Featauril said:Yeah, it's not like Russia EVER colonised North America, huh? :rofl:
To be fair, the discussion of Russian colonization was on the east coast.
And uh yeah, the Russians were here
<<<<points to location tag*
Featauril said:Yeah, it's not like Russia EVER colonised North America, huh? :rofl:
Featauril said:Yeah, it's not like Russia EVER colonised North America, huh? :rofl:
I think it would be better to compare EU3 with Galactic Civilisations. In GalCiv, the AI is very complex and interacts heavily with the player. However, there is no "scripted" element to it (other than race bonuses making certain races lean towards certain research, etc.). That's great, because it's set in a fictional world (or, at least, the future).
You may as well set EU3 in a fictional land for all the flavour it adds, like Crusader Kings it requires a lot of role-playing to truly enjoy, and even then, Crusader Kings had a superior cast of characters to call on. In my personal opinion, the game doesn't know what type of game it is trying to be, and succeeds in merely being very good (it is an excellent game by ordinary standards, but disappointing compared to earlier paradox offerings).
Again you bring up the false dichotomy between the randomness of EU3 and the scriptedness of EU2. What is really needed is historical events with more/better triggers than the EU2 events. I agree that EU2 events were too inevitable, often leading to silly situations such as getting Macao as a non-colonizing Portugal. However, I feel that throwing the baby out with the bathwater by axing the events altogether was the wrong way to address this.Drakken said:In EU3, I can choose to play Portugal in a totally viable way without exploring or building colonies. And the events I obtain will reflect my choices and my objectives, even if it is not the "sound" or "historical" way to play Portugal.
In EU2, whatever I do I will get events, explorers, and conquistators even if I don't give a damn about the New World. And even if I do nothing, I will obtain the ToT and colonies in Mombasa, Goa, or in Brazil.
D.
Duke of Earl said:Again you bring up the false dichotomy between the randomness of EU3 and the scriptedness of EU2. What is really needed is historical events with more/better triggers than the EU2 events. I agree that EU2 events were too inevitable, often leading to silly situations such as getting Macao as a non-colonizing Portugal. However, throwing the baby out with the bathwater by axing the events altogether was the wrong way to address this, I assert.
Arilou said:The AI in GalCiv is also far better than the one in EU3.
Arilou said:When talking of aestethics your opinion *is* fact.
Arilou said:A unscripted comptent AI's that made sense would be far superior, but EU3 doesen't have that, and no game is likely to in the next 10 years or so.
Ming said:What you say is true, however the examples you give are all singular events. In fact, they are the very things that are best handled by 'historical events'.
What is the natural reaction for a player if his massive Mongol Navy simply dissapears due to a random spike in attrition of unprecedented size in the sea of Japan? Will he shrug and say "History is random!" or will he begin looking for a stick to start hitting the monitor?
Likewise in regards to the German player receiving a 'Head of State Assassinated. Game Over.' random event.
The problem that I have (and I believe that most of the rational 'grumblers' on the forums share) is that in EUIII nations act implausibly on a collective level. Russia had problems the size of mount etna if it wanted to try colonizing North America in the face of the other European powers. Sure, a great man somewhere along the way may have steered Russian policy towards trying it anyway, but no single event of randomness would have made all the geographic, cultural, and political barriers line up to allow 'New Russia' to become a reality.
(BTW, Russia had its Great Man - he was Peter the Great)
Edit: I see the thread has progressed since I started writing my reply.
I do not mean to argue historicity over dynamism. Just that using 'random' to argue for dynamism is a poor choice.
Seyal said:Why couldn't EU3's AI be made to play very much like a very good EU player? It's already making it's own decisions, of course, so improving those decisions (and giving it more to make and I can understand each country having a typical strategy while having some variation in that) would be needed.
While the AI isn't nearly as effective as a human player, the problem that the historical crowd has is that in some cases the AI is making decisions more like a human player. So, like our example, on Russia's turn the AI says "hey, according to my calculations I can make more money and expand better if I get QFTNW", but the player doesn't want that to happen unless it meets his or her standard of historical plausibility.
A "false dichotomy" is "a situation in which two alternative points of view are held to be the only options, when in reality there exist one or more other options which have not been considered." A common argument against historical events seems to be, "in EU2 the historical events were too restrictive and/or fired in inappropriate situations, therefore historical events are bad and it's good that they are gone." This sort of argument assumes that there are only two options, historical straitjacketing and freeform randomness. Your statement that "the devs must change their minds 180-degrees" to please the other side reflects this viewpoint. What I and I think many other historical-types really want is something in between, which is perfectly possible with better event triggers. This is what Paradox seemed to be promising throughout the development process.Drakken said:Call it "false" or whatever you want, but the dichotomy remains nonetheless, enough to split the community between retrogr... errr I mean proponents of historicism vs dynamism.![]()
And unless the devs change their minds 180-degrees, I'm afraid it will remain so.
D.
True. But is that any reason not to try to make 90% of people happy 90% happy with the game?iBaLkiD said:No one is going to be a 100% percent happy with the game.
Duke of Earl said:True. But is that any reason not to try to make 90% of people happy 90% happy with the game?
While the AI isn't nearly as effective as a human player, the problem that the historical crowd has is that in some cases the AI is making decisions more like a human player. So, like our example, on Russia's turn the AI says "hey, according to my calculations I can make more money and expand better if I get QFTNW", but the player doesn't want that to happen unless it meets his or her standard of historical plausibility.
Duke of Earl said:Again you bring up the false dichotomy between the randomness of EU3 and the scriptedness of EU2. What is really needed is historical events with more/better triggers than the EU2 events. I agree that EU2 events were too inevitable, often leading to silly situations such as getting Macao as a non-colonizing Portugal. However, I feel that throwing the baby out with the bathwater by axing the events altogether was the wrong way to address this.
Mike Scholl said:The AI is schitzophrenic and on amphetamines to boot. It jumps frenetically from one idea to another.
It would be nice if there were several sets of "general guidelines" that the AI controled nations could be asigned at game start. One favoring economics, another favoring exploration, a third concentraiting on military expansion, etc.
Mike Scholl said:Even these wouldn't have to be "straitjackets", just positive modifiers towards efforts in that area when making choices. Maybe a special one for small nations emphasizing "survival" and "cooperation with one another" as a means of avoiding being swallowed piecemeal. Something needs to be added to bring about more rational play by the AI.
Arilou said:Really, the same should be true for players. Going colonizing Virginia as Russia simply should not be the most profitable use you could make of your time. (be it because of relative strength factors, income, or whatever)
Not that you couldn't do it if you wanted: It should just be hard (for all the right reasons hopefully)
In Victoria, the AI can easily turn Russia into the world's leading industrial power. Why? Because the AI is better at running Russia than the Czars were. While this is humorous for a variety of reasons (imagine the Romanovs' all spinning in their graves because Swedish programmers made an AI that was smarter than some of them!) it does cause "historical plausibility" problems. Should you use events to "dumb down" Russia to keep it plausible? Should you redo Russia's AI so that it plays like the game more like it's historical counterparts (and thus does silly things like not invest in education or industry)? If you do so, does that mean human players will just walk all over the Russian bear because they know it will face extra problems?
While I do love "historical plausibility," ultimately I find that the game is more fun when the AI tries to play as well as it can.