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[1.05b1] Neighbors events in case of bordering several majors at once

 
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[1.05b1] Neighbors events in case of bordering several ... - 8/8/2020 12:09:48 AM   
demiare

 

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Again, technically game was started on 1.04b11b.

As I'd used history class to get more regimes - I ended with 11 majors and run into such issue. Game seem to generate "bordering" event for each major you're bordering. But such events are have only two options AND affect completely unrelated profiles, so I'm slowly get overwhelmed by those events ruining my government.

First - it's very stupid that our government is suffering as result of diplomatic relationship. Why I can't send my foreign director to delay this in endless negotiation (possibly with skill check & huge relationship penalties if fail)?

Second - game ALREADY have similar events linked with Councils, but in that case we HAVE third option. Yes, third option is purely negative one but allow to avoid HUGE spikes of undesired ethic (see next post with image of such event).

Third - as result you're penalized for bordering majors as with current ethic influence system there is quite high chance that BOTH ethics will be opposite to your own - with those events statistically is 66.(6)% that you will have TWO opposite ethic as a possible choice (well, pure calculation based on assumption that game have equal amount of events for every possible ethic combination, so real situation may be even worse).

IMHO it's too much (especially as it seems that every major independently proc it's own diplomatic event).




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RE: [1.05b1] Neighbors events in case of bordering seve... - 8/8/2020 12:10:29 AM   
demiare

 

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Example of similar Council event that include a third option.




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RE: [1.05b1] Neighbors events in case of bordering seve... - 8/8/2020 9:01:13 AM   
TheSquid

 

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While I see your point wrt opposing ethics, what possible third option could there be for the first example?

You either accept them, or you don't - there's not really scope for a third option here.

On the point of the presented ethics - I've always thought it a bit odd that we're often presented with two ethics from two different "branches" of ethics (for lack of a better word), such that we have democracy and enforcement (as in the example); however most of the time I've found it beneficial, or at least has allowed me to choose the lesser of bad choices.

If the "bordering" issues are constantly of the same type (i.e. always affect the same ethics), then I could definitely see this snowballing into something more than an annoyance. The solution could be to simply reduce the amount of these kinds of incidents - however personally I would prefer to have these incidents be generated as a result of relations and/or situation(s) happening in the respective regimes, as opposed to being limited by any artificial factors. Dealing with a lot of bad luck is (and should be) part of the game IMO.

A possible way to counter unwanted ethical shifts could be to provide more options for the player to initiate actions that provide ethical shifts in the direction(s) the player wants, e.g. via more strategems (naturally subject to the same strategem generation rules as all others).

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RE: [1.05b1] Neighbors events in case of bordering seve... - 8/8/2020 4:31:13 PM   
Malevolence


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Is there a bug here?

This all looks like a "suggestion" based on personal play style.

I only bring this up, because I totally disagree with your premise and evidence.


< Message edited by Malevolence -- 8/8/2020 4:33:26 PM >


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RE: [1.05b1] Neighbors events in case of bordering seve... - 8/8/2020 5:22:44 PM   
demiare

 

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quote:

ORIGINAL: Malevolence

Is there a bug here?

This all looks like a "suggestion" based on personal play style.

I only bring this up, because I totally disagree with your premise and evidence.



Yean, I was sleepy and forget to detail exact issue :)

Technical issue here that if you're bordering not usual 1-3 majors but with six ones you're almost constantly in a loop of diplomatic events with very little "break time" between next loop. And six borders isn't cap as I started game with 11 other majors on damned planet (Vic - I really love your planets generator! Maybe it's a pure random but on that planet it'd acted like sentient AI and placed ALL majors around single source of water... Beautiful. Truly beautiful. Best game in SE so far - not hardest, not coolest, but most looking like a real story)

Game is seems to have some fail-safe mechanism to avoid receiving multiple diplomatic events in single turn (and usually it's working), but it doesn't help a lot in my situation.

P.S. Well, you may think that 66% chance to lose your profile ethic from constantly repeating event is fine, but I'm not. Third option that negative to both (!) would be a nice solution here. See? I don't ask to remove penalty, I want it to have more reasonable value.

(in reply to Malevolence)
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RE: [1.05b1] Neighbors events in case of bordering seve... - 8/8/2020 5:31:53 PM   
Malevolence


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quote:

ORIGINAL: demiare


quote:

ORIGINAL: Malevolence

Is there a bug here?

This all looks like a "suggestion" based on personal play style.

I only bring this up, because I totally disagree with your premise and evidence.



Yean, I was sleepy and forget to detail exact issue :)

Technical issue here that if you're bordering not usual 1-3 majors but with six ones you're almost constantly in a loop of diplomatic events with very little "break time" between next loop. And six borders isn't cap as I started game with 11 other majors on damned planet (Vic - I really love your planets generator! Maybe it's a pure random but on that planet it'd acted like sentient AI and placed ALL majors around single source of water... Beautiful. Truly beautiful. Best game in SE so far - not hardest, not coolest, but most looking like a real story)

Game is seems to have some fail-safe mechanism to avoid receiving multiple diplomatic events in single turn (and usually it's working), but it doesn't help a lot in my situation.

P.S. Well, you may think that 66% chance to lose your profile ethic from constantly repeating event is fine, but I'm not. Third option that negative to both (!) would be a nice solution here. See? I don't ask to remove penalty, I want it to have more reasonable value.


Ok, I get that. I've seen repeated events every turn. Definitely not intended I think.

For me, it's the political faction's "take my candidate" event. I've seen that repeated 10 turns in a sequence (if refused) until relation is driven into the ground.

< Message edited by Malevolence -- 8/8/2020 5:34:07 PM >


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RE: [1.05b1] Neighbors events in case of bordering seve... - 8/9/2020 11:52:22 AM   
demiare

 

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Get a new (for me ) diplomatic event. So seems that some diplomatic events have third option allowing us to avoid huge spikes in profile (of course with a price too).

So we definitely need some consistency here and now I count it's (lack of third option) a technical issue too - identical events should follow similar logic to avoid confusing player.




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RE: [1.05b1] Neighbors events in case of bordering seve... - 8/10/2020 9:05:20 AM   
TheSquid

 

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quote:

ORIGINAL: demiare

Get a new (for me ) diplomatic event. So seems that some diplomatic events have third option allowing us to avoid huge spikes in profile (of course with a price too).

So we definitely need some consistency here and now I count it's (lack of third option) a technical issue too - identical events should follow similar logic to avoid confusing player.





This one seems messed up - why would choosing "only industrialists" increase enforcement? Surely it should increase commerce instead?

(in reply to demiare)
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RE: [1.05b1] Neighbors events in case of bordering seve... - 8/10/2020 9:05:28 AM   
Shards

 

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quote:

ORIGINAL: Malevolence


Ok, I get that. I've seen repeated events every turn. Definitely not intended I think.

For me, it's the political faction's "take my candidate" event. I've seen that repeated 10 turns in a sequence (if refused) until relation is driven into the ground.


Hi,

Is there a separate bug report for that issue?

(in reply to Malevolence)
Post #: 9
RE: [1.05b1] Neighbors events in case of bordering seve... - 8/10/2020 12:45:08 PM   
Malevolence


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quote:

ORIGINAL: Shards


quote:

ORIGINAL: Malevolence


Ok, I get that. I've seen repeated events every turn. Definitely not intended I think.

For me, it's the political faction's "take my candidate" event. I've seen that repeated 10 turns in a sequence (if refused) until relation is driven into the ground.


Hi,

Is there a separate bug report for that issue?


No separate report. If I notice it again, I'll capture some images.

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Nicht kleckern, sondern klotzen!

*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.

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Post #: 10
RE: [1.05b1] Neighbors events in case of bordering seve... - 8/18/2020 9:02:34 AM   
Vic


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quote:

ORIGINAL: Malevolence

faction's "take my candidate" event. I've seen that repeated 10 turns in a sequence (if refused) until relation is driven into the ground.


Made an note to check this when back in office 25/8

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Post #: 11
RE: [1.05b1] Neighbors events in case of bordering seve... - 8/18/2020 9:05:10 AM   
Vic


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The diplomatic-like Decisions with Major AI Regimes use part a profile that corresponds with the decisions and part a profile that is the highest profile of the AI Major in question. The idea being that pushing away from a certain AI Regime will cause their ideology to be considered more toxic by your own people.

As well as allowing for some different choices when the event repeats with another major AI (which might have a different top Profile)

Best wishes,
Vic

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Post #: 12
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