Less precise stats about other nations' situation and decisions

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Shadowstrike

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I don't think this is going to be too popular, but I think we should get a little less information for modifiers or statistics where there's no reasonable way we could figure them out. For instance, all of the AI modifiers are laid out when making any diplomatic action. You can see how many troops someone has, and how much manpower they have left in the ledger. Now, you could expect that you'd have some idea of approximately what these values are, but not exact ones. It's feasible for the Austrians to hear that because of their long war with Spain, French manpower is low. It's not plausible for them to know that France has exactly 12,812 manpower left. Heck, France wouldn't be able to tell that in this period. Instead, perhaps we could have a more vague indicator, i.e. "France will probably accept this peace offer", "France might accept this peace offer", "France will definitely not accept this peace offer" instead of having say +20, +2, and -40 respectively. It would add some uncertainty to making strategic decisions, which would make things more interesting than being able to absolutely min-max your actions. The other thing this could do is that it could make espionage more useful: you might get more precise information on how the French will take a peace deal, or how much manpower they have if some high level French bureaucrat (or the French queen) is reporting back to you.
 
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Freudia

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You misunderstand how people are able to math out within reasonable accuracy what the ledger already tells you. All the ledger does is save us some time that'd have to be spent on calculating numbers.

As for the diplomatic modifiers, it's probably a good thing we can see all that out in the open. If we couldn't, then there'd be a large disconnect where players would feel like they'd peace out in that certain situation, but the AI doesn't, and the player wouldn't be able to figure out why. That sounds awful.
 
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Danfish77

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You're right, it would be slightly more realistic, but I don't see how it would make playing the game a more rewarding, enriching experience. The numbers are exact and shown so that you don't get frustrated and confused, so that the game mechanics are clear and you can see how everything works. Sadly the AI nations are NOT real humans in real courts making real decisions in the cultural milieu of the times, it's a few clever (and probably a few not-so-clever) algorithms churning out numbers based on what the devs have come up with and think can be reasonably implemented on lots of computers while still being playable. Because that doesn't always make sense, since such an algorithm isn't going to be perfect, I'd rather know exactly why things aren't working like I think they should and be able to make precise, informed decisions about what's happening in my game.

We could add more randomness into the engine, so that modifiers mean a lot but there's always an unknowable factor, but that doesn't usually make a more fun game. I would prefer this as an option, if it is implemented at all.
 
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Mattius

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Vaximillian

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This game operates on numbers and nothing else. The AI operates on numbers and nothing else.
It only makes sense that the player ought to have and see the very same numbers the AI does.
Concealing them would only make things more complicated and frustrating, instead of immersive and enjoyable.
No thanks.
 
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Maq

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Let's not dismiss this suggestion that easily.
Of course AI works with numbers and nothing else. There's no 'maybe' or 'probably' for AI. But the player is a human.
An example: When you declare a war, you get precise information which of your aliies will join. I would welcome some randomness in that if sum of the reasons to join and not to join is close to zero.
Mind you, when AI - your ally - goes to war, it faces the same dilemma, because you, as a human, can evaluate situation differently from the 'numbers' it has at its disposal.
That's just an example. What I want to say is - once more - let's not dismiss this idea easily, as it's not plain bad.
 
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tobias.mb

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When you declare a war, you get precise information which of your aliies will join.
Yeah IRL you can't just go to your ally and ask: "Hey I want to bash France. Will you help me?" before declaring war. Oh wait. You can.
Edit: And if you want a fix for AI declaring war expecting your help and then beeing screwed, I'd rather see a change where the AI sends the player their offensive CTA before actually starting the war. And only deciding to go through with it or not after the player answers.
 
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Maq

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Yeah IRL you can't just go to your ally and ask: "Hey I want to bash France. Will you help me?" before declaring war. Oh wait. You can.
Edit: And if you want a fix for AI declaring war expecting your help and then beeing screwed, I'd rather see a change where the AI sends the player their offensive CTA before actually starting the war. And only deciding to go through with it or not after the player answers.
In real life, ally's assistance can be scaled. Almost all Latin America declared war on Germany in WWII. And only Brazil, I believe, actually contributed to war effort by dispatching ...eh, a platoon or so.
Italy was a German ally in WWI, and yet switched side.
But these are modern times, aliiances are not made easily, and in solemn form. In EUIV period, many alliances were mere promise which was not very specific. And then, when hostilities broke up - and mind you, declarations of war were not always made in a proper way - each and every ally considered to what degree get involved. Take England/Britain for example. Many times Britain supported her continental allies solely with money. Other times she deployed only her naval force for blockade and supply, or landed with limited expeditionary forces.
AI does not know this scaling. It's either involved or not.
So please don't argue with simplistic arguments marked 'IRL' when real life has never ever been simplistic.
 

Jomini

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This is, has been, and will always be a terrible idea. Disguising the information enough so that I cannot extrapolate the "real values" will require making it useless for determining behavior. Afterall, at the end of the day you have something like Value Displayed = Real Value +/- Random Number. You can bin the output (likely, very likely, etc.), but it is pretty straightforward to make minor changes to "Real Value" (e.g. ask for MA, remove MA, one month of Improved Relations, etc.) and see how that affects things (e.g. eventually you change from "likely" to "very likely" after some action with a known, small value on Real Value and you can figure out how close to the bin boundaries Real Value was).

So binning is just an exercise in tedium to powergamers. Okay how about the random number fudging? Good luck with this. Suppose you generate a new RN everytime you display the information. Well, you can derive out a bell curve pretty quickly (and if you go for a non-normal distribution that only lasts until people figure out which distribution is being used), take the average, and have the real value (repeat as need to get small enough error bars). Well suppose you have only one random number per stat? Well that can be found pretty quickly by playing around a breakpoint and seeing exactly when you move over it. Once determined it is just some tedious math for the rest of the campaign. How about something in between? Ehh maybe you can make it more tedious with some optimization ... but at the end of the day there is a real value that has a real effect. At worst, people will just ignore the UI and calculate things by hand.

Now maybe it is immersion breaking to have God-level information of enemy stats (as opposed to instant communications during war, foreknowledge about political/economic/military dynamics, etc. for some reason). Okay then don't use that part of the UI. Nobody is forced to open the ledger, nobody has to hover.

HIdden knowledge is bad for games. There is a constant push to balance around elite gamers, who regardless of what machinations you take will still get the numbers. So we will still have to balance as though all players have knowledge of all the obscured stats. However, casual and other gamers won't actually have them. So the game will not be balanced from their perspective.

This is a completely cosmetic change which does nothing but cause troubles for newbies and tedium for elite gamers.

As far as realism goes ... oh please. Historically you had massively more information than the game presents and more importantly massively more ability to influence other countries. You could negotiate for the removal of forts. You could sign treaties forcing and end to "wants your provinces" (buying them out with Gold, other land, HRE concessions, etc. or coercing them via war or threat of war). You could bribe foreign officials to favor your country and grease the skids towards an alliance - even with a long term rival (e.g. England and France did ally multiple times). You could warn guarantee, fleet base, and MA with as many states as would allow you. You could negotiated with dozens of states at a time, often with multi-party diplomacy. You could often have a better count of enemy ships & regiments than the enemy did.

Sorry, this just is worse than worthless.
 
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Maq

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This is, has been, and will always be a terrible idea. Disguising the information enough so that I cannot extrapolate the "real values" will require making it useless for determining behavior. Afterall, at the end of the day you have something like Value Displayed = Real Value +/- Random Number. You can bin the output (likely, very likely, etc.), but it is pretty straightforward to make minor changes to "Real Value" (e.g. ask for MA, remove MA, one month of Improved Relations, etc.) and see how that affects things (e.g. eventually you change from "likely" to "very likely" after some action with a known, small value on Real Value and you can figure out how close to the bin boundaries Real Value was).

So binning is just an exercise in tedium to powergamers. Okay how about the random number fudging? Good luck with this. Suppose you generate a new RN everytime you display the information. Well, you can derive out a bell curve pretty quickly (and if you go for a non-normal distribution that only lasts until people figure out which distribution is being used), take the average, and have the real value (repeat as need to get small enough error bars). Well suppose you have only one random number per stat? Well that can be found pretty quickly by playing around a breakpoint and seeing exactly when you move over it. Once determined it is just some tedious math for the rest of the campaign. How about something in between? Ehh maybe you can make it more tedious with some optimization ... but at the end of the day there is a real value that has a real effect. At worst, people will just ignore the UI and calculate things by hand.

Now maybe it is immersion breaking to have God-level information of enemy stats (as opposed to instant communications during war, foreknowledge about political/economic/military dynamics, etc. for some reason). Okay then don't use that part of the UI. Nobody is forced to open the ledger, nobody has to hover.

HIdden knowledge is bad for games. There is a constant push to balance around elite gamers, who regardless of what machinations you take will still get the numbers. So we will still have to balance as though all players have knowledge of all the obscured stats. However, casual and other gamers won't actually have them. So the game will not be balanced from their perspective.

This is a completely cosmetic change which does nothing but cause troubles for newbies and tedium for elite gamers.

As far as realism goes ... oh please. Historically you had massively more information than the game presents and more importantly massively more ability to influence other countries. You could negotiate for the removal of forts. You could sign treaties forcing and end to "wants your provinces" (buying them out with Gold, other land, HRE concessions, etc. or coercing them via war or threat of war). You could bribe foreign officials to favor your country and grease the skids towards an alliance - even with a long term rival (e.g. England and France did ally multiple times). You could warn guarantee, fleet base, and MA with as many states as would allow you. You could negotiated with dozens of states at a time, often with multi-party diplomacy. You could often have a better count of enemy ships & regiments than the enemy did.

Sorry, this just is worse than worthless.
When your opponent presents sound arguments, it's only fair to admit it. So I do.
 

Shadowstrike

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Jomini, your assumption about binning would demand being able to constantly sample a binned variable, and have that variable not change. But at any given time, those variables are acted on by multiple modifiers that do not necessarily move in the same direction. The point is that it's kind of immersion breaking to think: "oh this gift will raise relations with Ulm to 190, which will let us vassalize them". But its much more plausible to think "hmm, our relationship with Ulm is "very friendly", and with one more gift, they might be willing to become our vassal. It would demand a bit of knowledge about where the bins are, but that's really not much different than knowing what the number is. As far as I'm concerned, the "tedium" that you propose based on adding a RNG is just a strawman - I'm not proposing an RNG, and it would certainly be tedious to try to sample enough times for the central limit theorem to apply.

Would it make it harder for new players? Probably a bit, as they learn what is a reasonable war demand (and they would be getting feedback, mind you, if their demands go too far one way or the other - the only "loss" would be that it would be harder for them to precisely figure out how much they could get), but that's part of the skill of picking up the game. For "elite" gamers, it would make it harder to min-max so precisely, but it would make the game world a little less mechanical - instead of thinking "I need to wait 4 months for the 'length of war' modifier to drop by this many points, so I can demand precisely 46 warscore", they would be thinking "I need to wait a few months, and I should be able to get this". That element of uncertainty and risk are interesting, I think, otherwise, the game becomes pretty much just a matter of solving for an algorithm. But I think we're reaching a fundamental disagreement about whether hidden knowledge is good or bad, here.

I don't particularly want to get into the "gameplay vs realism" debate, particularly as I'm one of those people who thinks that gameplay can be enhanced with greater realism in many ways, but am not someone who thinks we should chuck fun out the window just to make the game more realistic. But I think the suggestions you raise about other things that are realistic and good for gameplay, and should be in the game. Just because they are not does not mean that arguments from realism are to be quickly dismissed though.

As to the criticism that you can "math it out" - that's precisely the problem. Yes, without the ledger, I can go click through every French province and figure out how much forcelimit, basetax and manpower they have. But I shouldn't be able to do that! Nobody had economic or demographic data that precise - not even today, which is why we get those "country grows 50% because of GDP rebasing" new stories. But if that's too radical and bad for gameplay, I'd restrict it to just the manpower column in the ledger (current manpower, not max. manpower). There's no reasonable way you could conduct a rural census in every country in the world to know this, and the uncertainty would make strategic decisions to go to war a little less mechanical.
 
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Maq

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Jomini, your assumption about binning would demand being able to constantly sample a binned variable, and have that variable not change. But at any given time, those variables are acted on by multiple modifiers that do not necessarily move in the same direction. The point is that it's kind of immersion breaking to think: "oh this gift will raise relations with Ulm to 190, which will let us vassalize them". But its much more plausible to think "hmm, our relationship with Ulm is "very friendly", and with one more gift, they might be willing to become our vassal. It would demand a bit of knowledge about where the bins are, but that's really not much different than knowing what the number is. As far as I'm concerned, the "tedium" that you propose based on adding a RNG is just a strawman - I'm not proposing an RNG, and it would certainly be tedious to try to sample enough times for the central limit theorem to apply.

Would it make it harder for new players? Probably a bit, as they learn what is a reasonable war demand (and they would be getting feedback, mind you, if their demands go too far one way or the other - the only "loss" would be that it would be harder for them to precisely figure out how much they could get), but that's part of the skill of picking up the game. For "elite" gamers, it would make it harder to min-max so precisely, but it would make the game world a little less mechanical - instead of thinking "I need to wait 4 months for the 'length of war' modifier to drop by this many points, so I can demand precisely 46 warscore", they would be thinking "I need to wait a few months, and I should be able to get this". That element of uncertainty and risk are interesting, I think, otherwise, the game becomes pretty much just a matter of solving for an algorithm. But I think we're reaching a fundamental disagreement about whether hidden knowledge is good or bad, here.

I don't particularly want to get into the "gameplay vs realism" debate, particularly as I'm one of those people who thinks that gameplay can be enhanced with greater realism in many ways, but am not someone who thinks we should chuck fun out the window just to make the game more realistic. But I think the suggestions you raise about other things that are realistic and good for gameplay, and should be in the game. Just because they are not does not mean that arguments from realism are to be quickly dismissed though.

As to the criticism that you can "math it out" - that's precisely the problem. Yes, without the ledger, I can go click through every French province and figure out how much forcelimit, basetax and manpower they have. But I shouldn't be able to do that! Nobody had economic or demographic data that precise - not even today, which is why we get those "country grows 50% because of GDP rebasing" new stories. But if that's too radical and bad for gameplay, I'd restrict it to just the manpower column in the ledger (current manpower, not max. manpower). There's no reasonable way you could conduct a rural census in every country in the world to know this, and the uncertainty would make strategic decisions to go to war a little less mechanical.
My poor English does not allow to express my thoughts, so I'm happy you did it in a brilliant way instead of me.
But I would not go that far in 'imprecision'. I don't mind that my manpower is calculated to the last man. As well as all my 'numbers'.
As for the numbers of others, I'm not sure. Perhaps some should remain precise, some others just approximate.
But I would vote for some volatility in diplomatic interactions. To calculate in advance precisely reaction of other people, even other countries, is not natural. A bit of uncertainty would be beneficial, I believe.
But there's another aspect here, which may be fundamental, I'm afraid. Adding volatility to game numbers would require some amount of CPU performance. I'm not an expert in IT so I cannot by far make a realistic estimate, but it possibly could be quite relevant.
 

Jomini

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Jomini, your assumption about binning would demand being able to constantly sample a binned variable, and have that variable not change. But at any given time, those variables are acted on by multiple modifiers that do not necessarily move in the same direction. The point is that it's kind of immersion breaking to think: "oh this gift will raise relations with Ulm to 190, which will let us vassalize them". But its much more plausible to think "hmm, our relationship with Ulm is "very friendly", and with one more gift, they might be willing to become our vassal. It would demand a bit of knowledge about where the bins are, but that's really not much different than knowing what the number is. As far as I'm concerned, the "tedium" that you propose based on adding a RNG is just a strawman - I'm not proposing an RNG, and it would certainly be tedious to try to sample enough times for the central limit theorem to apply.

Oh please, you are going to have a million samples within hours of the update and you can simply tag switch to see how most of the bins in the game line up. A small amount of save & reload or custom event work will get the bins written up on the boards relatively quickly.

And frankly it is not like a lot of values are in constant flux. I want to vassalize Ulm? Okay I count out the months as I improve relations. Ding, I flip bins. I now know how far I was from the center of the bin for the conditions that existed when I started. It doesn't take that many trials to figure this out.

Would it make it harder for new players? Probably a bit, as they learn what is a reasonable war demand (and they would be getting feedback, mind you, if their demands go too far one way or the other - the only "loss" would be that it would be harder for them to precisely figure out how much they could get), but that's part of the skill of picking up the game. For "elite" gamers, it would make it harder to min-max so precisely, but it would make the game world a little less mechanical - instead of thinking "I need to wait 4 months for the 'length of war' modifier to drop by this many points, so I can demand precisely 46 warscore", they would be thinking "I need to wait a few months, and I should be able to get this". That element of uncertainty and risk are interesting, I think, otherwise, the game becomes pretty much just a matter of solving for an algorithm. But I think we're reaching a fundamental disagreement about whether hidden knowledge is good or bad, here.
None of this is correct. EU used to have honest to God random calls for relations - gifts gave variable rewards, diplovassalization was indeed functionally random. Way back in the early internet days the community still figured out the bins and you had completely mechanical responses to them. I mean seriously do you think algorithms cannot handle stochastic inputs? If I know that this bin has a 75% chance (+/- 12.5%) then I'm going to do the exact same thing as now.

You aren't proposing something new, you are proposing a regression to old design, something that worked out exactly as noted above. CIV IV likewise reported a lot of numbers with obfuscation, they were all cracked repeatedly by the community so that elite players could and did spreadsheet things.


I don't particularly want to get into the "gameplay vs realism" debate, particularly as I'm one of those people who thinks that gameplay can be enhanced with greater realism in many ways, but am not someone who thinks we should chuck fun out the window just to make the game more realistic. But I think the suggestions you raise about other things that are realistic and good for gameplay, and should be in the game. Just because they are not does not mean that arguments from realism are to be quickly dismissed though.
There is nothing realistic about this. During the Napoleonic wars, the British had better counts on French naval strength than the French did. Louis XIV had better data about Dutch forces than the Dutch did. Historically, your own numbers were a crapshoot of ghost regiments, optimistic recruiting aspirations, regional pride, and many other issues.

Further, as noted in real history you could do a LOT of stuff to negotiate bilaterally to affect change. Want to unify England and Scotland? Well if you give up this, we will line the parliament's pockets with gold. Want to flip the loyalty of Transylvania from the OE to Austria - make concessions (like on religious freedom and legal standing) to make it happen. Precision in results is just a tradeoff from not being able to sweeten the deal. France doesn't like your efforts to buy Louisana, it counters for more money and the sale of all North American claims. In the real world everything is open to negotiation without fixed points because you can add all manner of carrots and sticks. Given that the game lacks flexibility here, why on earth should it remain rigid elsewhere? The point of negotiations in the era was that they routinely worked, rarely were serious proposals put forward and rejected - because a huge amount of back channel work had already gone down. This accurate numbers are just making the game more realistic because you cannot work bilaterally, at all, in EUIV.

As to the criticism that you can "math it out" - that's precisely the problem. Yes, without the ledger, I can go click through every French province and figure out how much forcelimit, basetax and manpower they have. But I shouldn't be able to do that! Nobody had economic or demographic data that precise - not even today, which is why we get those "country grows 50% because of GDP rebasing" new stories. But if that's too radical and bad for gameplay, I'd restrict it to just the manpower column in the ledger (current manpower, not max. manpower). There's no reasonable way you could conduct a rural census in every country in the world to know this, and the uncertainty would make strategic decisions to go to war a little less mechanical.

Oh BS. US military manpower is known within a percentage point or two thanks to this thing called the draft (which all American males must enroll in or seek a waiver from). It is trivially easy to calculate it. Actual population, the census is pretty freaking accurate and we know the Mongols were doing effective ones before game start from China to Novgorod. Rebasing GDP is just taking into account that in the technological era, prices value considerably the Nigerian example to which you allude is pretty much a one off due to the relative value of food and other things swinging hugely towards food (other stuff dropped a lot in price). None of that is a concern in this era. In this era, the vast, vast majority of the wealth stock of a country lay its land, its bullion, and in its ships. These are NOT hard to count. While technological progress did change the relative value of some land ... it wasn't hard to know terribly much who had more manpower.

I mean seriously, in what historical war was it ever relevant that England miscounted the actual number of Frenchman (as opposed to French conscription policy)? Never. Likewise, at one point was Spanish accounting of the size of the Royal Navy ever so far off that an operation was lost or canceled based on the fact? Historically the sort of precision that annoys you was immaterial to the policies of state.

In reality, states knew much more than the ledger. They could ask allies what their intentions were and get honest answers. They could count ships in harbor - even without their navy sailing past. They could listen to gossip at court and in the streets and have a decent idea how the enemy would react. None of the concerns you have actually were period concerns. No wars were ever lost because Spain miscounted the "current manpower" of France. Frankly the ledger just gives us a shorthand for what was often known - some country has been locked in a long and bloody struggle and has few men of military manpower left. This was obvious if you looked at the average village during travel. We know the OE did this in the Balkans (the raiders routinely reported such things). We know the French, English, and Spanish all had this sort of intelligence (in that English guesses about French manpower were no worse than French guesses).

Your proposal is wildly ahistorical in that introduces an information asymmetry where none existed historically. The King of France had a decent idea how many Frenchmen he could draft because maybe he had a decade old census (riddled with lies) and some knowledge of how many men were under arms or had died recently. The English knew what French officials said was the size of French manpower (these reports not being secret and information security being crap regardless in this era) and could also know how many Frenchmen died recently. Accurate numbers is just dealing with game as it is actually processed - the symmetry should be preserved.

So to recap:
1. This asymmetry has no basis in history.
2. By your own admission the vast majority of this can be tediously calced.
3. This hurts newbies, does nothing to stop dedicated number crunchers, and makes balancing the game harder.
4. Is a non-issue because you could just not open the ledger.
 

Shadowstrike

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Frankly, I have no issue with the bin information being openly known (and indeed being freely published in advance), like in the old Heroes of Might and Magic design, where you knew exactly that "a few" meant 1-5 and "zounds" meant 40-1000. Nor do I have a problem with the variable having a set value, as it does today, without randomization (though I disagree with your assertion that diplomatic actions should have very well predicted consequences - nothing is known in diplomacy with any certitude; it's the very nature of the enterprise). But in a given situation, when you see England is "very friendly", it means something that the value could vary somewhere between say +150 and +200. If I knew precisely that our relations was +177, I could calibrate my exact gift size to raise it precisely to +191. Not knowing that precisely and having to intuit that value, does add something to the game: an element of risk, and the inability to exactly optimize everything precisely. Frankly, I preferred the old system where you didn't know exactly if you met all the right conditions to diplovassalize another nation, and sometimes you got it wrong. It meant that there was something ventured and something gained from the risk, rather than being something you just calculated through. To try something without certainty makes the game interesting, to always know precisely the outcome make playing an exercise in following rules.

I categorically refute your assertion that this is in anyway unrealistic. Could anyone quantify exactly what the US-Chinese relationship is now, on a 200-point scale, and use that to predict their responses to a diplomatic overture? I wager not. But can State Department officials feel out approximately how the Chinese feel about something? Quite definitely so. Nor do I understand your point about negotiations being a give and take - it is simply irrelevant to what we discuss. For what it's worth, I agree with you: you should be able to bribe the Scots to turn the PU into annexation, or dicker with the French about how much to pay (or what to cede) in exchange for Louisana. I fail to see what this has to do with the issue at hand though.

I concede that the number of ships can be counted, but the number of available men most definitely could not. Even the Selective Service (implemented 1917, mind you) is not utterly accurate, according to your account. Modern conscription dates to the Napoleonic period - the levee en masse - at the very end of the EU4 timeframe. Censuses from this period are notoriously inaccurate, even in states with very good bureaucracies (which is why historians rely on church records of births, etc.). We can't even get a good number for Ming China, for instance, because of the number of people who dodge the census to avoid taxation. What you had, at best, was an estimate of your own country's population, and a rough idea of how many men could be called up to serve. And of other nations, all you had were their records (if you could get ahold of them), plus cursory glimpses at how many villages are depopulated, etc. And that's precisely what I propose: that the ledger tell you the maximum manpower, and then bin the results of the proportion of available manpower in general terms: "largely depleted", "healthy", etc.

Frankly, you're right in that concerns about manpower are ahistorical (mostly because until the Napoleonic period, and arguably, not really until WWI, military manpower was never really ever completely depleted - the recruiting was simply not that good. But that's an completely separate issue with manpower not being depicted accurately), but they are enormously important for gameplay. I admit that I'm not an expert player by any means, but I certainly check the ledger before going to war, to see what my opponent's manpower pool is like. I'm pretty sure many people do too. And we already don't have information on a ton of stats: you can't tell what your opponents' monarch point pool is like either, for instance - which would be good to know, since you could tell if they could tech-up partway through the war. But we don't, and for very good reason: strategic depth in the game. You can only see their current tech level, and pray that they aren't just about to tech-up.

I'm not sure what you're arguing against, because it's not what I'm saying at all. I'm not saying that we should have no information about relations with other states, nor about how many men and ships they can muster. What I'm saying is that we shouldn't have precise numbers, particularly with respect to diplomacy and other nations' manpower pools, where such knowledge is basically impossible to get. You should be able to get a pretty good idea of how the French will respond to a particular offer - and you still will, even if you don't know the exact relationship: the tool-tip could read something like: "they will probably support this motion", instead of "they have +50 reason to support it and -43 to oppose it". And there's really no way to avoid this information right now, because the game provides a convenient green check-mark or red X in the diplomacy screen! If you were to argue that new players would be unable to figure out how to change the situation, you could easily add those reasons without giving their particular strength in the AI calculation: "they will probably support this motion, because of your greater military strength, and your diplomatic reputation, but their desire to own your province of Calais works against this". You want to be sure they will support it? Throw in more gold in bribe money (i.e. "gifts").
 

Jomini

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Frankly, I have no issue with the bin information being openly known (and indeed being freely published in advance), like in the old Heroes of Might and Magic design, where you knew exactly that "a few" meant 1-5 and "zounds" meant 40-1000. Nor do I have a problem with the variable having a set value, as it does today, without randomization (though I disagree with your assertion that diplomatic actions should have very well predicted consequences - nothing is known in diplomacy with any certitude; it's the very nature of the enterprise). But in a given situation, when you see England is "very friendly", it means something that the value could vary somewhere between say +150 and +200. If I knew precisely that our relations was +177, I could calibrate my exact gift size to raise it precisely to +191. Not knowing that precisely and having to intuit that value, does add something to the game: an element of risk, and the inability to exactly optimize everything precisely. Frankly, I preferred the old system where you didn't know exactly if you met all the right conditions to diplovassalize another nation, and sometimes you got it wrong. It meant that there was something ventured and something gained from the risk, rather than being something you just calculated through. To try something without certainty makes the game interesting, to always know precisely the outcome make playing an exercise in following rules.

This was tried and rejected with previous versions of EU. Without a random input people will just calculate it. If it is random you will have people just adopting a mechanical risk management strategy. That's what they did before. I've played EU with this, moving to the current setup is a massive improvement.

I categorically refute your assertion that this is in anyway unrealistic. Could anyone quantify exactly what the US-Chinese relationship is now, on a 200-point scale, and use that to predict their responses to a diplomatic overture? I wager not. But can State Department officials feel out approximately how the Chinese feel about something? Quite definitely so. Nor do I understand your point about negotiations being a give and take - it is simply irrelevant to what we discuss. For what it's worth, I agree with you: you should be able to bribe the Scots to turn the PU into annexation, or dicker with the French about how much to pay (or what to cede) in exchange for Louisana. I fail to see what this has to do with the issue at hand though.
Oh please, don't be intentionally obtuse. In the US-China relationship if the US wants to get say military access to move tanks by rail to Central Asia they ask and negotiate. If the US needs to bribe China - China names a figure. The US might even be able offer some concession (e.g. recognizing Chinese claims to the South China Sea). The number exists as a kludge because bilateral negotiation isn't possible.


I concede that the number of ships can be counted, but the number of available men most definitely could not. Even the Selective Service (implemented 1917, mind you) is not utterly accurate, according to your account. Modern conscription dates to the Napoleonic period - the levee en masse - at the very end of the EU4 timeframe. Censuses from this period are notoriously inaccurate, even in states with very good bureaucracies (which is why historians rely on church records of births, etc.). We can't even get a good number for Ming China, for instance, because of the number of people who dodge the census to avoid taxation. What you had, at best, was an estimate of your own country's population, and a rough idea of how many men could be called up to serve. And of other nations, all you had were their records (if you could get ahold of them), plus cursory glimpses at how many villages are depopulated, etc. And that's precisely what I propose: that the ledger tell you the maximum manpower, and then bin the results of the proportion of available manpower in general terms: "largely depleted", "healthy", etc.

Frankly, you're right in that concerns about manpower are ahistorical (mostly because until the Napoleonic period, and arguably, not really until WWI, military manpower was never really ever completely depleted - the recruiting was simply not that good. But that's an completely separate issue with manpower not being depicted accurately), but they are enormously important for gameplay. I admit that I'm not an expert player by any means, but I certainly check the ledger before going to war, to see what my opponent's manpower pool is like. I'm pretty sure many people do too. And we already don't have information on a ton of stats: you can't tell what your opponents' monarch point pool is like either, for instance - which would be good to know, since you could tell if they could tech-up partway through the war. But we don't, and for very good reason: strategic depth in the game. You can only see their current tech level, and pray that they aren't just about to tech-up.

Historically both the state and its enemies had equally bad information about manpower. The important thing was symmetry. You completely get rid the historical balance of information for some brain bug about poor censuses when "manpower" itself is just a kludge.

I'm not sure what you're arguing against, because it's not what I'm saying at all. I'm not saying that we should have no information about relations with other states, nor about how many men and ships they can muster. What I'm saying is that we shouldn't have precise numbers, particularly with respect to diplomacy and other nations' manpower pools, where such knowledge is basically impossible to get. You should be able to get a pretty good idea of how the French will respond to a particular offer - and you still will, even if you don't know the exact relationship: the tool-tip could read something like: "they will probably support this motion", instead of "they have +50 reason to support it and -43 to oppose it". And there's really no way to avoid this information right now, because the game provides a convenient green check-mark or red X in the diplomacy screen! If you were to argue that new players would be unable to figure out how to change the situation, you could easily add those reasons without giving their particular strength in the AI calculation: "they will probably support this motion, because of your greater military strength, and your diplomatic reputation, but their desire to own your province of Calais works against this". You want to be sure they will support it? Throw in more gold in bribe money (i.e. "gifts").
What I'm saying is that your entire setup is BS. If you want to know if the France will support a motion, you ask the French. If they won't you ask them what it would take. All of these checks and red boxes represent the real world diplomacy and back channels that ensured that you did know if the French would support something and what their price was if you wanted more.

Again your proposal is ahistorical. It detracts from the game. It adds tedium to power gamers. It is hard on newbies. It is based on a pathetically bad understanding of historical negotiation. And it was tried before and dropped with prejudice.
 
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Jomini

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Oh just to help you out, this is from Johan about the design decisions of EUIV:

"Just like the rest of the game, the diplomatic interface has been redone. As always, you can get a quick overview of a country, with information about their technology & ideas, learn who and how skilled their ruler is and other vital information. You can also see their current diplomatic status and interact with them.
But our commitment to transparency and clarity is seen in the standard diplomatic menu. In the Europa Universalis games, we have a system of relations that is constantly changing. And this has meant constantly referring back to the diplomatic screen to find out what someone thought about you.

First of all, the big block of text that outlined relations in previous EU games is now a big graphical interface where we show the all the relationships a country have at the moment. We’ve also tried to make the system easier to navigate. Each type of relation has its own row, and each row lists those countries that share this relationship with you. If some vital information is relevant to a relationship, we display that, too. So ongoing wars will show their war score, and truces and other time sensitive actions have progress bars to tell you when time is up.

Secondly, the similar diplomatic actions have been grouped together into categories for an expandable list. Simply open a category to see what’s in there and close it when you’re done. Or not – it’s your list. To further improve this part of the interface, we have added two types of icons on those buttons. First there is a small diplomat icon on those actions which will require a diplomat to stay for the duration – remember that in EU4 you have limited diplomats and sometimes they will be very occupied. Secondly, for those actions where the AI has to accept or decline an offer, we’ve added a small arrow indicating the likelihood that they’ll listent o your overtures.You no longer get vague answers from the AI, but instead you always get a yes/no reply, and a detailed explanation on why they’ve declined your offer."


"One of the strengths of Crusader Kings II was that when someone hated you, you knew why, and we felt this would be cool to bring into Europa Universalis IV. Because in Crusader Kings II, we moved to a system of static relation modifiers. So not only do you see who dislikes you, but you also see why. The next step is to make this value influence not just what the AI does, but also influence your actions. For example, we can make it easier to declare war on someone you hate."

https://forum.paradoxplaza.com/foru...u-want-to-talk-about-it.659014/#post-14887795
 
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