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Designer Corner: Peace Conference

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And we shall have peace.

Hi folks,

It’s been a while since our last update on future plans for HoI, but we’re about ready to show you some of the work we’ve been doing. Before we begin, I’d like to indicate that there’ll be some differences in how we do this. As I’ve previously stated, we want to begin discussion around features and implementation details a little earlier in the process than usual. This means a couple of things.

Firstly, while we’ll be showing off some individual features, we’re not yet ready to give an overview of the entire scope of our next release yet. This will, of course, be coming in the near (ish) future.

Secondly, you’ll be getting an early look at what we’ve been working on, and this comes with all the caveats you might expect: lots of WIP design, interface, and gameplay.

Lastly, for the time being we’ll be producing these ‘design corner’ style diaries every two weeks, rather than weekly. This is likely to change as we get closer to being complete.

Before I hand over, I’ll give you a quick run down of the directive for the feature we’re looking at today: Peace Conferences. Our primary objectives are to:

  • Create a system that appropriately rewards participation.
  • Allow for conflict and conflict resolution within the scope of the conference.
  • Create a limited ‘economy’ within conferences, where you may have to sacrifice your overall aims in order to secure immediate concerns.
  • Produce more ‘realistic’ outcomes where the AI is concerned.

And with that, I’ll hand over to @Yaboi_bobby to dive into the deeper details!

Hey everyone, over the past months we have been working to overhaul the peace conference system. It is no secret that in HoI4 the peace conference system has a number of issues with how it functions. Combining that with the fact that it is a surprisingly hard interface to learn how to use, it is rightly one of our most disliked and complained about features. We have taken a large step away from how the system currently works and I am excited to show what the future holds for peace conferences.

The first major departure we made from the old system was shifting from absolute claiming of territory to contestable claiming of territory. In the old PC system once somebody claimed a state, that was it. That claim would be locked in and no one would be able to interact with it further. Now, players may contest other players' interactions in the conference. This doesn't come without cost. Contesting claimed territory will come with a point tax, and every time a contest happens the price of interacting with that state climbs further. This effectively creates a bidding war between all parties invested in a given state. This change should have some interesting outcomes, allow mid and low level participants to have more agency, and give players the tools needed to go after the states that are most important to them for things like achievements and forming new tags.

Here Brazil prepares to bid upon Chao Boreal which has already been claimed by Argentina
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Contestable bids help solve some problems, but without further changes many still persist. One of the most obvious issues was how the old system handled turn order. The old system would order countries by participation, and then go in order based upon the number of points held by participants. Where it gets weird is the fact that the order of the list would get updated after each nation’s turn. This meant that often the top two participants could have enough points when a turn ended that they would simply exchange turns between them and end up completely controlling the conference. This was in some ways a good method to allow two big faction leaders to have majority control after the end of a historical WW2, but is bad in virtually every other case.

We did a lot of thinking about turn order and how to structure the turn in general. Slowly we came to the conclusion that any system with a visible turn order, no matter how it was structured, would put people at disadvantage or advantage depending on turn order. This led to the creation of what we have been calling the “Blind Bid” system.

The main concept of the “Blind Bid” system is that everyone acts simultaneously. The way this functions is that, each turn, every conference participant uses their points to make bids. When every player has finished making their bids, all of the bids are evaluated at once. Bids have a fixed cost much like the current claims do, but now with more modifiers. In any instance where two participants made a bid on the same state, that state is marked as contested and the players involved have the majority of their points spent on the bid refunded. Each time a state is contested, it increases in cost for all subsequent rounds. This effect stacks on a state each turn in which a contested bid happens. The other side of this is uncontested bids. Each turn a bid goes uncontested, it increases in cost for everyone else except for the person who made the bid. This acts to, over the course of several turns, lock in bids as they become too expensive to realistically contest.

Brazil and Argentina attempting to resolve a contested bid on Chaco Boreal
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At this point you may be thinking “Yeah OK, but I get points each turn, how does the conference end?” This leads us to the final major change: limited points. This is pretty self explanatory. Each participant will get a fixed amount of points over the course of the conference based upon war participation score. The way we do this is by distributing a percentage of those points every turn until all points are distributed. Most of the work here comes down to rebalancing war participation and finding what we consider a good point ceiling for a conference. Limited points will mean, in some cases, that loser nations survive more intact than they did previously, but this should not be a common case. In general, we think this creates a fun and somewhat tense conference experience.

Beyond the big three changes listed so far we have a number of smaller tweaks, adjustments, and rebalance to overall cost of interactions and participation. However, that topic is not worth going into at this point as it is still very much WiP. So with that I will conclude the first overview of the peace conference rework. We look forward to your feedback, hot takes, and hopefully excitement. Until next time o7
 
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Dev Responses master post & FAQ:


How does all of this work with the A.I.? And how does puppeting and liberating work in this system?

So far, AI results are significantly less ugly. The AI's primary weighting mechanism is based on discount rather than price, with price only used to break ties. It might sound small, but this allows us to have a lot more control over how the AI performs in conferences.

Lilac0 said:
Glad to see changes coming to this system. I assume having a claim or a wargoal makes certain demands cheaper for that nation? I always found it frustrating when I would justify a war for specific states and then have those states taken before it even hits my turn.

Yes.

Lilac0 said:
Can you detail any of the Peace AI changes? eg is the AI more likely to create a sphere of influence on its borders

No explicit details, but broadly: yes.

tankbuster said:
Could there ever be a situation where you keep spending your points on a specific state, but eventually get outbid, so you leave the conference with nothing, because all the other claims have gotten too expensive?

Theoretically yes, but then you put yourself in this situation to begin with.

tankbuster said:
I also wonder how this effects puppeting nations. Would this be done down at the state level now, or can entire nations also be 'contested' for who gets to puppet them? I'm trying to imagine how the partition of Germany might be brought about, for example.

Puppeting, and similar actions, will now be based on state.

Lilac0 said:
Indeed, it would be pretty neat if you could have dynamic splitting of large nations in puppeting, such as Japan divided between the US and the Soviet Union

It would, wouldn't it :rolleyes:

PurpulaPhoenixum53 said:
2) Can you return territory in this system? (i.e Can a country get a defeated power to return a core of a country via a peace conference)

You can perform actions on behalf of other countries.

PurpulaPhoenixum53 said:
3) Is there someway to inform your Allies of desired claims for the peace conference? So that factions can better plan for the conference?

No, although scripted conferences (such as Yalta) are now much easier to represent using the new scripted action modifiers we'll be using.

PurpulaPhoenixum53 said:
4) Has the Democratic been toned down on its desire to liberate the world? Balkanized Soviet Union is curse upon our eyes every game.

Not yet, but we'll see ;)

PurpulaPhoenixum53 said:
5) Will the AI be more likely to seek to secure their and their allies cores? It felt weird to see the Allies not giving a liberated Alsace-Lorraine back to France.

Yes, though we still have difficulties currently with event-spawned nations like Vichy. We'll be providing more details on this in future.

It looks gorgeous. Do you plan to redesign core/claim system with this like putting some more importance to minorities in certain regions? Or do you plan to make this system less bordergore like its cheaper to contest adjacent/neighbor states?

We have no plans to introduce minorities; therein lies problematic content.

DeadHeat16 said:
I have two suggestions.

1. If you occupy the territory to make a formable nation, you should be able to puppet the formable nation, even if it hasn't been formed (i.e if you occupy both Poland and Lithuania, you should be able to puppet the PLC). Like wise you should be able to desolve formable nations completely (like splitting the PLC into Poland and Lithuania, instead of giving Lithuania independence but still somehow have the PLC exist).

2. The "offer peace" action is basically useless as you can only offer peace if you're losing, and even then you still can't do it sometimes. I suggest you should be able to offer peace if your winning and occupy the state(s) you justified/have a wargoal on. That way you can just peace out if you have what you need and not have to take out the whole nation for a small piece of land, and it gives a reason to justify on specific states instead of just picking a random state. Also you should be able to manually justify for puppet and topple government wargoals and not just conquer war goals.

1. Would require gamestate knowledge that does not really exist at point of conference, so I see it as unlikely that we'll do this.
2. No current plans to change this, but not ruling it out.

AnthyOwO said:
I love the idea of bidding for states. Awesome work
How would point distribution work for 1v1 wars? All of the points would instantly be sent to the winner or there could be no limit on points or bidding at all, just the winner nation free to do whatever?

Conferences with single-participant sides will receive score in full on turn 1.

AnimDudeV13 said:
Since the peace conferences are getting a rework, does that mean that the "Offer Peace" diplomatic option will be also getting some changes? Since ive never seen AI accept the offer and in multiplayer its rare for people to do it if at all (especially since there are already rp mods for it and such).

also love all the changes listed here, keep up the good work!

As above, not planned.

GoguRomania said:
Will there be any system in place to prevent that horrible, horrible map gore? At the moment, you can claim any state you want, claim 2 bits of Germany, Bulgarian shore, Romanian Transylvania and Italian Sicily. Maybe add a "weighted" value to states, the closer to your border or your already claimed states they are, the cheaper to claim they become?

There is an 'influence' system in place to reward spending points based on proximity to borders (we'll detail exactly how this works in future).

Would the AI absolutely shitting after WW2 be fixed?

Global war has been known to have a laxative effect.

duke engin said:
Positive!

Two questions:

1. Will there be an option for a victorious country to walk away from the peace conference and wage war with its "partners" over disputes, until circumstances are more favourable for that country? (maybe with a cost of decreased war support, or other severe penalties)

2. Any plans for implementation of limited conflicts and their own resolution mechanics / their own peace conferences? No clear victors or losers, just compromises and option to leave the table and keep waging the war?

1. Not planned.

2. Unlikely in this iteration. Conflict over territories is already a part of the main conference system, and limited conflict is an entirely separate issue to the one we're trying to solve here.

~~|maiq|~~ said:
So as I understand with the old system nations could skip turns increasing their points and they were always able to conquer all the territory of the defeated nations, with the new system the amount of points is limited and as provinces get more expensive due to bids the defeated alliances will always survive. So with the new system Hitler will always survive and still control a tiny nazi Germany after the war? :confused:

It is unlikely for this to happen, but it is currently a possibility. We'll be detailing some future changes that affect this eventually.
 
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Glad to see changes coming to this system. I assume having a claim or a wargoal makes certain demands cheaper for that nation? I always found it frustrating when I would justify a war for specific states and then have those states taken before it even hits my turn.
Can you detail any of the Peace AI changes? eg is the AI more likely to create a sphere of influence on its borders

Edit:
Also I know you aren't addressing war participation score changes here, but I sure hope there's a shift away from casualties impacting so much. Currently inflicting casualties gives no score and inefficiently throwing away swaths of manpower gives a bunch. Whilst there is some historical precedent, Australian PM Billy Hughes talking about 60 thousand dead (1.2% of Australia's population in WW1), it means there is little reward for a nation that holds a fortified position (and thus doesn't occupy much land nor take many casualties) that inflicts many casualties on the enemy
 
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Good update.

Could there ever be a situation where you keep spending your points on a specific state, but eventually get outbid, so you leave the conference with nothing, because all the other claims have gotten too expensive?

I also wonder how this effects puppeting nations. Would this be done down at the state level now, or can entire nations also be 'contested' for who gets to puppet them? I'm trying to imagine how the partition of Germany might be brought about, for example.
 
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will it be possible to conclude a compromise peace with a faction where only certain territory is up for grabs also can you put some kind of geographic limit on faction joining
 
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Good update.

Could there ever be a situation where you keep spending your points on a specific state, but eventually get outbid, so you leave the conference with nothing, because all the other claims have gotten too expensive?

I also wonder how this effects puppeting nations. Would this be done down at the state level now, or can entire nations also be 'contested' for who gets to puppet them? I'm trying to imagine how the partition of Germany might be brought about, for example.
Indeed, it would be pretty neat if you could have dynamic splitting of large nations in puppeting, such as Japan divided between the US and the Soviet Union
 
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Wow! This looks pretty good. A couple questions:

1) How does puppeting/satelliting/liberating work in this system? Would there be a contest over the borders of the new puppet or liberated country?

2) Can you return territory in this system? (i.e Can a country get a defeated power to return a core of a country via a peace conference)

3) Is there someway to inform your Allies of desired claims for the peace conference? So that factions can better plan for the conference?

4) Has the Democratic been toned down on its desire to liberate the world? Balkanized Soviet Union is curse upon our eyes every game.

5) Will the AI be more likely to seek to secure their and their allies cores? It felt weird to see the Allies not giving a liberated Alsace-Lorraine back to France.
 
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I just hope that this would include some rework on the AI too, since I think we all know how horrible the AI is in peace conferences, especially the democratic nations since they like to liberate everything they possibly can and it usually results in ungodly border gore
 
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Yaaassss!!!
 
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How does all of this work with the A.I.? And how does puppeting and liberating work in this system?

So far, AI results are significantly less ugly. The AI's primary weighting mechanism is based on discount rather than price, with price only used to break ties. It might sound small, but this allows us to have a lot more control over how the AI performs in conferences.

Glad to see changes coming to this system. I assume having a claim or a wargoal makes certain demands cheaper for that nation? I always found it frustrating when I would justify a war for specific states and then have those states taken before it even hits my turn.

Yes.

Can you detail any of the Peace AI changes? eg is the AI more likely to create a sphere of influence on its borders

No explicit details, but broadly: yes.

Could there ever be a situation where you keep spending your points on a specific state, but eventually get outbid, so you leave the conference with nothing, because all the other claims have gotten too expensive?

Theoretically yes, but then you put yourself in this situation to begin with.

I also wonder how this effects puppeting nations. Would this be done down at the state level now, or can entire nations also be 'contested' for who gets to puppet them? I'm trying to imagine how the partition of Germany might be brought about, for example.

Puppeting, and similar actions, will now be based on state.

Indeed, it would be pretty neat if you could have dynamic splitting of large nations in puppeting, such as Japan divided between the US and the Soviet Union

It would, wouldn't it :rolleyes:

2) Can you return territory in this system? (i.e Can a country get a defeated power to return a core of a country via a peace conference)

You can perform actions on behalf of other countries.

3) Is there someway to inform your Allies of desired claims for the peace conference? So that factions can better plan for the conference?

No, although scripted conferences (such as Yalta) are now much easier to represent using the new scripted action modifiers we'll be using.

4) Has the Democratic been toned down on its desire to liberate the world? Balkanized Soviet Union is curse upon our eyes every game.

Not yet, but we'll see ;)

5) Will the AI be more likely to seek to secure their and their allies cores? It felt weird to see the Allies not giving a liberated Alsace-Lorraine back to France.

Yes, though we still have difficulties currently with event-spawned nations like Vichy. We'll be providing more details on this in future.
 
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My two biggest Issues with peace conferences were the allies/soviets creating single state puppets all over the place as well as being able to claim territory that is occupied by a third party that you are still at war with.

its not fun, getting your army surrounded in germany because Poland is suddenly free again.

i hope these things can be adressed on this rework.
 
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How this work with "junk of Lands"? 1-2 Land is not a problem but winning a big war agains Soviets or Allies will be painfull and very long
 
Could you start a conference with bids already in place for wargoals? It seems reasonable that if you started a war for a state that you have effectively claimed it.

An interesting thing to test would be how well the game proceeds after a major peace conference. While major conferences that carve up a faction are often an endgame reward, it's not always true. Can the AI deal with the drastically different situations cause by a peace conference and keep fighting a war against another faction?
 
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