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Post by golingarf on Sept 25, 2022 22:34:16 GMT -6
In my latest game I got a war with Russia in 1903, beat them soundly for 3 months (VP 4463-467) had them blockaded, and got a peace deal with no points. I tried playing on but it bored me after a game-year of clicking through, so I save scummed and played from before the peace deal. It's now 1906, 40 months at war, VP 45428-5540, never lost a ship except to mines, and I've been blockading them since when I can't remember. Peace negotiations have come up 5 times (I kept notes) and always failed. (Not complaining - I always ask for them to fail.) But I think this is the second longest war I've ever had and I wonder if there is a reason or it is just totally random?
Previously I had assumed that wars would drag on if VP tallies were close (based on anecdotal evidence that my longest war, at 4 years, was a France-USA war where VP hovered at parity and neither side could really do anything but limited commerce warfare) but am I wrong about that? I know you get neutral to favorable results if you have a VP lead, and neutral to negative results if you're trailing, but do VP do anything apart from that, or are they just like prestige?
I'm not bothered by this, because it actually should be the case that wars can last years despite one side controlling the sea. I'm just getting curious how the mechanics work because normally I just have a series of highly regular 7-12 month wars that end in a peace deal.
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Post by JagdFlanker on Sept 26, 2022 6:43:19 GMT -6
turn resolutions are completely random - if you replay a turn 10 times you will get 10 different results. if you don't get a peace deal you like then re-do the turn and don't feel bad about it - play the game to have fun, don't let bad results sour your fun
if you are ahead on VPs and you are blockading them then all you can do is be patient. blockading the enemy means their unrest is creeping up, and the higher the unrest the greater the chance of revolution and total collapse which means maximum rewards for you
yes it could take 'years' in the game, but war is when you have maximum income so just being at war and being in the position of control means you can take advantage of a bigger budget and build more ships or save up cash ($150k is about the max you can have without the army swooping in and stealing some of your cash)
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Post by golingarf on Sept 26, 2022 9:33:33 GMT -6
turn resolutions are completely random - if you replay a turn 10 times you will get 10 different results. if you don't get a peace deal you like then re-do the turn and don't feel bad about it - play the game to have fun, don't let bad results sour your fun if you are ahead on VPs and you are blockading them then all you can do is be patient. blockading the enemy means their unrest is creeping up, and the higher the unrest the greater the chance of revolution and total collapse which means maximum rewards for you yes it could take 'years' in the game, but war is when you have maximum income so just being at war and being in the position of control means you can take advantage of a bigger budget and build more ships or save up cash ($150k is about the max you can have without the army swooping in and stealing some of your cash) I definitely stockpile cash during wars, and though I often end up financing an opera house on the turn when it ends, it is still worthwhile to invest in more modern ships and start them with tensions low. But I'm not so much asking for advice as wondering how the system works. - Does the amount of VP you have matter at all? Or just whether you are in the lead or not? - Are there any factors that affect the likelihood of peace negotiations coming up? Or are the random odds always equal? - By snooping in the save file I notice Russia's UnrestLevel has been fixed at 10 for years while UnrestWarning vacillates between 0 and 2. Besides just maintaining a blockade, does anything else affect the odds of random events that increase UnrestWarning? (I think these are "food shortages," "demonstrations," etc.)
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Post by JagdFlanker on Sept 27, 2022 4:40:54 GMT -6
I definitely stockpile cash during wars, and though I often end up financing an opera house on the turn when it ends, it is still worthwhile to invest in more modern ships and start them with tensions low. But I'm not so much asking for advice as wondering how the system works. - Does the amount of VP you have matter at all? Or just whether you are in the lead or not? - Are there any factors that affect the likelihood of peace negotiations coming up? Or are the random odds always equal? - By snooping in the save file I notice Russia's UnrestLevel has been fixed at 10 for years while UnrestWarning vacillates between 0 and 2. Besides just maintaining a blockade, does anything else affect the odds of random events that increase UnrestWarning? (I think these are "food shortages," "demonstrations," etc.) Being ahead in VPs gives you negotiating leverage - otherwise how much you are ahead is only good for cushion
once i get suitably ahead in VPs i will only accept battles i know the ai will refuse (ai will never refuse shore bombardments or coastal raids so i say no to those, unless they are doing a shore bombardment or coastal raid in an area where you have a lot of shore based aircraft, then the ai refuses), or i accept any large battles (because those are the most fun and a chance to sink enemy capital ships). otherwise if i am blockading the enemy and i can afford it i refuse as many battles as i can and i just let the blockade do the work. sometimes i accept DD battles because you can't refuse every battle, and i can either hand the DDs over to the ai and let the battle resolve on fast forward (who cares if i lose a DD or 2), or i can turn the DDs away immediately and speed them to port for the tie
turn resolution is very random so peace negotiations are random but consistent
unrest 10 is pretty high (at about 14 or 15 its pretty much over) so at this point you are waiting for a favourable peace deal, which could take a while depending on 'random'
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Post by asdfzxc922 on Sept 27, 2022 16:04:45 GMT -6
VPs do have a big effect on peace outcomes. The overall ratio affects the chances of white peace/minor win/major win, and I think there's some absolute VP threshold before major concessions are possible. The only way to increase the odds of peace talks actually happening is to keep the enemy at double-digit unrest for as long as possible. Russia is particularly blockade-resistant, but submarine/raider losses seem to hurt them just as much as anybody. Massive losses can also cause unrest, but if you've been fighting for years then they probably don't have enough major combatants left to pull this off.
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Post by vonfriedman on Sept 28, 2022 2:52:22 GMT -6
It seems to me that the form of government as well as a sort of "national character" of the various nations present in the game determines a greater or lesser tendency of the AI to surrender and, on the other hand, to determine conditions of peace that are sometimes less favorable than the player would expect. To increase the variety of game situations, an option that randomly assigns these starting conditions (form of government, national character) could be interesting.
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Post by golingarf on Sept 28, 2022 7:39:19 GMT -6
Sounds like we have conflicting opinions on what VP do. I wonder if we can get an authoritative source on that.
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