I'm incredibly weary of Revanchism as a mechanic. From what little I've seen the number seem completely out of whack, and seem, and yes, this is that old boogeyman again, like something that was created primarily as a multiplayer assisting tool rather than a mechanic based on a simulation of what plausibly would be expected to happen given the conditions of the game.
Additionally, COMMAS, FOR THE LOVE OF GOD, COMMAS.
So... is everyone ignoring the point already stated in this very thread that War Contribution is based on size, so a smaller country will have a much easier time gaining WC than a larger one? If you're playing Navarra, and France is helping you fight Aragon or something, just go and siege a damn province. It's not that hard, and you'll get a lot more WC for doing it than France would for doing the same thing.
In terms of things working out in practice, we'll just have to see, in my opinion.
I'm incredibly weary of Revanchism as a mechanic. From what little I've seen the number seem completely out of whack, and seem, and yes, this is that old boogeyman again, like something that was created primarily as a multiplayer assisting tool rather than a mechanic based on a simulation of what plausibly would be expected to happen given the conditions of the game.
Wiz's signature seems apposite here. Your simple fix creates a new (albeit rather more tedious to carry out) trap.For example - The fact the AI will send it's entire army across a straight that can be blockaded by a human player has a simple fix - just send what's necessary, and if 1-6k troops get trapped in Ireland, or Corfu etc, it's no big deal.
people complaining about a new expansion days before its release without actually playing or any other concrete evidence?
now that's something i've never seen around here.....
just kidding, we see this a lot![]()
As DDRJake would say again and again and again, "This is all Hot Code, it's being worked on as we speak"This isn't exactly true anymore. With Paradox granting access to popular Youtubers, you can see the "concrete evidence". Nation A sieges 95% of the provinces (including the capital fort) and has 25% contribution, the ally fights one battle and sieges one province and gets 75% contribution.
Wouldn't it be funny if instead of this destroying small nations, that compensated to much and now small nations can rise with ease and it'll be larger nations that fall?So... is everyone ignoring the point already stated in this very thread that War Contribution is based on size, so a smaller country will have a much easier time gaining WC than a larger one? If you're playing Navarra, and France is helping you fight Aragon or something, just go and siege a damn province. It's not that hard, and you'll get a lot more WC for doing it than France would for doing the same thing.
Excuse me? What about that time when all nations were given base income and increased base forcelimit? Does that not benefit smaller countries?This has always been the case... Blobs get less coalition risk than small nations; more monarch points through more expensive advisors; less of a threat from rebellions and invasions because they control a more geographically sprawling territory; more bandwidth for expanding on multiple fronts simply by virtue of having more troops and money. There haven't been many changes over the development history of EU4 that have moved this in the opposite direction, sadly...
I actually believe they have gotten better at release... As they explained earlier this year, there´s only so much QA can find in the hours they have, also with the choice of scenarios (meaning ways to play) and nations, we´d have to wait well into 2017 before the game is released, if we want QA to discover ALL bugs. I´ve got over 2000 hrs in my belt, haven´t played every nation and every setup,It makes sense and I figured they'd have something to offset to leave nations playable to at least average players, but I don't have much confidence in it working well in practice...at least not initially. There are a LOT of ways wars can shake out.
They do seem to be better at balancing and spotting gamebreaking bugs than last year, if you guys can remember that thing. But since then, it hadn´t been that badIn terms of things working out in practice, we'll just have to see, in my opinion.
not too fond of how revanchism as it looks now... Do like the concept and can see it´s uses, also for AI, but I´d wait and see how it works before making any suggestions to changing it ;-)I'm incredibly weary of Revanchism as a mechanic. From what little I've seen the number seem completely out of whack, and seem, and yes, this is that old boogeyman again, like something that was created primarily as a multiplayer assisting tool rather than a mechanic based on a simulation of what plausibly would be expected to happen given the conditions of the game.
Nope... can´t be done, they´d lynch you anywayIf this is aimed at me... Well, excuse, me, Princess,,,,, I'm too busy thinking of the best way to word something so it doesn't get misinterpreted and run over by the lynch mob.![]()
Yeah that´s a tough one, and wonder why they haven´t been able to fix it... Perhaps it´s not that straightforward though... But bugs me, like the idea howeverObviously. But the game has fallen short on basic mechanics as recently as last patch. Testing (and making adjustments for QA results) to tweak WC to avoid intolerable nonsense or obvious abuses is not trivial...rather it's something quite challenging. That's in contrast with, say, accurate/consistent patch notes or a mechanic like the "can't take province you can't core", which from implementation until now (many months) has not worked properly for even a single moment, despite being a lot more straightforward an issue to fix.
Wouldn´t say flawed really, I can see it working for AI. Might have implemented it differently with other mechanics to prevent dogpiling, while tweaking other areas too to make it both easier and harder to do, make the game more interesting but not game over just because you lostUnlike Wcontribution, revanchism is fundamentally flawed as a design concept.
Yeah, could need some tweaking there, but really, you can´t blockade anymore when you don´t control provinces anymore so in this case, trapping in corfu wouldn´t be possible if you don´t control the oppossite province. It doesn´t really fix the AI making sensible choices closer to humans, but does fix the exploit.For example - The fact the AI will send it's entire army across a straight that can be blockaded by a human player has a simple fix - just send what's necessary, and if 1-6k troops get trapped in Ireland, or Corfu etc, it's no big deal.
It´s difficult to prevent entirely, sure, but at least give AI some better weigh instead of sending the whole stack onto Corfu, the player at least weigh the risk of being trapped with how many troops they actually need to take itWiz's signature seems apposite here. Your simple fix creates a new (albeit rather more tedious to carry out) trap.
Did you know the CB used? since some CB focus on battles more than land, also, who were the aggressor since if it was the larger nation it makes sense that they don´t "contribute" as much.This isn't exactly true anymore. With Paradox granting access to popular Youtubers, you can see the "concrete evidence". Nation A sieges 95% of the provinces (including the capital fort) and has 25% contribution, the ally fights one battle and sieges one province and gets 75% contribution.
At least they do a great job fixing the obvious (yes... just think of how it would have been if not for QA ;-) ) and at least PDX makes a fix in the first week, follows it up the week after if needed and then makes a large patch with balancing within the first monthnot something you see from any other publisher...
Wouldn´t say flawed really, I can see it working for AI. Might have implemented it differently with other mechanics to prevent dogpiling, while tweaking other areas too to make it both easier and harder to do, make the game more interesting but not game over just because you lost![]()
Its all good.
As DDRJake would say again and again and again, "This is all Hot Code, it's being worked on as we speak"
Tangential to thread topic, but related to what you're saying here:
Building from that, my point is that when you have multiple beta confirmed UI bugs such that the mechanics lie to the player about what's happening and a base modifier that allows AIs to stubbornly refuse deals 40% less than the WS at no penalty, it does not engender much confidence in another mechanic that interacts with the peace deal screen. We are getting 1.14 peace deal mechanics when 1.13 peace deal mechanics do not work properly and have not worked properly a single moment for the entire life of the patch...including two hotfixes which made balance changes. All that said, I'm still happy to see something that needs addressing get addressed. Wcontribution is a welcome concept if it works.There are teams that will never fix the bugs, and there are teams that have far fewer issues in the first place. PI is something in between, obviously well intentioned and with engaging gameplay overall, but with large holes that wouldn't be there with slightly different choices made. My disagreement here is that I don't think it's acceptable to have longstanding, every-patch inaccurate UI, or to leave constraint mechanics with no agency, or to advertise something that hasn't been supported in what, a year and a half or so? To me, these things deserve higher priority than most things that have appeared in the hundreds of lines of patch notes...especially the first or third. We're still talking about a game that crashes routinely if exiting to menu after playing a while.
Simply put, once you leave TBS/Grand Strategy, with the former genre in a dark age at the moment, these are not consistently acceptable standards, even from sub-AAA publishers.
When I say revanchism is *fundamentally* flawed as a design concept, I'm not pulling punches. This isn't an implementation issue like the UI, cross platform MP, or your monarch point costs to diploannex being displayed wrongly. This is a poor design choice similar to, though not quite as spectacularly terrible as, regency councils being unable to declare war while there's no realistic agency against regency councils.
1. For the vast majority of possible starting nations in the game, getting 100% means that you're either gutted or dead outright.
2. Therefore, the only nations that can possibly benefit materially from revanchism are nations large enough to sustain 100% losses without being gutted completely (or dead literally).
3. The nations that can sustain such damage are, almost without exception, the nations that are already superpowers in the world.
4. These nations already have enormous, by-design advantages without revanchism and already sustain 100% losses better than small nations without revanchism.
Haven´t seen the video, so doesn´t know how "old" it is, might be from yesterdays playing in which case... Problematic I agree and should be addressed swiftly, which they still can, though managing to balance it properly might be difficult to in such short time.We're a *little* close to release day to be expecting anything aside some tweak pre-release. In contribution isn't factored properly it's going to be a cheesy nightmare for casual and hardcore players alike.
Yeah... the solution to mechanism not working well or logical is, play another nation or cheat... That sure sound like the premise of this gameI`ll bet there must be 800+ countries to choose from. You could lower the difficulty or savescum. Or you just create your own. So what is the problem here?
Yeah, could need some tweaking there, but really, you can´t blockade anymore when you don´t control provinces anymore so in this case, trapping in corfu wouldn´t be possible if you don´t control the oppossite province. It doesn´t really fix the AI making sensible choices closer to humans, but does fix the exploit.
When I say revanchism is *fundamentally* flawed as a design concept, I'm not pulling punches. This isn't an implementation issue like the UI, cross platform MP, or your monarch point costs to diploannex being displayed wrongly. This is a poor design choice similar to, though not quite as spectacularly terrible as, regency councils being unable to declare war while there's no realistic agency against regency councils.
1. For the vast majority of possible starting nations in the game, getting 100% means that you're either gutted or dead outright.
2. Therefore, the only nations that can possibly benefit materially from revanchism are nations large enough to sustain 100% losses without being gutted completely (or dead literally).
3. The nations that can sustain such damage are, almost without exception, the nations that are already superpowers in the world.
4. These nations already have enormous, by-design advantages without revanchism and already sustain 100% losses better than small nations without revanchism.
Revanchism is therefore read as a buff to large nations, which already scale linearly into runaways and are least in need of the help. Revanchism is the conceptual equivalent of tripling every modifier in the administrative idea group for single player, with the only difference between the two being that revanchism is less extreme.
Can you tie this into the discussion?
Since I´m not sure how this will work directly, since I rely on statements frem @DDRJake on this being fixed this way, it does seem like if you or AI controls both sides of the straits, you or AI can´t block movements. Like Denmark owning both Seeland and Scania, Sweden can´t block their army from moving into Scania. But it´s not clear yet, whether Sweden controlling (not owning) Scania will make them able to block, but is a likely scenario depending on what devs weight most reasonable due to their testing.You'll have to explain how it fixes the exploit, because I don't believe it fixes the exploit at all. What will now happen is the otto's will land a large portion of their army in corfu (or the english in ireland) and while they are sieging down the fort, you just put 1k troops on the other side of the straight and take it for yourself. (thereby not giving the AI control of both sides).
Totally agree, and as stated, they should give the AI more weight with options like humans do. Not sure how this would affect perfomance, but since humans weight attrition, army size and army needed which seems like something that could be coded easily (not the greatest programmer!) it would be great if AI did the same, instead of putting the 50k stack on corfu which only needs 6, leaving the rest of the countryside open for sieges, as it seems senseless (while have been improved in a fix) that they put the 50k stack in siberia.The fix (like most things) is to make the AI smarter......
I agree, that making suggestions to something we don´t know how really works is... bothersome... However if the correct amount of data is present, in youtube videos or dev statements, we could actually make an educated guess as to the problems it creates and the need to fix them, along with suggestions. We do want this game to be the best, and when it´s evident that something could be exploited or simply bad design, why must we wait until release? They will most likely not fix it, or they have already tested various scenarios including those suggested and deemed their choice the most balancing and representive to their design or gameplay.I mean that its not even out yet and its abot redundant to speculate before its tested - i like the changes and im sure that even if it needs tweaks that will happen.