Would it ever be possible for FTG to implement decisions?

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From what I understand the game is still being worked on, so I am asking out of curiosity

In that thread
https://forum.paradoxplaza.com/foru...s-for-patch-1-3-voting-closes-31-july.956638/
the last issues that will be adressed by the 1.3 patch had been announced.
It is unlikely that anything additional would be added.

However if by "decisions" you just mean a small set of bonus/malus once in a while under certain conditions like in EUIV that could be done by events.
 
However if by "decisions" you just mean a small set of bonus/malus once in a while under certain conditions like in EUIV that could be done by events.
I meant decisions as in things you can select when certain conditions are fulfilled and they will give you effects or other stuff. Darkest Hour uses the Europa engine too and has decisions implemented, so technically it could be possible
 
I meant decisions as in things you can select when certain conditions are fulfilled and they will give you effects or other stuff. Darkest Hour uses the Europa engine too and has decisions implemented, so technically it could be possible

From the DH guide decisions are just a sort of event with a condition that has to be fulfilled. Sounds a bit like the "persistent" events in FtG.

Code:
Decisions concept:
* new modifier in misc.txt (“mod” section): #Enable decisions for players. 0
- Disabled, 1 – Enabled
Basics
1. Decisions will be just slightly modified events.
2. They will differ from regular event only by the presence of a new
section: decision = {}
3. New entry in the event : decision_trigger = { }. It is optional and will
be used instead of trigger = { }. When it is true the decisions will be
active for selection. When not present trigger = {} section will be used
for that.
4. Decisions will be treated as regular events by the AI (only the trigger =
{} section will be checked).
5. Players will have the power to choose when a decision could be applied.
6. Decisions will be hidden until all triggers in decision = { } section is
true.
7. Decision will be available for selection when all triggers in
decision_trigger = { } section (if available, otherwise trigger = {}) in
the event are true.
8. Once selected the decisions will fire as regular event via standard event
window with all the usual information and actions on it.
9. Decisions will be logged in event history as regular events.
10. Decisions list will be populated on game start and updated daily.
11. Decisions can be enabled/disabled via a new setting in misc.txt ("mod"
section).
12. New entry in the event : decision_desc = "....", optional decision
specific text (used on tool-tips instead of event description).
13. New entry in the event : decision_picture = "picture_name.bmp". Optional
(there will be a generic picture loaded by default -
gfx\event_pics\decisions_empty.bmp), placedon the decision plate
 
I would love to do decisions.

But it's not going to happen.
 

Because FtG is no new product on which dozens of programmers work but an improved version of the even older EU2. MichaelM is the last and only programmer who keeps on working on the beta patch for FtG and can do that only in the few times he is not occupied by other - and to paradox more important - projects.
And with the limited time he can spare for FtG he has to concentrate on the most important stuff first - that is why there had been a wishlist for things to change/add
https://forum.paradoxplaza.com/forum/index.php?threads/a-unified-list-of-wishes-for-ftg.443615/
which was reduced to a couple of things that were technically possible and wanted by most to vote on
https://forum.paradoxplaza.com/foru...s-for-patch-1-3-voting-closes-31-july.956638/
to get those themes that have been added to the last beta patch and those that might still be added to the next.
 
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