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seboden

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uly said:
Take the example of Gearing Up for War: if your neighbour suddenly builds up a huge army and starts gobbling up other neighbours, then you bloody well should get the option to make significant change to your policy sliders no matter which country you are. Yes you can write this event for every single country, but it's simply more elegant and more truly dynamic for this kind of interactivity to be built into the design.
Oh, but you don't need to write a decision or event for every country. You just write one generic Gearing up for War decision that is available to all countries if they meet the criteria (e.g a neighbour country, that is not your ally has a larger army and a bad reputation or has declared war on another country.)
That's already possible in EU3:IN and I don't see why it shouldn't be in HoI3.
 
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Alexander Seil

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Indeed, the decision mechanism from IN is probably the single most brilliant conceptual advance Paradox has made...it's up there with HoI2's "movement is attack" and the EU2's original event system, in my book. I don't think its full potential has been realized yet (although, I only observed it in Vae Victis, since I still didn't get IN :p )
 

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I think events are still crucial, but maybe have dynamic AI chance settings? In the menu, along with AI aggressiveness and difficulty, there could be historical chance with 3 settings, "historical" "Dynamic" "Balanced". Historical giving 100% ai chance to all historical events, dynamic a different settings that will still err on the side of historical but not quite and balanced giving all options equal chance just for the insane.
 

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The problem IMO is that certain crucial decisions were necessary for ww2 to play out the way it did, but that a player wouldn't repeat.

Take an obvious example like the M-R pact.

In hoi2 the M-R event/soviet union gears up for war/great officer purge was a straight jacket. It severely punished a soviet player for Dowing anyone besides Finland until 1944. Even if you didn't have the purge, your army was hardcoded to be worse until Great Patriotic War/1944. It punished Germany via dissent if they didnt offer the pact.

Now, why would a human player ever sign the M-R in game via decision or just by offering non-aggression pact? Just not signing it means germany would have to station a decent amount of troops in the east, screwing up the invasion of France. If you play your cards right and the French AI is capable (and particular if you didn't purge) you should have a good shot in winning if you invade in 1939. So why limit yourself to history.

I could go on. Why would the US player embargo japan in 1940, or alternatively NOT embargo Japan earlier, in 1937, by canceling all their trade deals? Why would human SOV not Dow high belligerence japan in 1939 without the forced non-agression pacts if he signed M-R? Why would the US player not move hell or high water to get into the war by 1940 unless he was worried about missing the gearing up for war/occupation of iceland/lend lease chain?
 

notenome2

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No oh god no.

Where to begin? First off saying that those players who like historically accuracy are a large minority is probably incorrect. When EU2 came out the thing that set it apart was precisely that it allowed for historical accuracy, that the driving motivating factor in the game was not to conquer the world ala civ or risk but to guide a nation through a time period living within a historical context. It proved to be a very good game design and led to HOI1 and 2 and Vicky.

Then came EU3. Paradox replaced any semblance of historical accuracy and turned every nation into 'will to power' psycopaths. The game became yet another conquer the world game (which now was quite possible as a 1 province minor) as random blobs rampaged around the world. A large portion of the fanbase (the majority? Who knows) quickly got boared and either stopped playing or joined mods such as Magna Mundi, which were considered to make the game 'playable'. Even Paradox has in a ways admitted this with its expansions slowly bringing the game in line with community expectations.

From a design standpoint the reason for vanila EU3 being considered unplayable by many is easily understandable. Any game that seeks to reward a player has to allow through various mechanisms for him to be able give his chosen country a managerial shock. If this wasn't possible, there wouldn't be much of an incentive to play. As that managerial shock gives the player an advantage against any except a brutally competent AI (an incredible rarity), its only a mater of time until the player crosses a threshold where he can defeat the world either piecemeal or wholesale (through superior technology, economics or AI exploits). The game then becomes a very boring annihalation derby (the term comes from Stardock's lead designer). Earlier paradox games avoided this by creating what seemed like a community of nations, and by restricting what could be feasibly be done vertically (how many troops you could crank out, how much you could improve the economy) whilst increasing what you could do horizontally (giving more options for the player to make than simply researching, building and city management).

Now when it comes to HOI2, doing away with events and adopting the EU3 game design paradigm would be especially disastrous. For one thing it defies expectations. If Im playing as the USSR, I expect to be invaded by Germany in 41, and that requires a whole host of events to occur (Molotov Ribbentrop pact, anexation of Poland, the German victory on the western front). If I'm playing the US, I expect to start out with a messed up economy (or else the US would dominate from the very beginning) and I expect Pearl Harbor to occur. This applies to all major countries. Some of these things could be done without events, but there are limits to what a dynamic system can do and it only takes one link to be broken that the whole thing goes bonkers and player expectations get frustrated.

Furthermore, events make things interesting for those who are playing minor countries. Instead of just playing a bit role, events create contextual challenges and flavor that reward someone playing as Brazil etc without requiring them to go on a ahistorical binge. They can be very informative and entertaining. I remember picking different countries I knew little about just so I could learn what it was like to play as them.

Im gonna cut this short since this is already a mighty big wall of text. If Paradox does decide to go the EU3 route, inevitably what will happen is that a large portion of the fanbase will pick it up, quickly put it down, and then wait for CORE3 to be released. A shame.
 

Battlecry

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Mr. Domino said:
The problem IMO is that certain crucial decisions were necessary for ww2 to play out the way it did, but that a player wouldn't repeat.

Take an obvious example like the M-R pact.

In hoi2 the M-R event/soviet union gears up for war/great officer purge was a straight jacket. It severely punished a soviet player for Dowing anyone besides Finland until 1944. Even if you didn't have the purge, your army was hardcoded to be worse until Great Patriotic War/1944. It punished Germany via dissent if they didnt offer the pact.

Now, why would a human player ever sign the M-R in game via decision or just by offering non-aggression pact? Just not signing it means germany would have to station a decent amount of troops in the east, screwing up the invasion of France. If you play your cards right and the French AI is capable (and particular if you didn't purge) you should have a good shot in winning if you invade in 1939. So why limit yourself to history.

I could go on. Why would the US player embargo japan in 1940, or alternatively NOT embargo Japan earlier, in 1937, by canceling all their trade deals? Why would human SOV not Dow high belligerence japan in 1939 without the forced non-agression pacts if he signed M-R? Why would the US player not move hell or high water to get into the war by 1940 unless he was worried about missing the gearing up for war/occupation of iceland/lend lease chain?

You had all these choices (by event or of your own accord) in HOI2 -and player's usually chose the historical choice, and I'm sure you'll still have them in HOI3 (by event, decision, or of your own accord). So I fail to see your point here. Not much was "forced" on the player in HOI2 and it usually worked out fine, are you suggesting that historicity should be forced upon the player now?
 

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battlecry said:
You had all these choices (by event or of your own accord) in HOI2 -and player's usually chose the historical choice, and I'm sure you'll still have them in HOI3 (by event, decision, or of your own accord). So I fail to see your point here. Not much was "forced" on the player in HOI2 and it usually worked out fine, are you suggesting that historicity should be forced upon the player now?

Er, perhaps I was unclear. I liked hoi2! I want that in hoi3, if you think they can replicate that via event I guess we agree. I don't think we can replicate that via decision/game engine.When I think decision I think optional stuff, if I just neglect to ennact the M-R decision I am "punished" by missing the good stuff the way I am punished by not enacting the westernization decision and receiving those bonuses. But nothing approaching hoi2 soviet gde death.

The Soviet GDE was forced and while that strictly speaking wasn't a decision, Great Patriotic war was and Sov strategy IMO is built around GPW. You could dow germany in 1939, you just had to run through an enforced gauntlet of having half the GDE for the rest of the game, large dissent, whatever negatives "no deals with the enemies of the workers" had, no cores ect. This was all done by event. If the game engine was flexible enough I could DoW germany in 39 AND get cores on latvia then Germany seems screwed. You could not sign M-R pact, but Hoi2 just took what was pretty clearly was the better choice and made it an awful, awful one.

Put another way, the game beat you over the head to get you...to stay still till Germany invaded in 41. To play historical. Weirdly enough the Red Army was, in game terms, better in winter 41 than in a ahistorical peace at 43. All via event (GPW.) I don't see how decisions/generic gameplay could punish ahistorical, smart play that way.
 

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Mr. Domino said:
Er, perhaps I was unclear. I liked hoi2! I want that in hoi3, if you think they can replicate that via event I guess we agree. I don't think we can replicate that via decision/game engine.When I think decision I think optional stuff, if I just neglect to ennact the M-R decision I am "punished" by missing the good stuff the way I am punished by not enacting the westernization decision and receiving those bonuses. But nothing approaching hoi2 soviet gde death.

The Soviet GDE was forced and while that strictly speaking wasn't a decision, Great Patriotic war was and Sov strategy IMO is built around GPW. You could dow germany in 1939, you just had to run through an enforced gauntlet of having half the GDE for the rest of the game, large dissent, whatever negatives "no deals with the enemies of the workers" had, no cores ect. This was all done by event. If the game engine was flexible enough I could DoW germany in 39 AND get cores on latvia then Germany seems screwed. You could not sign M-R pact, but Hoi2 just took what was pretty clearly was the better choice and made it an awful, awful one.

Put another way, the game beat you over the head to get you...to stay still till Germany invaded in 41. To play historical. Weirdly enough the Red Army was, in game terms, better in winter 41 than in a ahistorical peace at 43. All via event (GPW.) I don't see how decisions/generic gameplay could punish ahistorical, smart play that way.

Ic - granted the one thing that decisions can't do vis a vis events is force you to choose an option. So yes, really if you want to "inflict pain" on a player for not "going historical" events are still the way to go.
 

Gathenhielm

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notenome2 said:
Now when it comes to HOI2, doing away with events and adopting the EU3 game design paradigm would be especially disastrous. For one thing it defies expectations. If Im playing as the USSR, I expect to be invaded by Germany in 41, and that requires a whole host of events to occur (Molotov Ribbentrop pact, anexation of Poland, the German victory on the western front). If I'm playing the US, I expect to start out with a messed up economy (or else the US would dominate from the very beginning) and I expect Pearl Harbor to occur. This applies to all major countries. Some of these things could be done without events, but there are limits to what a dynamic system can do and it only takes one link to be broken that the whole thing goes bonkers and player expectations get frustrated.
"The one link gets broken" was very much present in HOI2. My favourite was when Germany choosed to back down in "Danzig or war!" and suddenly there was no WW2...

OTOH I agree that most people would expect certain things to happen and would very much would like to play out their favourite scenario in a grand strategy setting. The problem is that often the players wish to alter the settings, to see if they could do better than their historical counterparts. So it becomes an issue of how much do you want the AI to react to the player's choice and how different you want the game to be.

Furthermore, events make things interesting for those who are playing minor countries. Instead of just playing a bit role, events create contextual challenges and flavor that reward someone playing as Brazil etc without requiring them to go on a ahistorical binge. They can be very informative and entertaining. I remember picking different countries I knew little about just so I could learn what it was like to play as them.
Most minors lack historical events in HOI2, Brazil f.e. has 4, none of which even has a non-generic description.
 

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BTW, before anyone panics that there is no traditional event system in HoI3, it's been confirmed in every single interview with Johan that there will be historical events. It's just that the system will be made more robust, not like HoI2's clunky fixed triggers. EU3 is not the end of the historical event system. It's a step forward.
 

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battlecry said:
Indeed.
Do not confuse "dynamism" with a lack of historicity - I'm sure if the player does nothing drastically ahistoric, the AI won't either - but the AI should be able to deal witht he situation if the player does choose to do something different.

I think this would satisfy most of us looking for a close mirroring of history. What would worry me more is if HOI3 has the more random generic missions/decisions you see in EU3 that are actually meaningful. Like England randomly getting the invade Scotland vs Normandy vs Ireland missions. If the missions/decisions can preserve the same flow of history we saw from events in HOI2 while giving more sensible reactions from the AI when the player takes things ahistorical (or unexpected swings in battle like along the eastern front occur) then awesome. If it ends up more like EU3 with the vast majority of games not even remotely looking like history and due to no major input of the player, then its more worrisome.
 
Last edited:

potski

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notenome2 said:
No oh god no.

...

Now when it comes to HOI2, doing away with events and adopting the EU3 game design paradigm would be especially disastrous. For one thing it defies expectations. If Im playing as the USSR, I expect to be invaded by Germany in 41, and that requires a whole host of events to occur (Molotov Ribbentrop pact, anexation of Poland, the German victory on the western front). If I'm playing the US, I expect to start out with a messed up economy (or else the US would dominate from the very beginning) and I expect Pearl Harbor to occur. This applies to all major countries. Some of these things could be done without events, but there are limits to what a dynamic system can do and it only takes one link to be broken that the whole thing goes bonkers and player expectations get frustrated.

Furthermore, events make things interesting for those who are playing minor countries. Instead of just playing a bit role, events create contextual challenges and flavor that reward someone playing as Brazil etc without requiring them to go on a ahistorical binge. They can be very informative and entertaining. I remember picking different countries I knew little about just so I could learn what it was like to play as them.

Im gonna cut this short since this is already a mighty big wall of text. If Paradox does decide to go the EU3 route, inevitably what will happen is that a large portion of the fanbase will pick it up, quickly put it down, and then wait for CORE3 to be released. A shame.

Mierin said:
I think this would satisfy most of us looking for a close mirroring of history. What would worry me more is if HOI3 has the more random generic missions/decisions you see in EU3 that are actually meaningful. Like England randomly getting the invade Scotland vs Normandy vs Ireland missions. If the missions/decisions can preserve the same flow of history we saw from events in HOI2 while giving more sensible reactions from the AI when the player takes things ahistorical (or unexpected swings in battle like along the eastern front occur) then awesome. If it ends up more like EU3 with the vast majority of games not even remotely looking like history and due to no major input of the player, then its more worrisome.

The problem is if the game doesn't have something which "defies expectations" then there isn't really a game at all. You may as well just read a history book if the game exactly follows history. There has to be some way of changing history, for good or bad.

What I see is people who want to keep the "good" Events, the Events that benefit them, but nothing else.

notenome2 you play as the Soviet Union and you expect to fight Germany. Do you expect to lose half of your army when they invade in 1941? Surely there should be an Event which fires in June 1941 that destroys all of your airforce? It's what happened IRL, so surely there should be an Event that makes sure it takes place, just in case you've spent 1936 to 1941 creating a strong airforce that can take on the Luftwaffe on an equal footing, because that would be ahistoric.

People who play as Germany want the Events to annex Austria and the Sudetenland, etc. But who would want the following Events

January 1943, "Stalingrad Disaster: The 6th Army has surrendered..."
September 1943, "Italy signs an Armistice with the Allies..."
August 1944, "Rumania joins the Allies..."

How can the game be a "mirroring of history" but allow players to choose to play as Austria, Poland, Norway, Belgium... What would be the point?

The first significant event that occurred in 1936 was the Spanish Civil War. I can't think how this might be dealt with except by an HOI2-type Event that triggers on a certain date. There has to be something which causes the Nationalists to come into being as an alternative government, controlling provinces, controlling it's own armed forces and being able to carry out diplomatic actions. I can't see anything other than Event can split the country between Nationalists and Republicans and put them at war.

But once that happens, why should there be a German Condor Legion Event? If the German player can support the Nationalists within the normal diplomatic and military arrangements in the game, then why not? Germany can send air units against the Republicans, and Italy can send troops. It is not ahistoric. Except that in HOI2 this can only be done with a formal DoW of the Republicans and an alliance with Nat.Spain.

And from there comes the "butterfly effect":

A butterfly's wings might create tiny changes in the atmosphere that may ultimately alter the path of a tornado or delay, accelerate or even prevent the occurrence of a tornado in a certain location. The flapping wing represents a small change in the initial condition of the system, which causes a chain of events leading to large-scale alterations of events. Had the butterfly not flapped its wings, the trajectory of the system might have been vastly different. While the butterfly does not cause the tornado, the flap of its wings is an essential part of the initial conditions resulting in a tornado.

A tiny change from June 1936, because of a weakness in the HOI2 diplomatic model and this brings Nat.Spain into the Axis, which is ahistoric. The results of this are that the Axis can sit back and let the historic Events fire and prepare for war in 1939, taking no consequences for an open violation of the Non-Intervention Agreement in the Spanish Civil War, for threatening UK interests in the Mediterranean, and for creating a potential enemy on France's southern border. The AI-controlled UK and France continue to act passively until Poland is invaded, because there is no Event to tell them otherwise.

Then as soon as War begins, the Axis can sieze Gibraltar, and from there things spiral rapidly. Combined Spanish and Italian Naval forces can take on the UK Navy in the Mediterranean, which now can't easily be reinforced from the UK. This can lead to a situation where Malta falls and there is little or no interruption to supply convoys to Libya. This (combined with weaknesses in the HOI2 logistics model) and a combined Italian/German force in Libya can successfully invade Egypt and capture Alexandria and the Suez Canal. From there, the remaining UK naval forces remaining in the Eastern Mediterranean can easily be defeated.

Now we have no Operation Torch with the Allies landing in Vichy France controlled North Africa, no invasion of Sicily or Italy, etc. And Rommel's dreams of threatening the Middle East oilfields become a reality...

In EUIII the game covers hundreds of years. Clearly it would be almost impossible to write scripted actions covering a period this long. But even if Paradox did, choices made by the player (who can play any country and start at any date) can quickly make any scripts seem stupid. How can you have a script which fires for the Act of Union between England and Scotland, if Scotland doesn't happen to have the same King as England in 1707? Or a script that the End of the Reconquista in Spain comes in 1492 with the surrender of Grenada, or a script to Discover the New World in the same year, if the King of Aragorn (Ferdinand) had not married the Queen of Castile (Isabel)? What happens if instead a human-player Grenada has made an alliance with other countries and has already annexed the provinces of Aragorn and Castile? And, if that happens, then Henry VIII of England doesn't subsequently marry Catherine of Aragorn, and England doesn't go Protestant after an argument with the Pope in 1533 after Henry divorced her.

So, of course, the Missions in EUIII can seem quite generic, and some oddly ahistoric things can occur. Anyone who expects otherwise are inevitably disappointed. But that doesn't mean the system is fundamentally flawed, and that it can't be made to work over a much shorter historical period, and with a Political System which doesn't exist in EUIII.

kstanb said:
HOI was great precisely because of those events that "allowed" the AI to start WW2 and also gave flavor to the game.

Please don't mess with a system that works well. HOI timeframe is only 12 years, so, having the kind of outcomes you see in EU3 like unrealistic alliances, unrealistic wars, long periods of peace, crazy expansions, will ruin the game.

The dynamic EU3 style works when you have 300 years to play, not with only 12

Obviously, the opposite is the case. It is far easier to write a set of scripts that drive the major protaganists existing in 1936 into War sooner or later, exactly because the period is so much shorter.

contecorti said:
I personally think that events are really needed and add a lot of flavour to this game, and i'm also for dynamic events not scripted one. I personally don't want though to play a game with UK and Germany allied vs USA and Italy, because i want to play a game about WWII not a fictional one so i really hope that a lot of historical events are included and above everything else every country has a specific AI so they behave like they did in WWII.

By what means can a democratic UK ally with a fascist Germany? Of course, I've read the AAR's, and accept that there is a remote chance if certain historical events had happened differently. But they did not, and in 1936 Germany was set on a collision course with the UK, even if Hitler somehow hoped differently. By what means can a democratic USA ally with a fascist Italy? In 1936-41 USA public opinion was against involvement in Europe, and especially against getting involved in any war. Yet Italy was set on a course of war with it's neighbours.

Paradox don't have to write scripts to cover "what if's" for a fascist USA, or a communist UK etc., because it is reasonable to assume that in the period covered by HOI3 that is not going to happen. But if the game was to start in 1900 instead, then clearly a much wider range of possibilities could have occurred, and it would be much more difficult for anything like the IRL WWII to occur. Modders can write scripts for ahistoric scenarios, but Paradox don't have to.

In my view, the whole issue is the carrot or stick question. Should there be HOI-type Events that FORCE certain things to happen, or EUIII-type Missions/Decisions that ENCOURAGE the parties to carry out certain actions, so that a more dynamic AI occurs. The answer is surely: both!

As I've already explained, some things just can't be reproduced by the normal systems in the game, such as the Spanish Civil War, so there will always be a need for HOI2-type Events. But once that Event fires, then you don't need a Condor Legion Event, you can have Missions that encourage the fascist nations to support Nat.Spain. You can be nearly certain that an AI controlled Germany and/or Italy will choose to try to fullfil those Missions. But if they go too far, and their relations with the UK/France deteriorate, then I don't see why this can't trigger changes in UK/France internal politics that makes war more certain. And while I don't think it should be a high chance, there has to be the possibility that Germany and/or Italy might end-up in a War before 1939.

But there can be no doubt that War will occur. Sooner or later, Germany will want to reclaim its core provinces in Poland and the UK/France will want to protect Poland. But rather than a Danzig Event, Germany would get a Mission to take control of Danzig. An AI-controlled fascist Germany with a high belligerence should accept that Mission. But of course, it's possible that Germany might not do so. If you are playing the Soviet Union what's the problem with that - you don't need to worry about a two-front war with Germany and Japan, and you can invade Manchuria, ally with Comm.China, etc. But then, once you've committed 100 divisions in the Far East, probably Germany might reconsider that Danzig mission. Even though there has been no M-R Pact, they might decide they can invade Poland without it leading to an immediate war with the Soviets. So, while it might be 1940/41 there will still be an invasion of Poland and war between Germany and the Allies.

Ah, Soviet two-front war with Germany and Japan...

Wasn't the most asked question in the HOI2 forums "how do I defeat the Soviets as Germany", and the answer is to cheat (by firing the Bitter Peace Event from the console) or to "legitimately" get the Event to fire in an ahistoric invasion of Siberia by Japan, and capture of Vladivostok. Don't pretend there is "close mirroring of history" in nearly every game of HOI2, because IRL the Soviet Union had a Non-Agression Pact with Japan, and this was honoured by Japan even after it joined the Axis and Germany was at War with the Soviets. But in HOI2 the diplomatic model can't conceive of this occurring, because HOI2 thinks you can't be at war with one member of an alliance and not with every other member, so HOI2 always leads to an ahistoric game. And just to make sure, if an AI-controlled Japan is a bit lazy about attacking Vladivostok, then a human-player can take Military Control of Japan. Hahaha, that's "close mirroring of history" - Japanese Generals taking orders from Berlin, instead of their own Emperor. Yeah, right!

The truth is everyone who plays the game wants an ahistoric outcome. But some want "their" ahistoric outcome, not a slightly random ahistoric outcome.
 

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potski said:
*Lots of stuff*

Your kind of all over the place with that post. But speaking only for myself, I'm not fighting against the ability of the AI to adapt to ahistorical situations, we just don't want the AI to usually go wildly ahistoric all by itself, at least not most of the time. It should be the player (or players in mp) that are modifying how history came out. Once the player has taken the war into uncharted territory, then absolutely let the AI adapt ahistorically- the more intelligent the better! Heck I bet Paradox could actually make how strictly the AI follows historic events/decisions via a user defined option. Many of us simply don't want HOI: The Butterfly Effect. As for wanting historical events only so much as it benefits us, Id expect you'd find that many of us in this position actually do follow through with the really nasty drawbacks the countries we select had- either by giving house rule penalties or making 'unwise' build choices etc.
 

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Mierin said:
Heck I bet Paradox could actually make how strictly the AI follows historic events/decisions via a user defined option.

Yes both ai_chance (for events) and ai_will_do (for decisions) govern the percentage of times the AI will choose a particular event choice or choose to enact a decision. Both can be modified also, like this:

Code:
ai_chance = {
       factor = 50

       modifier = {
       factor = 1.9
       global_flag = historical
       }
}

So the chance the AI will choose the choice in question is 50% as is - however if the player chooses to set the "historical" flag, it will multiply the 50% by 1.9, giving a 95% chance that the AI will choose this (presumably the historical) option.

A rather simple addition, which could govern whether the AI choices are either i) random or ii) historical

If I can do it I'm sure Paradox can do it better. :cool:
 

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EU III was when you were experimenting with chemicals and the blew up in ur face but u lived. paradox wont repeat that mistake but learn from it (or just wear a helmet, aka, ban happy moderator but then they will lose their lab, their money, their bitch, and i should stop talking now since im think outloud but instead of saying it out loud im typing it and i realy need to shut up already).
 

potski

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Mierin said:
Your kind of all over the place with that post. But speaking only for myself, I'm not fighting against the ability of the AI to adapt to ahistorical situations, we just don't want the AI to usually go wildly ahistoric all by itself, at least not most of the time. It should be the player (or players in mp) that are modifying how history came out. Once the player has taken the war into uncharted territory, then absolutely let the AI adapt ahistorically- the more intelligent the better! Heck I bet Paradox could actually make how strictly the AI follows historic events/decisions via a user defined option. Many of us simply don't want HOI: The Butterfly Effect. As for wanting historical events only so much as it benefits us, Id expect you'd find that many of us in this position actually do follow through with the really nasty drawbacks the countries we select had- either by giving house rule penalties or making 'unwise' build choices etc.

I was rambling at ungodly hours of the morning. I wasn't having a go at you, just trying to explain that in the very short time period covered by HOI3 the generic type Decisions/Missions in EUIII could be written to ensure there is war and it is not completely ahistorical. I'm confident Paradox can do it.

Yes I recognise some people may have those sort of self-imposed rules, and I think this seems to be the norm in MP. But what really used to get me annoyed was the people who just "played" the Events, and the Bitter Peace one especially used to drive me mad. I stopped following the HOI2 forum after a while because of the number of people who just wanted to basically cheat their way out of the mess they had created for themselves in the Soviet Union.

Lots of things need to happen to improve this, changes to the diplomatic model, the new Political System, a new logistics system, etc. Hanging on for dear life to the majority of the HOI2-Events, so that everyone knows in advance exactly what is going to happen and when, and the AI is forced to play historic, while the player is not, is not one of them.
 

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HoI3 has to be more historical than EU3 because HoI is a series based on one war and one war only, rather than the development of a country. While in EU3 you can turn Foix into a superpower if you want to, HoI3 has to be much more geared towards the one war that it is based on. While it would be cool to have more variation on the war based on historical possibilities, you have to limit it with this series. It would be fun to have some variation with how the Axis vs. Allies pans out (i.e. Sweden goes Axis, Romania helps Poland, the USSR defends Poland, the Japanese bow to US pressure over China, the US sits idle while the Japan ravage Asia, etc., etc. However, we can't have Germany, UK and Japan vs. the USSR, France, and the USA, or Italy vs. Germany, or other strange things that we see in EU3. That's why the strange screenshots thread in EU3 is way longer than the HoI2 one because you see Swahili colonizing Bosnia or some other strange occurrences.