AE - A literate and exhaustive rework suggestion

  • 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.

Alblaka

Foresightful Flag-Choser
101 Badges
Apr 12, 2013
4.016
1.665
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Crusader Kings II: Conclave
  • Victoria 3 Sign Up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Note: There is a quick Tl;dr at the end if you can'T be bothered to read walls of text.

I think I have figured out a rather interesting, if not important, detail of AE that may be the cause of bother to a lot of people (including myself), but wasn't directly mentioned in any of the countless discussion threads yet.
Let's do quick review on the way AE was in the past versions:

1.4:
It's usually agreed upon that AE in 1.4 was close to non-existant, with coalitions forming at best after long, agressive expansion or within the HRE.
We can conclude that 1.4 AE levels were, in general, to low.

1.5:
1.5 saw a major increase in AE. Expanding would often lead to coalitions by neighbour states, especially in the HRE. Personally, 1.5 is still my favourite of the 'vanilla' AE's, though it had it's own problems.
1.5 AE was very straight forward, giving harsh AEs upon conquest to neighbours, quickly causing coalitions to form, surrounding an expansionist player.

1.6:
In 1.6, we received the (as long as I've been playing) largest buff to AE. This was mainly caused by vassalization and PU's being increased from flat 15 AE to an AE scaling along the target's basetax (F.e. resulting in the amusing 300+ AE for winning a succession war over a greater power). Additionally, a 'bug' regarding spread of AE to nations of different religions was fixed, as well as AE spread increased in general. Which led to the unfortunate result that a few annexations would cause enough AE to trigger 'global' (or at the very least continental) coalitions, with many players complaining that nations who should never have even cared suddely coalition'd against them (famous example: Dutch minor expansionist ending up in a war against Ottomans/Muscovy).
Fun fact along the lines, actually the base AE for various actions was halved (though this is compensated for by other modifiers and harsher spread).
The 1.6 AE came under harsh fire because it was a big step up from 1.5, especially when it comes to the wide spread.

1.6.1:
After 'popular demand', Paradox released a quickfix, which reduced the AE spread ratio from 0.75 to 0.5 and added an AE reduction of 50% to vassalization/forcePUs.


Now, next, up, let me describe my persional wish for AE and how, as I think, AE should function:
'Agressive Expansion' is a mechanic intended to limit the growth of expansionists. Since the AI expands much slower then a player, is less opportunistic and even gets AE reductions by up to half, we can safely assume that AE is more of an anti-player mechanic (Actually, the only other coalitions I'Ve ever seen are medium HRE powers blobbing into OPMs. And across my few hundred hours of play I've seen one coalition war that wasn't against me, overall). Before we start raging about Paradox trying to nerf players, I would actually dare to say this is a legit mechanic. We players are extremely AE-watching, in fact we often decimate expansionists BEFORE they accrue AE (Muscovy, anyone?). Since the AI doesn't have the capability to predict the player's actions, it relies on judging the player actions after he has expanded. It's the next best mechanic and it definitely belongs into the game.
So, how is AE implemented? AE reflects an AI's worry about a certain nation's expansion. AE is generated by hostile actions (conquest, fabricating claims, unprovoked CB), causes the forming of coalitions (defensive alliances against a certain aggressive target) and diminishes over time. In gameplay, this means that ruthless expansion will produce AE, leading to coalitions leading to AI's trying to defend against the expansionist, limiting his expansion.
In theory, this is all fine and correct, but in practical gameplay, we have seen a lot of issues with this:
  • In 1.5, coalitions would usually only form from neighbours. Other religions would completely ignore your conquests all together. Heck, you could even beat a minor nation and it's big ally, annexing the minor without too much AE on the big ally himself.
  • In 1.6, any kind of AE would spread extremely wide, causing completely absurd effects like a minor nation conquering 1-2 provinces triggering a coalition in which most major powers of the world were united.
  • In 1.6.1, forcePU's still cause absurd amounts of AE, whilst continous conquests isn't closely as AE-generating as 1.5 anymore. Instead of coalitions forming as local solution to expansion, they usually form late, but then on a very wide scale.

In my oppinion, AE is a reasonable mechanic, but suffers from the complexity that is needed to simulate the aggression properly. Therefore, I would dare to claim that AE must be completely redesigned, coupled with a more complex, dynamic implementation, to turn it from a weird, abstract mechanic into something that makes sense AND fullfills it's gameplay reason. My main issue is that Paradox usually seems to avoid implementing complex solutions, but I hope that with the right quantity and quality of feedback to this we can entice them to actually spend the workhours necessary to fix this issue.

Now, let me introduce you to my own, reworked concept of AE. Which is, naturally, something that will for sure need tweaking, but from which I still believe it would replace the current AE system as a better one anyways. And, please, before throwing 'omg, your idea sucks, X is completely unreasonable' at me, try giving a reasoned argument and change suggestion pleased, I'm very much open for contructive critique.

My new suggested AE-concept:
First of all, static base AE values will never be sufficient to work in a dynamic system. Even in 1.6.1, taking single provinces or annexing nations still causes a static amount of base AE (which is then modified by distance, etcetc). An example of absurdity from 1.5: Taking a province? 20 AE. Annexing a nation? 20 AE. Vassalizing a nation? 15 AE. This means that the whole world always prefers you to completely obliterate and annex an independant state, then taking two provinces, regardless from whom or how valuable the provinces are. This was my main beef with the 1.5 AE system and shows by static base AE's won't cut it.
In 1.6, Paradox now introduced scaled AE to PU's and vassalizations, increasing with the basetax of the target. This is, in fact, a great change, but it was so terribly designed and used that it's glory became it's downfall and forced them to half the AE from these actions in the 1.6.1 hotfix.
The concept of scaling the AE from an action along the value of the target of said action should be a no-brainer. Note that, whilst I will keep talking about basetax as main factor, the actual 'value' of aprovince could as well include factors like ports, trade centers, buildings, etc, just like warscore calculation alraedy does.
For our new AE system, the first step is to make all base AE's dynamic. Taking a province? BT*X=AE. Annexing a nation? BTofAllProvinces*Y=AE. Vassalizing a minor state? BTofAllProvinces*Z=AE.
To add a sense of realism, the values of X, Y and Z should definitely not be equal, not even static!
Annexing a foreign, independant state by war is probably the most threatening and intimidating kind of agressive expansion and should be considered as such. After that, taking provinces forcibly is the next worse, albeit it's naturally 'less agressive' then annexing a full state (given you still didn't destroy an independant government and probably took less territory then with an annexation). And in the end, a vassalization is the 'least aggressive' form of expansion, because you actually don't expand yourself, but just widen your sphere of influence. Actually, vassalization should yield only a fraction of the other option's AE, but additional AE should be incurred upon annexing a vassal, because THAT would be a notable expansion again (even though of the 'diplomatic aggressive' kind).
Another thing that needs to be considered: If two 2PN hit each other and one takes 1 province from the other, that's a notable expansion, threatening the other small nations nearby. If the same 2PN however takes a single border province from France (because France so silly), no other greater power should bat an eye. This means any kind of expansionistic AE must as well be scaled by the size of the target nation. If a big nation loses territory, it should realistically have less of an AE impact then a smaller nation losing the same amount of territory. This will additionally give the player the option of intentionally expanding slowly, only a few BT per war, to gain reduced AE.
Summarizing this paragraph, I want to emphasize how important it is to drop the concept of 'static base AE's and make them fully dynamic. It's just a couple of functions and numbers, don't be that lazy, Paradox, please!

Now, that we have 'fixed' the basic AE values, we need to go over another, very important aspect of AE: Spread.
In 1.5, we had technically good AE values (in my subjective oppinion, but just roll with it for now, please), but they were absurdly static. In 1.6 they became slightly more flexible, but instead we got insane range on AE spread. People only set the forum ablaze on the 1.6 patch, so we can liberally claim that spread is every bit as important as base AE.
Naturally, if a nation spreads, all it's neighbours should be worried, this concept comes natural. However, what always bothered me, is that the spread of AE is much more focussed around culture groups, religion and geographical distance then actual 'political interest'. If there is a large nation A in the west, which is completely focussed on expanding west and overseas and then there is a much smaller nation B in the east, which expands into it's neighbours and then starts bordering A... why would A ever care for the expansion of B as long as it's still much smaller? Nation A never had any interest in the territory to it's east to begin with! In EUIV however, A will hate your guts as equally as any of your neighbours, or even more, if you have the same culture group, because science.
What we need is a system that calculates the AE spread not just based upon distance (or worse, culture/religion), but upon just how much a nation actually cares. For example the ally, protector (guarantuee) or overlord of a target should be really upset, even if he lives on the other side of the planet.
It's more tricky with the enemies of the target, because one side they will be happy you beat up their enemy, on the other hand they will envy you for the territory they originally wanted for themselves. In EUIV, rivals of a target still get the normal AE for their position and a basic positive relations modifier. However, with 1.6 it became clear that the AI actually targets provinces. So why not use that: The enemies of a target get REDUCED AE for the sake of being their enemies, but they get an increase to AE for those territorys taken that they have an own interest in, potentially negating the AE reduction.
Another thing to consider: Your own enemies. We can safely assume that any rival of nation ABC will always be worried about ABC gaining any kind of advantage against the mentioned rival. And expandin, obtaining new territory and ressources, should deinitely fall into that category, so rivals of an expanding nation should get a boost to AE generated and always care for the expansion, even if it's not close to them.
On the other side, we as well got an expansionists allies, subjects, overlords. Naturally, the latter two should not worry about any expansion (unless an expanding vassal is growing in strength to rival it's overlord). Allies should use the same mechanic as 'enemies of the target': Lessened AE per default, but increased AE if the expansion took territory they actually wanted themselves.
The HRE would be another factor to consider. A boost to AE generated by HRE members is already in place, albeit that boost seems to be a bit weird at times (Austria attacking Hungary? BOOSTO. Burgundy eating Liege? Nobody cares). There should, definitely, be a harash AE effect for agressively expanding into the HRE. But it should be independent from where the attack came. An outside attacking should cause just as much HRE-bonus-AE as a prince attacking another.
And, as last mention, everyone in a coalition against an expansionist should, of course, be extra worried.
Another thing to consider is the 'fragile balance of power' that was a major diplomatic focus of the Renaissance era in Europe (and an actual inspiration for the EU series): Big powers like France, England, Austria, etc, were always in quarrels and alliances alike in order to maintain a status quo, which brought stability to Europe as whole. For that reason, Greater Powers should always gain a (additional, if they would already be affected) share of AE when any other Greater Power is expanded against (which means the Greater Power loses territory) and probably gain another boost to AE if the attacker is a Greater Power themselves.
Summarizingly spoken; the political relations between countries should influence the spread of AE much more then they do now, and potentially replace AE spread conditions like culture or religion.

We're not done yet, though. There is another very powerful factor to AE that is even already implemented in the game, but terribly under- and missused: Casus Belli.
Paradox already took this step, albeit in a weird way, by making no-CB declarations cause AE (and WE, and with 1.6 even stabilityhits, because science). But then they add features like 'enforce military rights', but don't give players any actual way to gain a CB for this purpouse. Which means, to gain military access by force, you need to fabricate a claim or find any other weird war justification just to demand something completely besides the point of the CB. This IS absurdely unrealistic and CB's have probably one of the most exploited and gamey aspect of the game overall.
To fix this, I would suggest dramatically changing how CB's work: Declaring war, without a CB should not have any weird consequences by itself! No-CB-DoW's are a legit tool to declare war if you just can't find a different reason, but need to achieve a goal that actually might justify the DoW in reverse. HOWEVER, declaring war without any reason and then doing expansion things should incur MASSIVE AE, because that's exactly what 'arbitraty, tyranical conquest' is. Let players DoW for no reason. Let the war have no wargoal, or even a -15% 'Unjustified war' modifier to warscore. Additionally, consider the war goal reached the instant the war was started (causing 'call for peace' to trigger much sooner). This is all it takes to make it into a situational, but legit option to the player with it's own drawbacks. However, any kind of demand at the end of the war should be accompanied by an increased AE and ALL options should carry an AE cost, even simple things as demanding money or access rights.
Technically the next two things don't relate to an AE rework, but will be necessary due to the other changes to CB's: As well add a new 'Enforce Access' CB that is gained for 1 month if a request for military access is refused. Rather simple: Demand access. If they don't yield, DoW them for it. Brute, but realistic. The wargoal should be something simple, probably superiority, and as peace deal, only access rights can be taken without AE. Another good CB would be 'Rivalship'. If you have a rival, you should always have the CB to attack him 'for the sake of diminishing our rival'S threat to our own nation'. Slap notable AE for expansion on it (albeit 150-200% would be fully sufficient), no AE for money or concede and you got another legit CB that can hardly by exploited.
Now, rework all other CB's to give AE for any kind of peace deal that is not part of the original CB. Cancelled Loan CB? Okay, you can take money (and really, for this CB you should be able to demand as much money as the loan was worth, even it causes the targeted nation to go bankrupt) and maybe even trade for low AE, but any kind of expansion causes massive AE. Dishonored call to arms? (Hell, this is, imo, one of the most absurd CB's in first place, but blargh) Same. Conquest CB? Here you can actually take provinces and expand for NORMAL AE. Likewise the Holy War AE should work. Cleansing of Hereesy however, should permit to force a religion switch for 100% warscore (and damnit, if we completely conquer a naton, let us flip their religion!), but again yield high AE for anything else. Likewise for revoke Electorate or Force Government change.
As well, vassalizing via a subjugation CB (which should as well be gained if you demand vassalization on a much smaller neighbour and the demand is refused) naturally reduced the AE generation for vassalization and ESPECIALLY towards the new vassal. Likewise PU CB's should notable reduce the AE (to something like 20% perhaps) created, and yet again further scale it down for the new PU partner.
By streamlining and funneling the CB's to actually only do what they are supposed to do, AE will gain a completely new meaning and importance. As well, it will naturally make expansion more reasonable (Annexing Ireland because of a cancelled loan without any notable AE is just wrong and makes the AI appear as stupid as it actually is).
To represent realism, it would be really important to have CB's show more effect. France got 'legit' claims on Burgundy? That's a reason for expansion. Burgundy owns France money? Well, ok, if they refuse to pay France should have the right to make them pay, but not to suddenly conquest their territory.
As well, I should mention that this is the only point where I actually see a reason to link AE spread to religion: CB's like Holy War or Cleansing of Heresy should yield reduced AE for nations with the same religion as the attacker and increased AE for nations with the same religion as the target. Because THAT actually makes sense (and will as well make using those CB's much more interesting and less 'lol, I can DOW you all!' style).

Lastly, I would like to suggest a modification to the current, static AE decay. Naturally, the decay is another notable balancing factor for AE. A high decay makes even harsh AE generation pointless, whilst a slow AE decay forces a player to play a boring peace game after even slow expansions.
So, the most reasonable approach that was agreed upon in this thread would be a DYNAMIC AE decay:
Whenever you declare a(n offensive) war, your AE decay is reset to 0 (or a low value clearly lower then the current static 2). Whenever you are at peace, the decay increases by 0.x points per month. This means staying at peace for a prolonged amount of time will progressively clear you of AE faster and faster, preventing any kind of '50 years of peace periods'. On the other side, leading constant wards will prevent you from losing any AE, forcing players to go for the occasional break period, or deal with the rising coalitions in their ongoing conquest.


Now, let me summarize my proposed changes in a big
Tl;dr: Fix the AE!
Main proposal
Core:
- AE linked to total value of conquered/acquired provinces/vassal

Modifiers:
- Type of acquisition: Annexation gives more AE than Conquest which gives more AE than Vassalization
- Size of defeated country in case of conquest: Taking province from small country gives more AE than taking province from large country
- Relations with 3th party: Your rivals / target / allies of target / province contenders (countries that also have claim/core) receives more AE than neutral countries, who receives more AE than your allies / rivals of target
- Any aggression against the HRE should naturally spread (partially) to all HRE members, regardless whether the attack came from outside or inside

Extra:
- Distance of AE spread reduced but interested parties like rivals receive full hit, no matter the distance
- Culture has little to no influence, as they will already receive high AE due to proximity with target
- Religion has little to no influence except for Holy Wars/Crusaders/Cleaning of Heresy
- Rework of all CB's to punish non-wargoal demands (like provinces without claim or core and vassalization without mission)


Suggestions discussed in the thread
Size of attacking country:
- Big countries getting more AE when attacking another country because they're greedy/bully/dangerous
- Small countries getting more AE when conquering because they grow big (e.g. +50% size in one war)
--> First one might be too punishing for late-game conquest, last one might be too punishing for early-game conquest

Size of bystander country (other country than attacking or defending):
- Large bystanders compared to attacker getting less AE because why should they care?
- Small bystanders compared to attacker getting more AE because they are threathened.

Reduced/dynamic decay: Reduce current levels and make it dynamic. The longer at peace, the faster the decay.

Balance of power for great powers: Great powers prefer status quo in power and will 'punish' all countries that rise too fast (France eating Burgundy would be an example) or take territory from another Greater Power, no matter the alliance --> Roughly what the rival system does.

Religion-based AE: Ottomans and other Muslims should get increased AE for Castillian conquest in Morocco, but the Pope and other Catholics should get reduced AE.

Multiple religion/region-based coalitions instead of a single coalition against a target: It's not logical that Ming and Poland join against Russia. Ming + Japan + other asian countries make one coalition while Poland + Sweden + other European nations make other coalition. More 'Federation'-like.

Coalition leader: Coalitions have a real leader instead of the first nation that created the coalition or the nation that declared war.

Colonial overlords: Colonial Overlords should get same AE as Colonial Nations because it is an interested party.

Dynamic AE decay: AE should decay faster, the longer a nation is at peace, and in reverse only slow (or even not!) decay whilst the nation leads offensive wars.



Now, for some numbers and theorycrafting. Of course, neither me nor Paradox can actually create good numbers without proper testing, but I'll just try my best to give you numerical examples.
Let's assume taking a province incurs a base AE of 2+BT/2. So, ~9AE for Paris, but only 3 for the far distant, poor Honulululutrololo African island. If we now take both these provinces in a peace deal against France (and please don't ask me why they named their African colony like that), that's 12 base AE.
If France would only consist of those two provinces and we would annex them, it should cause a bonus flat amount of AE and a %tual increase. F.e. base AE*1.5 + 10. In this case, annexing the ~14BT of France would cause 28 AE. Vassalizing them would merely gain +5 +25% and additional split the AE into half. We would gain 10 AE upon the vassalization and further 10 AE once we annex them.
Assuming France isn't some weird global 2-province nation, let's assume we just take those two provinces from a really BBB. This would incur less AE, because, seriously, who cares if France loses 1% of it's BT? An exmaple calculation could be that, if the taken BT is smaller then 20% of the nation'S total BT, the AE is reduced by 3% for every 1% below that line. So, in this case, since France loses 1% of it's basetax, that's 19% below the line and would cause 57% less AE. This means big nations can more easily smack each other around without triggering unreasonable coalitions (Because, SERIOUSLY! Who the france cares if France and Burgundy's borders go back and forth in a few years?!). Alternatively, you could intentionally only take thoe two provinces to gain the reduced AE and avoid coalitions.
For simplicity's sake, lets assume that, after all these modifications, the base AE is 12.
Now, since France would be reasonable unhappy about your expansion into their territory, they gain 2*base AE = 24.
Assuming you are a powerful nation such as superblob Ulm, you will now cause 12 AE to all neighbours of yours and everyone that is somehow interested in either you or France. F.e. your neighbour Bigblobansbach. You two are allied, so Ansbach only gains 50% of the base AE, giving them 6. Your rival neighbour Austria, however, gains 50% more AE because they are your rival.
Even worse, another neighbour is Italia, who are not only your rival, but as well France's ally. This gives them +50%AE +50% AE for a total of 24. Then there's your neighbour Liege. Technically nobody ever cares for Liege except Burgundy, but in this case they will gain AE as well. However, they are indifferent to you (good diplomats working right there), have France as rival though (because the new rival system does these things). Accordingly they earn -50% = 6 AE.
France got another ally, namely OPM Russia. And whilst Russia is currently in Japan and completely desolate (and didn't even join the war), they will receive AE as well, albeit not being remotely close to you, but because they care for France. Since they are remote, they technically gain 0 AE, but with the +50% of 'being ally of target' this is increased to 6.
Now we got a special case for Burgundy, though. Burgundy is the rival of both you and France. So at first glance they gain +50% -50% AE. BUT they have a claim on Paris and want that province for themselves. Therefore, the AE gained from the conquest of paris specifically is increased, let's say by 33%. Paris made up 9 AE, so this gain Burgundy an additional 3 AE. This makes 15 AE in total.
As well, we will now assume that everybody likes to gossip about recent conquests. Accordingly EVERYONE (who didn't yet gain AE) neighbouring ANY of the countries who have just gained ANY AE, will now receive a part of the AE (f.e. ~33%), too (note that neighbours of these 'second wave AE-gainers' are not affected, this doesn't spread as a chain).
In total, this means your little conquest has caused a resonable AE, spread around the nerby states. But it's not exactly a big, threatening tyrannic thing that would require the NATO to act. It's just a bit expansion that will make France and it's allies look at you much more closely.

See? Taking provinces from France as Ulm is really that simple with the new system. It appers much simpler, yet provides more dynamic modifiers and is probably more realistic (if we just ignore the part about Bigblobansbach for now, because we all know Ulm eats Ansbach for breakfast). And, another important point: It's easy to understand and transparent.
As mentioned before, the numbers used for the examples are just numbers, not doctrins you must obey or resist to. In the end, even gaining 1000 AE per province would be legit if the AE influence on relations is cut down by a factor of 100 and coalitions only form at 50000 AE. It's a number puzzle only testing and rebalancing can figure out, so don't eat your hair if you don't like some of these values ^^


As a closing word:
Thanks for reading this long text (or at the very least reading the TlDr... no? Well, then probably thanks for reading THIS line).
Any kind of comment is appreciated for the sake of keeping this thread active until a reasonable and powerful member of Paradox sees this and then decides to bash it into the next patch (Well, hope dies last. Like the three mountains.)
As well, any kind of no-flaming, constructive critique is highly welcomed, after all it would be arrogant to assume I've just created a perfect solution after merely a few hours of design and thought. There are errors and I will love you for every of them you can find and point out for fixing.


edit1: After a hint from Sophotrates, I went through some math and realized that the 'less AE if conquering parts of large nation' would affect medium nations along 40 BT wrong. Tweaked the numbers.
edit2: Freudia pointed out a tricky missformulation that led to confusion, fixed. As well the suggestion came up that large nations should care less about the expansion of smaller nations, I'm working on that, any suggestions welcomed.
edit3: Freudia as well suggested that Greater Powers are more careful when it comes to other Greater Powers being attacked. Whilst this seems weird at first glance (because usually they all rival each other sooner or later), that mechanic would be an accurate presentation of the actual real diplomay that was going on at that time. Added.
edit4: Added HRE AE and dynamic AE decay
 
Last edited:

saegoto

General
27 Badges
Sep 4, 2012
1.781
826
  • Hearts of Iron IV: Cadet
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Imperator: Rome
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
- Instead of having fix AE values, every kind of actions linked to changing the possession of territory should incur AE scaled on the value (BaseTax) of said territory.
- Annexation should cause more AE then Conquest, which should cause more AE then vassalization, which should have it's AE split up to accrue half upon the vassalization, the other half upon annexation of the vassal.
- Taking provinces from a target should additionally scale the AE based upon the target's size: A larger nation losing 1 BT is less of an threatening act then a small 2BT nation losing half of it's territory.
- Culture and religion shouldn't have influence on AE spread (except for special cases like Holy Wars, Crusades and Cleaning of Heresy) and the influence of distance should be reduced as well.
- Instead, AE should be modified by a nations relation to the target and agressor: Allies of the target get more AE, enemies of the target get less AE. Allies of the aggressor get less AE, enemies of the aggressor get more AE. Any nation that desires the provinces which got conquered gets more AE.
- All CB need to be reworked and should give much more AE for demands that aren't actually part of the CB, making expansion with non-conquest CB's extremely AE-heavy.

I like it.
 

delra

Master of Orion
34 Badges
Jan 27, 2008
26.138
543
  • Europa Universalis IV
  • Victoria 2
Naaaah. Culture and religion should matter. Italian city states, for example, should rally together in a coalition against an aggressor who brutally annexes one of their culture and seeks to expand further into the region.
 

Iduakil

Second Lieutenant
32 Badges
Aug 28, 2013
197
0
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Prison Architect
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
Just read the whole thing. I suppose with your suggestions in place NATO wouldn`t react on that Honulululutrololo being annexed, right? Jokes asided very contructive and very interesting improvements to the game.

That`s they way to make it better Paradox, we love your games and this fantastic post by Alblaka is 100% proof to that!!!
 

Sophotrates

First Lieutenant
28 Badges
Jun 20, 2007
211
105
  • Europa Universalis IV: Res Publica
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Age of Wonders III
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Crusader Kings II
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
- Annexation should cause more AE then Conquest, which should cause more AE then vassalization, which should have it's AE split up to accrue half upon the vassalization, the other half upon annexation of the vassal.

In addition, it should be harder to please vassals instead of just boosting to +200 relations. The longer a country waits before annexing them and the higher the relations when doing so, the less AE is generated from this part.

- Taking provinces from a target should additionally scale the AE based upon the target's size: A larger nation losing 1 BT is less of an threatening act then a small 2BT nation losing half of it's territory.

I like, but make it only apply for very large countries (like size of starting France, Burgundy, Ottomans, England), not for medium countries (size of Bohemia and Denmark).

- Instead of having fix AE values, every kind of actions linked to changing the possession of territory should incur AE scaled on the value (BaseTax) of said territory.
- Culture and religion shouldn't have influence on AE spread (except for special cases like Holy Wars, Crusades and Cleaning of Heresy) and the influence of distance should be reduced as well.
- Instead, AE should be modified by a nations relation to the target and agressor: Allies of the target get more AE, enemies of the target get less AE. Allies of the aggressor get less AE, enemies of the aggressor get more AE. Any nation that desires the provinces which got conquered gets more AE.
- All CB need to be reworked and should give much more AE for demands that aren't actually part of the CB, making expansion with non-conquest CB's extremely AE-heavy.

Agree, especially the last one!

Edit: What some poster above me said, perhaps culture and religion should matter slightly, but not too much either.
 

Alblaka

Foresightful Flag-Choser
101 Badges
Apr 12, 2013
4.016
1.665
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Crusader Kings II: Conclave
  • Victoria 3 Sign Up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Naaaah. Culture and religion should matter. Italian city states, for example, should rally together in a coalition against an aggressor who brutally annexes one of their culture and seeks to expand further into the region.

Which would be achieved becuse they are neighbours to each other, have relations which each other and will probably cause a mix of high AE (allies of your target) and lessened AE (foes of your target).

In addition, it should be harder to please vassals instead of just boosting to +200 relations. The longer a country waits before annexing them and the higher the relations when doing so, the less AE is generated from this part.
You could do that by changing the +50 'Vassal' relation modifier into a scaling 0-50 with 2.5 per year (takes 20 years to become 'full vassal').
I'm not sure waiting should reduce the AE additionally, though, since AE already diminishes over time anyways.

I like, but make it only apply for very large countries (like size of starting France, Burgundy, Ottomans, England), not for medium countries (size of Bohemia and Denmark).
As mentioned in the example, it applies only if you take less BT then 33% of the countries total BT and then scales down with 2% per 1%. If you think of a typical 40 BT medium country, and you take 10 Bt from them, that would still cause 80% of the base AE.
Thinking about it, you are might actually right though and I need to lower the bound further.

Agree, especially the last one!

Rework all the CBs!
 

Veneke

Major
71 Badges
Oct 16, 2009
608
102
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Leviathans Story Pack
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Warlock 2: The Exiled
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Victoria 3 Sign Up
  • 500k Club
  • Warlock: Master of the Arcane
First - holy wall of text batman!

Second - there are some good points in here.

Before we start raging about Paradox trying to nerf players,

I lol'd.

  • Instead of having fix AE values, every kind of actions linked to changing the possession of territory should incur AE scaled on the value (BaseTax) of said territory.
  • Annexation should cause more AE then Conquest, which should cause more AE then vassalization, which should have it's AE split up to accrue half upon the vassalization, the other half upon annexation of the vassal.
  • Taking provinces from a target should additionally scale the AE based upon the target's size: A larger nation losing 1 BT is less of an threatening act then a small 2BT nation losing half of it's territory.
  • Culture and religion shouldn't have influence on AE spread (except for special cases like Holy Wars, Crusades and Cleaning of Heresy) and the influence of distance should be reduced as well.
  • Instead, AE should be modified by a nations relation to the target and agressor: Allies of the target get more AE, enemies of the target get less AE. Allies of the aggressor get less AE, enemies of the aggressor get more AE. Any nation that desires the provinces which got conquered gets more AE.
  • All CB need to be reworked and should give much more AE for demands that aren't actually part of the CB, making expansion with non-conquest CB's extremely AE-heavy.

I like all of this. Isn't AE already modified by relations though? I noticed in my current Ireland game that taking Brittany incurred a huge AE England, and fairly hefty numbers elsewhere, but my allies in France and Scotland received almost no AE relation damage. I think it was something like single digits for France and Scotland, and then closing on 100 for England and a reasonably hefty penalty to relations with Aragon, but less for Castile and Portugal (I wasn't allied with either, but had good relations).
 

Freudia

Field Marshal
43 Badges
May 24, 2014
4.873
3.363
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
Taking provinces from a target should additionally scale the AE based upon the target's size: A larger nation losing 1 BT is less of an threatening act then a small 2BT nation losing half of it's territory.

I don't like it, no sir. I do not think that coalitions should be more likely to spawn on minor states over larger states. A France invading into Italy is far more scary and deserving of a coalition than the Pope taking a province from Naples.
 

Alblaka

Foresightful Flag-Choser
101 Badges
Apr 12, 2013
4.016
1.665
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Crusader Kings II: Conclave
  • Victoria 3 Sign Up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Isn't AE already modified by relations though? I noticed in my current Ireland game that taking Brittany incurred a huge AE England, and fairly hefty numbers elsewhere, but my allies in France and Scotland received almost no AE relation damage. I think it was something like single digits for France and Scotland, and then closing on 100 for England and a reasonably hefty penalty to relations with Aragon, but less for Castile and Portugal (I wasn't allied with either, but had good relations).
Judging from experience and the defines, I only know for sure that AE is already influenced by allies of you receiving notable less AE.
Everything beyond that would be speculation of mine, but I could imagine that rivals gain more AE and allies of the target gain more AE because they were present in the war. I would dare to claim that actual 'relations' aka, oppinion values, do not influence AE. But given Paradox prefers not to reveal facts about the inner workings, this could actually be just as much true.
 

Alblaka

Foresightful Flag-Choser
101 Badges
Apr 12, 2013
4.016
1.665
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Crusader Kings II: Conclave
  • Victoria 3 Sign Up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
I don't like it, no sir. I do not think that coalitions should be more likely to spawn on minor states over larger states. A France invading into Italy is far more scary and deserving of a coalition than the Pope taking a province from Naples.

You got it backwards. The size of the TARGET is important, not the attcker. Attacking a smaller target gives more/full AE, attacking a big target gives less AE.
So, France conquers Italian minors? RALLY THE TROOPS!
Tuscany drops the hammer on France? Let's have a sip of wine and watch.
 

delra

Master of Orion
34 Badges
Jan 27, 2008
26.138
543
  • Europa Universalis IV
  • Victoria 2
Which would be achieved becuse they are neighbours to each other, have relations which each other and will probably cause a mix of high AE (allies of your target) and lessened AE (foes of your target).

It's not typical for EU4 for neighbours to like one another, at the moment it's every minor for himself really. AE system should override that desire for in-fighting and rather scare them into thinking of the big picture, where they are about to be painted white, blue or yellow.
 

Alblaka

Foresightful Flag-Choser
101 Badges
Apr 12, 2013
4.016
1.665
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Crusader Kings II: Conclave
  • Victoria 3 Sign Up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
It's not typical for EU4 for neighbours to like one another, at the moment it's every minor for himself really. AE system should override that desire for in-fighting and rather scare them into thinking of the big picture, where they are about to be painted white, blue or yellow.

Technically, that's what the AE system already does and would do (better!) with the suggested rework.
Coalitions can be formed even by two rivals in face of a bigger threat, which is exactly what you mention.

'because they are neighbours', merely means that France taking Rome will scare all neighbouring Italian minors, not just those who liked Rome (albeit those get extra AE whilst those hating the Papacy would get slightly less). In this example, after annexing 2 OPM's France would probably face a coalition of many Italians. After the 3rd, Italy as whole.

I agree 100% that if a nation declares war on one nation to get one province the nation should'nt be able to get other provinces or at a high cost of AE.
Exactly as Conquest-CB works now and is supposed to work, just with the suggested change of incurring much more AE (100 / >100, instead of the current 75 / 100) for 'non CB-targets'). Albeit, to stay realistic, this would still mean you could conquer all provinces you got a claim on within a single Conquest CB (warscore fitting, etcetc) and it is legit to be that way, because that's what realistically happened (And I really don't want CKII style 'I destroy your world to take that single castle over there' wars).
 

Freudia

Field Marshal
43 Badges
May 24, 2014
4.873
3.363
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
You got it backwards. The size of the TARGET is important, not the attcker. Attacking a smaller target gives more/full AE, attacking a big target gives less AE.
So, France conquers Italian minors? RALLY THE TROOPS!
Tuscany drops the hammer on France? Let's have a sip of wine and watch.

But your own example said that two 2BT nations beating on each other and one takes one of the provinces from the other, causing a "notable expansion", worthy of creating a coalition. Furthermore (I might've missed it, honestly; you wrote a massive post and while I appreciate the effort put into it, it was a lot to read) you didn't say that the power level of the nations in play wouldn't have a sort of deterioration on AE. As it is now, AE doesn't deteriorate based on the size of the attacker as well. A 2PM taking a province from another 2PM is less threatening overall than France annexing parts of Italy here and there, and that's what I think is the problem about your change. Austria or France or England or Spain >shouldn't care< that Tuscany just took Romagna from the Pope or the Pope took Abruzzi from Naples. They're all too small to be a threat to the great powers so why do they care?
 

Sophotrates

First Lieutenant
28 Badges
Jun 20, 2007
211
105
  • Europa Universalis IV: Res Publica
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Age of Wonders III
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Crusader Kings II
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
You could do that by changing the +50 'Vassal' relation modifier into a scaling 0-50 with 2.5 per year (takes 20 years to become 'full vassal').
I'm not sure waiting should reduce the AE additionally, though, since AE already diminishes over time anyways.

True, but the modifier should be larger than 50. Make it so you cannot increase beyond 100 like any other country and make the modifier vary between 0 and 100. Same for PU's. Reducing AE after a long time might indeed be unnecessary.

Edit: In fact, make the modifier -100 to 100. Force vassalization start at -25, diplo vassalization at +25. Implement a similar system as colonial nations where you can dynamically set tax levels and trade power levels. The modifier slowly increases over time, but a harsh overlord will never get it in possitive while a leniet overloard will quite easely reach +100. Together with the default increase relations this can add up to +200 as in the current game.
Edit 2: But this is rather offtopic, so I'll stop now. :)

- Instead, AE should be modified by a nations relation to the target and agressor: Allies of the target get more AE, enemies of the target get less AE. Allies of the aggressor get less AE, enemies of the aggressor get more AE. Any nation that desires the provinces which got conquered gets more AE.

Rivals should be excepted from the distance rule. If Poland rivals Russia, they should care if Russia conquers China. After all, it's a direct increase in his rival's power. Same goes for say England and Ottomans.

Lastly, I didn't saw this in your post, but decay should be reverted to 1.5 levels. Right now, it's way too fast.
 
Last edited:

Alblaka

Foresightful Flag-Choser
101 Badges
Apr 12, 2013
4.016
1.665
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Crusader Kings II: Conclave
  • Victoria 3 Sign Up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
But your own example said that two 2BT nations beating on each other and one takes one of the provinces from the other, causing a "notable expansion", worthy of creating a coalition. Furthermore (I might've missed it, honestly; you wrote a massive post and while I appreciate the effort put into it, it was a lot to read) you didn't say that the power level of the nations in play wouldn't have a sort of deterioration on AE. As it is now, AE doesn't deteriorate based on the size of the attacker as well. A 2PM taking a province from another 2PM is less threatening overall than France annexing parts of Italy here and there, and that's what I think is the problem about your change. Austria or France or England or Spain >shouldn't care< that Tuscany just took Romagna from the Pope or the Pope took Abruzzi from Naples. They're all too small to be a threat to the great powers so why do they care?

Oh, I see the issue. I will update the OP to fix that potential missunderstanding.
I indeed said that big vs big causes less AE then small vs small.. which is because in the first case a big nation attacked and in the latter a small. The actual attacker doesn't matter and my example fails to show that properly, thanks for notifying me of that oversight.

As well, yes, I thought about how AE would need to be influneced for big states vs small expansionists, because, as you said, a big France really doesn't care which of the Dutch minors holds which territory in the Dutch provinces. I didn't yet come up with a good formula for that though, but it's definitely something to be mentioned at least.

True, but the modifier should be larger than 50. Make it so you cannot increase beyond 100 like any other country and make the modifier vary between 0 and 100. Same for PU's. Reducing AE after a long time might indeed be unnecessary.
You mean 0-100 from being a vassal, over time, but limit the 'Improve relations' from 200 to 100?
Mhmhmh, I'm afraid that can't be done. Keep in mind you occasionally have to overcome -40 heretic neighbour, -15 has claim modifiers of your own vassals. If you only get 100 for vassal, 100 for diplomats and 25 for a gift, you cannot always reach the 190 necessary for annexation. This means people would have to intentionall declare wars, have their vassal sieged, then unsiege them to get that relation.

The Improve Relation should, at least, give up to 150, or it won't work out in special cases.




Rivals should be excepted from the distance rule. If Poland rivals Russia, they should care if Russia conquers China. After all, it's a direct increase in his rival's power. Same goes for say England and Ottomans.
Afaik I already described something like this, but I'll go back and make it more clear if it's not that clear.

Lastly, I didn't saw this in your post, but decay should be reverted to 1.5 levels. Right now, it's way too fast.
Decay is a purely numerical thing, so I just avoided it. After implementing this new system, Paradox could run some tests and determine from that how to set the delay to balance things out. But we can agree that, with the current 1.6.1 AE system, the decay is too fast, yes.
 
Last edited:

Freudia

Field Marshal
43 Badges
May 24, 2014
4.873
3.363
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
Furthermore, I suppose it probably should be mentioned that the great powers probably >should< be trying to maintain the status quo to ensure that no one power gets ahead of the others; therefore AE generated from great powers vs great powers probably should be higher than that of small state vs small state. If France and Burgundy go at it and France takes a decent chunk out of Burgundy, then England and Spain and Austria should care and probably join a coalition against France, not because France just took parts of HRE lands but because France just did a large blow to another great power.
 

Sophotrates

First Lieutenant
28 Badges
Jun 20, 2007
211
105
  • Europa Universalis IV: Res Publica
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Age of Wonders III
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Crusader Kings II
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
Furthermore, I suppose it probably should be mentioned that the great powers probably >should< be trying to maintain the status quo to ensure that no one power gets ahead of the others; therefore AE generated from great powers vs great powers probably should be higher than that of small state vs small state. If France and Burgundy go at it and France takes a decent chunk out of Burgundy, then England and Spain and Austria should care and probably join a coalition against France, not because France just took parts of HRE lands but because France just did a large blow to another great power.

This I like!
 

Alblaka

Foresightful Flag-Choser
101 Badges
Apr 12, 2013
4.016
1.665
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Crusader Kings II: Conclave
  • Victoria 3 Sign Up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Furthermore, I suppose it probably should be mentioned that the great powers probably >should< be trying to maintain the status quo to ensure that no one power gets ahead of the others; therefore AE generated from great powers vs great powers probably should be higher than that of small state vs small state. If France and Burgundy go at it and France takes a decent chunk out of Burgundy, then England and Spain and Austria should care and probably join a coalition against France, not because France just took parts of HRE lands but because France just did a large blow to another great power.

This is a really interesting concept. The whole status quo mentioning is actually rather close to what made up that era: Constant diplomacy between the great powers with the sole purpose to keep all powers in balance (Remembe the big war when France's king tried to inherit Spain's throne? (Or was it vice versa...)). Saying that all Greater Powers get a boost in AE for all conquests against other Greater Powers, even those they wouldn't usually care for, sounds like a nice idea.