Insurrection Surrender = Seperate Peace Loophole?

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jimwinsor
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Insurrection Surrender = Seperate Peace Loophole?

Post by jimwinsor »

An "Alliance" in CoG currently has several important game effects on the allied powers:

1) Prohibits allies from DOWing each other;
2) Automatic free passage over each other's lands;
3) You get to set "Targets" for your AI allies, hence somewhat coordinating forces; and
4) In theory, no seperate peace...ie, a surrender to one ally is automatically a surrender to allies as well.

However, there is a huge loophole to Effect #4...an "insurrection surrender" due to low NML. That'll just surrender to one random power, and only one...Effect #4 will not apply.

In my playings, this loophole has largely negated Effect #4, since the AI tends to be reluctant to surrender unless forced to due to NML. This causes wars to quickly cease to be relatively historic clashes between grand Napoleonic coalitions...and instead soon devolve into a complicated series of bilateral wars, with no real rhyme or reason to them.

I think the game would play and "feel" better if this loophole were closed. On top of that, I don't really see why an insurrection would effect the "no seperate peace" agreement aspect to an alliance...I mean, realistically, why should it? The allies agreed to no seperate peaces, and logically, that solumn agreement between themselves ought to survive whether they are dealing with the original enemy regime or rebels...no?

Streaming as "Grognerd" at https://www.twitch.tv/grognerd
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ericbabe
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RE: Insurrection Surrender = Seperate Peace Loophole?

Post by ericbabe »

I've thought about this loophole too -- it does make for some strange wars. I'll plan on getting rid of it in a future patch.
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Russian Guard
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RE: Insurrection Surrender = Seperate Peace Loophole?

Post by Russian Guard »


Agreed and support the idea of changing this too better reflect Grand Coalitions.





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ericbabe
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RE: Insurrection Surrender = Seperate Peace Loophole?

Post by ericbabe »

I checked the code and it seems I did write something to close this loophole a few patches back but (...drumroll...) the code had a bug in it, so wasn't working properly.

Should be in next patch then.
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