cool feature.
2 questions.
1: Will this be incoperated in the secret war goal you decide when game start ?
2: As mentioned, different goals for every nation, I suppose it be the majors but as we know much of swedens history can Sweden be included in this list.
If you say yes maybee pandoras box will open but I must ask as Sweden is my favorit country to learn new features with.
That would sound equally as stupid IMHO. I mean a territorially achieved advantage should give a territorial bonus, while a national/international achievement should give something national/international.
Of course this conversation is irrelevant, as we are talking about fictive bonuses![]()
Sir NeoCore Slan, OLIR, beta of FtM, appointed judge of Alexspeed's Victoria 2 AAR Contest, Fan of the Week (22-11-2011) and I also play HoItCG.
The Historical Plausibility Project 1.0.4 for HoI3, 2.0 for HoI3 - Semper Fi and 2.7 for FtM
My latest work from my Ink Well (which is post #200 in the Ink Well thread):
Hitler's gamble - An alternative German Strategy (Vanilla HoI3 - Semper Fi 2.03c) finished
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The New Adventures of the United Nations... in Space - A Space Empires V AAR canceled after Season I
"Always write things on the forums that you’d be happy for your mom to read." - Fredrik Wester
Has anybody noticed the background, with Italian units along with German in Sweden?
Sir NeoCore Slan, OLIR, beta of FtM, appointed judge of Alexspeed's Victoria 2 AAR Contest, Fan of the Week (22-11-2011) and I also play HoItCG.
The Historical Plausibility Project 1.0.4 for HoI3, 2.0 for HoI3 - Semper Fi and 2.7 for FtM
My latest work from my Ink Well (which is post #200 in the Ink Well thread):
Hitler's gamble - An alternative German Strategy (Vanilla HoI3 - Semper Fi 2.03c) finished
Ten Reasons why Europa Universalis III is the worst game EVER (Vanilla EU3 - Divine Wind) finished
The New Adventures of the United Nations... in Space - A Space Empires V AAR canceled after Season I
"Always write things on the forums that you’d be happy for your mom to read." - Fredrik Wester
Really? Well, that's good, haven't had a chance to play up to WWII in 1.4 yet, too many other things to do...
This is certainly a factor, but it is still primarily an AI problem, not a design problem. When the SU sends all its units into Siberia, leaving nothing in the west between hitler and Moscow, that is definitely an AI problem.
When I talk about AI, I am talking about much more than tactical military AI (this is actually the AI that currently is in the best shape).
Strategic / theatre military AI should know to not leave an entire front or coast undefended and also to have some sort of reserve forces to respond in case of a surprise declaration of war. It should also know how to transfer units from one theatre or another to adapt to a situation. It should know how to set high level objectives for itself (invade germany, hold the western front, win the convoy interdiction war, etc) and then influence the production and research AIs to help meet those goals, while the tactical AI figures out how to win any battles needed to reach those goals, while sensibly coordinating among the different military branches (army, navy, air) to meet those goals.
Production AI is where you could maybe teach the AI that building only reserve units is maybe a bad idea, no? As well as teach the production AI to do manpower checks based on how many reserve units exist so it will at least have sufficient manpower to mobilize if needed. Also you could teach it that in an emergency mobilization situation, it should prioritize reinforcements rather than unit production. I would bet any money that it is currently the opposite, with unit production staying fully funded and reinforcements getting the leftovers. This is the right move most of the time, but not in this situation.
Or you could teach the diplomatic AI to mobilize when certain threat of war escalates (hard to pin down the triggers for this) or generally to pick laws better (right now I believe it's just one line of code that says basically pick the most "advanced" law available).
Of course, research AI could maybe be taught that if you have a large reserve infantry army, some infantry techs are probably a good idea? And maybe some infantry doctrines, especially those that boost org and morale? And as Russia you probably have supply problems so would be nice if the AI could prioritize supply techs.
The list goes on and on. To conclude, the problems is not fundamentally a design and mechanics one (I actually think the overall design and concepts in the game are excellent, although these are certainly also areas that can be tweaked and better balanced), but rather the AI often has no clue how to use the existing design, features and mechanics. Not to mention we are really talking about over a half dozen different AIs (theatre, HQ/Army/Corps AI, Production, Research, Intelligence, Diplomacy, Trade, probably some others I missed) that have absolutely no idea how to coordinate together to create a comprehensive, consistent, synergistic overall strategy.
Hence my naive and no doubt incorrect hope that Paradox will pour most of their development resources with SF into the AI, not into adding in even more new features.
Already, with this new achievement system, it begs the question, will the strategic AI have any idea how to use it? Will it actually try to set itself up to meet the criteria to unlock any of these achievements? And will the achievements it decides to pursue make any sense, fit in at all with the overall geo-political, economic and military strengths of the nation? Or will it simply be achievements the AI accidently unlocks by happening to coincidentally meet all the criteria? My guess is the latter.
Last edited by cwg9; 08-04-2010 at 22:06. Reason: typos
Sounds great! Although I will be very (pleasently) surprised if the AI knows how to use them.
Can I suggest minister and old-age general deaths as another kind of historical flavor? It adds to the immersion when I see the old WWI generals gradually dying off, just as it subtracts from the immersion when I see Stanley Baldwin as PM in the middle of the war.
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As per above post, there needs to be a random leader generator, especially if you are going to add feature of older generals dying from old age. No army/fleet/air squadron should ever have to go without a leader just because you've run out of the historical ones on the list.
Could we see a list of achievements? The scrollbar gives the impression there are a lot of them. Also, can we sort by or exclude based on have / qualify for / not yet? And will we get a nice little tab at the top of the screen when one becomes available, like the "new national decision" alert for EU3?
I like the idea quite a bit though. I hope that control of the Panama Canal gives the US a supply throughput modifier. I just wish I could make a convoy from DC to San Diego to supply the Pacific Theater instead of sending everything overland.
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Sir NeoCore Slan, OLIR, beta of FtM, appointed judge of Alexspeed's Victoria 2 AAR Contest, Fan of the Week (22-11-2011) and I also play HoItCG.
The Historical Plausibility Project 1.0.4 for HoI3, 2.0 for HoI3 - Semper Fi and 2.7 for FtM
My latest work from my Ink Well (which is post #200 in the Ink Well thread):
Hitler's gamble - An alternative German Strategy (Vanilla HoI3 - Semper Fi 2.03c) finished
Ten Reasons why Europa Universalis III is the worst game EVER (Vanilla EU3 - Divine Wind) finished
The New Adventures of the United Nations... in Space - A Space Empires V AAR canceled after Season I
"Always write things on the forums that you’d be happy for your mom to read." - Fredrik Wester
this is freakin awesome!
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The whole "achievement" concept sounds like something out of a fantasy RTS. I'm NOT impressed with the idea.
Now, if the surrender events can be made to work properly and plausibly, THAT would be an "Achievement" worth celebrating.
We get Triggered modifiers as in eu3 thenExcellent!
Not really, they're just ways to model the added benefit certain things may have for you. Like how controlling both sides of the Bosporus got you extra toll income in eu3
Depending on how they're scripted they may be used to give bonuses for synergy or to more properly model the importance of strategic locations.




OK, let's call them "things you can do and actually give Bonni to the player that does them" is that better?
besides in the features stand something about good surrender events so that should be for a later dev diary
damned people I thought I was a cynic but with all the whining here about the first dev diary which is usually the least impressive, congratulations on a realistic worldview but I prefer to give them the benefit of the doubt