• 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.

doctordoctordoctor

Recruit
19 Badges
May 26, 2019
2
0
  • Hearts of Iron IV: Cadet
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris
  • Cities: Skylines
  • Victoria 2
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Magicka
  • Europa Universalis IV
  • Dungeonland
So, I was screwing around with Victoria 2, primarily browsing the files, exploring many different methods of simulating battle conditions and making "fort" units by testing to see how long a heavily modded and expensive, and very, very slow guard unit would last....

Basically I was spelunking. Diving into the files, looking through the numbers to answer some questions about how to change particular items to my liking, for my own games. And, it seemed like asking some questions about these items, and showing other people what I think would be nice, would promote some good discussion of gameplay and balance.

Really, there are four files I dove into, the defines.lua, issues.txt, national_focus.txt, and static_modifiers.txt.

max_bureacracy_percentage = 0.01
fairly simple, the maximum effective percent of bureaucrats in a state is 1%. Seems like this *should* go up over time... oh!
bureacracy_percentage_increment = 0.001
so, for every social admin reform, the max effective bureacrats percentage increases by 0.001. So, with two social admin reforms, the max eff. burea. percent is 0.012, or 1.2%. I mean, personally, I'd be more in line with having the bureaucracy_percentage_increment = 0.002, or 0.0025, because tons of people in real life are just bureaucrats... I guess I could actually identify and quantify a curve of the number of bureaucrats, dating back to 1836 through 1936, but that is a lot of work and this is basically the first item on my laundry list of items I want to discuss.... so....

min_crimefight_percent = 0.2
max_crimefight_percent = 0.99
Alright, so the idea here is pretty simple, you can probably infer what these mean. But wait, the minimum crimefighting percent in 20%, thats not too bad, especially when you consider the lawless wastelands that I like to populate by refusing to address it at all, by increasing admin eff. (I think). Why not set the minimum to 0? or 5%? 99% even seems a little high, it feels like having 95% is a good limit.

conservative_increase_after_reform = 0.25
...I mean, I understand, having it set to 0 would be bonkers. Oh, this reform? Passed. Next reform, passed. You still have to deal with minimum time before another reform can be passed, but 25? 20, or 15, really, seems like a good limiting snowball factor. Eh. Not a hill I'm going to die on.

ai_support_reform = 0.05
So, when a percent of the population supports a reform, then the ai will support passing the reform, assuming it has the UH seats to do so. But 5%? Really, as far as my limited experience sits, 7.5% seems more appreciable, or even just a flat 7%. There, you have enough were not pursuing it would mean a very likely rebellion, but not just a rubberstamp reform of "oh shit all of scotland wants public shitters, better heed that call" every time 5% wants something. Kind of low, imo.

base_monthly_diplopoints = 0.3
So, this is really slow. I'll take 0.5.

diplomat_travel_time = 14
14 days! I'll take 7, or even 10. But 14? Agonizing.

noncore_tax_penalty = -0.05
5% tax penalty? For non-core? 25%, seems, imo, the *minimum* for non-core penalty. I mean, you don't really *own* own it, y'know?

base_tariff_efficiency = 0.2
Similar to the crimefighting argument, sure, the government can *set* tariff levels, but if a tariff were placed and no bureaucrat were there to enforce it, would there actually be a tariff?

created_cb_valid_time = 12
I'm interested to hear arguments on both sides. Look how long it takes to burn off 10 infamy. Long time. 0.1 infamy per month, 10 months for 1 infamy, and 100 months for 10. 8.3333 years to burn off 10 infamy. Yet, the CB stays for barely an eighth of that time. 18 months? On the other hand, lets shorten it to 6 months, so that you have a higher risk-reward, in case you aren't ready, and sometimes your ally will decide to refuse joining in a war...

investment_score_factor = 0.005
0.5%. That's how much a percent of industrial score you get from building a whole factory in another country. To compare, you'd have to build 200 factories to compare, assuming I'm doing my math right. Why not 25%? I understand not having 100%, because, hey, it isn't your factory, bud. 25%, sure, it isn't in your country, but hell, you've spread your McDonalds into a whole country, regardless of who uses it, you are the one who bankrolled it. That takes industrial power. That, should give you score. You've run out of places to put factories in your country, but hey, this bozo isn't using his coal/iron state right, but he has very little money, or is just dumb. Let me just... woaaah, 25%! Heck yeah.

tech_factor_vassal = 0.5
I mean, 25% seems more appropriate. 50%? That's just nuts. I'm not sure how you could scientifically say "well x% is actually a good number to rest on" but 50% is kind of high. Based on.... well nothing but what my common sense says.

naval_base_supply_score_base = 10
naval_base_supply_score_empty = 2
naval_base _non_core_supply_score = 0.3
Alright, this just seems silly. So, the first is how much supply score you get from a naval base. Easy.
The second is the supply score you get from a province that is coastal, that has... no naval base.
2? I mean, if you compare a complete unciv, who have no naval bases, but tons of coastline, and a civ that has a naval base, but very little coastline, you are telling me that the unciv just needs 5x the coastline to match the supply score? At this point I don't remember what supply score is, but I will fight to deny just lots of empty coastline the naval supremacy of an actual naval base. Hey, naval bases should cost money, so should forts, like maintenance wise. Sorry.
But the most bonkers: naval bases in non-cores give you 3/10ths the supply score of naval bases on cores. Look, if I build a naval base, regardless of where in the world it is, I have very little reason to believe that a non-core naval base, that I paid for, will be 3/10ths as useful in generating supply score. At that point, it is just 50% better than normal coastline. Nah. I'll take 9/10ths, or even 8/10ths, but 3/10ths?

loan_base_interest = 0.02
2% interest. I mean, money keeps flooding into the market with precious metal mines, therefore creating "inflation", so what is this inflation rate? I mean, the easiest way to find out is to mod in a complete world conquest, and keep all RGO's the same. This is our control. You find out, exactly, how much money is pushed into the system. Simply set the tax, etc... values so that you make money, and let the game run for 10, 25, 50, 100 years. Keep those values in mind.
Well, now just mod those precious metals out of the game, and absorb those provinces and pops into another local province, and use those same stats. I think. Just figure out the difference, in terms of generated wealth. That difference will tell you where the inflation rate is, I think. Is that inflation rate 2%? Probably not, I have no idea, I haven't done that test. But, let's raise it to like 5%. I'm going to make money loaning money to other people.

bankrupcy_duration = 2
So, this measures the number of years until all loans cancel. Let's raise it to 10.

trade_cap_low_limit_naval = 0.3
Armies, and Construction, can be set to 0. I can just decide not to pay my clergy, like some sick twisted luddite who believes that france is better as an unciv. But, I can't decide to just not pay my navy. Why not? If I want to torpedo my ruling of the waves, let me. Also, let the AI.

soldier_to_pop_damage = 0.20
So, for every soldier killed in battle, 0.20 soldiers from that pop die. I don't think this makes sense. Do I just not understand what is happening here? I mean, I understand soldiers getting injured, but where does this 0.20 come from? I would like to run a test game at 1.00. Another fun game would be setting it to higher than 1, like 10, but I could very easily see that becoming a complete joke game. A soldier dies, and another 9 die from grief. Sad.

naval_low_supply_damage_supply_status = 0.25
Basically, if a navy has 25% or lower supply status, it takes damage. Or, begins to register that it should take damage. Because...
naval_low_supply_damage_days_delay = 30
Uh... I mean, supply variance over a few days, I understand. But 30 days? I can understand a week.
But back to our original question, 25% or lower, and you take STR damage. I think it should be 75, or 70 percent. You look at a bunch of people on a boat, and if they only get 26%, they're fine? The ship doesn't start taking damage? We've got about a quarter of the supplies, guys, but we can still make do. Nah. Wait...
naval_low_supply_min_str = 5.0
So, if I don't fund my navy, by choice or by finances, or by other ways, they can only go down to 5.0 strength. Nope. 0 STR. Can't buy the stuff? Boats go bye-bye and sink. But, how long till they go bye-bye?
naval_low_supply_damage_per_day = 0.25
Lets lower this. Lets cut it in half, because adding the dangerous threat of mothballed fleets (or unfunded fleets) just sinking because the engineers ran out of tape should be offset by the ships sinking... slowly. Rusting away, slowly.

Now, on to issues.txt

Party issues seem important. You've got protectionism and free trade. My ideal breakpoints are 10% min tariffs for protectionism, and 10% max tariffs for free trade. That's it.

Economic policy is key here, and something that makes most people really only choose one of two economic policy.

Laissez-faire is shit.
max_tax = 0.5
factory_owner_cost = 0.3
factory_output = 0.05

That's it. Well, plus the rules, but this is the stuff that matters, imo. If it were me, laissez-faire would be treated as a highly developed industrial nation economic policy. It should give great throughput bonuses, make factories cheap, and even encourage immigration into the nation, because anyone could make money. The downside would be the government can't tax you a whole lot, so underdeveloped laissez-faire economies would just collapse because there isn't enough revenue generating factories in the first place to get the whole capitalistic process to automatically roll. There are other things you could add as bonuses, as well as negatives, but I don't know all the modifiers, that'll be another topic.

Interventionism is like this sucky middle ground where you can say "well at least im not laissez-faire" but you don't get any of the great rules that state capitalism or planned economy gets. You just get a factory owner cost of 50%, so increased from the 30% that laissez-faire gets. You can build 3 facs, where the laissez-faire can build 5. It should stay the middle ground, but not be sucky. You get some neat bonuses, but you are really the bread and butter for developed nations, or developing nations.

State capitalism. Min tax of 25%, and fac cost of 60%. Great rules. Why.... wait why not make this a little bad, in terms of the capitalistic "hey people want money so they are incentivized to make money" but if the state owns everything, and operates capitalistically, there will be state officials who have no business running a company. Why not give that a fair shake?

Planned Economy.
Min tax of 50%, factory owner cost of -1 (aka can't build if you are pop looking to become bourgeoisie).
Wait.
factory throughput of 5%? In a planned economy? If anything, with all the rules, that number should be negative 20 percent. A planned economy is the state saying "well, we need more steel, so, uh, build more" and people aren't per se more willing to do something because the state says so, unless there is a monetary or otherwise incentive.
The facs might be shitty, maybe -10% throughput, but at least the labor is being used effectively and planned by the state. No more endless luxury furniture factories in coal and iron provinces. Bad news is you have to keep track of that. So, more of an endgame type of economic policy, similar to laissez-faire.

Now, for national_focus.txt

I have two gripes.

Immigration focus.
When was the last time you used it? Never? Farther back then never? I thought, hey, 20% ain't bad, but wait, if the province I'm trying to get the majority of my pops to migrate to is shit, then that 20% isn't going to do much....
Also, why not give a monetary cost to this immigration focus? Like, hey, we are paying money, or whatever, for people to move here. I'm not sure, I'd really have to make a complete list of all modifiers to say "hey, this would work great for modeling immigration pushes by the government!".

Party loyalty.
It doesn't do much. Let's make it 10x.



Last, we have static_modifiers.txt
So much here to use. Possibilities....

Here's just a list of defining items that do not contain ANY modifiers.

overseas
coastal
non_coastal
blockaded
no_adjacent_controlled
core
nationalism

Why not give a negative pop growth, or negative RGO eff. to blockaded provinces? Or non adj. controlled? Or nationalism?

Also,
bad_debter = 0.05
thats how much your loan interest is. I'm assuming to be a bad debter you have to fuck up a ton. Why not 10%?
total_blockaded just has war exhaustion. If my country was completely blockaded, people would die, realistically.

Finally,
in_bankrupcy
causes nothing.



Please talk about how this post is too long and how it's dumb to talk about almost every item from those lists that has a measure of "hey why not this number?"

Thanks in advance!
 

deanwebb

Lt. General
43 Badges
Mar 13, 2002
1.385
167
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Europa Universalis IV: Golden Century
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
Sounds like you're ready to mess with those values and make your own mod. I've toyed with them and would say that even a modest adjustment can produce some unexpectedly interesting results. Other times, even a massive change does nothing.
 

Amtep

Colonel
60 Badges
Nov 20, 2017
938
2.331
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome - Magna Graecia
  • BATTLETECH
  • Surviving Mars
  • Europa Universalis IV: Cradle of Civilization
  • BATTLETECH: Season pass
  • Europa Universalis IV: Rights of Man
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV
  • BATTLETECH: Heavy Metal
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Tyranny: Archon Edition
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
Keep in mind what the AI would do with the new values. Sometimes a change that makes the game "harder" actually makes it easier, for example because all of the AI fleets just sink on their own :)

conservative_increase_after_reform
I think this is high because the upper house gets rejiggered every year anyway, so the effect is diluted by the time you can pass another reform. Though I'm actually not sure it matters at all. Does the rejiggering take into account last year's upper house at all? Or does it just recalculate from your population.

base_monthly_diplopoints
It's slow for uncivs, but great powers can stack a lot of bonuses on that 0.3. I usually have more dip than I know what to do with, and I just randomly improve relations with Brazil or something.

naval_base _non_core_supply_score
I think the idea here is that a naval base in non-core land is projecting most of its power locally rather than globally. It's there more to receive supplies than to send them. Gotta patrol those foreign coasts, you know.

loan_base_interest
I've read that the game is buggy here, and the interest paid just disappears and doesn't reach the creditors. So loans might actually be the biggest factor taking money out of the economy.

trade_cap_low_limit_naval
I actually like the feel of this limit. Navies being expensive to keep around even if you don't use them. If you want to reduce the expense even further, you're going to have to disband some ships. Why were you keeping those wooden sailing ships around anyway? Get with the times.

naval_low_supply_damage_days_delay
Surely we can assume that ships carry a couple of weeks of spare parts around, so that they don't start sinking when crossing the Atlantic :)
 

Amateur Emperor

First Lieutenant
77 Badges
Dec 27, 2009
253
20
  • Cities in Motion
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Europa Universalis IV: El Dorado
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: Digital Deluxe Edition
  • Battle for Bosporus
  • Imperator: Rome
  • Europa Universalis IV: Golden Century
  • Cities: Skylines - Parklife
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Europa Universalis IV
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Conquest of Paradise
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Surviving Mars: First Colony Edition
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Distant Stars
  • Victoria 2
With regards to the party loyalty NF, I was able to ensure a socialist ruling party would win every election in a recent S-P to Italy game I played. If you invest the time and NF, it can be powerful to ensure that your ideology wins.
 

sterrius

Field Marshal
104 Badges
Jan 18, 2009
2.671
5.743
  • Cities in Motion
  • Sword of the Stars II
  • Victoria 2
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Warlock 2: The Exiled
  • Divine Wind
  • Europa Universalis III Complete
  • Dungeonland
  • Crusader Kings II
  • Darkest Hour
  • Stellaris Sign-up
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • The Showdown Effect
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Colonel
  • Pillars of Eternity
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • 500k Club
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Stellaris: Digital Anniversary Edition
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • BATTLETECH
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Surviving Mars: First Colony Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Dharma
@doctordoctordoctor

created_cb_valid_time = 12
I'm interested to hear arguments on both sides. Look how long it takes to burn off 10 infamy. Long time. 0.1 infamy per month, 10 months for 1 infamy, and 100 months for 10. 8.3333 years to burn off 10 infamy. Yet, the CB stays for barely an eighth of that time. 18 months? On the other hand, lets shorten it to 6 months, so that you have a higher risk-reward, in case you aren't ready, and sometimes your ally will decide to refuse joining in a war...

About infamy its better to edit this by changing the infamy values directly.

Me for example just modded the game to a Fixed Infamy value system like EU4.
(basically i changed the values and put detection at 100%.). Its better than messing around with justify times that i find actually quite reasonable as that gives you time to prepare for a war.

You can change the amount of infamy gained from a CB by changing these lines in the defines.lua

INFAMY_ADD_TO_SPHERE = 2,
INFAMY_RELEASE_PUPPET = 0.5,
INFAMY_MAKE_PUPPET = 5,
INFAMY_DISARMAMENT = 5,
INFAMY_DESTROY_FORTS = 2,
INFAMY_DESTROY_NAVAL_BASES = 2,
INFAMY_REPARATIONS = 5,
INFAMY_TRANSFER_PROVINCES = 5,
INFAMY_REMOVE_CORES = 0,
INFAMY_PRESTIGE = 2,
INFAMY_CONCEDE = 1,
INFAMY_STATUS_QUO = 0,
INFAMY_ANNEX = 10,
INFAMY_DEMAND_STATE = 5,
INFAMY_INSTALL_COMMUNIST_GOV_TYPE = 5,
INFAMY_UNINSTALL_COMMUNIST_GOV_TYPE = 5,
INFAMY_COLONY = 0,


Those numbers act as a multiplier. (For example. Conquest CB is Infamy_Annex 10 x 2.2 = 22. You will find this and all other cbs on the file Cb_Types.

So if you reduce that 10 to 5. Conquest CB will only cost 11 infamy instead of 22.

Later you can change CB_DETECTION_CHANCE_BASE = 15, -- chance out of 1000 every day . Change to 1000 and detection will happen on day 1. Meaning you always get full infamy.


I Put Infamy cost around 45% of normal cost. (Annex/conquest at 40%). This means ending a 1 region nation = 8 infamy and a acquire state just 4,4.

If you go 1 conquest + peace time infamy will burn out quickly, but if you enter into multiple wars you will find out the -0.33/month will quickly stop you from being too greedy.

Also this means no more free conquest too and does give AI a lot of room to actually do something, as using event 18540 (-3 infamy) to lower infamy only works for you.
 

sterrius

Field Marshal
104 Badges
Jan 18, 2009
2.671
5.743
  • Cities in Motion
  • Sword of the Stars II
  • Victoria 2
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Warlock 2: The Exiled
  • Divine Wind
  • Europa Universalis III Complete
  • Dungeonland
  • Crusader Kings II
  • Darkest Hour
  • Stellaris Sign-up
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • The Showdown Effect
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Colonel
  • Pillars of Eternity
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • 500k Club
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Stellaris: Digital Anniversary Edition
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • BATTLETECH
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Surviving Mars: First Colony Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Dharma
That's already what happens to me every time on the default settings.

well you can also reduce the number. The default is 15, if you go to 10 or 5 you should see a big decrease in that "being found on day 1" problem :p.

but i rather just go for fixed values and 100% discovery rate.

The AI is much more active since i made the change. Really improves the game. Specially if you nerf to the ground casus belli like Reparations, Humiliation, etc that almost never worth the Infamy. (On my game they only cost 1 infamy so totally worth it on medium countrys, not just the major powers).


Unfortunaly i still can´t fix paying full infamy for Half a Region. This is still something i can only do by using " event 18540" and using "prestige -5" if needed.
 

KonradRichtmark

Field Marshal
58 Badges
Feb 20, 2005
4.427
272
  • Cities: Skylines - Green Cities
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: No Step Back
  • Supreme Ruler 2020
  • Hearts of Iron Anthology
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis IV
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • A Game of Dwarves
  • Victoria 2
  • Victoria 2: A House Divided
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
I think you're making some unwarranted assumptions in interpreting those numbers. Those are just numbers used by a program code that we don't see, they don't necessarily have the literal meaning you ascribe to them. For instance, loan_base_interest = 0.02. That's just a number that gets plugged into the formula for determining the daily interest payment. Comparing the actual daily interest payment and the loan amount shown in the game gives an annual interest of about 26%. That's a whole lot, it certainly doesn't need to be even higher. It just looks deceptively low in the game since it's shown as a daily payment.
 

KonradRichtmark

Field Marshal
58 Badges
Feb 20, 2005
4.427
272
  • Cities: Skylines - Green Cities
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: No Step Back
  • Supreme Ruler 2020
  • Hearts of Iron Anthology
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis IV
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • A Game of Dwarves
  • Victoria 2
  • Victoria 2: A House Divided
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
With regards to the party loyalty NF, I was able to ensure a socialist ruling party would win every election in a recent S-P to Italy game I played. If you invest the time and NF, it can be powerful to ensure that your ideology wins.

That sounds like the strength of the Party Loyalty NF is about right. It should help you in getting the government you want, but doing so should by no means be easy. Getting to choose your government is a powerful option that you should have to work for, and pay a hefty opportunity cost for in not being able to use those NFs for POP promotion. It's also consistent with the overall design philosophy of the game in how you're not the master of history but pulled along with it even as you try to steer it, how your country's direction is ultimately determined by the socioeconomical forces and spread of ideas within its population.