ORIGINAL: evwalt
Think that DOUBLING the current VP to annex true home provinces a little much. Maybe a 50% increase?
Several clauses should be increased in cost, particularly remove general.
Moderator: MOD_WestCiv
ORIGINAL: evwalt
Think that DOUBLING the current VP to annex true home provinces a little much. Maybe a 50% increase?
ORIGINAL: evwalt
Even then, I would allow a player to RETURN a Removed General with a certain Glory Point penalty, to represent things like Napoleon and the 100 days.
ORIGINAL: Marshal Villars
I am curious what everyone thinks about the following quick adjustments to the surrender mechanics which could possibly be added by Eric in time for the next patch until a more comprehensive solution is found:
1. Calculate surrender points as usual, but after the calculation, in a 1 v 1 war, the minimum number of treaty points received by a victor is 4000 (alternatives: 3000/5000)? I am not sure what this will do in 2 v 1 and 3 v 1 situations. Mus, you are a freaking expert at surrender point calculations.
2. The cost of annexing true home provinces increases to double their current value--the cost of stripping conquered minors stays the same.
3. Protectorates anywhere can be liberated. You don't need to border on them.
4. The advantages of capturing provinces for treaty points following surrender would be dropped to 700 per province for the victor and 350 per province for the loser (this would create less of a penalty for deciding to stand and fight if "outgunned").
5. (PERHAPS) No surrenders before 3 months of time have elapsed?
If people like them, I will try to call Eric on this today or tomorrow with these proposals. Again, these are just quick solutions which I don't think should take too much programming time but would dramatically improve game play.
ORIGINAL: Marshal Villars
As I indicated in a recent attempt to get players in another game to agree to a "non-quick surrender" voluntary non-proliferation treaty...
"We will simply assume that the four month minimum state of war represents the fact that your militarized nobility who has trained their whole lives for their moment of glory will have your head on the chopping block if you rob them of their chance to prove their manhood for the test of honor and the hand of fair maidens. Poor, landless aristocracy will have nothing to do with a king who runs and hides his head in the sand. The internal pressure to preserve the nation's honor and the desire of men new to their posts to prove that they know what they are doing, and those who came before them did not, is too strong for your crown to overcome in the first four months--just as it was historically."
No one...no one took quick surrenders in all of the 3000+ pages of reading I did over 17th, 18th, and early 19th century warfare. And since it occurs so often in CoG:EE as is, there is simply a different incentive system working in CoG:EE patch 1 Vanilla than there was historically. That is probably overly obvious. But occasionally, the overly obvious needs to be stated.
ORIGINAL: Marshal Villars
And since it occurs so often in CoG:EE as is, there is simply a different incentive system working in CoG:EE patch 1 Vanilla than there was historically. That is probably overly obvious. But occasionally, the overly obvious needs to be stated.[/b]
5.5 Victory Points
When one nation surrenders to another the victorious nation, and any allies, receives
a certain number of Victory Points over the defeated nation. The victorious nation
may use these Victory Points to construct a treaty, which has clauses worth a total
number of points less than or equal to the number of Victory Points, and then impose
this treaty upon the defeated nation (see the Diplomacy Advisor section below for
details). Each ally in an alliance receives the same number of VP.
Calculating Victory Points
• Base amount for Surrender:
4,000 victory points, or VP
• Base amount for Limited Surrender:
2,000 VP
The following modifiers are also added, which are halved for a Limited Surrender:
• Captured cities:
1000 VP for each city owned by the defeated nation that was captured by the victorious nation
-500 VP for each city owned by victorious nation that was captured by the defeated nation
•The victorious nation adds VP equal to the sum of its Diplomats’ Legal scores, multiplied by 10, and subtracts VP equal to the sum of the defeated nation’s Diplomats’ Legal scores, multiplied by 5
•The victorious nation adds VP equal to its maximum possible number of diplomatic actions, multiplied by 1000, and subtracts VP equal to the defeated nation’s maximum possible number of diplomatic actions, multiplied by 500
•Defeating an Empire is worth +3,000 VP (see the Empire section below)
•Empires gain +1,000 when they are the winners
•In order to receive the full allotment of VPs a nation must participate in a war to a sufficient degree. When defeating one of the nations listed below a nation must have caused, at minimum, the amount of casualties listed in order to receive the full allotment of VPs. Failure to have caused the required level of casualties causes the nation to receive proportionally fewer VPs.
Victor
Casualties
France
88,000
Britain
25,600
Sweden
4,000
Prussia
22,400
Austria
45,600
Russia
48,000
Turkey
25,600
Spain
12,800
For example, if you defeat France in a war but only cause 44,000 casualties to France
during the course of that war, then you will receive only 50% of the normal VPs since
44,000 / 88,000 = 50%.
Modified VP cannot fall below the base amount for the type of surrender, nor can it
be modified higher than 25,000.
ORIGINAL: Marshal Villars
But I do not think that VPs won should be based purely on casualties inflicted...