Rather baffling how poorly thought-out intervention is. We keep getting these "features" and "additions" to the game that aren't even balanced or refined before they are thrown into the game.
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Sure it has its flaws but ts a fun mechanic. Your logic might lead to fairer wars Vishaing(not that i necessarily think wars should be fair) but you need to think of it from a usability point of view are the rules understandable to the player ? Without a wikipedia reference or 20 page long thread(im looking at you PUs)
The current logics very simple, intuitive and probably wrongbut once you introduce your set of conditions nobodys going to understand when they can or cannot intervene rendering the mechanic useless.
Yeah. Change that please. More interventions pls. Wait what?... NO!!!What's really odd too is that it only allows an intervention if at least 1 GP is on EACH side...I'm playing a game as Hesse right now that has #1 Ottomans, #3 France, and #5 Muscovy all fighting a large alliance of Austria and its allies (none are GP) and I can't intervene! Possibly the one time an intervention SHOULD occur and it can't be done.
Has anyone seen an ai intervening in an ai war(without any participation from player's side) or is it just intervening in player's wars?
That's funny indeed... Persia in the thirty year war. Never heard of thatIt will intervene in AI vs AI wars. It took me a while to figure out how AI Persia got into the Catholic side of the league war in one of my Asian games, but it turns out it was a GP intervention.
Part of the complexity is in surfacing your rules to the player. Then you got to find the other problematic use cases.What could possibly be complex about "You can only intervene to help the person who is losing, against a country you already have some grievance with"? I summarized the rules in 5 lines, 6 if you count the clearly marked "Optional" "Oh its so complex" version I included. It's basically already the same rules we're dealing with, just instead of basing "Who is Losing" on the incredibly arbitrary and nonsensical standard of 'who has more allies' it is based on 'who has more soldiers'. Y'know, an actual indicator of Strength.
All I added were some sanity checks to make sure the country has an actual reason why they would want to intervene against this hypothetical target. I even kept the ability for GPs to intervene against GPs just 'cause even though that's completely stupid and it would be better if it were just purely based on Rivalry/Coalition.
What is even slightly Complex about this?
It will intervene in AI vs AI wars. It took me a while to figure out how AI Persia got into the Catholic side of the league war in one of my Asian games, but it turns out it was a GP intervention.
In a game where everyone and their mother always wants to restore the Roman Empire to glory, I, for one, appreciate Persians invading Europe.
This is more a problem of the ottomans being horribly ridiculously overpowered (and don't give me the "it's realistic" horsecrap, no it's not). Actually, that appears to be the problem in this thread for most people and also in my experience of this mechanic.Ottomans pretty much break the GP intervention balance systems on VH, since they are easily enough to match 2-4 of the lower great powers.
Oh yes, designing game mechanics around the assumption that players are idiots always produces great games.Sure it has its flaws but ts a fun mechanic. Your logic might lead to fairer wars Vishaing(not that i necessarily think wars should be fair) but you need to think of it from a usability point of view are the rules understandable to the player ? Without a wikipedia reference or 20 page long thread(im looking at you PUs)
The current logics very simple, intuitive and probably wrongbut once you introduce your set of conditions nobodys going to understand when they can or cannot intervene rendering the mechanic useless.
You could enforce peace on Ottomans I believe if your relations with Austria are good.