Reduce the expansion penalty and popularity drop rate

This has been talked about a lot in various places, but I want to bring it up again because I actually think it's important for the health of the game. For players that are happy to grind non stop on a game for weeks, these things aren't really an issue, but I'd imagine that the vast majority of players would enjoy the game more if they could have more control over when they devote large amounts of time to the game. If you expand, your popularity is going to drop, AI is going to start attacking you and your morale will drop. Once the AI start attacking, you can be tied up for long periods of time dealing with that. I don't want to be forced to deal with all these AI attacking. I would still like to expand when it seems strategically beneficial, but I dread the negative experience of having to scramble everywhere to handle AI and be penalized in the form of morale drop. In the game I'm currently in, I haven't done any fighting for days, because my popularity was getting near the tipping point, even though I'd only taken out 2 human and 2 AI countries. I would have prefered to have been continually fighting during this time, but the memory of the negative consequences of previous games just seems to ruin the game for me. It's not fun to sit there an do nothing and it's not fun to expand and then be required to scramble for long periods of time to keep things under control. I understand that the expansion penalties are intended to give new and less active players more of a chance, but I doubt if it works that way. The grinders are going to expand like crazy anyway, while the more casual player, who actually wants to remain active, but at a slower pace, is stuck between a rock and a hard place. This is just my perspective and perhaps I'm wrong in thinking there are a lot of players, or potential players, that would find the current mechanics off putting, but if I'm right there are probably a lot of players leaving the game for these reasons, players that are likely to purchase premium accounts and buy gold, since they don't have the time to micromanage 24/7.

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jubjub bird wrote:

I've been thinking about this a bit more and I think the "Neighbors" calculation is actually a big part of the problem.

As far as I know, the target morale calculation has the following components:

- A Distance to Capital penalty, that seems to be approximately linear at a rate of -10 morale points for each day of distance from capital, maxing out at -30 once a province is 3 days or more from the capital

- An Expansion penalty, that is related to the number of provinces owned (?) and maxes out at -35

- A boost for Propaganda Centers (starting at +10 for a fully-built L1, scaling up to +23 at a completed L2, and then scaling up to +40 for a completed L3)

- An Enemy Neighbors penalty, calculated as -5 morale points per bordering enemy province

- A Neighbors penalty, which seems to be a variable number based on the current morale of neighboring owned provinces

Starting with the first two, they make sense conceptually and I don't think they're that bad when it comes to gameplay. Given the starting point of 102 morale points, the Distance to Capital penalty and the Expansion penalty, when maxed out, would take target morale down to 37--a reasonable number, low enough to slow down construction and production but not so low as to cause a potential revolt every day.

I think the Enemy Neighbors and Neighbors contributions to morale are the ones messing things up. For one, it's possible for Neighbors penalty to exceed the would-be Enemy Neighbors penalty, as in: it's possible that the morale drop due to Neighbors in an owned province surrounded by other owned provinces is greater than the morale drop if that owned province had been surrounded by enemy provinces instead. I don't think this makes much sense.

Here's an example:

The selected province below is surrounded by 6 friendly provinces and one enemy province.

Forum attachment

Look at the morale calculation here. It has an actual morale of 0% and a target morale of negative 6%. The largest contributor isn't Distance to Capital or Expansion, it's the penalty that comes from having unhappy (but still friendly!) neighbors. At 38% for 6 neighbors, this average penalty (6.3%) is larger than the penalty that comes from having enemy neighbors (a flat 5%).

Forum attachment

I've seen some target morales as low as -15%, which is an incredible hole to try to get out of: at -15% morale, even a fully completed L3 propaganda center isn't enough to guarantee a province won't revolt.

I think there are a few obvious issues here:

- A more central province will basically always have a lower morale than a coastal province, simply due to the fact that it has more neighbors, since the penalty is on a per-province basis

- This Neighbors penalty creates a negative feedback loop that spirals all the provinces downward. Each province has lower morale due to its unhappy neighbors, those neighbors have lower morale as a result of this province, etc etc

- When it comes to managing morale, at this point in the game it's not even worth it for me to attempt Propaganda Centers. I'm actually better off if provinces revolt because then the penalty is maxed at 5% per enemy neighbor rather than 6+% for unhappy friendly neighbors, AND when I recapture the province the morale gets reset to 25%--higher than it would have been if it hadn't revolted!

I think there are a few principles that would make sense in a solution:

- Don't penalize a province just because it has more neighbors

- Don't allow a province's target morale to get so low that an L3 Prop Center can't prevent revolts--if we want Prop Centers to be a thing, it should always be possible to build your way out of revolt territory (even if that isn't usually the best use of resources)

- An owned province shouldn't be hit with a larger penalty from owned neighbors than it does from enemy neighbors

- We should try to reduce the negative feedback loop that causes things to spiral out of control

Converting the Neighbors penalty from a per-province hit to a single value based on an average, with a max value that makes sense, might help with these. A max of -30 if the neighboring provinces average 0% morale, with enemy neighbors being calculated as 0% morale as well, linearly up to a drop of -0 if the neighboring provinces average 80% or more. This would mean a province surrounded by newly captured provinces, at 25% morale, would get a Neighbors adjustment of -21. With maxed out Distance and Expansion penalties, that'd be a target morale of 16%. A province entirely surrounded by enemy neighbors, with an effective average of 0% morale, would get the max -30--when combined with maxed Distance and Expansion penalties, that'd be a target morale of 2%. We're still getting target morales that put provinces at risk for revolt without getting such extreme results and negative numbers that can spiral things out of control.

I'm still open to the idea of dropping capital capture boosts from 10% to 5% to offset this slower decline in morale, which would smoothe morale a bit over the course of a full game.

Thoughts?

That "average penalty" will change depending on the morale of the neighbouring provinces.

For example, 5 provinces with 20% morale will have a worse "Neighbours" morale effect than 5 provinces with 50% morale.

β€œA battle fought without determination is a battle lost.” - Josip Broz Tito

Yes, that's why I included sample calculations. We're still smoothing it out a bit and limiting just how negative target morale can get (and also removing the favorable treatment that coastal and island provinces get)

I think there's more math to be done to determine the pros and cons of something like this, I'm just throwing it out there as an option since I think it's the worst factor of the bunch. Without the Neighbors penalty the Distance and Expansion penalties aren't that bad.

152 revolts today and my front lines are moving backwards. I'm approaching the point where I can't clean up these provinces faster than they revolt

Then the best idea is to ignore them for the most part (except for the cities) and have a few units of millita/motorized/infantry/cars/you get what I mean to slowly but surely clean it up while you move forward.


CarKing the 6th of the Abrahamic Caliphate

jubjub bird wrote:

152 revolts today and my front lines are moving backwards. I'm approaching the point where I can't clean up these provinces faster than they revolt
And you haven't won the game yet?
β€œA battle fought without determination is a battle lost.” - Josip Broz Tito

By choice :)

But every day after day change I regret that choice, today more than ever

At this point, you should find out which cities/provinces are key to your victory, and defend them.

Ignore the rest.

β€œA battle fought without determination is a battle lost.” - Josip Broz Tito

When I said "by choice" I meant I can win anytime I want. I'm working on something else but the revolts are making this a lot harder

That's beside the point, though. I'd rather discuss revolt mechanics than this specific game and shouldn't have mentioned it.

God I hope the developers fix this! It’s ridiculous how you try and build an army but the entire world declared war on you!

and on top on that you get penalized with popularity for defending yourself.

Also it’s a flat out joke when a country like Latvia would commit suicide and attack the Soviet Union all because the Soviet Union is unpopular…

wake up guys and get this game going in the right direction. Shit is getting repetitively boring fighting AI countries east to west and wasting resources to build propaganda centers night and day. Would it be too much to ask for a game where I can control my destiny especially if there are hardly any active players in the game?? :wallbash

My suggestion is to introduce a "limit" of AI countries taht can declare on you per day, and set it to 1. So, if one AI already declared on you in that ingame day, no other AI countries can for that day.

β€œA battle fought without determination is a battle lost.” - Josip Broz Tito

Or maybe just give AI a system, where weaker countries won’t attack stronger ones, at least not without others attacking them too.


CarKing the 6th of the Abrahamic Caliphate

the stupidest part to me is that it makes solo victories exponentially more difficult compared to working in a coalition. as if solos dont already have it hard enough already, now if they're fighting multiple people they also have to worry about fighting themselves

iam poring supplies and other rss in PO to prevent my moral drop and revolting and its very stressful , developers wont listen until game is broken entirely and no come back for people who leave , most of my team i played with left bcz of the expansion effect and AI crusading.

I almost died in an ACAI as the Soviet Union where 5000 AI attacked me and handed my ass to me repeatedly. I lost many of my core cities but I managed to to survive to the end of the game with my coalition, winning with 1000 point coalition and 440 points in me.


CarKing the 6th of the Abrahamic Caliphate

idk why developer wont listen to their community , that's absurd.

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