall improve the game in a great way!
Thanks once again. :)
 
Does this mean I now cant take over the phillipines and java and get a wopping great colonial army out of it?
 
Johan said:
Things are coming along quite nicely for revolutions, I hope you’re all looking forward to it.
Absolutely! :cool:

Yet more excellent and well thought out features. It really looks like Revolutions is going to go a long way towards tackling a lot of the problems in the original game, and also give us a lot of interesting new aspects to gameplay.

I can't believe we are getting all of this in an expansion. Some companies wouldn't put this much work into a sequel.
 
Dagfinn said:
You can bet everything you own on it :cool: :D

Btw, I see PD finaly have got their priorities right... Feature update for Revolutions, but holliday for EU3 :D :D :D

Well, most of the eu3 people are on vacation these weeks, while the Victoria guys are working towards the release which is rather soon.

And I spend all my days rolling my thumbs and surfing the net :)
 
oxmonsta said:
I can't believe we are getting all of this in an expansion. Some companies wouldn't put this much work into a sequel.

I'll second that! another great update by King and Johan. Keeping the late-game interesting and intriguing. I love forward to it.

Ayeshteni
 
All these new features sounds great! If AI will be capable of dealing with them than we can look forward to a great game! Kudos to you all
 
Thanks for the update!

This will make a great game even greater. It'll certainly keep me happy until Victoria II is released.
 
What about the effects on manpower of the defence and military maintenance sliders? The changes in 1.04 made it a pretty messy and confusing affair, and I was hoping Revolutions would streamline this aspect of the game. It'd be nice if there'd be at least a return to the pre-1.04 system, which is far more logical and transparent.
 
Johan said:
And I spend all my days rolling my thumbs and surfing the net :)
You deserve a break.....AFTER Revolutions is released! :D

jking ;)
 
Last edited:
Lennartos said:
Will there be a possibility that units aside from the normal £-supply consumption will have a resource consumption?

I mean that ships/tanks use fuel, not only once when created.
Artillery uses explosives
Infantry uses ammonition.

If the local industry doesnt provide enough resources for the usage of the units, the resources should be bought from the world market, or the units will suffer organisation losses.
No more unlimited units whith one ammunition pop. :rolleyes:

And what about manpower when converting pops to soldiers.
When i convert a 100K pop to soldiers i shouldnt have 100K manpower trained and ready to insert in my african troops the same day.
I want this too
 
HMS Enterprize said:
Does this mean I now cant take over the phillipines and java and get a wopping great colonial army out of it?

There will be some soldier POPs from the start in these areas, BUT unless the previous rulers had a full citizenship party in power at some point, they will not have been able to convert further POPs than what they start with.

So the answer is...it depends on the course of the game.