• 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.

DigitalRommel

Corporal
8 Badges
Dec 5, 2009
47
9
  • Hearts of Iron III
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
It appears to me that much of design of the Clausewitz engine uses linear functions to describe changes with respect to game objects. Clausewitz uses modifiers to slope or y-intercept to generate variation and complexity. I suggest that logistic functions offer more realistic outcomes.

For instance there are airfields. Cutting down trees to produce a dirt airstrip (level 1) is much easier in terms of time and cost than producing a major metropolitan airport (level 10). There is also infrastructure - farm land with dirt roads and smuggler paths to an industrialized city with a multilane autobahn. These changes are not proportional. Cost, time, and capability are not well defined by straight line paths.

It terms of multivariate problems a much more realistic output is also possible. As an example, the effect of both terrain and infrastructure on supply transport could be modeled much more realistically. As infrastructure reaches higher levels, the effect of a province's terrain becomes less meaningful.

Some might suggest that the additional processing would make this technique prohibitive. I suggest this isn't the case, because in most instances, these interactions can be pre-computed and saved in the same way pathfinding is pre-computed.

EDIT: corrected my use of terms.
 
Last edited:

unmerged(149861)

Colonel
4 Badges
Aug 8, 2009
1.167
0
  • Crusader Kings II
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Pillars of Eternity
Basicly, infastructure should make the effects of a provinces terrain less vital and reduce build time, amiright?:wacko:
 

Raineman111

Sergeant
22 Badges
Aug 17, 2009
59
0
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Warlock: Master of the Arcane
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Age of Wonders
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Mount & Blade: With Fire and Sword
  • 500k Club
  • Crusader Kings II
  • Sword of the Stars II
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
I believe the OP means that there should be an exponential increase in cost for province improvements. As well as an exponentially proportionate decrease in terrain penalties (both movement and throughput) based on increased infrastructue lvl.
I completely agree with OP's suggestions.
 

Herbinator

Old Guard
19 Badges
Nov 18, 2006
247
0
  • 500k Club
  • Steel Division: Normand 44 - Second Wave
  • Steel Division: Normandy 44
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
I think he means that build levels (airfields, ports, infrastructure, etc) should be non-linear. And also not simply exponentially more expensive.

Never heard of Sigmoid used as a curve, but certainly have as a flexture! :rofl:

Yes, I like the sophistication of 2-order polynomial builds: cheap initially, then increasingly more expensive, then becoming cheaper (per level) again. Seems more realistic.

(Computing cycles is not an issue in my view).
 

DigitalRommel

Corporal
8 Badges
Dec 5, 2009
47
9
  • Hearts of Iron III
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
Never heard of Sigmoid used as a curve, but certainly have as a flexture! :rofl:

:rofl: ... I bet you heard that joke in a "physics for pre-meds" course. :rolleyes:

As to some other posts, I'm not specifically trying to suggest to the designers what to model, but merely a more realistic way to model.

In terms of exponential distributions, the cumulative distribution function isn't exactly the same as those found in the logistic function. You notice that in early outputs there is a lower slope (steepness). For example, the change in utility provided from level 1 to level 2 would be less than exponentially larger. At the other extreme, say levels 9 to 10, the change in utility is also not as large as an exponential increase. When graphed it produces a "S" pattern.

That all said, I do certainly agree that some parts of the Clausewitz engine could benefit from an exponential distribution. My central point is that the linear functions used don't produce as realistic a model as could be achieved. The reason I prefer the s-curve is because most real world systems can't sustain exponential changes. There is always some regulating factor that eventually mitigates and softens the change.
 
Last edited:

JakMezak

Second Lieutenant
19 Badges
Oct 21, 2003
115
1
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Arsenal of Democracy
  • Hearts of Iron IV: Cadet
  • Stellaris
  • 500k Club
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Hearts of Iron II: Armageddon
As an economist by education, I whole heartedly have to agree with the OP. Increasing and then eventually diminishing returns is a realistic fact of life. I think it would be particularly helpful to force the player down a more balanced road if it were implemented in multiple facets of game play. For instance (just one example), allocating your entire educated population to research is not going to be efficient as opposed to distributing those educated people amongst various job types. This is because some people are more suited to being researchers and some more to being officers and some more to being diplomats, etc. Forcing everyone to be a researcher for the sake of tech rushing seems gamey because it is. No normal society would force all their talented people down one career path. Needless to say, this idea extends to production and most of the other game play ideas in HOI3.
 
Last edited:

unmerged(171774)

Second Lieutenant
Oct 7, 2009
106
0
As an economist by education, I whole heartedly have to agree with the OP. Increasing and then eventually diminishing returns is a realistic fact of life. I think it would be particularly helpful to force the player down a more balanced road if it were implemented in multiple facets of game play. For instance (just one example), allocating your entire educated population to research is not going to be efficient as opposed to distributing those educated people amongst various job types. This is because some people are more suited to being researchers and some more to being officers and some more to being diplomats, etc. Forcing everyone to be a researcher for the sake of tech rushing seems gamey because it is. No normal society would force all their talented people down one career path. Needless to say, this idea extends to production and most of the other game play ideas in HOI3.

Well, if in RL like in HoI3 (a model of RL) allocating your entire population to research have such overwhelming benefits over diplomacy and spying, I assured you will do it. E.g. if even ineefective allresearch strat give more benefits over effective research/diplo/spy start, I prefer ineffective allresearch, because my goal is not effeciency per se, but different.
 

JakMezak

Second Lieutenant
19 Badges
Oct 21, 2003
115
1
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Arsenal of Democracy
  • Hearts of Iron IV: Cadet
  • Stellaris
  • 500k Club
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Hearts of Iron II: Armageddon
Well in some ways ==='s point above actually confirms mine. The fact that in game you can and would prefer to allocate almost nothing to diplomacy and espionage is sign and symptom of the problem. There should be a reward for the player doing a more realistic (balanced) allocation of their resources. For example, the first point you allocate from research to diplomacy nets you 3 diplomatic points at the cost of only 0.2 research points, the next change in that direction only gives you say 2.5 diplomatic points at a cost of say 0.3 research points. The reasoning is that the first batch of people you took out of research and put into diplomacy were bad researchers but really great diplomats. The next group you moved were slightly better researchers and slightly worse diplomats (i.e. they were more average).

The same principle works for factory allocation. Every factory in Germany could theorectically pump out Panzer IV's but some guy's little shop in Bavaria that used to make shoes is probably not going to be the most efficient place to pump out Panzer IV parts. It can be done, but not necessarily efficiently. It ultimately goes back to the argument people had on this forum during development about shipyards being used to make tanks. An S curve with increasing and then decreasing returns is more realistic in this case.

That being said, bug fixes and AI improvements seem to be and should be the main focus of the development group. However, this idea is one to keep on the back burner for any expansions or even future games in general.

(Edited to clarify my point.)
 
Last edited: