Torpedo28000 wrote:
I think an expansion moral penalty is fine and could provide a good solution to both moral in core / close to core land too easy as well as far off land too hard to maintain.I will add it again but I think a good method to improve the system is with a reworked neighbour penalty as I think it is a little out of date.
At 100% we gain a +2 bonus but at 25% it is a -5 which to me at least feels like an unbalanced scale. At 80% moral it is neutral meaning 75% moral will give a - penalty. In 1.0 we had a +25 moral potential from forts and another +15% from infra meaning this penalty could be negated more easily as we could gain +10% moral than in 1.5. I 100% like the increased infra from 20% - 30% as 20% was not enough AT ALL! I had provinces with lvl 3 infra revolting away lol.
To get back to neighbour penalty. I believe the penalty perhaps could be altered in two ways:
1) 25% moral has a 0 modifier. 33% has a -maybe 3 and then 60% is neutral with +/- 0, with the modifier going up to +5-7 at 100%.
The reason 25% has a 0 maybe realistically does not make as much sense. But for balancing it means it becomes easier to raise moral. I believe one difficulty is 25% land has a HUGE negative neighbour penalty as well as distance from cap. Meaning raising it above the revolt chance is harder. So by having 0 at 25% is will enable players to raise moral beyond revolting risk then have a penalty at 33%.
I also believe lowering the neutral level to 60% is better balanced, 80% is really tough to achieve in far off lands. I would estimate that land -30 away likely will have at least -10-15 expansion to accomodate the distance, meaning getting that land above 60% is really tough - impossible. Trying to get to 80% I can never achieve so I will always have a - neighbour penalty when I believe 60% is reasonable to assume they are neutral. 60% contentness to me neutral and 75% is pretty damn happy. Also a 60% neutral means the + affect which will be discussed in the next paragraphs has a better chance to be impacted.
Then having the bonus go up to +5 would mean provinces with infra can provide a large radius affect. I am trying to attach an image below which had lvl 3 infra in every city province to show how they don't positively assist those province next to them but it is not loading
I could try sending it on discord but idk guess my internet is slow again.
I also believe it would make sense for a high moral province to impact those provinces near them more. At the very least not providing a - penalty because they cannot achieve 80% or above. I have a province currently in 1.5 that is stable with -14 moral points at 60% moral. I also have lvl 3 infra in it. I feel a -14 is not really that much as even with furtherest distance from cap with half expansion penalty we are above 14 negative moral points. But the 60% province is still - impacting provinces. I believe with a 0 it might be able to get higher to maybe even a + value.
I believe this would provide better strategic placement of infra as well. I have tried spamming infra in all provinces and it is not feasible. In my 1.5 map I got about 90% of my further than 30 from cap provinces with lvl 3 infra but that was while I was producing less troops due to MP issues. As well as solely building infra and by the end not troops as I was bored and had no time to really play the map (thx exams).
2) is really the same but 25% moral stats off at -3 or -5 moral, up to 0 at 60% and maxing off at +5-7. This method is probably easier to implement and makes more historic sense. Just a little harder for players but maybe thats not a bad thing.
Id like to note my numbers of +5-7, -3 are really just numbers ive really just made up. Maybe higher or lower is needed but I believe the jist and notion of what I mean is understandable.
The increased neighbour bonus would keep core land at 100%. And in fact likely keep it higher throughout the game. IMO that is certainly a good thing, I do not believe people from lets say Libya cared if the nation had expanded into Asia or America and the core ppl likely did not get less happy, probably made them happier as they where winning! Also this would make solo games easier if cores did not lose moral. From 1.0 games, the -25 moral from 5 wars for even core land is BRUTAL! I personally hated it and one reason I am preferring 1.5 is not having core land at 70-80% moral and tanking my production. I believe expansion should impact non-cores but core land really should not be impacted. With some infra core land should always be at 100% because why would the people not be happy with getting their nation larger? Both from a realism and a game play perspective I do not like core land moral going down from large penalties. In 1.0 even with lvl 3 infra core land can be at 85% which just sucks and esp in comparison for me at least, 1.5 was FAR superior. I have mentioned it a little bit ago that I really liked the no war penalty, largely as I am a war monger player and it felt just wrong to punish me for waring in a war game, but also the -25 penalty really hurt my core lands.
In addition, I believe we should have the ability to negate penalties. Whether we choose to or not us up to the player. But the possibility is there. Enabling a larger neighbour bonus from high moral due to building infra I believe further rewards players for increasing moral, and enables a negation of penalties. I think penalties are important for a challenge and balance, but enabling players to overcome the penalties is the best. For me at least, a problem that cannot physically be solved is annoying and not fun, one that requires work but is possible is far more rewarding. Different ofc, but a penalty that can become -45 realistically and likely common but we can only get +30 as well as a further negative bunch from neighbours kind of sucks. If on average core land can get to +10, then for the average province it will have 5 provinces next to it all providing a nasty penalty, likely at least -2 but I believe likely -2-3 making that -45 land now -55 -60 which means we are now having a -30 moral for not even max penalties which is harder again to solve and overcome.
I think the -30 for distance and up to -35 for expansion are both well balanced and considered. BUT, they have not factored in much the - from neighbours. On average a province has -2-3 neighbour penalty adding another -10-15 penalty without a method of correcting it- ofc some of my numbers as I am yet to play this new iteration are assumptions as I do not yet know the expansion penalty limits. But it is based off a LOT of gameplay as well as the neighbour penalty I have mentioned before.
Anyway, to sum up. I believe altering the neighbour penalty would be beneficial by increasing strategic decisions for infra placement, better balance the new moral numbers as well as simply making a system more up-to-date.
Hopefully I have been able to explain my ideas well
. Unfortunately for some reason I cannot upload any images. I blame my dodgy internet.
I will probably make another comment later about the other changes - as a whole I believe they are great additions but I will need to join a map to properly see.
One question, does it mean a province with 100% moral will get a boost to production time with the new moral-production times? - now i'm thinking about it, it also would make sense for core land to keep at 100% and my moral ideas may be more important with production being based on moral as well. But I really would need to play a map to determine that.
You certainly made your point very clear

Right now the morale feature does not allow us to define a neighbour factor of -0 at 25%, that then goes to a negative value only to go back to 0 and then a positive value, like an S curve. Unfortunately there is only one morale value allowed where it is 0, and below that it's negative and above it's positive. Of course features can be changed but since that is not a quick balancing change it would have to be added onto the dev roadmap.
Now what we could theoretically easily do is to move this 0-spot around, from 80% province morale to for example 60% province morale. But this would make managing your core territory again far too easy (also managing far away provinces, so making the game much easier overall than currently). I know you don't like any penalties on your cores, but we are adding the expansion factor to do exactly that. So I fear our intentions contradict each other slightly in this regard
We want to do that so that morale management and building (or destroying) Infrastructure in core territory becomes worthwhile later in the game. Even with the current implementation of +2 neighbour morale when at 100% morale you get morale bonuses from +8 to +16 usually for most of your core provinces due to the many happy neighbours. Which means that with the currently implemented expansion penalty you won't even feel that penalty until you already conquered a sizable chunk of the map, so still a pretty tame penalty overall for now. But when you would get a +4 neighbour morale or even higher for a province at 100%, there would be no need to build infrastructure in your core in later stages of the game anymore and they would boost eachother up to 100% without any effort. Then we would in turn have to make the expansion penalty much harsher again, like doubling its effect, but that would in turn make managing far-off provinces too hard again. So you see this proposal does not fit to our intention and contradicts other design choices.
But while thinking about it I had an idea: What we could do to solve this together with decreasing the "happy" threshold from 80% to 60%, is to also lower the target morale threshold of a province down from 100% to 70%. Meaning that a province without any morale boosts will only raise until 70% morale and not 100% morale, so that you have to achieve the other 30% via morale bonuses, like the then increased neighbour bonuses and Infrastructure. At the same time the starting morale of provinces should also be lowered probably from 70% to 50% or something. This would incentivice players to build Infrastructure in their cores to get more bonuses to reach 100% and would make it unncessecary to increase the expansion penalty further. It would also make it easier to reach the happy state in far away provinces due to the reduced negative neighbor penalties. That's just what I came up with by thinking about it for a moment, there could still be bad edge cases or loopholes. Also not any promise that we do it this way, right now for the next release the change is still planned as posted in the notes above.
We will tweak these values again anyway once we split the morale boost functionality off from Infrastructure some time in the future. We still have it on our plan to add an own building for that, which is a bit cheaper and provides a bigger bonus, maybe this should also help with some things or make it more interesting.
Marechal Saoul wrote:
freezy wrote:
Destroyer: Now reveals Submarines, but decreased its view range by ~30%. Decreased damage vs. Submarines slightly and increased costs slightly due to not being reliant on Naval Bombers to spot submarines anymore.
Good morning,I know a lot of thought must have gone into making these changes, but I'm curious your reasons for giving destroyers the ability to reveal submarines ? In previous iterations, it was still possible for submarines to directly sneak past naval blockades while at war with the opposing fleet if you turn on the "hold fire" or "return fire" setting, provided the opponent did not have enough naval bombers to patrol the entire area, which is typically the case without a large complement of carriers in the ocean.
However, destroyers are easy to build and people typically have a large quantity, enough to cover all the sea routes in a particular area. Since there's no reason to set destroyers to "hold fire" or "return fire", which is the only scenario where opposing subs might be spotted but still not fired upon, it is now completely impossible to send submarines through a blockade and work behind enemy lines.
The reason is that it was requested alot and even reported as a bug often. It is simply an expected thing since destroyers were used to hunt down submarines. We think we make the game more realistic and let units fulfill their expected roles with this change.
Yes sending subs behind a blockade is now certainly harder, but it was just too easy in the previous iteration to park subs everywhere and use them as cheap spies. Destroyers are more expensive than subs. If someone parks lonely destroyers everywhere as blockade, you can easily clear them out by fighting one destroyer with 2 or more subs or with just 1 cruiser, since Cruisers can outrange the destroyer and deal more naval damage. Using a destroyer blockade maybe is effective in scaring away single subs, but since destroyers are not stealth you can also easily spot and counter them or move past them (they now also have a smaller vision range than subs). I feel like destroyers will be more effective as troop escorts and when being on the move instead of being parked somewhere.