Blah, I won't influence my neighbors to be like me. I would rather have them under my boot.![]()










Blah, I won't influence my neighbors to be like me. I would rather have them under my boot.![]()
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Sweet awesomeness on the dividing up fuel and crude. That should really help out the balance of power. Thanks Johan and crew!
f.k.a. shdwknightx
HOI:TGW
HOI2: 1914
"When you have a hammer, all your problems begin to look like nails. However, when you don't have a hammer, you may begin to ignore anything that looks like a nail."
Of course it is probably not possible at the moment... but this would be a grand way to build a game. i.e. have it built to reflect what did happen, and then after the engine shows it can drive events and outcomes at the same pace to the same destination... then tweaking the ahistorical mode so that players (and the AI) get more choose on where to go if they do want to try something else.Originally Posted by Johan
A bit abstract anyway, looks like another fine update. Wondering a bit on how crude and refined fuel will work out, but good to see that new development ideas are popping up with each update.
That would fall under the glorification of German militarism, which is a different concept, it seems. I'm not sure how modern German law treats that (although immediately after the war, the Allied military governments treated it on the same level as promotion of national-socialism).Originally Posted by Captain Frakas
I admit to smoking, but I never exhaled. - B. Durruti
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You know the way the political system worked in HOI2 these type of moves cost a lot of money. I would assume that the Development team has hashed out a new financial system or at least really looked closely at balancing it. I wonder if you can have a choice of Panzers or political influence when it comes to strategies. This sort of opens up all kinds of historical alternatives.Originally Posted by Piggy
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All great stuff. Really great. A good political model is vital to immersion.
I like the map, and it's great to see people's suggestions getting acted upon in Britain. Personally I think Belgium deserves at least 2 coastal provinces and that the Rhine / Scheldt mouths need work and perhaps Cromer in place of 'Langham' but otherwise mega. Also, the province Lincoln is well south of Lincoln city and should be Grantham: make Scunthorpe Lincoln.
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You are quite right about symbols, but names are not forbidden, but PI made a choice to edit them in the German version, otherwise it might result in a PR backlash. But there was no legal reason to change the names.Originally Posted by Dakk
And gloryfying anything else is not illegal.
That said, I am definitely looking forward to see more details about this political system. Would be just awesome to play Germany and stop FDR's reelection![]()
I just hope that scaling down the events doesn't make the game overly random in nature. Id hope that if I were to load up as panama or tibet etc and let the game run throughout the given time period that the world outcome would be more or less historical a good percentage of the time (30-50% perhaps) with most major deviations occurring primarily due to unexpected ahistoric military victories between waring AI's. For example, Id hate to see the Winter War reduced to the "First Finish War of Soviet Aggression" instigated by a soviet national mission combined with Finland being on their "countries we see as a national rival" list leading to a conflict starting at some random period if at all.
In essence I hope that these AI changes from HOI2 will allow the AI to adjust to ahistorical situations without being a major cause of ahistorical situations. IMHO, outside of the randomness of individual battles, it should be the player who is changing history not the AI.
Last edited by Mierin; 19-11-2008 at 23:37.
Yes, if the possibility of influencing another country in a fundamental way is severely limited in a similar way that Intelligence was limited in Doomsday (you could coup another country and kill its ministers, but you needed a superb spy network and a good deal of luck) it will be great.![]()
Are you going to keep ministers along with political parties, I hope ? Or just polit. parties and no ministers like what we have in Victoria ?Originally Posted by Johan
Eurogeddon: Thunderbolts of War (1933-1964)
New Flag Design
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I bet the camera has something to do with espionage or something.
i want this game NOW![]()
seriously though i do like the way they have changed the politics and espionage system. i rarely use it in DD as i find it a waste of time. but this new system just looks amazing, with the ability to do so much more.
thank you paradox![]()
Ah, very good. Personally I'm very fond of those little arrows pointing from resources to IC to supplies & oil... cool. Input-output -idea as was mentioned earlier. Maybe it's just because I study economics...![]()
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- Volrath50
Judging from the In Nomine model, I should think the AI will be very heavily weighted toward historical decisions ("ai_will_do = 100" - nearly identical to "ai_chance" in events), with other options mainly there for the player's benefit should he/she be in a position to use them.Originally Posted by Mierin
That being said, decisions work very much like events, in that they have triggers that much be met for them to a appear - so if things are changed in a massively ahistorical way (Germany never takes Paris, for instance) then many other decisions might never appear. The game will need to be balanced in such a way that if/when (99%) an AI Germany decides to attack an AI France, the AI France is very unlikely to win, which would set off "ahistorical mode" writ large.
The AI's capability of reacting to ahistorical events should be above and beyond that of HOI2 - the EUIII AI was better at this right out of the box (it had to be, given the nature of EUIII), and we're beginning to push that AI to see how well it can truly perform.
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As usual, the "historicity" proponents forget, on purpose, that this game is supposed to model World War 2. Not mimic it. That means precisely that Paradox must evaluate whether any particular event was actually a fluke. Is there an objective reason why Germany HAS to win Fall Gelb 99% of the time? No. Sure, they won historically, so that suggests that it is a likely outcome, but unless we can re-run World War 2 two million times over (like we do in the game), I doubt France would be defeated more than 75% of the time. Especially if your simulation starts four years before Fall Gelb.
I admit to smoking, but I never exhaled. - B. Durruti
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The map is looking great. I like the sounds of the other changes as well.
Only 7 more days until next Wednesday.
Ahh even better I completely missed that, it's been a tiring dayOriginally Posted by Dakk
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Also I'm hoping the Political Party system is modeled off the VV system as it is quite impressive.
Paradox did the same for the ussr.Originally Posted by Captain Frakas
No problems.Originally Posted by Will Lucky
Yeah I'd hope for something remotely similiar too.
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Dakk made me laugh, I love this forum <3
I like this bit.
Finally we get the opportunity to properly slap down those accursed Communist sympathisers in our ranks.Originally Posted by Johan
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Also a question:
If you are in the Allies and are at war with the Axis, will communist party support and/or diplomatic relations with the Soviet Union, who are also at war with the Axis, increase?Originally Posted by Johan
Call it the "Uncle Joe" factor![]()