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wiguy

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General_Sun said:
You're right that I was unclear. Originally I was proposing the sort of system like in Civ or TW, there would be provinces, but they would work dynamically, not be preset or arbitrary. Units would still be able to move within the provinces. A simplification of territory control would allow units placed between the province capital and any strategic resources such as ports or mines.
Huh? I can think of few systems less dynamical and arbitrary as the the civ system. Not only is the map generated (unless you play a scenario of course)->arbitrary, but the province sizes are set and of same shape and size->not dynamic. Unless you're thinking about the way cultural borders work in civ4, those are pretty dynamic...
Let me see if I got this right; you want a provincial system like the current system (maybe smaller provinces), with the opportunity of moving an army both between provinces and inside a single province? So if an army is within a given province, it will receive combat modifiers from that province only? So the army can only be in one province at a time?

I wouldn't imagine regiments taking 1 pixel each, perhaps 5 regiments taking a pixel, and if you have more regiments within a unit, then unit itself grows to be large representations. That's a visual/interface issue, and it's really no more complicated than the current system, which is just pretty visually unstimulating.
I think you should rethink that a little, considering a single sprite is usually >1000pixels ;) But I do get your point :) Something else to consider is that the hardcore paradox fans aren't graphics fanatics. Many enjoy making their own little sprites and stuff to make the game "visually stimulating". My point is that the easier it is, the better. Many of us, including me, also appreciates that the less time paradox spends on graphics, the more time they can spend on the things that matters.

Anyway, zone-of-control isn't 100% neccessary from my point of view, it would be wonderful, but for the purposes of this thread I wasn't proposing it.
You can't have a working system of free movement without a zone of control for each and every unit. It's not optional, and it's not, and I'm willing to bet on this, implementable to the degree where the game consists of literally thousands of independent units. Unless you are willing to go into a complete turn based game like rtw, it's just not possible.

It's ahistorical to just have armies control territory. There are political arrangements that can be made to fix borders. When invading, the army can expand the territory, but again, for the purposes of the thread that wasn't what I was proposing. But to reiterate, that does sound wonderful.
It's the "when invading" where the problem lies. The area that is expanded have to be correlated with the area the army controls, or atleast have controlled. The current system does this very well I think.

I don't understand what you are saying with the different terrain types. It's fully possible to assign practical values to large swaths of land without complications. Forests, Hills, Mountains, Streams, Rivers, Swamps. Tundra, Forts? Walls?

Each of those terrain types would give different bonus or disadvantage to attacker/defender. I think it works exactly the same way currently.
I meant that in a system with free movement, a unit can be everywhere, i.e 28,5% of the unit is in a city, and 71,5% is in a forest nearby. The unit then have to have 28,5% combat penalty for beeing in the city and 71,5% for beeing in the woods. To calculate these ratios, there's alot of cpu cycles. In my opinion they're wasted when the province system we have now is available.

You're incorrect. If you have the troops to take the city, then just take the city. That would in any case automatically allow you to seize the nearby resources. However, the option is thereby open that if you don't have enough troops to seize the city, you can strike at other assets.

If you play at the highest speeds, then you should be able to ignore all the micro. It shouldn't be a problem to overpower the enemy with sheer numbers without worrying about finess if you choose. But again, greater depth is here for the more 'pro' players.
Now to the really crazy part. You want to let armies, that consists of thousands of soldiers, to be able to take small objectives like forts, mines and harbours. In grand strategy, armies takes control over areas, not smaller objectives. At some point you have to abstract things, and I like that abstraction to be on geographical areas (read: provinces) and not anything smaller. You quite simply want a lower level of abstraction, and that's a perfectly valid opinion. But at that point it's not a grand strategy game anymore, it's just a strategy game. RTW tries to combine both, and in my opinion it's just neither here nor there. Too simplistic in a grand strategy sense to be grand strategy and too simplistic in a tactical sense to be a regular rts. The whole game is a big compromise between semi-historical, semi-complicated and semi-tactical, and not something I'm willing to spend alot of time on. It's not that it's a bad game in itself, but it's pandering to the masses where war=cool stuff=alot of fun. Since every company has finite resources (and I gotta say, people who come up with ideas like this usually forgets that), something has to go. RTW isn't pandering to the map-loving, spreadsheet-writing and history-interested guys most of us are, and therefore they have focused more on action and immediate entertainment than the more complex features that paradox is so good at. So let us let paradox do what they're good at, instead of asking for a system that is unattainable at best, gamebreaking at worst. (Hate to leave it at that, but I'm gonna ;) )
 

coreymas

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General,

In a free movement system you would absolutely need zones of control, unit orientation, a much more detailed terrain system, a much more detailed unit equipment list (to calculate movement correctly) and more than likely another 2-3 levels of units below division to accurately reflect unit positioning etc.

I wont even talk about how much more complex the combat model would have to be to deal with these new units....

What you are asking for is TOAW (minus the hexes) at a strategic level. There are scenerios out there that try to deal with that and see how slow TOAW gets..... Now imagine that coupled with a detailed economics model, detailed production model etc..... see where this is going.

This is exactly why a game that you are proposing in a grand strategic game word as Paradox games are does not work.

Plus if you do try to do this then multiply by about 6 the numbers of units that would have to exist.

This much detail at such a grand scale will bring down any computer.... again i know this because i tried it.

Corey
 

Zaku

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Calanctus said:
:confused: Did you play EU2? It sounds to me like the answer is no.


ofcourse I played with it. I played all Pdox titles.
It was good, but too simple for me.
But still... it had some awesome atmosphere on it... thats what was left out from eu3.
 

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I like my HOI2 and EU3 as well as i like my Medieval total war 2. and my Supreme ruler 2010.

My heart of iron alows me to play a fun ww2 strategy game, MTW2 lets me pay a faster paced RTS game based (inacuratly at many times) the Medieval ages. and when i want grand anchent world domination in a slow methodical nature i play EU3. As for Supreme ruler 2010 with its flaws it is to date the BEST modern war/wolrd domination simulation to date and i REALY look forward to Supreme ruler 2020 and its changes to the already addicting 2010 style.

now i may be a newb but i wish ALL of paradox games used the Heart of iron 2 interface (i LOVE IT) i would love an EU3 game with the hearts of iron interface even more!

That being said im looking forward to Rome.. but i want it to be Paradox's ROME .. if i want Rome : Total war ... well ill just load it up and have fun ... both fun games based on the same time perion but built and played differently... nothing prevents people from liking both.
 

fiskbulle

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If done correctly, free map movement might work. I am not sure how exactly, I just have a vauge picture in my head. I DO know that I didn't particulary like total war.

I mean, it was a nice game, but it did not keep me playing like I have played: Hoi1-2, Vicky/Ricky, EU2 and CK/DV. I STILL play theese games, even after hundreds of individual games played and despite the hassle of ever finishing an online game.

I think I played the first and second total war maybe 10 times together, and only one made it to my "have bought" shelf. I don't even remember how you moved in the game, while I prolly could describe from memory and detail all the paradox games I mentioned :p


What exactly would you control if not a region? A city? Farms? Is it just movement within provinces you want? I'm abit confused as to what you people want exactly.

I know if paradox started making total war:ish games, then NO THANKS. If they continued to make Paradox games with a LITTLE <- more tactical elements in ADDITION to the grand strategy we all love, if this were to be done very well, then maybe. I'm not a fan of it though and I'd like to see it before I sign on the dotted line. The more well made content, complexity without micromanagement the better.
 
Last edited:

SaberHRE

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@General Sun

Truth is that, trying to convince the Paradox society to such a change Sisyphean task.

But I agree with Corey, if we would go into such unecessary detail why not try to go into full details?

Concerning Paradox's sells, actually I believe that game restraints are a part of the gaming industry. The times when people wanted to make perfect games past with the first pioneers in the gaming industry. The less a game has, the better, as sequels can be produced on a year basis which would add a feature or two, and a complete graphic lifting.

I don't know if you have tried Europa Barbarorum a mod for R:TW, but I believe it is what your looking for.
 

hjarg

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I was just trying to imagine "no provinces" system in EU3 terms. Let's say you're Spain, currently making their way into new world. Fighting Aztecs, for example. Now, France attacks / backstabs you and has managed to gain Porgutal as ally. So, you are at war with Azetcs, France and Portugal.

The area for conflict is of course Iberian peninsula and if things go well, your armies move to French territory as well. But you need at least 3-4 armies in the region, at least 2 against France and 1 against Portugal. Plus, the ongoing war with Aztecs. You have probably won, but it needs some manouvering to be done, needs some battles to be won, some provinces claimed and the last battle against Aztecs left your army bit low on men, so perhaps you need to send an extra regiment or two over to get things done. Plus, Portugese navy has been seen in the Carribean area. You probably will have to fight them there as well. Plus, this might be the good time to get that colony from Cape. And you have bordering colonies in Brazil, so there is some fighting there as well. Plus, we might very well expect some naval encounters, both near our homelands and colonies.

Now, in current Pdox system, things go basically like this: oy, general. Here are some troops, no would you go and beat the bloody enemy and take their provinces.

In your system, war becomes a mircomanagement hell. You need to move at least 4 armies simultaneously (Aztecs, Portugal, 2 French), probably a few more. As opposed to simple clicking on a province and being done with it, each army needs to be guided carefully to get the best results possible. Same goes for navies. Since stuff goes on real-time, it will be hell.

Basically, i'd prefer to be the chap who says to other chaps: go kick some enemy and you worry about small details like how to fight and what route to march etc etc. I here prefer to have fun :p
 

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You could always have a scaled system.

Basically, when "zoomed out" every province would be a single, distinct unit. Your army is in the province, will fight any enemies in the province, and thats all you need to know.

But then you could also "zoom in" to view the province in detail and position your troops exactly where you want them on the 3D map.

This would allow both camps to have it their way. The Macro people could conduct entire campaigns with only a few clics, while the Micro people could try to work every battle for the very best result.

This of course would give the Micro people an advantage, but that's nothing new. Plenty of people don't even use V1's in HoI because of the micromanagement they require, and it's already possible to conquer the world with just about every state in just about every P'dox game (CK being the possible exception), so it's not like we'd see anything we haven't seen before. (Oh noes! He conquered the world as Halicarnassus!!! This would never have happened in Europa or Vicky!)

The largest problem would be how to integrate events between the two levels - for instance, if you zoom in on a battle from the Macro-map, where exactly would it take place on the Micro map? Nevertheless, I would not consider such problems insurmountable. The question is rather whether it would really be worth the time and effort to implement it.



Though of course, I would have prefered P'dox to skip 3D entirely and just make an AI worth peanuts...
 

coreymas

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And if you think EU3 crawls now with 3D the system you propose anti would bring down your PC entirely....

Corey
 

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I think this would be a step in the right direction. But I fear Paradox will never do so. This would mean dynamically setting up Cities and/or having a more city based system vs province. That way the borders would fluctuate with city capture. But this would introduce alot more data points to track. They already have problems with the limits of province numbers. If they went with City Zones vs Provinces they could set it up like Vicky, but just have another level of detail. This would allow a sort of array system. I think this would be an improvement and not a shift from Strategic to Tactical. I think it's the next logical step for Paradox to take, if they want continuous improvement. Guess we'll wait and see, and hope.
 

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coreymas said:
And if you think EU3 crawls now with 3D the system you propose anti would bring down your PC entirely....

Corey

Never had any problems with EU3 being slow myself. If speed is already an issue the problem is the existence of 3D rather than the specific level of detail. Like I said, I never saw the point of 3D (still don't; EU2 is much better looking IMO), and a multi-level system would work equally well with a 2D engine.
 

coreymas

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Okay I will say it again.

The combat engine alone for such a provinceless system combined with the sheer number of units and the reduction in unit scale would require a PC that just does not exist right now. 3D or not 3D is not part of this particular problem.

Just look at HOI2 now with a Division level scale it already crawls with its current AI. Just imagine if the AI had to handle things at the Brigade level (just one step down from Division)... and it is a 2D game....

And having said that why would a company like Paradox produce something they couldn't sell (cause nobody had a machine strong enough to run the game).

Corey
 

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You do realise that you are comparing WW2, with millions of men spread out on fronts all over the world; with ancient Europe, where each state will have 1 or maybe 2 field armies - the size of which is irrelevent since it moves as one unit anyway?

While no previous P'dox games have featured it, I really think Rome could do with some sort of limitation to the number of separate armies you can field - I never liked the idea of unlimitied strategic CnC in pre-modern games.

I don't know much about memory optimization or the such, but calculating the movement of, at the most, a few dozen "dots" would hardly bring down any system capable of running the 3D engine in the first place.
 

Snall

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anti_strunt said:
You do realise that you are comparing WW2, with millions of men spread out on fronts all over the world; with ancient Europe, where each state will have 1 or maybe 2 field armies - the size of which is irrelevent since it moves as one unit anyway?

While no previous P'dox games have featured it, I really think Rome could do with some sort of limitation to the number of separate armies you can field - I never liked the idea of unlimitied strategic CnC in pre-modern games.

I don't know much about memory optimization or the such, but calculating the movement of, at the most, a few dozen "dots" would hardly bring down any system capable of running the 3D engine in the first place.
It's not really CnC as we think of it, like the person before this post said your telling your general to go conquer 'this area' with these troops...that's all...it's pretty damn loose. So you could send out 100 generals with troops if you had the supply capacity *shrug*
 

coreymas

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Okay let me put it this way.... as a mathematical equation.

How many provinces are there in EU3 right now?

Multiply that by a factor of 1000 to represent the amount of different terrain possibilities you would need to accurately reflect a free movement system at the lowest level.

Then add about 10 - 15 layers of that to respresent all the zoom levels available in Eu3.

Now add to all that a combat system the can handle all these different terrain levels.....

Add to that the different unit scales that you would have to use......

Corey
 

unmerged(85016)

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coreymas said:
Okay let me put it this way.... as a mathematical equation.

How many provinces are there in EU3 right now?

Multiply that by a factor of 1000 to represent the amount of different terrain possibilities you would need to accurately reflect a free movement system at the lowest level.

1000? I think maybe a dozen at most. Why would we multiply? It'll be the same number as we have currently.

coreymas said:
Then add about 10 - 15 layers of that to respresent all the zoom levels available in Eu3.

Now add to all that a combat system the can handle all these different terrain levels.....

Add to that the different unit scales that you would have to use......

Corey

10-15 layers of what? I dont' understand that at all.

Wigguy brought up the good point. Complexity is a spectrum and my proposal does make it more complex in a way that people who are not interested in war may not like.

But this system cannot handle it argument I don't buy at all.
 

unmerged(74186)

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Long and interesting conversation! Let me raise an issue which is somewhat related to what is being discussed.
I've played Portugal allot in EUII, for obvious reasons, but also because it's potentially one of the most interesting plays you may have in the game.
It's very enjoyable to play Portugal but the kind of colonisation and conquest that the game allows us to do is not comparable to what actually happened during the XV and XVI centuries. There wasn't much land/province conquest done by the portuguese back then; what happened was establishments of forts at the shore, fortification of islands, conquest of some cities, etc. All in strategic spots. Very few large field battles ocurred either in India, or in Morocco or in Brazil or in the rest of Africa, Asia or America. And, guess what, ten km away from the fort, the city or the island existed countries (sometimes hostil) from which the small piece of land was taken (by force, agreement or simple establishment while they weren't looking).

If this was possible to replicate in EU II/EUIII (building a fort at an enemy province and simply occupying part of that province) it would be a huge improvement... a large increase in the capacity to replicate those times.
So some kind of development beyond the province system could be a good thing.

But I would like that for purely (grand)strategic reasons; frankly speeking I don't need much more military tactics than those present in those games. I supose a game is not suposed to imitate reality; it's just to focus on some thing you would like to experience or experience more often.
And don't get me wrong, I think it's fantastic how it is! If improving it ruins it don't do it.
(lets see if this keeps the thread going)