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Development Corner | Peace Conferences
Hi folks, Its been a while since our last update on future plans for HoI, but were about ready to show you some of the work weve been doing. Before we begin, Id like to indicate that therell be some differences in how we do this. As Ive previously stated, we want to begin discussion around features and implementation details a little earlier in the process than usual. This means a couple of things. Firstly, while well be showing off some individual features, were not yet ready to give an overview of the entire scope of our next release yet. This will, of course, be coming in the near (ish) future. Secondly, youll be getting an early look at what weve been working on, and this comes with all the caveats you might expect: lots of WIP design, interface, and gameplay. Lastly, for the time being well be producing these design corner style diaries every two weeks, rather than weekly. This is likely to change as we get closer to being complete. Before I hand over, Ill give you a quick run down of the directive for the feature were looking at today: Peace Conferences. Our primary objectives are to:
Contestable bids help solve some problems, but without further changes many still persist. One of the most obvious issues was how the old system handled turn order. The old system would order countries by participation, and then go in order based upon the number of points held by participants. Where it gets weird is the fact that the order of the list would get updated after each nations turn. This meant that often the top two participants could have enough points when a turn ended that they would simply exchange turns between them and end up completely controlling the conference. This was in some ways a good method to allow two big faction leaders to have majority control after the end of a historical WW2, but is bad in virtually every other case. We did a lot of thinking about turn order and how to structure the turn in general. Slowly we came to the conclusion that any system with a visible turn order, no matter how it was structured, would put people at disadvantage or advantage depending on turn order. This led to the creation of what we have been calling the Blind Bid system. The main concept of the Blind Bid system is that everyone acts simultaneously. The way this functions is that, each turn, every conference participant uses their points to make bids. When every player has finished making their bids, all of the bids are evaluated at once. Bids have a fixed cost much like the current claims do, but now with more modifiers. In any instance where two participants made a bid on the same state, that state is marked as contested and the players involved have the majority of their points spent on the bid refunded. Each time a state is contested, it increases in cost for all subsequent rounds. This effect stacks on a state each turn in which a contested bid happens. The other side of this is uncontested bids. Each turn a bid goes uncontested, it increases in cost for everyone else except for the person who made the bid. This acts to, over the course of several turns, lock in bids as they become too expensive to realistically contest. Brazil and Argentina attempting to resolve a contested bid on Chaco Boreal
At this point you may be thinking Yeah OK, but I get points each turn, how does the conference end? This leads us to the final major change: limited points. This is pretty self explanatory. Each participant will get a fixed amount of points over the course of the conference based upon war participation score. The way we do this is by distributing a percentage of those points every turn until all points are distributed. Most of the work here comes down to rebalancing war participation and finding what we consider a good point ceiling for a conference. Limited points will mean, in some cases, that loser nations survive more intact than they did previously, but this should not be a common case. In general, we think this creates a fun and somewhat tense conference experience. Beyond the big three changes listed so far we have a number of smaller tweaks, adjustments, and rebalance to overall cost of interactions and participation. However, that topic is not worth going into at this point as it is still very much WiP. So with that I will conclude the first overview of the peace conference rework. We look forward to your feedback, hot takes, and hopefully excitement. Until next time o7
[ 2022-05-04 13:06:09 CET ] [ Original post ]
And we shall have peace...
Hi folks, Its been a while since our last update on future plans for HoI, but were about ready to show you some of the work weve been doing. Before we begin, Id like to indicate that therell be some differences in how we do this. As Ive previously stated, we want to begin discussion around features and implementation details a little earlier in the process than usual. This means a couple of things. Firstly, while well be showing off some individual features, were not yet ready to give an overview of the entire scope of our next release yet. This will, of course, be coming in the near (ish) future. Secondly, youll be getting an early look at what weve been working on, and this comes with all the caveats you might expect: lots of WIP design, interface, and gameplay. Lastly, for the time being well be producing these design corner style diaries every two weeks, rather than weekly. This is likely to change as we get closer to being complete. Before I hand over, Ill give you a quick run down of the directive for the feature were looking at today: Peace Conferences. Our primary objectives are to:
- Create a system that appropriately rewards participation.
- Allow for conflict and conflict resolution within the scope of the conference.
- Create a limited economy within conferences, where you may have to sacrifice your overall aims in order to secure immediate concerns.
- Produce more realistic outcomes where the AI is concerned
Contestable bids help solve some problems, but without further changes many still persist. One of the most obvious issues was how the old system handled turn order. The old system would order countries by participation, and then go in order based upon the number of points held by participants. Where it gets weird is the fact that the order of the list would get updated after each nations turn. This meant that often the top two participants could have enough points when a turn ended that they would simply exchange turns between them and end up completely controlling the conference. This was in some ways a good method to allow two big faction leaders to have majority control after the end of a historical WW2, but is bad in virtually every other case. We did a lot of thinking about turn order and how to structure the turn in general. Slowly we came to the conclusion that any system with a visible turn order, no matter how it was structured, would put people at disadvantage or advantage depending on turn order. This led to the creation of what we have been calling the Blind Bid system. The main concept of the Blind Bid system is that everyone acts simultaneously. The way this functions is that, each turn, every conference participant uses their points to make bids. When every player has finished making their bids, all of the bids are evaluated at once. Bids have a fixed cost much like the current claims do, but now with more modifiers. In any instance where two participants made a bid on the same state, that state is marked as contested and the players involved have the majority of their points spent on the bid refunded. Each time a state is contested, it increases in cost for all subsequent rounds. This effect stacks on a state each turn in which a contested bid happens. The other side of this is uncontested bids. Each turn a bid goes uncontested, it increases in cost for everyone else except for the person who made the bid. This acts to, over the course of several turns, lock in bids as they become too expensive to realistically contest. Brazil and Argentina attempting to resolve a contested bid on Chaco Boreal
At this point you may be thinking Yeah OK, but I get points each turn, how does the conference end? This leads us to the final major change: limited points. This is pretty self explanatory. Each participant will get a fixed amount of points over the course of the conference based upon war participation score. The way we do this is by distributing a percentage of those points every turn until all points are distributed. Most of the work here comes down to rebalancing war participation and finding what we consider a good point ceiling for a conference. Limited points will mean, in some cases, that loser nations survive more intact than they did previously, but this should not be a common case. In general, we think this creates a fun and somewhat tense conference experience. Beyond the big three changes listed so far we have a number of smaller tweaks, adjustments, and rebalance to overall cost of interactions and participation. However, that topic is not worth going into at this point as it is still very much WiP. So with that I will conclude the first overview of the peace conference rework. We look forward to your feedback, hot takes, and hopefully excitement. Until next time o7
Join the discussion!
[ 2022-05-04 13:06:09 CET ] [ Original post ]
Hearts of Iron IV
Paradox Development Studios
Developer
Paradox Interactive
Publisher
2016-06-06
Release
GameBillet:
33.97 €
Game News Posts:
472
🎹🖱️Keyboard + Mouse
Very Positive
(220284 reviews)
The Game includes VR Support
Public Linux Depots:
- Hearts of Iron IV Linux [135.44 M]
Available DLCs:
- Hearts of Iron IV: Sabaton Soundtrack
- Hearts of Iron IV: Together for Victory
- Hearts of Iron IV: Death or Dishonor
- Hearts of Iron IV: Sabaton Soundtrack Vol. 2
- Hearts of Iron IV: Waking the Tiger
- Hearts of Iron IV: Man the Guns
- Unit Pack - Hearts of Iron IV: Axis Armor
- Music - Hearts of Iron IV: Radio Pack
- Hearts of Iron IV: La Résistance
- Unit Pack - Hearts of Iron IV: Allied Armor
- Music - Hearts of Iron IV: Allied Speeches Pack
- Country Pack - Hearts of Iron IV: Battle for the Bosporus
- Unit Pack - Hearts of Iron IV: Eastern Front Planes
- Music - Hearts of Iron IV: Songs of the Eastern Front
- Hearts of Iron IV: No Step Back
- Hearts of Iron IV - DLC Subscription
- Hearts of Iron IV: By Blood Alone
- Hearts of Iron IV: Arms Against Tyranny
- Country Pack - Hearts of Iron IV: Trial of Allegiance
- Hearts of Iron IV: Content Creator Pack - Soviet Union 2D
- Expansion - Hearts of Iron IV: Götterdämmerung
- Hearts of Iron IV: Expansion Pass 1
- Expansion pass 1 Bonus - Hearts of Iron IV: Supporter Pack
- Expansion Pass 1 Bonus - Hearts of Iron IV: Ride of the Valkyries Music
Victory is at your fingertips! Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history.
From the heart of the battlefield to the command center, you will guide your nation to glory and wage war, negotiate or invade. You hold the power to tip the very balance of WWII.
It is time to show your ability as the greatest military leader in the world. Will you relive or change history? Will you change the fate of the world by achieving victory at all costs?
Main Features:
Everyone will receive:
From the heart of the battlefield to the command center, you will guide your nation to glory and wage war, negotiate or invade. You hold the power to tip the very balance of WWII.
It is time to show your ability as the greatest military leader in the world. Will you relive or change history? Will you change the fate of the world by achieving victory at all costs?
Main Features:
- Total strategic war: War is not only won on land, sea and in the air. It’s also achieved in the hearts and minds of men and women.
- Authentic real-time war simulation: Let the greatest commanders of WW2 fight your war with the tools of the time; tanks, planes, ships, guns and newly discovered weapons of mass destruction.
- Assume control of any nation: Choose from the greatest powers striving for victory, or the small nations trying to weather the storm.
- Turn the world into your battlefield: Experience the full WWII timespan in a topographical map complete with seasons, weather and terrain. Snow, mud, storms can be both your strong ally and a ruthless enemy.
- Negotiate or force your will: Experience the advanced politics and diplomacy systems, form factions, engage in trade for resources and appoint ministers to your party.
- Intense Online Combat: Battle in both competitive and cooperative multiplayer for up to 32 players. Featuring cross-platform multiplayer.
- Give your nation a unique edge: Experience the flexible technology system, where all major powers get their own unique identity. Develop detailed historic tanks and planes through research and army experience.
Everyone will receive:
- Poland: United and Ready:
A Free DLC adds a unique focus tree for Poland, new 3d models for tanks and planes, 2d assets, and extra leader portraits for the ultimate in historical accuracy. - Forum Avatar
- Wallpaper
MINIMAL SETUP
- OS: OS: Ubuntu 20.04
- Processor: Intel Core 2 Quad Q9400 @ 2.66 GHz / AMD Athlon II X4 650 @ 3.20 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: ATI Radeon HD 5850 or NVIDIA GeForce GTX470 with 1GB VRAM / Latest available proprietary drivers from both manufacturers
- Storage: 2 GB available spaceAdditional Notes: Controller support: 3-button mouse. keyboard. and speakers are required. / Internet Connection or LAN for multiplayer. Up to 32 other players in multiplayer mode.
- OS: OS: Ubuntu 20.04
- Processor: Intel Core i5 750 @ 2.66 GHz / AMD Phenom II X4 955 @ 3.20 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: ATI Radeon HD 6950 or NVIDIA GeForce GTX570 with 2GB VRAM / Latest available proprietary drivers from both manufacturers
- Storage: 2 GB available spaceAdditional Notes: Controller support: 3-button mouse. keyboard. and speakers are required. / Internet Connection or LAN for multiplayer. Up to 32 other players in multiplayer mode.
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