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The New Order : Last Days of Europe Development
Patch Development / toolbox-theory
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Hippie Spiro Agnew 01-Feb-21 06:45 AM
I claim this chat for Russia
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Fedacking 03-Feb-21 06:33 PM
pay your taxes
tfwno 8
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Oveja 03-Feb-21 06:39 PM
not being able to work on RFK is giving me an aneurysm
🧠 6
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Fetti (Lil Break) 04-Feb-21 08:41 AM
can i implement tt on warlords that don't know how to count yet
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Fedacking 04-Feb-21 11:53 AM
@UnbetrayedSolanum whenever I am given git Access, I have a package of changes for TT: 1: Make Income Tax proportional to GDP 2: Remove the Other income 5% of gdp 3: Remove the cost of private healthcare 4: Tooltip for detailing income tax calculations 5: Tooltip for detailing business tax calculations 6: Show that socdev changes business tax 7: Poverty effects tooltip
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the 04-Feb-21 01:20 PM
it's better to coordinate Russia TT integration with Thunder
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Fetti (Lil Break) 04-Feb-21 01:21 PM
Yeah I'm coordinating with him, just waiting the storm to pass and the git to be available
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Fedacking 05-Feb-21 08:13 PM
@UnbetrayedSolanum Poverty has no effects right now thatchernice want me to transform the old socdev into an dynamic modifier?
based on this
praise 4
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who? (break) 06-Feb-21 07:28 AM
can confirm poverty rate doesnt work, i have 4% poverty rate rn and the socdev is still on 25%-50% funnyclockman
funnyclockman 4
iberian welfare ftw
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Fetti (Lil Break) 06-Feb-21 09:54 AM
Just don't be poor
panzersbreakingpoint
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who? (break) 06-Feb-21 10:05 AM
i think i reached 0% poverty rate
PRAISETHELORD 1
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Fedacking 06-Feb-21 10:11 AM
don't be poor achieved
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Fedacking 06-Feb-21 10:11 AM
Income tax screenshot pls thatchernice
the revenue part
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Fetti (Lil Break) 06-Feb-21 10:21 AM
Did some small cleaning on the leftovers of Britanny but I can't clean these cause idk what to do
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who? (break) 06-Feb-21 10:23 AM
@Fedacking later
its 1 am
not sure if its like accurate since like
i set it to another value i forgot after the whole -150% tax rate
👍 1
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Fedacking 06-Feb-21 10:30 AM
if = { limit = { BRT = { has_completed_focus = BRT_shut_down_the_black_market } }
in the komi tree
in that line it says
the game is asking if brittany has completed a focus that doesn't exists
what should be done there is remove this if = limit and make it always fire the effect (edited)
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Fetti (Lil Break) 06-Feb-21 10:35 AM
Done
pushing
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Fedacking 06-Feb-21 10:48 AM
@moyme should effects that depend lorewise on BRT having a blackmarket default to yes or no?
NIK_natsoc_a_contest_for_bretagne
in particular
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the 06-Feb-21 10:48 AM
depending on what's about I think it's better to just remove the effect
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Fedacking 06-Feb-21 10:49 AM
this is a focus for fascist komi
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Oveja 06-Feb-21 06:50 PM
By the way
How do I calculate/get the correct GDP for Mexico in 1962?
Considering for inflation and all that
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OPAsian 06-Feb-21 06:51 PM
I just use the statistic Google provides me and go from there tbh
The "Calculated in 1960 Dollars" is something i just ignore for the life of me
Way too much effort
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Oveja 06-Feb-21 06:54 PM
15,2 billion dollars
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Fedacking 06-Feb-21 07:03 PM
inflation calculator
also take in account if major sources of wealth or for any reason in this tl GDP should be lower
and in general the gdp of the entire world is lower
usa lost quite a chunk
if it's 15.2 billion dollars in 1962 it would be 14.9 billion in 1960
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Oveja 06-Feb-21 07:05 PM
Alright, thank you
Mexico would actually have a higher GDP ๐Ÿ˜Ž
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Fedacking 06-Feb-21 07:05 PM
what's the reasoning? not familiar with mexico history
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Oveja 06-Feb-21 07:05 PM
Slightly but still noticeable
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Oveja 06-Feb-21 07:06 PM
Trade with Japan and early american oil dependency on Mexico during WW2
Mexico is in a slightly better position overall and can exploit its central position and neutral stance to foster trade
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who? (break) 06-Feb-21 08:34 PM
does business tax rate get modified in any nation
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Fedacking 06-Feb-21 08:34 PM
no afaik
let me check
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who? (break) 06-Feb-21 08:35 PM
taxation law should also probably modify business tax rate
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Fedacking 06-Feb-21 08:35 PM
ireland, England and usa have effects relating to it
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who? (break) 06-Feb-21 08:35 PM
cool
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Fedacking 06-Feb-21 08:36 PM
also oops
subtract_from_variable = { income_tax_rate = 1.5 } subtract_from_variable = { business_tax_rate = 1.5 }
time to fix this
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who? (break) 06-Feb-21 08:36 PM
obligatory TT economy post
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Fedacking 06-Feb-21 08:36 PM
@Internetismean see above (edited)
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who? (break) 06-Feb-21 08:36 PM
free market capitalism works wertroll
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Oveja 06-Feb-21 08:42 PM
Debnt
Mexico after the player dumps the entire federal budget into the Olympics witheredkovner
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Battlefrog 06-Feb-21 09:27 PM
Anyone have the link to the TT reference doc?
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who? (break) 06-Feb-21 09:42 PM
@Fedacking
Avatar who? (break) @Fedacking
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Fedacking 06-Feb-21 09:49 PM
when income tax revenue is 2 times your gdp
bottom text
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who? (break) 06-Feb-21 09:49 PM
well tax rate is not really accurate
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the 06-Feb-21 09:49 PM
Policy Effectiveness Overview Policy Effectiveness represents precisely what one may assume it represents - the effectiveness of a given law. For example, a low-effectiveness racial integration mechanic represents widespread institutional racism despite de jure integration. Support for a policy ...
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who? (break) 06-Feb-21 09:50 PM
@Fedacking tomorrow you can give me the iberia starting tax rate and see how much it really is
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Battlefrog 06-Feb-21 09:55 PM
yuh thx @the
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Fedacking 06-Feb-21 10:03 PM
@UnbetrayedSolanum I was looking over the costs of the policies. By my calculation the NHS in 1960 costed about 42 bucks per person, rather than 420 for free universal health care. Is there a particular reason you choose that number?
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who? (break) 06-Feb-21 10:04 PM
weed lmao @Fedacking
😠 1
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UnbetrayedSolanum 06-Feb-21 10:05 PM
I wasn't sure if the NHS counted as free universal health care
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Fedacking 06-Feb-21 10:06 PM
Services were provided free at the point of use; Services were financed from central taxation; Everyone was eligible for care (even people temporarily resident or visiting the country).
this is from wikipedia
I mean your number is back accurate for Bernie Sanders M4A, tho medical techonology has improved by a lot
and US health care costs are very high
Current NHS costs are less at $338 (1960) per capita (edited)
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the 06-Feb-21 10:14 PM
ok so I was messing with policy effectiveness effects and I noticed two things -The dynamic modifiers aren't updated immediately after the variables are changed, it's only updated daily but this can be easily fixed with force_update_dynamic_modifier -the policy effectiveness monthly variables and modifiers doesn't work at all since there isn't a monthly pulse executing it gonna fix both bugs
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Fedacking 06-Feb-21 10:14 PM
yeah I noticed number 2 as well
@who? (break) reported it
also
if you're fixing that
take in account that some of them are misspelled
I think security monthly is misspelled
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who? (break) 06-Feb-21 10:15 PM
release ready
😔 1
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the 06-Feb-21 10:15 PM
I mean it's better knowing this now than after it's released
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who? (break) 06-Feb-21 10:15 PM
also yes make health care cheaper
@the while youre at it can you make the top 10 economy gui movable
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the 06-Feb-21 10:18 PM
sure
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Fedacking 06-Feb-21 10:18 PM
in general spending is out of control in TNO
every policy cost 2-10 times more than in real life 1960 (edited)
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who? (break) 06-Feb-21 10:19 PM
i am running a 100 billion deficit
funnyclockman 1
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Fedacking 06-Feb-21 10:19 PM
oil crisis?
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who? (break) 06-Feb-21 10:19 PM
@Fedacking nah just the old bug
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the 06-Feb-21 10:21 PM
@who? (break)
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Fedacking 06-Feb-21 10:22 PM
@UnbetrayedSolanum Can I try to rebalance the costs of the policies across the board? Almost all spending and income is an order of magnitude too big
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who? (break) 06-Feb-21 10:22 PM
you can move it around right?
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the 06-Feb-21 10:23 PM
yeah
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who? (break) 06-Feb-21 10:23 PM
also -0.02% poverty rate lmao
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Fedacking 06-Feb-21 10:23 PM
oh yeah
that should be capped
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who? (break) 06-Feb-21 10:24 PM
poor people in toolbox theory economy
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the 06-Feb-21 10:24 PM
tt be like
funnyclockman 10
it's not actually because of TT
😡 9
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who? (break) 06-Feb-21 10:26 PM
overall economy experience is...sorta nice, still lots of stuff to be hooked up and bugs to be fixed main concern is that theres mostly lack/hidden explanation that makes it more or less just looking at the final numbers
nuclear gui enabling you to nuke the world is probably the best addition
cold war gui is fucked and i can't even click on most tabs because im poor and have a small screen
anyway seeing nunbers go back up after like 6 years of 40 billiom deficit is nice
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the 06-Feb-21 10:57 PM
tfw there are still some remnants of code to change a policy by spending 50 pp
@UnbetrayedSolanum is there any reason why some policies have Ideology Drift Defense as effects?
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UnbetrayedSolanum 06-Feb-21 11:01 PM
No clue
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Fedacking 06-Feb-21 11:01 PM
Flavor
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the 06-Feb-21 11:32 PM
policy tooltip now should show what's actually the effect of the respective policy (not all are implemented yet) (edited)
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Eternal Iberian 07-Feb-21 04:35 AM
I know this is somewhat nitpicky but
would there be a way to reduce the expenditure of certain policies as poverty decreases?
fore example foodstamps at the start of the policy would be given to lots of people but as poverty decreased less people would need them
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Fedacking 07-Feb-21 07:11 AM
It is possible, yeah
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who? (break) 07-Feb-21 08:15 AM
@Fedacking in celebration of negative construction budget
panzersbreakingpoint 6
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Fedacking 07-Feb-21 08:16 AM
based
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OPAsian 07-Feb-21 09:35 AM
We still gotta modify the manpower numbers IMO laws like minorities and racial integration should only make the number go up, starting from 0%
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Masterbobli 07-Feb-21 09:41 AM
IMO these number should be depend on the demographics and perspectives (edited)
This is especially the case for countries in Africa. For the RKs, the locals are the race to be integrated, but for the African nations lead by local people, the settlers are the race to be integrated (edited)
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Jake Zakkarad (7/๏ญฆ) 07-Feb-21 09:44 AM
frankly things like minorities and racial integration should depend on demographics
you can't have a racial integration policy affecting your military manpower if say the country is mostly homogenous
the value of that policy would be scaled down hard
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Eternal Iberian 07-Feb-21 09:46 AM
yeah the policy costs can vary a lot depending on a bunch of factors
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Fedacking 07-Feb-21 09:48 AM
I disagree, they should be negative
just that they are too big now due to the fact that they got increased with the effectiveness changes
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Fedacking 07-Feb-21 09:49 AM
germanization bar
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Jake Zakkarad (7/๏ญฆ) 07-Feb-21 09:49 AM
more progress bars...
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Masterbobli 07-Feb-21 09:49 AM
Maybe we can reach a compromise. A terrible one will reduce while the good ones will increase
Avatar Jake Zakkarad (7/๏ญฆ) more progress bars...
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Fedacking 07-Feb-21 09:50 AM
the real problem in doing that is that we would need to do the hard work of pinpointing how many minorities are in a country
and that is a lot of hardwork to have any kind of sensible numbers
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Jake Zakkarad (7/๏ญฆ) 07-Feb-21 09:50 AM
you could be going by some rough estimates, unless the current population numbers in states are not accurate
either that or a static number that will be inaccurate for most countries
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OPAsian 07-Feb-21 09:59 AM
I'll take the opportunity here to begin doing general fixes and rebalance socdevs too as some of their debuffs are way too detrimental
Also wouldn't a lower efficiency racial integration "None Allowed" actually be higher than a higher efficiency "None Allowed?"
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Fedacking 07-Feb-21 10:01 AM
More efficency means more gooder. I headcannon it as people that are not minorities avoiding the draft claiming ancestry
Or something like that
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OPAsian 07-Feb-21 10:01 AM
hmm
fair enough
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 07-Feb-21 10:48 AM
honestly if we wanted to properly model that racial integration law we'd have to add some sort of recruitment system (edited)
taking into account, say, state culture in relation to "accepted cultures", with various state modifiers etc
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DocOverbuild3 07-Feb-21 11:09 AM
That was the original intention of the system I believe
There were accepted and unaccepted cultures
You'd have debuffs for having states of unaccepted cultures or something along those lines
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Lamounier 07-Feb-21 11:22 AM
We can actually do that using state modifiers
It'd just be a pain to do so
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who? (break) 07-Feb-21 11:33 AM
damn we making eu4 now too?
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OPAsian 07-Feb-21 11:35 AM
โ€œโ€โ€Convert Culture Buttonโ€โ€โ€โ€โ€โ€โ€โ€โ€โ€โ€
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scoodoop 07-Feb-21 11:36 AM
would be useful for blaney's ireland
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OPAsian 07-Feb-21 11:40 AM
okspeertard
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Jake Zakkarad (7/๏ญฆ) 07-Feb-21 11:57 AM
burgundy simplified
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Fedacking 07-Feb-21 03:57 PM
@Lamounier right now income taxation depends entirely on the population
this can lead to a situation where the income taxes are greater than the gdp
see china for the most extreme example of this phenomenon
I wanted to make it so that it's proportional to gdp
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OPAsian 07-Feb-21 04:00 PM
yes please
Avatar OPAsian yes please
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Fedacking 07-Feb-21 04:01 PM
also we probably need to nerf the costs of policies across the board
this is a good chart
has population and cost for policies in the UK 1960
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OPAsian 07-Feb-21 04:02 PM
sure go ahead We should probably also reduce how strong the income taxation laws are
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Fedacking 07-Feb-21 04:02 PM
or maybe change them to a factor
so that it becomes income_tax_rate*(1+law) (edited)
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OPAsian 07-Feb-21 04:02 PM
i agree
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Fedacking 07-Feb-21 04:03 PM
I'll push a batch of changes to that effect then
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OPAsian 07-Feb-21 04:03 PM
PRAISETHELORD
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Fedacking 07-Feb-21 04:03 PM
I was already testing that panzersbreakingpoint
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Fedacking 07-Feb-21 05:21 PM
It is probablt income tax effect too weak (edited)
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Jake Zakkarad (7/๏ญฆ) 07-Feb-21 05:30 PM
@Fedacking got another nudge for you
the button to invest reserves into gdp does not work, you can select any amount but clicking 'invest reserves' does nothing
tha
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Fedacking 07-Feb-21 05:31 PM
:tcher: (edited)
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Fedacking 07-Feb-21 05:39 PM
mhm, this taxation as a factor doesn't work
I'll rever this change
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jesusใƒ„ - UwU 08-Feb-21 09:40 AM
@Fedacking this is my current Econ upon uniting west russia
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Fedacking 08-Feb-21 09:40 AM
admin cost seem really high
army is normal
also 0 business tax rate ๐Ÿค”
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who? (break) 08-Feb-21 09:51 AM
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Volkorel 08-Feb-21 01:09 PM
Policy Effectiveness Overview Policy Effectiveness represents precisely what one may assume it represents - the effectiveness of a given law. For example, a low-effectiveness racial integration mechanic represents widespread institutional racism despite de jure integration. Support for a policy ...
^Good for integrating
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Volkorel 08-Feb-21 01:10 PM
Pinned a message.
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Fedacking 08-Feb-21 01:12 PM
@Jake Zakkarad (7/๏ญฆ) "poverty growth from unemployment is unbalanced". this was a bug ๐Ÿ˜ญ (edited)
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Jake Zakkarad (7/๏ญฆ) 08-Feb-21 01:12 PM
yea we talked about it, nonetheless I had to include that in the report
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Battlefrog 08-Feb-21 01:13 PM
whoops forgot about the acts panzersbreakingpoint
will fix those @Bamba
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Fedacking 08-Feb-21 01:13 PM
I mean that it should have been in the bug section, rather than the balance section
@Jake Zakkarad (7/๏ญฆ) "Emergency actions, as well as poverty rate need a tooltip that show effects" Poverty needs to have an effect before a tooltip can be made panzersbreakingpoint
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Jake Zakkarad (7/๏ญฆ) 08-Feb-21 01:14 PM
but poverty does have effects, no?
Avatar Jake Zakkarad (7/๏ญฆ) but poverty does have effects, no?
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Fedacking 08-Feb-21 01:15 PM
no
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Jake Zakkarad (7/๏ญฆ) 08-Feb-21 01:15 PM
w
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motharchoddar 08-Feb-21 01:15 PM
Does the oil crisis cause a drop in GDP or anything like that
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Jake Zakkarad (7/๏ญฆ) 08-Feb-21 01:15 PM
no
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motharchoddar 08-Feb-21 01:15 PM
would also be cool to have it give a sudden dip
so you'd see it on the graph
like a certain percentage of your gdp
Avatar Jake Zakkarad (7/๏ญฆ) no
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Fedacking 08-Feb-21 01:17 PM
Downtown British Diplomacy Mechanic Or How To Make Diplomacy Rad & Cool For The Kids Overview: The british diplomacy mechanic would be one that tracks two variables, Influence and Tension. Influence is how much sway a foreign power has over Britain, the goal for either America or German...
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motharchoddar 08-Feb-21 01:19 PM
what do you think about that @Fedacking ๐Ÿค”
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Fedacking 08-Feb-21 01:20 PM
I think it's a cool idea
I would drop it by 10%-6%
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Jake Zakkarad (7/๏ญฆ) 08-Feb-21 01:21 PM
right now when you do the diplomacy branch you just wait for them to finish just to say 'OFN influence will increase' and that's it
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motharchoddar 08-Feb-21 01:21 PM
probably reasonable
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Jake Zakkarad (7/๏ญฆ) 08-Feb-21 01:21 PM
also the bottom part of this branch has no effects
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Fedacking 08-Feb-21 01:21 PM
I know about this one, it makes me sad
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Fedacking 08-Feb-21 01:21 PM
this used to have English Economy effects @Battlefrog
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Jake Zakkarad (7/๏ญฆ) 08-Feb-21 01:22 PM
I think this should also be revised along with Acts for TT then
you saw the Housing Act
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Fedacking 08-Feb-21 01:22 PM
yep
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Battlefrog 08-Feb-21 01:22 PM
yuh gotta get on that soon (tm)
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Fedacking 08-Feb-21 01:22 PM
it reduces poverty by 0.2% (edited)
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Fetti (Lil Break) 08-Feb-21 01:28 PM
I think jesus point is valid
We can't hammer the player too much to handle the economy but simultaneously it is pretty much a fidget box from what I see
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Fedacking 08-Feb-21 01:39 PM
@jesusใƒ„ - UwU
I would say to make the income atleast 1 billion To look something more like this maybe? (fedacking asked me to set the business tax variable )
fixed in the latest push
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jesusใƒ„ - UwU 08-Feb-21 02:16 PM
im still wondering on how debt and GDP could be made so they matter more
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Walker Of Chaos 08-Feb-21 02:18 PM
The only idea Iโ€™ve had is that youโ€™d have a โ€œcapโ€ on how much you can spend on social and admin stuff and debt interests would count towards how much of the cap youโ€™re using. But this would be both difficult to communicate to the player and not make much sense
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OPAsian 08-Feb-21 02:18 PM
debt ceiling Thatchernice
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Walker Of Chaos 08-Feb-21 02:18 PM
Thereโ€™d also ofc be the possibility of generic โ€œnice to haveโ€ things like pp, stability, research, production etc etc
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Walker Of Chaos 08-Feb-21 02:19 PM
Crashing the economy with no survivors
Iโ€™m really sad that we had to scope cut Toolbox because debt and GDP would have been so much easier
You wouldnโ€™t want high debt because that leads to you getting into a nations economic sphere and restricted market access
Good gdp would be good because itโ€™d help with your economic sectors
etc etc
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Critical Existence Failure 08-Feb-21 02:22 PM
wait what was cut?
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Walker Of Chaos 08-Feb-21 02:22 PM
I guess we could also maybe have a thing where massive debts penalize policy effectiveness and admin socdev?
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OPAsian 08-Feb-21 02:23 PM
That would be good
There should also be a way to control the debt tho
Avatar Critical Existence Failure wait what was cut?
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Walker Of Chaos 08-Feb-21 02:23 PM
Most of TT economy, lemme grab the original doc if its still around
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Critical Existence Failure 08-Feb-21 02:23 PM
huh
Avatar Critical Existence Failure huh
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Walker Of Chaos 08-Feb-21 02:25 PM
https://docs.google.com/document/d/1yKY5qnp1p1t99y9sJ-NxfHhmn_CnZYbf3NT1PxvKXAo/edit tl;dr employment split across different sectors (agriculture, industry, services etc etc), arms market, buying and selling actual resources, different currencies with different strengths, regional markets
The New Order: Last Days of Europe - Economy Proposal References: Economy Suggestion Document Current Economic Issues Statement of Intent: To make the economy mechanic into a realistic, functional, and meaningful mechanic that has significant relevance within gameplay, and is integrated into...
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Critical Existence Failure 08-Feb-21 02:25 PM
damn, well hope we can add this in the future
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Walker Of Chaos 08-Feb-21 02:25 PM
Got cut because the CRF and TT bottlenecks were murder on team morale
But I really really wish we can get em back someday because right now the economy is just a number
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Walker Of Chaos 08-Feb-21 02:27 PM
We do have buttons for repaying debt rn. But I guess we could also like have a controllable policy letting you automatically pay x% of your income into the debt
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Fetti (Lil Break) 08-Feb-21 05:23 PM
I think
Personally, having a natspirit that affects when the player has a good or bad economy
Would give a gameplay edge to it
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 08-Feb-21 05:46 PM
^
we could honestly give every country a dynamic modifier called idk "State of the Economy: [scripted loc]" and run a weekly check for certain parameters
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Critical Existence Failure 08-Feb-21 05:47 PM
how would that affect how fast the game runs though
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 08-Feb-21 05:48 PM
it would certainly affect it, but I doubt the effect to be that large 1) It's a weekly check 2) It mostly boils down to simple mathematical calculations sure, those are being executed across every tag, but the game already does that on a much larger scale every hourly tick
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Critical Existence Failure 08-Feb-21 05:49 PM
oh huh
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 08-Feb-21 05:49 PM
I mean hell you could even code a test event that runs every week and executes a shitload of calculations as a benchmark
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jesusใƒ„ - UwU 08-Feb-21 05:52 PM
Goring has something like this iirc
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 08-Feb-21 05:55 PM
honestly I think we should adopt an Ultravis dev stance for TT Go with the craziest, most ambitious shit you can think of and then cut down
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Critical Existence Failure 08-Feb-21 06:03 PM
we already did
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 08-Feb-21 06:04 PM
NOT ULTRAVISIONARY ENOUGH
Avatar North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ NOT ULTRAVISIONARY ENOUGH
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Critical Existence Failure 08-Feb-21 06:04 PM
The New Order: Last Days of Europe - Economy Proposal References: Economy Suggestion Document Current Economic Issues Statement of Intent: To make the economy mechanic into a realistic, functional, and meaningful mechanic that has significant relevance within gameplay, and is integrated into...
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the 08-Feb-21 06:04 PM
btw are the tutorials still planned?
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Critical Existence Failure 08-Feb-21 06:04 PM
this is already cut down
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 08-Feb-21 06:04 PM
NOT ENOUGH
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Critical Existence Failure 08-Feb-21 06:04 PM
as is sadly
reallynervoushitler
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 08-Feb-21 06:05 PM
Every player must weep and apply to an economics school after one hour of TNO gameplay
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Critical Existence Failure 08-Feb-21 06:05 PM
LINE GO UUUUUUUUUUP
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the 08-Feb-21 06:55 PM
got collapsible policies working (it doesn't look too nice because of limitations with dynamic lists )
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 08-Feb-21 06:58 PM
๐Ÿ‘
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Critical Existence Failure 08-Feb-21 07:03 PM
poujeb
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Kyiv_Worker 08-Feb-21 07:04 PM
PRAISETHELORD
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CPR 08-Feb-21 07:26 PM
hot
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jesusใƒ„ - UwU 08-Feb-21 07:37 PM
Finally no more scrolling for half a year
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Fedacking 08-Feb-21 08:13 PM
it's like 1 calculus because I would use GDP per capita for state of the economy
maybe 2 if we use debt as another effect
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Volkorel 08-Feb-21 08:23 PM
I just had a ctd after clicking Kingdom of England in country select screen, TT branch
Weirdly enough error log doesn't mention anything, so gonna test this again
Alrighty solved, was a typo mistake in Göring focus file with using "mid" instead of "med"
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Kyiv_Worker 08-Feb-21 08:29 PM
Always Göring...
panzersbreakingpoint 6
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Fedacking 08-Feb-21 08:57 PM
@North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ it should be monthly the effect because everything else is montly
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 08-Feb-21 09:18 PM
aight then
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Fetti (Lil Break) 09-Feb-21 05:22 AM
For the NatSpirit, instead of weekly, I propose monthly yeah
Not only does it "alleviates" since the game already takes forever to load each month
But also gives time to a player to "fix" things
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DocOverbuild3 09-Feb-21 09:46 AM
You guys are trying to reinvent the wheel when weโ€™ve already got a Model-T
Legit this is the system I did for Burgundy
And everything you need to get a good metric of a countryโ€™s fiscal health is already in game
You donโ€™t need to gum up the system and add even more stuff that wonโ€™t matter and wonโ€™t affect stuff (edited)
Stuff like actual meaningful spheres and trading, sure
But unless you want to rework the system fully, I donโ€™t really see the need to tack all this extra stuff on here
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Fedacking 09-Feb-21 10:34 AM
so we should expand your burgundy system to the rest of the world? (edited)
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who? (break) 09-Feb-21 10:50 AM
whats your burgundy system though
i keep hearing this but i never see it
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OPAsian 09-Feb-21 10:51 AM
some kind of burgundian system
okspeerfolk 6
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Fedacking 09-Feb-21 11:14 AM
@the why did you remove the cost per capita tooltip of elite only education? (edited)
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Nekronion 09-Feb-21 11:23 AM
Is it possible to make the sliders adjustable by mouse pulling (Not just by clicking)? (edited)
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Fedacking 09-Feb-21 11:32 AM
no
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DocOverbuild3 09-Feb-21 11:45 AM
@Fedacking Iโ€™ll do a type up later, but yes, I think itโ€™s the only viable way to make economics matter to gameplay without reworking the entire system entirely
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Fedacking 09-Feb-21 11:54 AM
๐Ÿ‘
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the 09-Feb-21 11:54 AM
I'm dumb
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Fedacking 09-Feb-21 11:56 AM
no you're not, you're just brazilian that's all
panzersbreakingpoint 2
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Walker Of Chaos 09-Feb-21 12:47 PM
have i gone exchange or is the security policy no longer in game?
like its effects are there but it doesn't seem to be listed under social policies
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Internetismean 09-Feb-21 12:57 PM
@Fedacking Does the income tax rate naturally increase through the game?
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Fedacking 09-Feb-21 12:59 PM
it shouldn't
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Fedacking 09-Feb-21 12:59 PM
it should be there
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who? (break) 09-Feb-21 01:00 PM
it exists
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Walker Of Chaos 09-Feb-21 01:03 PM
I confirmed that countries had security policies and I could see em on other cohntries list of laws in the diplo screen. But I couldnโ€™t see it on my own screen under โ€œsocial policiesโ€
Will look more into it tomorrow
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Fedacking 09-Feb-21 01:07 PM
@the did you change the policies with the list up down thingy?
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the 09-Feb-21 01:08 PM
no, maybe the array isn't rendering this law
@Walker Of Chaos can you post a screenshot
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Walker Of Chaos 09-Feb-21 01:09 PM
Gimme a min
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OPAsian 09-Feb-21 01:17 PM
something somethíng defund the police wertroll
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the 09-Feb-21 01:25 PM
found the issue, it's in the wrong position
@Walker Of Chaos find TNO_category_4_law_tno_security and change the y value to 0
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Walker Of Chaos 09-Feb-21 01:26 PM
Kinda turned off my computer after that and headed off to prepare for bedoof
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the 09-Feb-21 01:27 PM
it's fine
@Fedacking could you fix this
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Fedacking 09-Feb-21 01:29 PM
in a couple of hours
studyinf rn
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Flaxbeard 09-Feb-21 01:36 PM
I can tweak rn
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the 09-Feb-21 01:37 PM
thanks
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DocOverbuild3 09-Feb-21 01:42 PM
@Fedacking Anyway
Just to simplify because I donโ€™t have a lot of time
Every nation, as has been suggested, should get an economic dynamic modified
Iโ€™d you have a good economy
Defined as a GDPPC above a certain point, measured as the benchmark for what an โ€œaverageโ€ economy, you get scaling buffs
Below that, you get debuffs
This benchmark could change and shift during the game as a nations baseline economy changes
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Eternal Iberian 09-Feb-21 01:45 PM
talking about the baseline changing
that seems like something that should be counted on in the policy levels
Poverty in the early 60s wont be the same as in the late 70s
and it would solve problems for far future stuff like how to deal with nations having extremely low poverty in the 70s (edited)
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Fedacking 09-Feb-21 01:48 PM
where is your burgundy code for the economy?
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Fedacking 09-Feb-21 01:48 PM
extremely low poverty in the 70s shouldn't ha[[en
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Eternal Iberian 09-Feb-21 01:49 PM
then most nations with content have to be rebalanced
to have their buffs be much more gradual and slower (edited)
But I dont want to talk here much or discuss it cause Im not part of TT team :p
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Fedacking 09-Feb-21 01:52 PM
Poverty is right now much more gradual and slower
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Eternal Iberian 09-Feb-21 01:52 PM
poujeb
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DocOverbuild3 09-Feb-21 03:46 PM
@Fedacking called like Burgundy Econ scripted effects or soemthing
In the scripted effects file
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Fetti (Lil Break) 09-Feb-21 04:11 PM
I felt like doing this since I saw no document for it, but I made a doc with all Law and Social Development Effects
Political Parties Religious Rights Trade Unions Imigration Policies Slavery Public Meetings Press Rights Voter Franchise Refugees Military Policies Train...
It's really rough but I'll pretty it up later
Just wanted to get it out there
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Fedacking 09-Feb-21 04:13 PM
whenever I have time I'll implement that globally plus poverty effects
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Fetti (Lil Break) 09-Feb-21 05:28 PM
thatchernice
these functions don't exist and idk how much it would increase so I'll keep these for now
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CPR 09-Feb-21 05:43 PM
It probably does exist, but it's in a swap_idea block for some reason
Needs to be put outside of that
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Oveja 09-Feb-21 07:06 PM
what does Admin Efficiency do btw
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Critical Existence Failure 09-Feb-21 07:09 PM
see fetti's doc
or actually
someone should pin fetti's doc tbh
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Oveja 09-Feb-21 07:11 PM
Oh it's a socdev
Aight, thank you
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Critical Existence Failure 09-Feb-21 07:11 PM
np
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Oveja 09-Feb-21 07:12 PM
Pinned a message.
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OPAsian 10-Feb-21 06:15 AM
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jesusใƒ„ - UwU 10-Feb-21 06:15 AM
yeah thats a big problem
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OPAsian 10-Feb-21 06:15 AM
Avatar OPAsian withered
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Bamba 10-Feb-21 06:16 AM
Honestly
I wish we could have Construction and Research rework
actually tbh
why cant we?
Yes it will delay the Patch greatly
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Walker Of Chaos 10-Feb-21 06:16 AM
I really really think we should have the research and arms market
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jesusใƒ„ - UwU 10-Feb-21 06:17 AM
the issues with TT has been in every of my tests
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Walker Of Chaos 10-Feb-21 06:17 AM
Use arms market to do basic econ spheres
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jesusใƒ„ - UwU 10-Feb-21 06:17 AM
it just doesent add much apart from things to look at
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Walker Of Chaos 10-Feb-21 06:17 AM
If your economy goes shit you get tied to a major and can only buy from them (edited)
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Bamba 10-Feb-21 06:17 AM
Market Rework was also discussed
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Walker Of Chaos 10-Feb-21 06:17 AM
Not even the market, just the โ€œminors donโ€™t make own weapons and buy guns from supersโ€ would be great on its own
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who? (break) 10-Feb-21 06:18 AM
almost everything is just cosmetic changes in TT and its honestly stale thatchernice
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Walker Of Chaos 10-Feb-21 06:18 AM
Though yes full market is best
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who? (break) 10-Feb-21 06:18 AM
except now you have atleast a few chains blocking you
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Bamba 10-Feb-21 06:18 AM
Discussing it with the Devs
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who? (break) 10-Feb-21 06:19 AM
you cant max out construction spending, cant boost or cut budgets
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Bamba 10-Feb-21 06:19 AM
if you have ideas put them here
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jesusใƒ„ - UwU 10-Feb-21 06:19 AM
AB is the only nation i saw that changed the limits for sliders so far
nextlevelbreakingpoint
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who? (break) 10-Feb-21 06:19 AM
this
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OPAsian 10-Feb-21 06:20 AM
smh that was because i ordered Fetti to do it panzersbreakingpoint
thatchernice 2
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who? (break) 10-Feb-21 06:20 AM
why did we add econ spheres even, it serves almost nothing
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jesusใƒ„ - UwU 10-Feb-21 06:21 AM
@who? (break) it was part of arms market before
iirc
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who? (break) 10-Feb-21 06:22 AM
also it would be nice if doc writes up his burg system soon because it keeps floating around in discussions and yet i never saw how it worked
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Walker Of Chaos 10-Feb-21 06:25 AM
Already mentioned: Arms Market Research System Rework Kinda new (I think Iโ€™ve mentioned some of em before) Socdev has a maintenance โ€œcostโ€, if not paid it rgresses Change construction, you wonโ€™t have a construction budget but toe amount of free civs to gdp per capita (bad idea, just throwing it out there) Economic crashes negatively impact factory output and construction speed for capitalists (companies go under) System where player can spend cash on โ€œcontractors/state companies/whateverโ€ to get specific targetted bonuses. Stuff like paying NaziBlocs Inc X Billion Reichsmark to design the new AryanChainsaw giving factories/socdev/whatever/this is a bad idea Most of these are bad but hopefully someone can see them and come up with something better (edited)
the main problem is we need something that genuinely engages the player with the economy but also doesn't make the player feel like they need to check the economy tab every 5 minutes or they'll get fucked
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The Xenophobic Fascist 10-Feb-21 06:29 AM
wasn't there a giant tree thing about TT reworks
lemme find it
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Walker Of Chaos 10-Feb-21 06:29 AM
the economy proposal?
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jesusใƒ„ - UwU 10-Feb-21 06:29 AM
i think your talking about valrins
doc
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Walker Of Chaos 10-Feb-21 06:29 AM
yeah that's been deleted
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jesusใƒ„ - UwU 10-Feb-21 06:30 AM
but i honestly i feel like TT needs a large scrop
scope
to do what its ment to do
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Walker Of Chaos 10-Feb-21 06:30 AM
Valrins doc was about the resource rework and econ sectors + markets
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jesusใƒ„ - UwU 10-Feb-21 06:30 AM
instead of old economy+ and then proper TT later on (edited)
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The Xenophobic Fascist 10-Feb-21 06:31 AM
yeah oof
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who? (break) 10-Feb-21 06:32 AM
one thing that i want is GDP growth, debt interest and GDP to be more dynamic
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jesusใƒ„ - UwU 10-Feb-21 06:32 AM
and if i were to be honest all of my test reports will probs just be it works but it needs to work better (insert bugs and such here)
its been like that for all of them so far thatchernice
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who? (break) 10-Feb-21 06:33 AM
ie say south africa lost in SAW, then increase interest rate and decrease GDP growth for a few months or so
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Walker Of Chaos 10-Feb-21 06:34 AM
honestly this is probably a bad idea but i wonder if something simple like a button saying something like "our economic policy is keynesianism/austerity/nazi madness/whatever" with limited ability to toggle between em couldn't at least help some with engagement
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who? (break) 10-Feb-21 06:34 AM
its strange how you can probably shoot up slaves in eastern europe but still maintain GDP growth
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Internetismean 10-Feb-21 06:34 AM
Would it be possible to add unemployment back? Not necessarily have the wheel of sectors, just the percentage of unemployed people. The higher it is the more money you have to spend on social programs and the slower factories work
And then each nation could use it for particular stuff
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DocOverbuild3 10-Feb-21 06:35 AM
It doesnโ€™t work though
Like thatโ€™s the issue
Itโ€™s a completely independent system
As I said before
The reason why it sucks right now, and I know thatโ€™s a powerful word but itโ€™s the right one, is not because of the various new systems, but the fact there are no gameplay effects from your economy
Just attaching more variables to worry about wonโ€™t fix that
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Walker Of Chaos 10-Feb-21 06:38 AM
yeah
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DocOverbuild3 10-Feb-21 06:38 AM
I believe the system needs to be redesigned as well
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Walker Of Chaos 10-Feb-21 06:39 AM
no engagement = no fun
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DocOverbuild3 10-Feb-21 06:39 AM
Stuff like markets and sphere interaction is a good idea
BUT
Instead of just throwing up an idea salad that just exasperated the issue
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Walker Of Chaos 10-Feb-21 06:39 AM
the economy was a misstake
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DocOverbuild3 10-Feb-21 06:39 AM
Every single thing in TT should be looked at with the question, โ€œhow does this affect gameplay and why should the player care?โ€
Thatโ€™s whatโ€™s missing right now
And thatโ€™s why it, again harsh word but fair, sucks
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Walker Of Chaos 10-Feb-21 06:40 AM
but yeah we'd need to look at fundamental interactions of the economy and how to relate it to everything
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DocOverbuild3 10-Feb-21 06:41 AM
I mainly say this because I donโ€™t want the approach to become, โ€œwell if itโ€™s not working letโ€™s just flesh out and add to the existing systemโ€
Because itโ€™s that system itself where the problem lies
Not what is built on top of it
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Walker Of Chaos 10-Feb-21 06:41 AM
In my ideal dream world I'd honestly like to give TT somewhere around 3 months dev time and just get it done fully properly
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DocOverbuild3 10-Feb-21 06:41 AM
I mean
It needs rhat at the bare minimum
This is nowhere near a releasable product
Unless you want the economy to still not matter
In which case itโ€™s fine for now
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Walker Of Chaos 10-Feb-21 06:42 AM
Yeah, the big problem is that TT simultaneously needs a massive scope
And is a bottleneck for the patch cycles
Which has resulted in not getting the proper attention
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Bamba 10-Feb-21 06:42 AM
We are discussing a plan in Dev Hole right now
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Walker Of Chaos 10-Feb-21 06:42 AM
And putting us here right now
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who? (break) 10-Feb-21 06:42 AM
replace TT with no expansion trees and after midnight thatchernice
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DocOverbuild3 10-Feb-21 06:42 AM
You wonโ€™t have good patches unless you have a good TT
Like
Thatโ€™s like trying to build a house when you forgot to finish the foundation
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jesusใƒ„ - UwU 10-Feb-21 06:43 AM
from what ive seen so far most ostland paths are planning on using TT in some way
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OPAsian 10-Feb-21 06:43 AM
ALL OF GUANGDONG AND MANCHKUO USES TT
funnyclockman 5
thatchernice 5
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DocOverbuild3 10-Feb-21 06:43 AM
Yes
And I guarantee itโ€™s not fun to play with the economy with them
Because thereโ€™s no tangible gameplay effects
Which is exactly my point
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who? (break) 10-Feb-21 06:44 AM
current socdev and policy effectiveness is meh-good as it is, theres definitely room for policy effectiveness to be more dynamic
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Walker Of Chaos 10-Feb-21 06:44 AM
Honestly this is kinda reminding me of pre release Japan
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DocOverbuild3 10-Feb-21 06:44 AM
If you build a country around economy built on a crappy Econ system
Youโ€™re not going to have a fun time playing with Econ
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Walker Of Chaos 10-Feb-21 06:44 AM
And I think a similar mindset is needed
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DocOverbuild3 10-Feb-21 06:44 AM
Which is why this is such a huge issue
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who? (break) 10-Feb-21 06:44 AM
100 billion deficit manchukuo
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jesusใƒ„ - UwU 10-Feb-21 06:45 AM
all i remember is burn it all down and rebuild it nextlevelbreakingpoint
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Walker Of Chaos 10-Feb-21 06:45 AM
I fear that may be necessary
But I'll hold off for now while the Devs chat
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who? (break) 10-Feb-21 06:45 AM
dynamic socdev increase is nice
admin socdev increase could do with more dynamicness than just max out budget = +2 monthly
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Bamba 10-Feb-21 06:47 AM
Please write here any ideas you have thatchernice
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DocOverbuild3 10-Feb-21 06:47 AM
Burn down the house
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Walker Of Chaos 10-Feb-21 06:47 AM
So I said I wouldn't say more but I'm also a liar. Anyways I feel like a fundamental question we as TNO will need to answer is what level of simulationism do we want the mod to represent?
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DocOverbuild3 10-Feb-21 06:47 AM
And that ainโ€™t a joke either
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Walker Of Chaos 10-Feb-21 06:47 AM
Do we want to represent the nitty gritty economic details of the cold war and the flaws and strengths of the superpowers bureaucracies?
If yes then we will need to burn things down and accept that TT won't be out untill late spring at the earliest
Do we want to focus more on narratives and themes of different paths? If yes then honestly a economy system might be a detriment and is best abstracted away
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DocOverbuild3 10-Feb-21 06:49 AM
Even if we just go with the Burgundian option of basic economy gameplay effects, thatโ€™s still going to be crappy for what we wanted to do
Unless you want option 2 in which case it works fine
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Walker Of Chaos 10-Feb-21 06:49 AM
Where on the Crusader Kings-Victoria 2 axis do we want to fall?
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who? (break) 10-Feb-21 06:49 AM
id suggest if we're reworking TT, we release AM and no expansion trees as filler
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Bamba 10-Feb-21 06:50 AM
No Expansion trees is not closed
AM is ??
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jesusใƒ„ - UwU 10-Feb-21 06:50 AM
AM is fairly complete
last i heard about it
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Hippie Spiro Agnew 10-Feb-21 06:50 AM
No expansion is literally only me rn
witheredkovner
witheredkovner 3
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who? (break) 10-Feb-21 06:51 AM
ABBAHASHADFUCKINGENOUGH
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Walker Of Chaos 10-Feb-21 06:51 AM
No expansion trees should get contribs if we do it as filler
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DocOverbuild3 10-Feb-21 06:51 AM
I have a pretty radical course of action Iโ€™d like to see the team take but Iโ€™ll be quiet for now and see whatโ€™s decided first
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Walker Of Chaos 10-Feb-21 06:51 AM
do we want it to be filler though?
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DocOverbuild3 10-Feb-21 06:51 AM
It wonโ€™t be pretty, but itโ€™ll get the job done
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Hippie Spiro Agnew 10-Feb-21 06:51 AM
It was always filler
To be added when done
Avatar Hippie Spiro Agnew It was always filler
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Walker Of Chaos 10-Feb-21 06:52 AM
More meant if we do no expansion trees and then TT later we'll likely need to redo a substantial part of the no expansion trees to fit (a hopefully) better economy system
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jesusใƒ„ - UwU 10-Feb-21 06:52 AM
i feel like releasing more stuff for russia would be alot better than releasing half baked economy system
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Hippie Spiro Agnew 10-Feb-21 06:53 AM
Theyre smallish and dont rely on econ stuff much
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Walker Of Chaos 10-Feb-21 06:53 AM
ah alright
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jesusใƒ„ - UwU 10-Feb-21 06:53 AM
most warlords get in terms of econ is socdev changes
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Hippie Spiro Agnew 10-Feb-21 06:53 AM
Mostly internal stuff
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Fetti (Lil Break) 10-Feb-21 06:53 AM
imho
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jesusใƒ„ - UwU 10-Feb-21 06:53 AM
econ stuff only comes in regional really
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Walker Of Chaos 10-Feb-21 06:53 AM
kinda mixed up things and forgot Russia doesn't have econ at regionalpanzersbreakingpoint (edited)
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Fetti (Lil Break) 10-Feb-21 06:53 AM
I'm actually implementing effectiveness on warlord decisions as we speak
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who? (break) 10-Feb-21 06:54 AM
good pfp
okspeerfolk 2
poujeb 2
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Fetti (Lil Break) 10-Feb-21 06:54 AM
But, imo, I do feel TT doesn't really affect the player at all, as most said. The effects aren't something the player immediatly sees, and I feel a good, if a bit band-aid, would be to add a varied natspirit that gives bonuses to the state of the economy.
Is it ideal, not really
But it's as you guys said, right now it's a Bottleneck
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DocOverbuild3 10-Feb-21 06:55 AM
Thatโ€™s the Burgundy solution
Avatar who? (break) good pfp
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Fetti (Lil Break) 10-Feb-21 06:55 AM
thanks <3 (edited)
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who? (break) 10-Feb-21 06:55 AM
gawr gura
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DocOverbuild3 10-Feb-21 06:55 AM
Itโ€™s already been implemented world wide I believe by Fed
Just the values need to be set
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jesusใƒ„ - UwU 10-Feb-21 06:55 AM
frankly i would much rather see TT reworked than band aided to do something atleast
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The Commie 10-Feb-21 06:55 AM
Adding bonuses/maluses to, factory output for example, would be a good way to give an effect to the economy ?
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DocOverbuild3 10-Feb-21 06:55 AM
Alrifht
Just gonna clarify this
Because weโ€™re all saying the same thing
nextlevelbreakingpoint 4
@Fetti (Lil Break) @The Commie that system already exists
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who? (break) 10-Feb-21 06:55 AM
whats the burgundy solution tho
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DocOverbuild3 10-Feb-21 06:56 AM
It is being pushed world wide by Federakinf
@who? (break) nat spirit that gives buffs/debuffs depending on scale of the economy
Good economy = economic buffs and vice versa
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Bamba 10-Feb-21 06:56 AM
I think that there are other things we should expand on to make the game feel like a Cold War game and not a WW2 game with a different time slapped on it (edited)
Reaserch and COnstruction is two things
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who? (break) 10-Feb-21 06:57 AM
wouldnt it make more sense as a dynamic modifier though @DocOverbuild3
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DocOverbuild3 10-Feb-21 06:57 AM
It is a dynamic
*dyno mod
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Walker Of Chaos 10-Feb-21 06:57 AM
Speaking purely codewise I do think burning down the economy system and redoing it fro,m the ground up is the best solution. The main issue I see is administrative. If we burn down everything what do we occupy the rest of the team with for the couple of months we need to properly do TT? We can't just throw 200+ people into TT and expect a good result.
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The Commie 10-Feb-21 06:57 AM
The problem is that virtually all debuffs/buffs that could be given by base HoI4 are useless. Who cares about producing equipment/training troops etc... if you never have a war to worry about ? In the end we would almost inevitably end up with "why care about the economy ?"
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Walker Of Chaos 10-Feb-21 06:57 AM
The bottleneck curse
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DocOverbuild3 10-Feb-21 06:57 AM
You can see all the code to get a better look at it in the burgundy_econ scripted effects file
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who? (break) 10-Feb-21 06:58 AM
ahh
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Bamba 10-Feb-21 06:58 AM
My idea was first having a design phase then moving Sentribs to work on it In their own pace and when its ready the rest of the team
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DocOverbuild3 10-Feb-21 06:58 AM
@Walker Of Chaos I think itโ€™s time for Docs Radical Solution of the day
@Bamba would you like me to dm my manifesto or just give it here?
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Fetti (Lil Break) 10-Feb-21 06:58 AM
Delete TNO
wertroll 3
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DocOverbuild3 10-Feb-21 06:58 AM
Donโ€™t want it to get split up
Avatar Fetti (Lil Break) Delete TNO
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Hippie Spiro Agnew 10-Feb-21 06:58 AM
Pinned a message.
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jesusใƒ„ - UwU 10-Feb-21 06:58 AM
thats why i think that economy shouldnt just affect that stuff i feel like a good economy should afffect the rest of the system
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Bamba 10-Feb-21 06:58 AM
Give it here
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DocOverbuild3 10-Feb-21 06:59 AM
Alright lemme get my VPN working so I can type on my laptop
wertroll 4
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Fetti (Lil Break) 10-Feb-21 06:59 AM
The Burgundian VPN...
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Walker Of Chaos 10-Feb-21 06:59 AM
There are strengths to that and I have my own thoughts but I think I should wait for Doc's manifesto
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DocOverbuild3 10-Feb-21 06:59 AM
Iโ€™m in AP Gov right now about to inspire a Second Cultural Revolution
funnyclockman 3
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Walker Of Chaos 10-Feb-21 06:59 AM
Chaimran Doc
Resurrect the Legion
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Fetti (Lil Break) 10-Feb-21 06:59 AM
But yeah Russia wise, I was starting to add effectiveness to Russian Decisions
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The Commie 10-Feb-21 07:00 AM
There would need to be a special effect for each country, and each path. A bad economy as the US would decrease your popularity, as Germany it would destabilize your regime, as Iberia decrease your stability etc... It would be long but it'd at least give some sort of gameplay effect
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Fetti (Lil Break) 10-Feb-21 07:00 AM
Because I didn't want to spam tno_improve_policy_effectiveness to every goshdang focus effect funnyclockman
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Walker Of Chaos 10-Feb-21 07:00 AM
anyways I'll be back in 1-2 hours, group project
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DocOverbuild3 10-Feb-21 07:01 AM
Just a heads up, Iโ€™ll be doing this in 2000 word chunks so save all questions/criticism for the end
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Fedacking 10-Feb-21 07:01 AM
nah, I was going to do it
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DocOverbuild3 10-Feb-21 07:01 AM
Fucking laptop, REBOOT
Alright so, that didnโ€™t work so Iโ€™ll just type it out from my phone.
oofn 1
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DocOverbuild3 10-Feb-21 07:10 AM
I think itโ€™s best to first identify the issue at hand: How do we create a complex, yet not overbearing, economy simulation that also greatly affects gameplay so you canโ€™t ignore it? Itโ€™s a question we have been asking ourselves for the past nearly year, with an economic rework to actually make that system matter always a top post release priority. However, I believe in the post release rush to right all of pre release TNOโ€™s wrongs, we lost sight of the end goal. The economy as it exists right now it ignorable at best, and downright embarrassing at worst for what we want to do. It had absolutely no gameplay effects besides the tacked on Dyno Mod from Burgundy, and is just the same as the last one except with new graphs and ways to look at your number grow. We all acknowledge this issue, and we all agree on the basic ways to solve it, but there is just one issue: we are trying to find a way to make this rework as painless as possible to not take away from patch development, while patch development continuing based around this new system will ensure it will need to be reworked in the future. Letโ€™s face facts: we donโ€™t have the people or skill anymore to do both and instead of fully committing to one or the other both are continuing to suffer. The economy system will not be good unless itโ€™s fully developed and realized, while the new patch countries will not have fun economic gameplay because the economy system sucks. Itโ€™s a bind we put ourself in by trying to build a house on top of a shifting foundation of sand that will quickly grow to swallow us and our work if we do not act quickly to get out. That may seem like an exaggeration, but I would like you to think of how long patch development already is taking, how little overall progress has been made, and how much work still needs to be done ON TOP OF making an economy that matters and integrating it into every single piece of content weโ€™ve already made. The system we thought would work months ago is simply...
... Unsustainable today, and unless we do something quickly to arrest it, it will continue until work has bogged down to a standstill
Therefore, I would propose the following solution:
The main focus of this team should be based around the new TT system as well as the other extraneous pieces of content like AM or No Expansion Trees or other facelifts that don't require the use of said new system so we can get our house in order. The reason why I suggest this change is due to the composition of the team as it stands. From what I recall, each patch team right now has at the most 5 or so coders, with the great majority only have 1 and 2. These are incredibly skilled people, constantly pushing the boundaries of what TNO and indeed what HOI4 can do, but they are much too spread out to consistently and quickly get the work that needs to be done, done. The current system almost reminds me of the time before team consolidation, where 1 or 2 people would plug away creating 10 years for a nation, and if we want for all the patch nations to have the same level of depth, complexity, and engaging gameplay as the ones on release, that needs to change quickly. To ensure that all those things actually happen, we need to focus on actually creating the new systems the player will engage with. This would mean moving our most highly skilled people onto the development of TT to truly create a fleshed out and amazing new economic simulator that ties into gameplay at every corner, while everyone else works on so called "filler" content that expands on what we have, keeps the fans occupied, and gives the entire team something to do while building up their experience base. Only when we have firmly established this foundation and consolidated our resources will we be able to go back and look at patch developments with fresh eyes, iterating where needed (and believe me, it is always needed), fixing up and integrating the various mechanics, and truly making them as in depth and amazing as all the other content in this mod (not saying it is already, just that there is so much more potential).
I understand this is a radical, and quite likely, unpopular decision. I understand that people have put their hearts and souls into these new nations and have made places I didn't care about before truly amazing and breathtaking to behold. But the simple fact is we are caught in a double bind with no clear way out if we continue to stay the current course.
If we actually want to accomplish what we set out to do in the fastest, most consistent, and comprehensive way possible, something as radical as this plan is what is needed. Yes, it will break hearts for a time, but it will rejuvenate development in the long run, and I firmly believe something like this is the best way forward.
Alright
That's about it
Any questions?
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Fedacking 10-Feb-21 07:19 AM
yes
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Hippie Spiro Agnew 10-Feb-21 07:20 AM
We dont even need to fully stop patch development, as some nations do not rely on TT as much
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DocOverbuild3 10-Feb-21 07:20 AM
TLDR: The TT issue is only a symptom of a wider problem imo, a potential fix given above
@Hippie Spiro Agnew Yeah, just re-allocate resources from the smaller patch nations to the other ones would be an improvement
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Walker Of Chaos 10-Feb-21 07:20 AM
Yeah I mostly agree. The big issue os what to do with the greys and artists while doing TT but honestly I think we need to do this
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Hippie Spiro Agnew 10-Feb-21 07:20 AM
I suggested that already yeah
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DocOverbuild3 10-Feb-21 07:20 AM
Or to AM or No Expansion or whatever (edited)
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Fedacking 10-Feb-21 07:20 AM
why are we creating a complex yet not overbearing economy simulation? That is an entire game unto itself. Victoria 2 is a game essentialy only about that. (edited)
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DocOverbuild3 10-Feb-21 07:20 AM
Just something to stop 1/2 coder teams (edited)
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Walker Of Chaos 10-Feb-21 07:20 AM
If patch development can be maintained that solves the grey and artists situation
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Hippie Spiro Agnew 10-Feb-21 07:21 AM
AM is mostly done but No Expansion needs a lot of work still
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Walker Of Chaos 10-Feb-21 07:21 AM
Also while not directly related we need to resume the code guide initiatives
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Hippie Spiro Agnew 10-Feb-21 07:21 AM
Only me and Pacifica worked on it occasionally (edited)
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DocOverbuild3 10-Feb-21 07:21 AM
And we've got a lot of contribs who could use a build up in expierence through that @Hippie Spiro Agnew
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Walker Of Chaos 10-Feb-21 07:21 AM
To help teach people and ensure we donโ€™t lose our knowledge base (edited)
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Hippie Spiro Agnew 10-Feb-21 07:21 AM
Its mostly decison work, drafting and implementing smallish trees, like 15 foci tops iirc
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DocOverbuild3 10-Feb-21 07:21 AM
You need to start somewhere
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Hippie Spiro Agnew 10-Feb-21 07:22 AM
Yeah
I wanted to open it up more but didnt want to take people away from patches
Some minor mechanic facelifts in russia could work to keep people occupied but most of that is in the future
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The Commie 10-Feb-21 07:23 AM
Well, with the eventual reopening of the team, there surely would be quite some contribs that would join, maybe they could be sent to work on it ?
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Hippie Spiro Agnew 10-Feb-21 07:23 AM
Still gonna have folk with little work
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DocOverbuild3 10-Feb-21 07:23 AM
Contrib apps have been dwindling for years now
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Fetti (Lil Break) 10-Feb-21 07:23 AM
I do mostly agree and I do wanna also add, that I always felt TT needed the most people, because the system potential is amazing
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DocOverbuild3 10-Feb-21 07:24 AM
We've pretty much had like the great majority of HOI4 modders on the team at some point
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Fetti (Lil Break) 10-Feb-21 07:24 AM
That's the nature of things, a team is always bigger before the launch
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The Commie 10-Feb-21 07:24 AM
I've been encouraging plebs lately to try and get into coding, and also we have a notable number of greys that are interested in it
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Fetti (Lil Break) 10-Feb-21 07:24 AM
And, to not discredit anybody on the team
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DocOverbuild3 10-Feb-21 07:25 AM
@The Commie Unless you can find like 15/20 people to flesh out the patch teams and add 1/2 to each one
That's not really going to help much
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Fetti (Lil Break) 10-Feb-21 07:25 AM
Coding this is always more daunting than writing. Code has this barrier of fear that people imagine some incomprehensible beast
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Fedacking 10-Feb-21 07:25 AM
i think we should be close to ck3
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DocOverbuild3 10-Feb-21 07:25 AM
Regardless of how we got with the economy
The main issue still stands
We're developing too many places with not enough people
Like I said before
Yeah, TT is a big problem rn
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Fetti (Lil Break) 10-Feb-21 07:25 AM
Wait
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DocOverbuild3 10-Feb-21 07:26 AM
But it's a symptom of the real one that we need to deal with
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Fetti (Lil Break) 10-Feb-21 07:26 AM
Are we having the Valve issue
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Fedacking 10-Feb-21 07:26 AM
the difference is that Valve pays people
we can only convince people to give up their free time
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Fetti (Lil Break) 10-Feb-21 07:26 AM
Well yeah
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Fedacking 10-Feb-21 07:26 AM
that is why I have this role
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Fetti (Lil Break) 10-Feb-21 07:26 AM
That's the nature of modding, however
People here are working on passion
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Fedacking 10-Feb-21 07:27 AM
yeah but with Valve is a problem because they are not a modding team, they're a for profit company
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Fetti (Lil Break) 10-Feb-21 07:27 AM
Nah, I know, the valve problem was more of what happened
That Valve everyone could work on whatever they wanted, and that made things really slow
And a lot of cancelled projects
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Fillmore, Lord Goring 10-Feb-21 07:28 AM
If we're rethinking our approach to TT theory we should come to a decision soon because a lot of the team is focusing on integrating stuff rn when they could be doing other stuff for patches
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Fetti (Lil Break) 10-Feb-21 07:28 AM
I think you see them talking about it, how many projects were cancelled before HL Alyx
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DocOverbuild3 10-Feb-21 07:28 AM
That's why we're having this discussion yes
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Fetti (Lil Break) 10-Feb-21 07:29 AM
Honestly. At the risk of sounding repetative, I do like the idea of diverging resources to get a satisfying TT out, while padding filler content to keep plebs going
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Fedacking 10-Feb-21 07:29 AM
My fundamental question is: Why are we doing Victoria 3 inside our game? I don't think it's part of the core of TNO at all
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Fillmore, Lord Goring 10-Feb-21 07:29 AM
could we pause the economic integration work, have people focus on the Cold War GUI and let the smart people (ie you Doc, Feda, devs, etc) decide on economic stuff
while everyone else does patch work
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DocOverbuild3 10-Feb-21 07:29 AM
@Fedacking Personally, I'm fine with just expanding the "Economy good Dyno mod good" system we have and just integrating it more
But that's for a larger discussion
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Fedacking 10-Feb-21 07:29 AM
I'm in favour of this
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DocOverbuild3 10-Feb-21 07:29 AM
@Fillmore, Lord Goring That's already what was happening before
And it's not yeilding good results
That's still the 2 coders per team issue
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Fetti (Lil Break) 10-Feb-21 07:30 AM
I
Do have a funny idea
If you guys wanna know, regarding the Grey problem
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Fedacking 10-Feb-21 07:31 AM
I don't think focusing on making an economy simulator would be a good use of a narrative experience like this one IMO. The gdp and economy need to exist to point out that the stuff in the events and focuses has some larger narrative role in the world, but it should not be a system unto itself
Avatar Fetti (Lil Break) Do have a funny idea
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Fillmore, Lord Goring 10-Feb-21 07:31 AM
go for it
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who? (break) 10-Feb-21 07:32 AM
just let the greys not write lmao
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Fetti (Lil Break) 10-Feb-21 07:32 AM
In general I feel putting most of the experienced developers and codes to push a stronger TT is a great idea, as it's a big bottleneck and the bitter pill needs to be taken someday
But we could put non-active greys right now on something like After Midnight
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DocOverbuild3 10-Feb-21 07:32 AM
@calph (got damn) Whenever you get up from your mousetrap see above, wrote my manifesto https://discord.com/channels/805758885595971605/805768932303831060/809063817883156520 (edited)
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Fetti (Lil Break) 10-Feb-21 07:32 AM
It's something that has nothing to do with TT and keeps busy
Add some few epilogue stuff, and I feel it's a good patch to tide people over until TT
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Fillmore, Lord Goring 10-Feb-21 07:33 AM
honestly that could work
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Fetti (Lil Break) 10-Feb-21 07:33 AM
Gives them things to do, we flesh that out a bit more, and get it out. Shouldn't be something intensive for coders, too.
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Hippie Spiro Agnew 10-Feb-21 07:33 AM
Thing is, AM is mostly done, although Epilogue events for all the warlords are still being planned
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Fillmore, Lord Goring 10-Feb-21 07:34 AM
we could also have greys do editing but that's pretty boring
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Fetti (Lil Break) 10-Feb-21 07:34 AM
That's what I'm saying
It's mostly to get the non-active greys working
Anfd have a patch to tide over until TT
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DocOverbuild3 10-Feb-21 07:34 AM
.inrole greytide worldwide
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Hippie Spiro Agnew 10-Feb-21 07:34 AM
No Expansion would need loc for new trees, decisions and maybe a few events
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DocOverbuild3 10-Feb-21 07:34 AM
god damnit
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Fillmore, Lord Goring 10-Feb-21 07:34 AM
.inrole GREYTIDE WORLDWIDE
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Hippie Spiro Agnew 10-Feb-21 07:34 AM
.inrole GREYTIDE WORLDWIDE
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Nadeko BOT 10-Feb-21 07:34 AM
List of users in GREYTIDE WORLDWIDE role - 84
Jesus 2.0#3145 James#4781 Nexerus#3695 Raptor#1112 Tannenberg#2610 Xabiar#1022 โ˜ผKamerunโ˜ผ#9120 Kyiv_Worker#9963 GDIFIREHAWK#9486 Bottlecap#2484 Mic!#7664 48thRonin#2938 ClausewitzianFriction#6526 Pikeman#9847 RoninMacbeth#9234 jentren#5686 MajorMurray#2543 Atom_Heart_Mother#6267 rose colored ryan#1312 FilAnd#0249
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DocOverbuild3 10-Feb-21 07:34 AM
@Hippie Spiro Agnew You could always use the extra greys to flesh out regional/superegional with more events
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Fetti (Lil Break) 10-Feb-21 07:34 AM
As I really rather have a system that's engaging and fulfills the potential it has, than something half done that we just add to it forever
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Hippie Spiro Agnew 10-Feb-21 07:34 AM
Yeah
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DocOverbuild3 10-Feb-21 07:34 AM
Unless you guys already fixed that
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Hippie Spiro Agnew 10-Feb-21 07:35 AM
I mean I do have a flavor suggestion sheet
But I also can't draft so many events panzersbreakingpoint
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DocOverbuild3 10-Feb-21 07:35 AM
Well anyway
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Fetti (Lil Break) 10-Feb-21 07:35 AM
I can help
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Hippie Spiro Agnew 10-Feb-21 07:35 AM
Would need help with that, coming up with suggestion and approving them
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DocOverbuild3 10-Feb-21 07:35 AM
Mainly I just wanted to rant about patch development so I got that out of the way
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Fetti (Lil Break) 10-Feb-21 07:35 AM
@Hippie Spiro Agnew If you'll have me I can help with that
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DocOverbuild3 10-Feb-21 07:35 AM
But yeah someone ping me whenever a decision gets made and we can go from there
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Hippie Spiro Agnew 10-Feb-21 07:35 AM
Sure
Guangdong is reliant on TT anyway panzersbreakingpoint
Glad Moskowien doesn't need it, because it's economy is so shit it's beyond any saving
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Fetti (Lil Break) 10-Feb-21 07:36 AM
In my humble opinion, I feel Doc's suggestion is the best one. Things need to change, but the heart of the system is still really good
We just need to give a reason for the player to care. TNO is an amazing game, but it's still a game
Economy shouldn't be a system ya can ignore just like we do rn
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Fedacking 10-Feb-21 07:37 AM
Making an economy truly engaging is hard. It's an entire game unto itself
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OPAsian 10-Feb-21 07:37 AM
All of Guangdong is basically already on TT so panzersbreakingpoint
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DocOverbuild3 10-Feb-21 07:37 AM
Well that's not good
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Fetti (Lil Break) 10-Feb-21 07:37 AM
Nah, I know, it's always going to be tweaked. All I'm saying is that we shouldn't kick off with something half-baked
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OPAsian 10-Feb-21 07:37 AM
literally i put all the greys in the playpen with the oil crisis so that the Contribs could do TT work
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DocOverbuild3 10-Feb-21 07:38 AM
.inrole contributor
god fucking damnit
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Fetti (Lil Break) 10-Feb-21 07:38 AM
d
estroyed
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DocOverbuild3 10-Feb-21 07:38 AM
Someone get the list for me
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OPAsian 10-Feb-21 07:38 AM
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DocOverbuild3 10-Feb-21 07:39 AM
Thanks
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Fedacking 10-Feb-21 07:39 AM
Nah, I think that having a proper detailed and interactive economy is out of the scope of TNO as a whole. How much attention do we demand from the player? Victoria 2 has 100 years to develop the economy (edited)
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OPAsian 10-Feb-21 07:39 AM
IMO setting a yearly budget as a mechanic could be very good
This budget would then influence policy effectiveness in different areas
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Fetti (Lil Break) 10-Feb-21 07:40 AM
A properly detailed with all that entails, yeah. But something that works for the setting, and flow of TNO is very much feasible.
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DocOverbuild3 10-Feb-21 07:40 AM
I will literally make Vicky 3 if the team gets consolidated
That's mainly the issue I care about
Since it's the one causing all the others
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Fetti (Lil Break) 10-Feb-21 07:40 AM
I am down to anything
Cause I love TT potential
So what consensus do we have right now?
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OPAsian 10-Feb-21 07:46 AM
Let the devs sort out which plan we actually go with
But your plan has been noted doc
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Fetti (Lil Break) 10-Feb-21 07:47 AM
I'm just curious if my idea with After Midnight is also in the plans
Also if I can push my tweaks on Russian Decisions for TT or keep it in the fridge for now
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Walker Of Chaos 10-Feb-21 07:52 AM
Honestly I feel like part of the cause of this is differing conceptions of what TNO should be were built up over the years and are now clashing. Which is not unheard of to happen in big projects
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Fedacking 10-Feb-21 07:54 AM
Battle for the soul of TNO
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calph (got damn) 10-Feb-21 08:00 AM
@DocOverbuild3 So, my first and immediate take for fixing up the Econ System's issues is re-implementing the Industrial Production system that got shot down forever ago. E.g. - Remove State-Base Factories, Re-Focusing around State-GDP-Contribution - To fulfill the role of production, have the Production system utilize two concepts: - Productive Capacity - Representative of the overall possible production - Drawn from some calculation of Econ Vars - Exact details aren't as important as that it happens - Productive Tokens - Tokens are, in game terms, the individual factories given to the player for this or that. Tokens fundamentally divide Productive Capacity equally, and the player can draw more or less to serve their particular need Benefits: - Way easier to balance, and gives a good solution for areas impossible to balance like Russian Warlords - Strictly ties the Econ System to very obvious in-game effects - The current Production & Construction systems are kinda just hanging out and are some of the best examples of how TNO is a mod for a different game kinda just on HOI4. The systems just don't work with TNO as-is, and this change is a step forward to fixing that. - Beyond strictly Productive Capacity & Productive Tokens, this system is pretty much already put together, State-based GDP is already kept & calculated (though it's calculation will need to change) and the Econ System would need minor revision to handle this. It's a cheap change. Problems: - W/o some thought, it'd essentially gut construction - Buuut tbqh I personally don't care, Construction simply isn't used enough to make this concern a big one. - Further, I think there are a few smart solutions for this - It may drastically change balance, and require us to re-balance a lot of stuff going forward.
Avatar calph (got damn) @DocOverbuild3 So, my first and immediate take for fixing up the Econ System's issues is re-implementing the Industrial Production system that got shot down forever ago. E.g. - Remove State-Base Factories, Re-Focusing around State-GDP-Contribution - To fulfill the role of production, have the Production system utilize two concepts: - Productive Capacity - Representative of the overall possible production - Drawn from some calculation of Econ Vars - Exact details aren't as important as that it happens - Productive Tokens - Tokens are, in game terms, the individual factories given to the player for this or that. Tokens fundamentally divide Productive Capacity equally, and the player can draw more or less to serve their particular need Benefits: - Way easier to balance, and gives a good solution for areas impossible to balance like Russian Warlords - Strictly ties the Econ System to very obvious in-game effects - The current Production & Construction systems are kinda just hanging out and are some of the best examples of how TNO is a mod for a different game kinda just on HOI4. The systems just don't work with TNO as-is, and this change is a step forward to fixing that. - Beyond strictly Productive Capacity & Productive Tokens, this system is pretty much already put together, State-based GDP is already kept & calculated (though it's calculation will need to change) and the Econ System would need minor revision to handle this. It's a cheap change. Problems: - W/o some thought, it'd essentially gut construction - Buuut tbqh I personally don't care, Construction simply isn't used enough to make this concern a big one. - Further, I think there are a few smart solutions for this - It may drastically change balance, and require us to re-balance a lot of stuff going forward.
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Walker Of Chaos 10-Feb-21 08:02 AM
Certainly sounds intriguing. Also seems like the thing that could easily be given variations depending upon if the state is capitalist/communist/fascist/whatever
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calph (got damn) 10-Feb-21 08:02 AM
Definitely, the big underlying benefit for this system is it's entirely in our control, whereas vanilla Production & Construction is very much not
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Walker Of Chaos 10-Feb-21 08:03 AM
Iโ€™ve been more and more thinking of way to government contracts lately
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OPAsian 10-Feb-21 08:04 AM
smh my special xinjiang factoryless state tfwno
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Some Guy 10-Feb-21 08:04 AM
So basically a crapload of offmap factories?
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Walker Of Chaos 10-Feb-21 08:04 AM
I mean I also want most minors to not produce anything themself
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OPAsian 10-Feb-21 08:04 AM
Isnt request license production a DLC mechanic only oof
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moyme 10-Feb-21 08:04 AM
I've mentioned it in dev hole but ideally government budget should be a lot more relevant, potentially even a gatekeeper when it comes to focus/mechanic design for paths
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Walker Of Chaos 10-Feb-21 08:05 AM
Arms marketthatchernice (Iโ€™ll shut up about it now I promise) (edited)
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calph (got damn) 10-Feb-21 08:05 AM
Essentially yeah, the more there are the more they malus production variables as related to the single "Productive Capacity"
E.g. you can have like 100 factories
but if you only have 2 PC
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OPAsian 10-Feb-21 08:05 AM
I would be completely down for it
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calph (got damn) 10-Feb-21 08:05 AM
doesn't much matter
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OPAsian 10-Feb-21 08:05 AM
Though it will require TT to be at least delayed a month
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Some Guy 10-Feb-21 08:05 AM
But plenty of minors developed their own weapons irl
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Fillmore, Lord Goring 10-Feb-21 08:05 AM
meh
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moyme 10-Feb-21 08:05 AM
We havent made a release date announcement so thatchernice
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Fillmore, Lord Goring 10-Feb-21 08:05 AM
in the grand scheme of things what's a month (edited)
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Walker Of Chaos 10-Feb-21 08:05 AM
I believe we had concepts for doing a arms market without licenses
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calph (got damn) 10-Feb-21 08:06 AM
Idk if it'd actually take all that long
The main cost for this system imo
is figuring out a reasonable way to do the math for the PC calculation
As it'll require doing some fuckery w/ HOI4 vanilla variables
And being smart about scaling
Well really the main cost is testing this system but in terms of it's actual code
I don't think it's that complex
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Walker Of Chaos 10-Feb-21 08:07 AM
Not produce anything is a bit of an exaggeration. But Iโ€™d want arms sales to be very significant for minors. And losing access to them to be crippling
thatchernice 3
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Walker Of Chaos 10-Feb-21 08:08 AM
Yeah we make our own schedule. And so long as we donโ€™t leave the plebs to dry for like 6 months with no news we should be fine
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OPAsian 10-Feb-21 08:08 AM
tbh all we have done was estimations for the plebs
no concrete release date
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Hippie Spiro Agnew 10-Feb-21 08:08 AM
I mean, theres still filler stuff like AM we might release
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OPAsian 10-Feb-21 08:08 AM
and when has TNO ever managed to keep its estimations panzersbreakingpoint
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moyme 10-Feb-21 08:08 AM
Exactly
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Walker Of Chaos 10-Feb-21 08:09 AM
โ€œPlebs remember when we told you the release date was May 1st? Yeah itโ€™s like thatโ€
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moyme 10-Feb-21 08:09 AM
The benefits of no longer doing release dates months early thatchernice
PRAISETHELORD 6
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Hippie Spiro Agnew 10-Feb-21 08:09 AM
Fuck yuo pw tomorrow
Avatar Hippie Spiro Agnew Fuck yuo pw tomorrow
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moyme 10-Feb-21 08:09 AM
alright bitchass finish italy by this evening thatchernice
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Walker Of Chaos 10-Feb-21 08:09 AM
No crunching a country in the span of a month
PRAISETHELORD 3
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Hippie Spiro Agnew 10-Feb-21 08:09 AM
Fashbol italy coming right up
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moyme 10-Feb-21 08:10 AM
mfw we're celebrating basic humane team development rules coming into effect funnyclockman
funnyclockman 8
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Fedacking 10-Feb-21 08:10 AM
PRAISETHELORD
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Fillmore, Lord Goring 10-Feb-21 08:10 AM
snee
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calph (got damn) 10-Feb-21 08:11 AM
Anyway on your proposal itself @DocOverbuild3, I generally agree but IMO the devil is very much in the details. We can't really just drop patch dev for this and while I know that's not what you're suggesting we've run into this kinda issue multiple times before and we need a good approach to benefit TT while not cucking the other patch teams (and in fact, whole other sections of the team in Grey & Artist's ends) long-term. If we are going to go forward with general and stronger touchups and integration for TT we'll need concrete plan(s) of where and how best to apply that.
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Walker Of Chaos 10-Feb-21 08:11 AM
I mentioned this in doki like 2 days ago but this is really a situation where our size works against us
If we were a team of 50 this'd be easy
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calph (got damn) 10-Feb-21 08:12 AM
Yeah I definitely agree
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Walker Of Chaos 10-Feb-21 08:12 AM
but now we're a team of 200+ and need to keep em engaged
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calph (got damn) 10-Feb-21 08:12 AM
Tbqh 4 patches in a cycle was overly ambitious
and the Devs underestimated TT
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Walker Of Chaos 10-Feb-21 08:12 AM
honestly I think we may wanna do a VC round table on TT soonish
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calph (got damn) 10-Feb-21 08:13 AM
Well we'll keep battering our head against a wall and eventually figure out where the door is
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moyme 10-Feb-21 08:13 AM
Saturday maybe?
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OPAsian 10-Feb-21 08:13 AM
we could replace the normal TL RT with a combined TL and TT RT
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calph (got damn) 10-Feb-21 08:13 AM
Might work
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Walker Of Chaos 10-Feb-21 08:13 AM
saturday should be fine with me
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calph (got damn) 10-Feb-21 08:13 AM
Well more than might work, sure that's what we'll do
.inrole Toolbox Theory
.inrole Toolbox Theory Development
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Nadeko BOT 10-Feb-21 08:14 AM
List of users in Toolbox Theory Development role - 2
Fedacking#4883 Lamounier#2332
funnyclockman 8
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calph (got damn) 10-Feb-21 08:14 AM
Lmao
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moyme 10-Feb-21 08:14 AM
based
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Hippie Spiro Agnew 10-Feb-21 08:14 AM
wertroll
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moyme 10-Feb-21 08:14 AM
Pinned a message.
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OPAsian 10-Feb-21 08:14 AM
.inrole Britain Development
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Nadeko BOT 10-Feb-21 08:14 AM
List of users in Britain Development role - 16
Tannenberg#2610 Bottlecap#2484 OPAsian#8622 Admiral Ackbar#8434 kingquayle#7395 bambaaduoma#9887 Citoyen Helix666#2229 Baron Steakpuncher#6733 scoodoop#5808 GC_Prisoner#0691 Lonard55#4182 Volkorel#2657 Estgel#1146 Krakenking#2697 Masterbobli#0483 A Cliff Racer#9115
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OPAsian 10-Feb-21 08:14 AM
is inrole enabled for all team members btw?
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calph (got damn) 10-Feb-21 08:14 AM
Nope
I could enable it though
Kept it disabled for security concerns
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OPAsian 10-Feb-21 08:14 AM
go ahead imo
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moyme 10-Feb-21 08:14 AM
eh give it a bit of time
Beyond devs nobody else really needs it
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Hippie Spiro Agnew 10-Feb-21 08:15 AM
Owned
Avatar calph (got damn) Lmao
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Fedacking 10-Feb-21 08:15 AM
I dont even know when I was given that role
funnyclockman 1
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calph (got damn) 10-Feb-21 08:15 AM
Already enabled it, if anything comes up from it we can catch it then
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moyme 10-Feb-21 08:15 AM
calph more like dumbph...
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calph (got damn) 10-Feb-21 08:15 AM
congratulations you have been employed
please do not resist
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moyme 10-Feb-21 08:15 AM
conscripted
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Hippie Spiro Agnew 10-Feb-21 08:16 AM
You wouldnt get a job so the job got you
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OPAsian 10-Feb-21 08:16 AM
ok i should probably give the TT role to Walker and Doc
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Walker Of Chaos 10-Feb-21 08:16 AM
Cage fight between Fedacking and Lamounier to decide who is the TT king
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Fedacking 10-Feb-21 08:16 AM
Enginseer problema
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Nadeko BOT 10-Feb-21 08:16 AM
List of users in Magos role - 1
Fedacking#4883
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OPAsian 10-Feb-21 08:17 AM
@Magos hi ๐Ÿ™‚
👋 1
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Walker Of Chaos 10-Feb-21 08:19 AM
not directly related to this but still TT, did we ever decide what to do with the diplo criseses?
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who? (break) 10-Feb-21 08:20 AM
make fedacking TT value editing lead
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DocOverbuild3 10-Feb-21 08:24 AM
@calph (got damn) Yep I agree 100%, this was mainly just me identifying the issue and what a possible solution might look like
More than happy to help develop it later
(Yknow you could just sneak me into the TL round table I wonโ€™t mind)
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:25 AM
Oh yeah we shouldn't forget that part
Alongside the cold war GUI
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jesusใƒ„ - UwU 10-Feb-21 08:25 AM
what does the cold war GUI do again
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:25 AM
A way to track the players in the cold war, give some sort of scoring to them, and enable a way to centralise crisis management
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jesusใƒ„ - UwU 10-Feb-21 08:26 AM
actually on the topic of GUI can the nuclear GUI get a big tooltip saying how firing the nukes will end your game or just something along the lines of "dont do this accidentally you idiot"
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Walker Of Chaos 10-Feb-21 08:26 AM
โ€œClick Here to Outlaw Germanyโ€
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Bamba 10-Feb-21 08:27 AM
btw
Are we sure that we are not overreacting?
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DocOverbuild3 10-Feb-21 08:27 AM
Over which part?
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Bamba 10-Feb-21 08:28 AM
Over the Entire "burn it down" part
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DocOverbuild3 10-Feb-21 08:28 AM
I stopped the most complete patch nations dev after looking around for 30 minutes
I guarantee I could do the same to every other one
There needs to be some consolidation so that doesnโ€™t happen again
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Some Guy 10-Feb-21 08:29 AM
The test reports for TT show it needs an overhaul at least. We can ignore the system and nothing bad happens (edited)
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DocOverbuild3 10-Feb-21 08:29 AM
We are operating as if we have the same structure and team as release
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Walker Of Chaos 10-Feb-21 08:29 AM
The fundamental issue with the economy is that its pointless. And that needs some major change if we want people to actually care about it
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DocOverbuild3 10-Feb-21 08:29 AM
And thatโ€™s just not true anymore
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jesusใƒ„ - UwU 10-Feb-21 08:29 AM
all of mine are just it works
but it doesent matter
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:29 AM
^
It's a fancified version of our previous econ
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DocOverbuild3 10-Feb-21 08:29 AM
Which is exactly what the other economy was
Yep
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:30 AM
Honestly I like Calph's plan, to completely decouple construction
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DocOverbuild3 10-Feb-21 08:30 AM
And unfortunately if we release TT and the players like, โ€œwait itโ€™s literally only line graphs?โ€
Thatโ€™s not going to go over well
Especially since itโ€™s overhyped to the moon
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:30 AM
Because base hoi4 construction is weird enough already
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jesusใƒ„ - UwU 10-Feb-21 08:30 AM
for some reason people see TT as a patch that is like the almight patch that will show how future patches will end up
some people
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:31 AM
I mean, it is our next patch which introduces wide-reaching mechanics overhauls
I think that expectation isn't entirely unfounded
More important for us to live up to them then
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DocOverbuild3 10-Feb-21 08:31 AM
I could not agree more
We said this was the patch that made the Cold War feel like a Cold War
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Walker Of Chaos 10-Feb-21 08:32 AM
From a pleb perspective I think all theyโ€™ve seen is the new econ screen right?
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:32 AM
Yes
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DocOverbuild3 10-Feb-21 08:32 AM
And right now itโ€™s a failure in that regard
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:32 AM
And subideologies ig
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Walker Of Chaos 10-Feb-21 08:32 AM
And that without context implies dramatic changes
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DocOverbuild3 10-Feb-21 08:32 AM
^^^
Original message was deleted.
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calph (got damn) 10-Feb-21 08:32 AM
Pinned a message.
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:32 AM
But yeah we kinda ran into the same issues as before panzersbreakingpoint
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DocOverbuild3 10-Feb-21 08:32 AM
Who knew that history repeats itself?
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:32 AM
The more TNOdev changes the more it stays the same but
Honestly
It's for the best if we lay this down well now
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DocOverbuild3 10-Feb-21 08:33 AM
@North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ legit thatโ€™s all Iโ€™ve been thinking about since I rejoined lol
It feels like early 2019 to me
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Walker Of Chaos 10-Feb-21 08:33 AM
I know there was talk about a TT stream to address hype. May wanna revisit that after we figure out what weโ€™re gonna do
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jesusใƒ„ - UwU 10-Feb-21 08:33 AM
i to this day dont know how to reach a surplus as any russia nextlevelbreakingpoint
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:33 AM
Let's focus on the fundamentals for now Decide on a direction, then see it through
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Walker Of Chaos 10-Feb-21 08:34 AM
Yeah
We need a solid vision regarding what weโ€™re gonna do
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DocOverbuild3 10-Feb-21 08:34 AM
Can we not do that like, right right now though?
Think this would better be served for an organized meeting
Once the devs figure out a structure and the like
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Walker Of Chaos 10-Feb-21 08:34 AM
Oh yeah, didnโ€™t mean to imply it should be rn
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DocOverbuild3 10-Feb-21 08:34 AM
And honestly
There should be a TL for TT
Hell, sub tls too for each system honestly
There needs to be some dedicated personal with power over decisions so that control and work can be delegated
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Walker Of Chaos 10-Feb-21 08:36 AM
Yeah Iโ€™d imagine so. Pacifica and Valrin early on were key leading voices for what things should be like. We need something like that again
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 08:40 AM
^
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Hippie Spiro Agnew 10-Feb-21 08:45 AM
Pacifica was TT TL
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Fedacking 10-Feb-21 08:48 AM
this is the main problem imo
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Fedacking 10-Feb-21 08:48 AM
The problem is that to make it have a point we would transform the game to be about the economy
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Fedacking 10-Feb-21 08:48 AM
most of the effects are marginal
in a way in TNO you can ignore a lot of the components of HOI4 (edited)
I mean it's not like you need anything for iberia except rifles from base hoi4, right @Internetismean ?
And Iberia is a fun game nevertheless
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Targai 10-Feb-21 08:56 AM
Something i think we are sleeping on that is still very important for TT is the cold war mechanics in general
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Fedacking 10-Feb-21 08:56 AM
I agree with this
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Targai 10-Feb-21 08:56 AM
TT is being billed as what completes the puzzle of making tno feel like a cold war and imo it should be more of a focus
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Fetti (Lil Break) 10-Feb-21 09:25 AM
So, are we going with Calph's proposal then?
And yeah, it's like I said before, TT right now is essential. A lot of patches waiting on it, and it's supposed to be part of the "soul"
Also IMO AM is fine as a filler patch to tide over TT delay
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 09:27 AM
would be a nice recognition of Pacifica's efforts back-to-back
AM and TT
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Fetti (Lil Break) 10-Feb-21 09:27 AM
I like putting AM before because it also gives our non active greytides some work since a lot of dev spots like Guangdong are kinda on ice
Since a lot of AM is just epilogue events, and maaaaybe some epilogue trees. It's mostly done.
And Tabby is popular as ever
Can't wait for second reunification submod you know it's gonna happen
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Jake Zakkarad (7/๏ญฆ) 10-Feb-21 09:31 AM
was there a TT release date?
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Fetti (Lil Break) 10-Feb-21 09:31 AM
Not really
But CRF has been 3 months now
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OPAsian 10-Feb-21 09:32 AM
we gave estimates in plebchats
but emphasize on estimate
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Fetti (Lil Break) 10-Feb-21 09:32 AM
It's being delayed at this point, kinda inevitable, but it's good to give something as a filler
Gives a breathing room
And AM is mostly done, just needs polish and grey love from what I saw
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Jake Zakkarad (7/๏ญฆ) 10-Feb-21 09:37 AM
git nuke did in fact impede development
I don't think a delay on TT would be a bad thing
but it's not up to me
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Fetti (Lil Break) 10-Feb-21 09:40 AM
Nah, I think people can wait
But pushing a filler patch isn't particularly troublesome and helps with good will
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OPAsian 10-Feb-21 09:42 AM
goodwill, as it says in the name, is very good panzersbreakingpoint
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Walker Of Chaos 10-Feb-21 09:43 AM
Worst comes to worst we could doubtlessly drag up some other filler after AM and no expansion trees (edited)
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Jake Zakkarad (7/๏ญฆ) 10-Feb-21 09:44 AM
we were aiming to release TT in March?
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DocOverbuild3 10-Feb-21 09:50 AM
No
Oh wait you said were aiming
Yes I believe that was the estimate
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Walker Of Chaos 10-Feb-21 09:51 AM
TT releases have been estimated for pretty much every possible date
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Fillmore, Lord Goring 10-Feb-21 10:02 AM
TT released yesterday
funnyclockman 7
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Jake Zakkarad (7/๏ญฆ) 10-Feb-21 10:08 AM
I think the focus of this patch should be to give an immersive econ along with those extras like cold war gui and subideologies
maybe make socdev more dependent on econ
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Fetti (Lil Break) 10-Feb-21 10:12 AM
Maybe the buffs are stronger the better your overrall economy is?
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DocOverbuild3 10-Feb-21 10:26 AM
Thatโ€™s how Burgundyโ€™s system works
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the 10-Feb-21 10:32 AM
@OPAsian could you give the TT role to me since I had it and for some reason it was removed
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OPAsian 10-Feb-21 10:33 AM
๐Ÿ‘
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Fedacking 10-Feb-21 10:36 AM
what do envision by immersive econ?
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the 10-Feb-21 10:37 AM
making the player care about it
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Jake Zakkarad (7/๏ญฆ) 10-Feb-21 10:38 AM
right now whether or not you do econ doesnt matter, because if you ignore it you wont be punished much
you might as well crank up all the slider to max and never open the gui again
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Fedacking 10-Feb-21 10:39 AM
mhm there are some punishments for too big debt
I think we should make those more vlear and visible
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Jake Zakkarad (7/๏ญฆ) 10-Feb-21 10:40 AM
yeah but you will probably not reach those during gameplay
unless gdp explodes
I was thinking of trying to tie socdev more to econ, where funding social and admin policies would mean somewhat significant impact on how those policies work
iirc if you put funding to max, you'll get +10% effectiveness on those policies
I don't think this is significant
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OPAsian 10-Feb-21 10:43 AM
AB-Hyperborea Nekronion Answers to Request: Specific to Request: As AB you have 2 things: Manpower and debt. Even with trying to cut my expenses as much as possible, my debt was growing constantly and there wasn't much I can do,despite my low cost social laws Balance: New Economy: Cold War GUI ...
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Fetti (Lil Break) 10-Feb-21 10:44 AM
LETS GOOOOOOOOOOO-
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Internetismean 10-Feb-21 10:59 AM
Mostly rifles yeah, although there's always the possibility of the Wars happening (edited)
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Fedacking 10-Feb-21 11:07 AM
@OPAsian I fear that under this new system due to russia being a gdp shithole there is no way they won't have masive debt
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OPAsian 10-Feb-21 11:09 AM
hmmm Fair we are currently discussing in dev-hole about TT plans
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Fedacking 10-Feb-21 11:09 AM
still seeing the sceeenshot something is going wrong (edited)
sciences expenditures are more than 10 times what it should be
same for admin
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OPAsian 10-Feb-21 11:10 AM
huh
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Fedacking 10-Feb-21 11:10 AM
Also I'm thinking of making the component of soldiers salary relative to gdp/capita
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OPAsian 10-Feb-21 11:10 AM
army expenditures is also massive
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OPAsian 10-Feb-21 11:10 AM
i like that
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Fedacking 10-Feb-21 11:11 AM
so that soldiers get payed dirt in omsk ultra militarist state
but have high salaries in Germany and USA
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OPAsian 10-Feb-21 11:11 AM
make security GDP per capita as well
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Fedacking 10-Feb-21 11:11 AM
@Nekronion pls send save file thatchernice
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Fedacking 10-Feb-21 11:11 AM
security already is
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OPAsian 10-Feb-21 11:11 AM
@Fetti (Lil Break) you didnt set the ABs poverty rate okspeerfolk
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OPAsian 10-Feb-21 11:12 AM
huh it just uses 10% of the ABs gdp which does make sense
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Fedacking 10-Feb-21 11:12 AM
it's only Aryan society poverty
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Fedacking 10-Feb-21 11:12 AM
ooh no
it's only per capita
yeah I'll fix that
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who? (break) 10-Feb-21 11:17 AM
aryans start off without poverty
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Jake Zakkarad (7/๏ญฆ) 10-Feb-21 11:21 AM
aryan wellbeing
on the outside they look like they are in poverty, on the inside they are peak aryans
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jesusใƒ„ - UwU 10-Feb-21 11:24 AM
by the end of my AB game
i had 50% poverty
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Jake Zakkarad (7/๏ญฆ) 10-Feb-21 11:28 AM
by the end of my Thatcher game I had 61%
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Fetti (Lil Break) 10-Feb-21 11:31 AM
I'm not home rn but how much poverty should the AB even have
80?
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who? (break) 10-Feb-21 11:31 AM
above 80
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Fetti (Lil Break) 10-Feb-21 11:31 AM
Alright
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Nekronion 10-Feb-21 11:53 AM
Unfortunately the game crashed shortly before reunifiying, but I dont know if that was random or TT related
Avatar who? (break) above 80
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Fedacking 10-Feb-21 12:04 PM
rip income tax
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 10-Feb-21 12:20 PM
Aryan governments don't need Judeo-Bolshevik concepts such as "tax"
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Oveja 10-Feb-21 02:33 PM
honestly this should just be considered a feature
russia is absolutely fucked by all margins
pulling themselves out of the cesspool of misery they're in will take massive investments and effort
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Hippie Spiro Agnew 10-Feb-21 02:34 PM
OFN loans...
wertroll
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Oveja 10-Feb-21 02:34 PM
there'd still be massive poverty, corruption, and other issues that will take much effort and money to root out
Avatar Hippie Spiro Agnew OFN loans...
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Oveja 10-Feb-21 02:35 PM
subsidizing an entire country...............
wertroll
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Hippie Spiro Agnew 10-Feb-21 02:35 PM
wertroll
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Oveja 10-Feb-21 02:35 PM
stonks
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Walker Of Chaos 10-Feb-21 02:35 PM
This actually reminds me
We should lock into the USA-Magadan flavor events
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Hippie Spiro Agnew 10-Feb-21 02:35 PM
Yeah
The US relations mechanic works but it could also use a facelift
It's so old
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Oveja 10-Feb-21 02:36 PM
CIA flavor events.......
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Hippie Spiro Agnew 10-Feb-21 02:36 PM
It was there when I joined Russia team
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Walker Of Chaos 10-Feb-21 02:36 PM
Yep + I want flavor events updating the US player when important stuff happens (maybe in the form of CIA reports)
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Oveja 10-Feb-21 02:36 PM
I've felt that I didn't go far enough in my CIA work for CRF (edited)
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Walker Of Chaos 10-Feb-21 02:37 PM
I kinda want to make the US player feel extra attached to Magadan to mirror how AI US is supposed to favor it
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Fedacking 10-Feb-21 02:37 PM
see AB
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Fedacking 10-Feb-21 02:37 PM
yeah but those governments have ways to cut expenditure, especially should be available to shitstains that don't have social programs
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Oveja 10-Feb-21 02:37 PM
Investments and return
But having flavor events with a narrative would also work a lot to attach the US player to Magadan
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OPAsian 10-Feb-21 02:38 PM
I would wish the US player could help Magadan in meaningful ways
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Hippie Spiro Agnew 10-Feb-21 02:38 PM
There's a couple on Magadan's side but yeah, events for the US would be neat
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OPAsian 10-Feb-21 02:38 PM
Seeing Magadan lose to Amur is very petoday
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Oveja 10-Feb-21 02:39 PM
Idea that comes to mind is decisions to fix debnts
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Hippie Spiro Agnew 10-Feb-21 02:39 PM
Part of the US relations facelift I suppose
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Oveja 10-Feb-21 02:39 PM
I agree
Also I'm sad I can't use that emoji here
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Walker Of Chaos 10-Feb-21 02:39 PM
Random probably stupid idea, maxed out relations = volunteers?
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Oveja 10-Feb-21 02:40 PM
Oh, remember how the CIA can send military advisers to prop up Magadan?
Maybe that could be expanded upon
And turn it into an official military tie
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Hippie Spiro Agnew 10-Feb-21 02:40 PM
Yeah, Magadan gets a few events from the PoV of a CIA attache
He mostly disappears at regional if you're not WerBell doe wertroll
I'm also thinking of making WerBell more AI likely ๐Ÿค”
To date, I think only one person saw AI WerBell. He was intended to be player only basically but there's like 1:10000 chance the AI gets him after picking a certain focus
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Targai 10-Feb-21 02:41 PM
Let USA send volunteers to Magadan wertroll
Just 1 or 2
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Oveja 10-Feb-21 02:42 PM
Maybe CIA ties to WerBell?
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Hippie Spiro Agnew 10-Feb-21 02:42 PM
Maybe yeah
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Walker Of Chaos 10-Feb-21 02:42 PM
But ideally Magadan shouldnโ€™t just feel like a scrappy lil Warlord the US player is fond of. It should feel like an extension of your interests and something you actively benefit from when it advances
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Hippie Spiro Agnew 10-Feb-21 02:42 PM
@Oveja He's friends with one of the founders of the CIA wertroll
John Singlaub
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Oveja 10-Feb-21 02:42 PM
Yeah, but there's no ops afaik to prop him up
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Hippie Spiro Agnew 10-Feb-21 02:42 PM
Nah, because the way to get him is pretty basic tbh
Pick a focus, then an event option
Could expand on it tbh ๐Ÿค”
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OPAsian 10-Feb-21 02:43 PM
The US when matkovsky wins: ๐Ÿ˜” The US when they realize that he is still gonna simp for them planettno
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Hippie Spiro Agnew 10-Feb-21 02:43 PM
Since it was made with the mindset of player only
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OPAsian 10-Feb-21 02:43 PM
player only CIA mission to Werbell wertroll
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Oveja 10-Feb-21 02:43 PM
wertroll
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Hippie Spiro Agnew 10-Feb-21 02:43 PM
wertroll
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Walker Of Chaos 10-Feb-21 02:44 PM
One thing I want to do but I need it from you on @Hippie Spiro Agnew is that if 2 US friendly regionals are facing each other the US can try to smooth tensions and encourage diplo unification
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Hippie Spiro Agnew 10-Feb-21 02:44 PM
Yeah, that'd be neat
Diplo unification also needs work witheredkovner
For Magadan, the only thing I'd want is facelifts/reskins of current mechanics + something for superregional
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Oveja 10-Feb-21 02:45 PM
Magadan joining the US economic sphere in regional and returning investments as times goes on/allowing you to foster American companies to move into Magadan
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Walker Of Chaos 10-Feb-21 02:45 PM
One thing I really want is diplo unification giving spirits based on who joined up
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Oveja 10-Feb-21 02:45 PM
Also the biggest way to make the US player feel it's a part of their interests is allowing them to send volunteers
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Targai 10-Feb-21 02:45 PM
Honestly which Magadan path is the best for the USA
@Hippie Spiro Agnew
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Oveja 10-Feb-21 02:45 PM
Which could be done as an expansion upon what's already in for the CIA
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Hippie Spiro Agnew 10-Feb-21 02:45 PM
Petlin
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Targai 10-Feb-21 02:46 PM
CIA should have a lot of player only opportunities to fuck with russia imo
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Hippie Spiro Agnew 10-Feb-21 02:46 PM
WerBell can be a loose cannon and is wild
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Targai 10-Feb-21 02:46 PM
Like boosting petlin
Sending volunteers
Etc
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Hippie Spiro Agnew 10-Feb-21 02:46 PM
But Petlin is genuine in his beliefs
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Walker Of Chaos 10-Feb-21 02:46 PM
Some of that is in
Outright volunteers have not ben done but if Thunder is okay with it Iโ€™d be cool with it
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Hippie Spiro Agnew 10-Feb-21 02:46 PM
@Targai That's where my facelift idea for the party mechanic comes in
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Oveja 10-Feb-21 02:46 PM
I tried to do this but back then I was a noob and didn't know how to do it, but I made a very early version for it that's working for the reunification wars, being the USA can pick between 2 unifiers who are fighting each other but both are friendly to US interests
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Hippie Spiro Agnew 10-Feb-21 02:47 PM
I'd be cool with volunteers, like 1 or 2 maybe if you manage to get relations high enough ๐Ÿค”
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Targai 10-Feb-21 02:47 PM
Sending Helicopters into Russia wertroll wertroll wertroll wertroll
Could make for really fun flavor too
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Hippie Spiro Agnew 10-Feb-21 02:47 PM
rn the party mechanic is something i slapped together like a week before release
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Targai 10-Feb-21 02:47 PM
Get people protesting and it can be a big scandal for your popularity if its discovered
Pull our boys out of russia
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Hippie Spiro Agnew 10-Feb-21 02:47 PM
the petlin v matkovsky thing
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Walker Of Chaos 10-Feb-21 02:48 PM
Yeah an expanded version of that that also covers diplo unifications would be great
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Oveja 10-Feb-21 02:49 PM
CIA attaches -> Sending weapons -> Army drilling with Magadan troops -> Sending manpower and giving boons to Magadan to represent American personnel -> Sending volunteers
poujeb 8
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OPAsian 10-Feb-21 02:49 PM
OFN trainer troops and """"Peacekeepers"""" in Magadan wertroll
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Oveja 10-Feb-21 02:49 PM
wertroll
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Oveja 10-Feb-21 02:49 PM
It's the original idea I had in mind when I was tasked with CIA ops for CRF but back then I didn't know how to actually go through with it
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Walker Of Chaos 10-Feb-21 02:49 PM
Honestly Iโ€™d kinda wanna look into greater US involvement with Iruktsk, Buryatia and Magadan, but the later is the priority
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Critical Existence Failure 10-Feb-21 02:50 PM
@Hippie Spiro Agnew would dem russias join the USA econmic sphere
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Walker Of Chaos 10-Feb-21 02:50 PM
Itโ€™s just such a good idea for flavor
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Critical Existence Failure 10-Feb-21 02:50 PM
or is that werbell only
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Hippie Spiro Agnew 10-Feb-21 02:51 PM
Well yeah, DemRussias are OFN leaning more often than not
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Critical Existence Failure 10-Feb-21 02:51 PM
oh nice
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OPAsian 10-Feb-21 02:51 PM
Well logically speaking, some DemRussias would want a strong central bank and currency to reduce their debt interest wertroll
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Walker Of Chaos 10-Feb-21 02:51 PM
The US likes people it can talk to and who are pliable to its interests. And in Russia most of those people are Dems
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Oveja 10-Feb-21 02:54 PM
Magadan joining US economic sphere at regional stage maybe?
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Critical Existence Failure 10-Feb-21 04:22 PM
so like what if we had an info box here explaining how to increase gdp
or just a general explanation of what the fuck the player is looking at like what burgundy has
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jesusใƒ„ - UwU 11-Feb-21 03:24 AM
soo any decision made on TT thatchernice
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Fedacking 11-Feb-21 08:56 AM
GDP per Capita of all countries
@moyme germany strong
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who? (break) 11-Feb-21 08:57 AM
that feels weird
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Fedacking 11-Feb-21 08:57 AM
also RK sudwestafrica is more rich than italy thatchernice @Less than Anarch
targaithumbs 1
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who? (break) 11-Feb-21 08:57 AM
considering germany's economy died
burgundy is more rich than switzerland @Fedacking
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Fedacking 11-Feb-21 08:58 AM
also based argentina in the top 10
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Fedacking 11-Feb-21 08:58 AM
bruh
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moyme 11-Feb-21 08:58 AM
@Fedacking is tha tbased off of current data or what
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Fedacking 11-Feb-21 08:58 AM
current TT data
I'm making this to implement Doc's basic economy thing
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moyme 11-Feb-21 08:59 AM
alr
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Fedacking 11-Feb-21 08:59 AM
I can also run it in Master, if you want to see @moyme
but I think GDPs havent' changed
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moyme 11-Feb-21 08:59 AM
@Fedacking Don't implement anything yet
😔 1
We devs are planning to have a big discussion on TT soon where we'll try to figure out what to do
@Toolbox Theory Development
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Walker Of Chaos 11-Feb-21 09:01 AM
Probably wise to halt codework yeah, donโ€™t wanna waste effort
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The Xenophobic Fascist 11-Feb-21 09:02 AM
could've literally just pinged Fedacking and it would've had the same effect
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moyme 11-Feb-21 09:02 AM
.inrole Toolbox Theory Development
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Nadeko BOT 11-Feb-21 09:02 AM
List of users in Toolbox Theory Development role - 7
DocOverbuild3#8229 Wendell#5765 Sino#0420 Walker Of Chaos#1533 Flaxbeard#6752 Fedacking#4883 Lamounier#2332
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moyme 11-Feb-21 09:02 AM
@The Xenophobic Fascist owned!!
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The Xenophobic Fascist 11-Feb-21 09:02 AM
tfwno
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Walker Of Chaos 11-Feb-21 09:02 AM
Team has been expandedwertroll
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The Xenophobic Fascist 11-Feb-21 09:03 AM
the pin lied...
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who? (break) 11-Feb-21 09:03 AM
could've pinged team member and it would've did the same effect @moyme
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moyme 11-Feb-21 09:04 AM
@ everyone
okspeerfolk 6
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DocOverbuild3 11-Feb-21 10:14 AM
@moyme Whenโ€™s that discussion going to be?
Or is it between you all?
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who? (break) 11-Feb-21 10:17 AM
francostonks
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moyme 11-Feb-21 10:18 AM
Saturday, it's gonna be a tl-dev roundtable
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Fedacking 11-Feb-21 10:21 AM
@Walker Of Chaos can you carry my concern that an overly elaborate economic system detracts from the main points of TNO in my humble opinion?
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Walker Of Chaos 11-Feb-21 10:22 AM
I can try to present the viewpoint
👍 2
I also have my own stances ofc but your opinion is something that can benefit discussion
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calph (got damn) 11-Feb-21 10:24 AM
one mo
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Fedacking 11-Feb-21 10:24 AM
I'll write something to elaborate on the points (edited)
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calph (got damn) 11-Feb-21 10:27 AM
@Toolbox Theory Development As part of the usual Dev-TL RT we'll be inviting you onto the RT after the Dev-TL portion has closed. The time will be approximately 2:30 - 2:45pm EST (Depends how long the usual Dev-TL meeting takes) and in it we'll come to a decision on the necessary scope to fix up TT, any major additions or changes we need to go through with for it, etc.
francostonks 8
kaminski_movies 1
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who? (break) 11-Feb-21 10:27 AM
francostonks
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DocOverbuild3 11-Feb-21 11:00 AM
Sounds good
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Lamounier 11-Feb-21 04:02 PM
Reposting this here
Toolbox Theory: Reworked Nuclear Mechanics By Lamounier Introduction This document aims to provide a detailed explanation of the new nuke mechanics being introduced in the 1.2 Toolbox Theory update. These act as a replacement to old Nuclear Stockpile socdev, and aim to provide more depth, usab...
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Lamounier 11-Feb-21 04:02 PM
Pinned a message.
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Critical Existence Failure 12-Feb-21 01:43 AM
Question about subediologies, is every nation with content getting unique ones?
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Walker Of Chaos 12-Feb-21 03:25 AM
No, generally speaking subideologies aren't unique
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Critical Existence Failure 12-Feb-21 03:25 AM
oh
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Critical Existence Failure 12-Feb-21 03:26 AM
there are exceptions though right?
zhdanov cough cough
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Hippie Spiro Agnew 12-Feb-21 03:27 AM
Yeah
But most would fit into the ones we have
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Walker Of Chaos 12-Feb-21 03:31 AM
Some are unique but the generics can cover a LOT of situations
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Hippie Spiro Agnew 12-Feb-21 03:31 AM
Yup
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Targai 12-Feb-21 09:14 AM
It's basically just a 'do we wanna do it'
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calph (got damn) 13-Feb-21 12:21 AM
Reminder, " @Toolbox Theory Development As part of the usual Dev-TL RT we'll be inviting you onto the RT after the Dev-TL portion has closed. The time will be approximately 2:30 - 2:45pm EST (Depends how long the usual Dev-TL meeting takes) and in it we'll come to a decision on the necessary scope to fix up TT, any major additions or changes we need to go through with for it, etc. " Thisll be in about 12 hrs.
@Toolbox Theory Development ^
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 01:32 AM
๐Ÿ‘
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Fetti (Lil Break) 13-Feb-21 06:16 AM
๐Ÿ‘
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scoodoop 13-Feb-21 06:25 AM
kaminski_movies
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Fedacking 13-Feb-21 06:27 AM
thatchernice
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Fetti (Lil Break) 13-Feb-21 08:07 AM
docyes
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Metal Gear Kraken 13-Feb-21 10:38 AM
cooldontcare
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Fetti (Lil Break) 13-Feb-21 11:13 AM
why
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who? (break) 13-Feb-21 11:17 AM
shouldnt someone be assigned to like
integrate TT for africa
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Bamba 13-Feb-21 11:19 AM
@Volkorel was assigned for it with Atomic iirc
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Volkorel 13-Feb-21 11:19 AM
I hear the drums echoing tonight
@AtomicFalco Let's split Africa between
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OPAsian 13-Feb-21 11:39 AM
@Fedacking do you know why army expenditure is so high?
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who? (break) 13-Feb-21 11:39 AM
@OPAsian mils or army manpower count maybe
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OPAsian 13-Feb-21 11:40 AM
still, 25% of GDP is a lot
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Fedacking 13-Feb-21 11:40 AM
yep
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who? (break) 13-Feb-21 11:40 AM
maybe ask how much mils hes using, i dont think i have reached that high with 23 divs as iberia
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Fedacking 13-Feb-21 11:40 AM
what country
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OPAsian 13-Feb-21 11:40 AM
England
Avatar OPAsian England
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Fedacking 13-Feb-21 11:40 AM
howe many soldiers?
and mil factories
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OPAsian 13-Feb-21 11:40 AM
He got 13 Göring Anti-Göring divisions iirc
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Fedacking 13-Feb-21 11:41 AM
let's rerun the numbers after I make that scale with gdpc
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Fetti (Lil Break) 13-Feb-21 11:42 AM
Are we having the meeting in 15 minutes?
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Fedacking 13-Feb-21 11:43 AM
45 if my math is correct
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OPAsian 13-Feb-21 11:43 AM
It should be 15 mins
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Fedacking 13-Feb-21 11:44 AM
approximately 2:30 - 2:45pm EST
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OPAsian 13-Feb-21 11:44 AM
ah shit im stupid
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Fedacking 13-Feb-21 11:44 AM
you have to be in 15 tho
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OPAsian 13-Feb-21 11:44 AM
i was thinking of the general TL meet panzersbreakingpoint
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OPAsian 13-Feb-21 11:45 AM
we deffo need to reduce the costs
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Fedacking 13-Feb-21 11:50 AM
fun fact this is after I halved the costs of the army
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OPAsian 13-Feb-21 11:50 AM
funnyclockman
Avatar OPAsian funnyclockman
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Fedacking 13-Feb-21 11:51 AM
I'll push poverty effects + that change in one big push
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OPAsian 13-Feb-21 11:51 AM
Very cool
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calph (got damn) 13-Feb-21 11:59 AM
@Toolbox Theory Development Heads up 30-45 mins (depends on length of TL meeting) before we do the joint TT meeting
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:00 PM
๐Ÿ‘
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jesusใƒ„ - UwU 13-Feb-21 12:01 PM
thatchernice let me join//////
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Fetti (Lil Break) 13-Feb-21 12:05 PM
Let me in
Let me innnnnn
😔 1
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AtomicFalco 13-Feb-21 12:10 PM
@Volkorel Sure, how do you want to split the work ?
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Volkorel 13-Feb-21 12:12 PM
@AtomicFalco I would like to take Italian and Iberian colonies; North and East Africa
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who? (break) 13-Feb-21 12:12 PM
ah yes the content full nations of...no one
does algeria have content funnyclockman
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AtomicFalco 13-Feb-21 12:13 PM
I thought that part was under Trium jusrisdiction
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OPAsian 13-Feb-21 12:13 PM
Algeria got nuked iirc
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Volkorel 13-Feb-21 12:13 PM
Doesn't matter, TT integration also means starting position
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AtomicFalco 13-Feb-21 12:13 PM
What I was mainly concerned about was German Africa + SAF
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Volkorel 13-Feb-21 12:14 PM
Okay that's more easy, how about firstly working on SAF and non-Hüttig RK's since their content are limited
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AtomicFalco 13-Feb-21 12:14 PM
Yeah
Zentralafrika is iirc the most economically involved nation of the bunch, so that may need more time than Ost and Südwest
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who? (break) 13-Feb-21 12:15 PM
TT integrated africa, awaiting the day zentralafrika invades cape town again
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Volkorel 13-Feb-21 12:15 PM
In that case, and assuming you have more information on that rather than me, you should take Zent. definitely
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AtomicFalco 13-Feb-21 12:15 PM
Sure
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Volkorel 13-Feb-21 12:15 PM
I will take the Südwest if it's alrighty
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AtomicFalco 13-Feb-21 12:16 PM
Yeah, that works for me
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calph (got damn) 13-Feb-21 12:16 PM
@Toolbox Theory Development early owned, we're beginning the TL-Dev-TT discussion now
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Oveja 13-Feb-21 12:16 PM
RFK finished last night, things left are Thurmond, tests, and balance
As for Thurmond I'll finish him today
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Volkorel 13-Feb-21 12:16 PM
Alrighty, we can work on Hüttig once the easier ones finished in my opinion, how about Boers and SAF?
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Lamounier 13-Feb-21 12:16 PM
Market thatchernice
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AtomicFalco 13-Feb-21 12:17 PM
Yeah
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Massena 13-Feb-21 12:17 PM
The economy is a gold bar
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Volkorel 13-Feb-21 12:18 PM
Would you like to work on SAF or Boers? Also probably should make the starting position of the anti-Apartheid revolt that I forgot their name
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calph (got damn) 13-Feb-21 12:18 PM
@DocOverbuild3 you bastard get in here
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Walker Of Chaos 13-Feb-21 12:19 PM
@Fedacking you too (if you can make it)
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Oveja 13-Feb-21 12:19 PM
@Fedacking argentino, metete
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AtomicFalco 13-Feb-21 12:20 PM
Yeah I can work on them, it should be rather straight-forward
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OPAsian 13-Feb-21 12:21 PM
Who would be down to TT integrate Yunnan and Indonesia BTW, now that Heend is gone? I could work on China (edited)
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Walker Of Chaos 13-Feb-21 12:21 PM
OFN foreign policy was mostly a "Threaten Japan" tree
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Fetti (Lil Break) 13-Feb-21 12:21 PM
I'm already integrating TT in Russia and balancing stuff so I'll keep doing that
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Fedacking 13-Feb-21 12:21 PM
lo tenia timeado para 15 min mas
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Volkorel 13-Feb-21 12:22 PM
Alrighty, we can talk about the details after the RT than To compile; Zentralafrika; Atomic Südwest; Volk SAF; Atomic(?) Boer; Atomic(?) Anti Apartheid Revolt; Atomic
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Oveja 13-Feb-21 12:22 PM
wertroll
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Fetti (Lil Break) 13-Feb-21 12:25 PM
The issue with toolbox
The Laws throughtlt fuck russia balancing
The numbers add up horribly
I'm not sure you guys can hear my voice
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the 13-Feb-21 12:26 PM
this can be fixed later
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Oveja 13-Feb-21 12:26 PM
no
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Fetti (Lil Break) 13-Feb-21 12:26 PM
Yeah gimme a moment
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OPAsian 13-Feb-21 12:27 PM
I did a lot of debuff reduction
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Walker Of Chaos 13-Feb-21 12:27 PM
we were on a design high
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OPAsian 13-Feb-21 12:27 PM
So the debuffs should now be way less punishing
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Oveja 13-Feb-21 12:27 PM
Scope should be kept low, and content can be expanded in the future
For example, the OFN diplomatic aspect can be left for US facelift / the ST OFN GUI
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Fedacking 13-Feb-21 12:28 PM
ouch
mine ears have heard the glory
panzersbreakingpoint 4
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the 13-Feb-21 12:28 PM
@Fetti (Lil Break) use push to talk
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:28 PM
yeah TT should be focused exclusively on fundamental mechanics
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OPAsian 13-Feb-21 12:29 PM
OFN GUI Thatchernice
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Oveja 13-Feb-21 12:29 PM
why
I did that for RFK, gotta wait for the test results
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OPAsian 13-Feb-21 12:29 PM
ok so how do we improve TT to not suck?
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Oveja 13-Feb-21 12:29 PM
A lot of stuff you do as RFK increases cost wertroll
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Fetti (Lil Break) 13-Feb-21 12:29 PM
I think it needs to be scaled down
It feels impressive to see but it doesn't add up to the content
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Lamounier 13-Feb-21 12:30 PM
I've said this before but debt needs to have far more impact on gameplay than it does currently
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OPAsian 13-Feb-21 12:30 PM
100%
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Fetti (Lil Break) 13-Feb-21 12:30 PM
Feels more of a coding flex rather than anything
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OPAsian 13-Feb-21 12:30 PM
But you have to also be able to control debt
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Lamounier 13-Feb-21 12:30 PM
And it also needs to display accurately when exactly is debt going to become a problem for you
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OPAsian 13-Feb-21 12:30 PM
Like actually do stuff to make your spending not massive
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Walker Of Chaos 13-Feb-21 12:30 PM
we also have the issue that nazi, capitalist and communist economies all feel the same
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:30 PM
return of the xbox live mic
wertroll 7
Avatar North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ return of the xbox live mic
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OPAsian 13-Feb-21 12:30 PM
the gates of brazil
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Oveja 13-Feb-21 12:30 PM
And I was told my mic was bad
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Walker Of Chaos 13-Feb-21 12:31 PM
the gates of debbel
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who? (break) 13-Feb-21 12:31 PM
debbel is that you
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Fetti (Lil Break) 13-Feb-21 12:31 PM
I literally
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OPAsian 13-Feb-21 12:31 PM
every south american mic is one from hell
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Fetti (Lil Break) 13-Feb-21 12:31 PM
Was kicked off my home for the weekend
Im using a shitty 20 bucks one
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who? (break) 13-Feb-21 12:31 PM
hitler, stalin and keynes defeated by tno economy
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Oveja 13-Feb-21 12:31 PM
It's very bad, you should rather use text
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the 13-Feb-21 12:32 PM
wtf is a mic
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OPAsian 13-Feb-21 12:32 PM
oveja's sounds like a microwave, yours sound like a fucking static TV panzersbreakingpoint
funnyclockman 4
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Walker Of Chaos 13-Feb-21 12:32 PM
the production system sounds like a good idea
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who? (break) 13-Feb-21 12:32 PM
PURE SOUND QUALITY
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Oveja 13-Feb-21 12:32 PM
WHAT IS THAT SOUND
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Eternal Iberian 13-Feb-21 12:32 PM
record it I want to listen to it (edited)
wertroll 2
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Fetti (Lil Break) 13-Feb-21 12:32 PM
I think it can work, I LIKE the effectiveness system, but as it stands, the laws are useless, good or crippling
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OPAsian 13-Feb-21 12:32 PM
I think it's fedacking panzersbreakingpoint
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Oveja 13-Feb-21 12:32 PM
Damn...........
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OPAsian 13-Feb-21 12:32 PM
South American Mic Syndrome
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Oveja 13-Feb-21 12:32 PM
South American Mic
Yeah lol
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Walker Of Chaos 13-Feb-21 12:32 PM
it also sounds like it can allow us to portray benefits of diplo unification instead of conquest in Russia
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Fedacking 13-Feb-21 12:32 PM
but my mic is muted...
what?
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the 13-Feb-21 12:33 PM
mute in discord
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who? (break) 13-Feb-21 12:33 PM
south american mfs talking in RT sound quality https://youtu.be/SdH13BXdNqI
Patrick cranks that soulja boy in low quality thats it
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Fedacking 13-Feb-21 12:33 PM
irl too
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Volkorel 13-Feb-21 12:33 PM
I really like this idea
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Fetti (Lil Break) 13-Feb-21 12:33 PM
Russia is literally painful to balance and I'm seriously considering hotfixing stuff because I can't balance around how much the penalties of law fuck over, and while some tags are less affected, others, toogether with Defcon 1, fucking makes the game unplayable
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Fedacking 13-Feb-21 12:34 PM
@calph (got damn) I think we need a better display for the current effects
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Fetti (Lil Break) 13-Feb-21 12:34 PM
We think the GUI needs to be more intuitive too, it's too overwhelming
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the 13-Feb-21 12:34 PM
tno is meant to be played on normal difficulty
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Fetti (Lil Break) 13-Feb-21 12:34 PM
It still applies to normal, though.
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Walker Of Chaos 13-Feb-21 12:35 PM
wasn't there a while where we changed all the difficulties to have the same effects?
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Fetti (Lil Break) 13-Feb-21 12:35 PM
A tag can be forced on a draft law and suddenly have -99% productivity
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the 13-Feb-21 12:35 PM
that was only so testers wouldn't play the mod on other difficulties
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who? (break) 13-Feb-21 12:35 PM
francostonks
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Fetti (Lil Break) 13-Feb-21 12:35 PM
Defcon 1 literally freezes and rebegins production at random non-stop
targaithumbs 3
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Oveja 13-Feb-21 12:35 PM
The true russian experience
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OPAsian 13-Feb-21 12:36 PM
i remember that issue from fucking Dont Surf petoday
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Oveja 13-Feb-21 12:36 PM
why
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Fetti (Lil Break) 13-Feb-21 12:36 PM
Yeah it still is happening. Some laws are fine, but for example Slavery
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Walker Of Chaos 13-Feb-21 12:36 PM
ah
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Fetti (Lil Break) 13-Feb-21 12:36 PM
Whatever bonus it might have is fucked over by the cons, which is fine, but makes it just be another thing slapped that the tag suffers together with the laws fucking it non-stop
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Oveja 13-Feb-21 12:37 PM
Hey Doc
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Fetti (Lil Break) 13-Feb-21 12:37 PM
hey doc
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Oveja 13-Feb-21 12:39 PM
I agree, scope of TT should be reconsidered and the effect on patch development needs to be addressed
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Fetti (Lil Break) 13-Feb-21 12:40 PM
A considerable part of the TT that envisioned it as it is isn't around anymore
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Oveja 13-Feb-21 12:40 PM
And things cut out of the scope could be added in in the future perhaps
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Fetti (Lil Break) 13-Feb-21 12:41 PM
Laws rework please
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Fedacking 13-Feb-21 12:41 PM
@calph (got damn) the only thing is the effects of poverty
This is what I proposed to cpr
it's based on the old rates
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OPAsian 13-Feb-21 12:41 PM
ooooo
i like that
TNO has used way too many linear functions
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Fedacking 13-Feb-21 12:42 PM
these are a bunch of linear funcitons
fun fact this is not derivable
nextlevelhimmler 2
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OPAsian 13-Feb-21 12:42 PM
yeah but its better than one straight line
wertroll 1
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Flaxbeard 13-Feb-21 12:43 PM
Can we recruit economists to the team to design the graphs New role
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who? (break) 13-Feb-21 12:43 PM
no more conssttruction
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OPAsian 13-Feb-21 12:43 PM
ultimate battle: The Keynesian vs the Communist
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Fedacking 13-Feb-21 12:44 PM
@calph (got damn) I have a question on the productions system
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Fetti (Lil Break) 13-Feb-21 12:44 PM
Did you guys see the Rei notes?
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Fedacking 13-Feb-21 12:44 PM
Is there a desiugn document?
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who? (break) 13-Feb-21 12:45 PM
wait you can't leak torch of liberty content
funnyclockman 1
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Fedacking 13-Feb-21 12:45 PM
I would like to have a framework to start coding
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OPAsian 13-Feb-21 12:45 PM
The Economist
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moyme 13-Feb-21 12:45 PM
oop i sent the proposed cold war gui redesign into the wrong chat
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:45 PM
*not completely derivable
smh
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Fedacking 13-Feb-21 12:45 PM
๐Ÿ‘
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OPAsian 13-Feb-21 12:45 PM
also we are using nr.2 because nr.1 will give CPR a stroke panzersbreakingpoint
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Walker Of Chaos 13-Feb-21 12:45 PM
So, my first and immediate take for fixing up the Econ System's issues is re-implementing the Industrial Production system that got shot down forever ago. E.g. - Remove State-Base Factories, Re-Focusing around State-GDP-Contribution - To fulfill the role of production, have the Production system utilize two concepts: - Productive Capacity - Representative of the overall possible production - Drawn from some calculation of Econ Vars - Exact details aren't as important as that it happens - Productive Tokens - Tokens are, in game terms, the individual factories given to the player for this or that. Tokens fundamentally divide Productive Capacity equally, and the player can draw more or less to serve their particular need Benefits: - Way easier to balance, and gives a good solution for areas impossible to balance like Russian Warlords - Strictly ties the Econ System to very obvious in-game effects - The current Production & Construction systems are kinda just hanging out and are some of the best examples of how TNO is a mod for a different game kinda just on HOI4. The systems just don't work with TNO as-is, and this change is a step forward to fixing that. - Beyond strictly Productive Capacity & Productive Tokens, this system is pretty much already put together, State-based GDP is already kept & calculated (though it's calculation will need to change) and the Econ System would need minor revision to handle this. It's a cheap change. Problems: - W/o some thought, it'd essentially gut construction - Buuut tbqh I personally don't care, Construction simply isn't used enough to make this concern a big one. - Further, I think there are a few smart solutions for this - It may drastically change balance, and require us to re-balance a lot of stuff going forward.
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:45 PM
watch me form the derivate in the (24;+inf) interval (edited)
Avatar North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ *not completely derivable
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Fedacking 13-Feb-21 12:45 PM
it's not dderivable on it's domain (? it's dominio in spanish)
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CPR 13-Feb-21 12:45 PM
Global maps are tough lol
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Walker Of Chaos 13-Feb-21 12:45 PM
reposted the token system
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Fedacking 13-Feb-21 12:45 PM
yep
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Walker Of Chaos 13-Feb-21 12:46 PM
for those who are too lazy to check pins
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OPAsian 13-Feb-21 12:46 PM
what the fuck lam with a mic
what is this
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who? (break) 13-Feb-21 12:46 PM
cant fucking wait for my screen to have a stroke to show the cold war gui
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Oveja 13-Feb-21 12:46 PM
Should the notes be posted here?
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OPAsian 13-Feb-21 12:46 PM
@HEEREMA INDUSTRIES post notes ๐Ÿ”ซ
Market Mechanic... Rice Cookers...
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HEEREMA INDUSTRIES 13-Feb-21 12:46 PM
stoopid ass
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OPAsian 13-Feb-21 12:46 PM
Guangdong...
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Walker Of Chaos 13-Feb-21 12:47 PM
Yeah I agree that we need the market mechanic
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HEEREMA INDUSTRIES 13-Feb-21 12:47 PM
hitachi............ magic wand...............
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OPAsian 13-Feb-21 12:47 PM
I remember when Valrin cut the Guangdong Market Mechanic... Full Circle...
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Oveja 13-Feb-21 12:48 PM
CSS is now taking over
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OPAsian 13-Feb-21 12:48 PM
oh lol thats right the first 15 minutes were posted OOFN
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HEEREMA INDUSTRIES 13-Feb-21 12:48 PM
TNO is now Ashes of Libertad
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Walker Of Chaos 13-Feb-21 12:48 PM
we should probably remove the doc link
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DocOverbuild3 13-Feb-21 12:48 PM
Yeah
Thereโ€™s some big stuff in there
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moyme 13-Feb-21 12:48 PM
ah fuck i figured i shouldve explained it immediately
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DocOverbuild3 13-Feb-21 12:48 PM
@Walker Of Chaos congrats
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Walker Of Chaos 13-Feb-21 12:48 PM
thanks
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who? (break) 13-Feb-21 12:48 PM
wertroll epic doc link fail
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DocOverbuild3 13-Feb-21 12:49 PM
All roads from US team lead to dev_hole
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Hippie Spiro Agnew 13-Feb-21 12:49 PM
vonsusen
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OPAsian 13-Feb-21 12:49 PM
vonsusen
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DocOverbuild3 13-Feb-21 12:49 PM
Fuck you Germany team
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OPAsian 13-Feb-21 12:49 PM
Why am i so retarded panzersbreakingpoint
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Hippie Spiro Agnew 13-Feb-21 12:49 PM
@DocOverbuild3 You were Germany team
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Walker Of Chaos 13-Feb-21 12:49 PM
i'm reminded of how we accidentally leaked JFK's death in Don't Surf (edited)
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Hippie Spiro Agnew 13-Feb-21 12:49 PM
vonsusen
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Lamounier 13-Feb-21 12:49 PM
My idea consists of the following We don't change the resources in the trade screen to variables, instead we keep them as they are rn Instead, we utilize a dynamic modifier with the `country_resource_(x)` modifiers as a way for the addition and subtraction of resources via trading to work This allows us to directly add or remove production of resources in the country-tag level without requiring to add or remove resources on states We also do away with the traditional out-of-resource penalties by setting the `production_lack_of_resource_penalty_factor` to a permanent zero Instead, we make it so when the stockpile of a resource reaches zero, it applies a determined penalty to the country, much like how Stellaris operates This means we'll simply be adding the new trading system on top of the regular resource system, so that other systems dependant on it (like the production system) would require little to no changes
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moyme 13-Feb-21 12:49 PM
okspeerfolk
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who? (break) 13-Feb-21 12:49 PM
@Walker Of Chaos the pure team lead grows smaller by day
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OPAsian 13-Feb-21 12:50 PM
An overhaul to the production and trade system will actually be fucking HUGE for Guangdong and China
It would be super based
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Oveja 13-Feb-21 12:50 PM
Maybe Mexico
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who? (break) 13-Feb-21 12:50 PM
man i just want to produce guns as ostafrika
wertroll 1
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Oveja 13-Feb-21 12:50 PM
Seeing industrialization having visible effects
Would be degaullsm
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Fetti (Lil Break) 13-Feb-21 12:50 PM
Whatever that can tame down how the penalties stack in Russia would be appreciated
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Walker Of Chaos 13-Feb-21 12:50 PM
though one quick question
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Fetti (Lil Break) 13-Feb-21 12:50 PM
I'm so sick of Defcon 1
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:50 PM
petition the hoi4 devs to give us access to full game control using effect commands in the next patch panzersbreakingpoint (edited)
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DocOverbuild3 13-Feb-21 12:51 PM
@Oveja Oh and congrats to you too
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Walker Of Chaos 13-Feb-21 12:51 PM
does the proposed production system work via adding offmap factories or does it use something other than factories to make equipment?
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Oveja 13-Feb-21 12:51 PM
Thanks fam, you brought me here and I'm really grateful heartscorza
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Lamounier 13-Feb-21 12:51 PM
Pinned a message.
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Fetti (Lil Break) 13-Feb-21 12:52 PM
My concern is just the stacking of penalties of the laws
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OPAsian 13-Feb-21 12:52 PM
Oveja becoming a dev in 4 months shows CSS supremacy vonsusen
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DocOverbuild3 13-Feb-21 12:52 PM
I feel like Lozano when his son got elected president @Oveja @Walker Of Chaos
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:52 PM
Gesundheit
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Fetti (Lil Break) 13-Feb-21 12:52 PM
But at this point I'm just being annoying
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Lamounier 13-Feb-21 12:52 PM
Bless you
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CPR 13-Feb-21 12:52 PM
bless
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Fetti (Lil Break) 13-Feb-21 12:52 PM
bless
So
Before we wrap
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Oveja 13-Feb-21 12:53 PM
Gortari told his dad: "Dad, we've finally made it, we're finally here."
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Fetti (Lil Break) 13-Feb-21 12:53 PM
I have one question
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:53 PM
can we talk about this (edited)
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who? (break) 13-Feb-21 12:53 PM
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Fetti (Lil Break) 13-Feb-21 12:53 PM
So we're downscaling TT right
Avatar North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ can we talk about this (edited)
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OPAsian 13-Feb-21 12:53 PM
we are making skylar the lead dev immediatly
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:53 PM
it's highly based
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OPAsian 13-Feb-21 12:53 PM
this is an executive order
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HEEREMA INDUSTRIES 13-Feb-21 12:53 PM
unmute me coward
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who? (break) 13-Feb-21 12:53 PM
francostonks
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:53 PM
yup
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HEEREMA INDUSTRIES 13-Feb-21 12:54 PM
thats me I'm cockandballtorture34
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Fedacking 13-Feb-21 12:54 PM
I fear that it will take too much effort to manage the economy (edited)
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CPR 13-Feb-21 12:54 PM
scoopog
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the 13-Feb-21 12:54 PM
so true
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Walker Of Chaos 13-Feb-21 12:54 PM
i promise not to burn down the mod in a day
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Fedacking 13-Feb-21 12:54 PM
@Walker Of Chaos too little confidence to make my point on mechanical complexity
rip mic
thanks doc has my back
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Lamounier 13-Feb-21 12:54 PM
TNOTP
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Oveja 13-Feb-21 12:54 PM
german soldiers retreating from poland after a petition
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OPAsian 13-Feb-21 12:54 PM
TNOTP
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Fedacking 13-Feb-21 12:55 PM
@Oveja cual era el problema de mi mic?
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Oveja 13-Feb-21 12:55 PM
rising noise
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OPAsian 13-Feb-21 12:55 PM
very mature dev (edited)
funnyclockman 5
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Fedacking 13-Feb-21 12:55 PM
@OPAsian pls unmute
I'll mute myslef
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Flaxbeard 13-Feb-21 12:55 PM
are there notes for this meeting btw
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Fedacking 13-Feb-21 12:56 PM
@HEEREMA INDUSTRIES
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who? (break) 13-Feb-21 12:56 PM
make this real
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Flaxbeard 13-Feb-21 12:56 PM
I can't hop on atm
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Fetti (Lil Break) 13-Feb-21 12:56 PM
So who's the next veteran dev on the chopping block
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CPR 13-Feb-21 12:56 PM
There will be @Flaxbeard
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OPAsian 13-Feb-21 12:56 PM
looking at seniority: Thunderslav
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Oveja 13-Feb-21 12:56 PM
we'll get caught in a corruption scandal and cause the PRI to lose the 2000 elections
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Fetti (Lil Break) 13-Feb-21 12:56 PM
We're just Jacobins now
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who? (break) 13-Feb-21 12:56 PM
@Flaxbeard there was a doc link posted here before but it contained the actual dev stuff funnyclockman
vonsusen 1
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Lamounier 13-Feb-21 12:56 PM
Ciao
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Walker Of Chaos 13-Feb-21 12:56 PM
the notes kinda got messed up
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 12:56 PM
Auf Wiedersehen und bis bald
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CPR 13-Feb-21 12:56 PM
๐Ÿ‘‹
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Fetti (Lil Break) 13-Feb-21 12:56 PM
So
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Western China Expert 13-Feb-21 12:56 PM
cockandballtorture92
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Hippie Spiro Agnew 13-Feb-21 12:56 PM
๐Ÿ•ต๏ธ
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Fetti (Lil Break) 13-Feb-21 12:56 PM
In general
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DocOverbuild3 13-Feb-21 12:57 PM
@Oveja donโ€™t tell them about the drug cartel, we take that to our graves
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Fetti (Lil Break) 13-Feb-21 12:57 PM
TT Downscaled?
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HEEREMA INDUSTRIES 13-Feb-21 12:57 PM
oh wait
yeah it has important stuff
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Hippie Spiro Agnew 13-Feb-21 12:57 PM
@HEEREMA INDUSTRIES Wrong chat
okspeerfolk
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who? (break) 13-Feb-21 12:57 PM
epic doc link fail
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Hippie Spiro Agnew 13-Feb-21 12:57 PM
twice
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who? (break) 13-Feb-21 12:57 PM
wertroll
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Western China Expert 13-Feb-21 12:57 PM
nothing happened
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Oveja 13-Feb-21 12:57 PM
Someone made the comparison that Lozano was like Hector Salamanca from Breaking Bad
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Fetti (Lil Break) 13-Feb-21 12:57 PM
laptop microphone
it is
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Western China Expert 13-Feb-21 12:57 PM
there was no doc
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Fetti (Lil Break) 13-Feb-21 12:57 PM
@Fedacking
Avatar Fetti (Lil Break) laptop microphone
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Fedacking 13-Feb-21 12:57 PM
is my mic working?
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OPAsian 13-Feb-21 12:57 PM
the doc is non existant
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Fetti (Lil Break) 13-Feb-21 12:57 PM
I is
it is
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Fedacking 13-Feb-21 12:57 PM
I don't know why I was muted
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Oveja 13-Feb-21 12:57 PM
sus
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OPAsian 13-Feb-21 12:57 PM
any mention of the doc will lead to immediate execution (edited)
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Fedacking 13-Feb-21 12:58 PM
shit I wanted to make my case and failed
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DocOverbuild3 13-Feb-21 12:58 PM
@Oveja Lmao that was me
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Hippie Spiro Agnew 13-Feb-21 12:58 PM
When the doc is sus
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Oveja 13-Feb-21 12:58 PM
ah shit sorry for my bad memory funnyclockman
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Western China Expert 13-Feb-21 12:58 PM
Google Doc?? You got me...
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HEEREMA INDUSTRIES 13-Feb-21 12:58 PM
Toolbox Theory Integration Meeting 2/13/2021 New economics systems proposed for TT Reworking factories to remove state based factories Foreign policy interaction rework Expanding diplomatic content by reworking their overall foreign policy and intreactions of the factions Reworking Russian reunif...
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Fetti (Lil Break) 13-Feb-21 12:58 PM
I still want a law rework ๐Ÿ˜”
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who? (break) 13-Feb-21 12:58 PM
reading straight up CIA files here in this doc it has what happened the day i did your mom
Avatar Fetti (Lil Break) TT Downscaled?
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The Xenophobic Fascist 13-Feb-21 12:58 PM
yes, by a lot
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OPAsian 13-Feb-21 12:58 PM
oh see there is the doc
there never was another doc CHAOSISALADDERHERRLANDRUT
CHAOSISALADDERHERRLANDRUT 1
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Fetti (Lil Break) 13-Feb-21 12:58 PM
Hell yeah
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who? (break) 13-Feb-21 12:59 PM
too late wertroll
vonsusen 2
wertroll 1
okspeerfolk 1
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Western China Expert 13-Feb-21 12:59 PM
@Targai the bongos
they're back
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who? (break) 13-Feb-21 12:59 PM
i accept payment by paypal francostonks
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Hippie Spiro Agnew 13-Feb-21 01:00 PM
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jesusใƒ„ - UwU 13-Feb-21 01:25 PM
dayu,
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Fedacking 13-Feb-21 09:29 PM
@CPR @Lamounier do you have a good idea to show the effects of poverty, all of the fundings and the gdp per capita?
right now it's all tooltips
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Lamounier 13-Feb-21 09:34 PM
Don't think there's a lot of other ways to do this besides tooltips tbh
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Fedacking 13-Feb-21 09:35 PM
another screen popping up to the right of the economy tab maybe?
like have a funding effects button here
more likely that the player will see it
and then we have a screen with mucho texto
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Lamounier 13-Feb-21 09:35 PM
Not there, on the header instead
Like how the game rules thingy is situated on the politics screen
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Fedacking 13-Feb-21 09:35 PM
"impact of the economy"
oh I like that
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Lamounier 13-Feb-21 09:36 PM
I wanna keep that space of the GUI free for now in case we do changes and need space to add more stuff
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Fedacking 13-Feb-21 09:36 PM
do we give it the "user experience arrows"
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Lamounier 13-Feb-21 09:36 PM
wym
oh
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Fedacking 13-Feb-21 09:36 PM
these things
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Lamounier 13-Feb-21 09:36 PM
Don't think that's needed
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Fedacking 13-Feb-21 09:37 PM
I think the most important of those ones is the Spanish one
without those arrows legit I would have lost to terrorism (edited)
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the 13-Feb-21 09:37 PM
you're underestimating the player's ability to not find a button
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Fedacking 13-Feb-21 09:37 PM
this tbh
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CPR 13-Feb-21 09:40 PM
A button in the header could work for like a "Detailed Stats Window" if you think we need it
And yeah the arrows are always a good idea, the player is blind
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Fedacking 13-Feb-21 09:41 PM
I think it would be a nice dashboard for the players to have an idea what the economy does
we keep the tooltips
and use those loc keys for that screen
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CPR 13-Feb-21 09:41 PM
Yeah keep the tooltips obv, but like you said, being able to see some of the more in-depth stats would be good
Most of the values already exist too (hopefully) so there wouldn't be much extra math needed either (edited)
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the 13-Feb-21 09:43 PM
arrows only exists because people couldn't figure out the political tab GUIs button exists (edited)
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Fedacking 13-Feb-21 09:44 PM
honestly without the arrows I wouldn't imagine this is a button
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CPR 13-Feb-21 09:45 PM
I didn't save the arrows meme ๐Ÿ˜”
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Fedacking 13-Feb-21 10:29 PM
@OPAsian
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 10:57 PM
SDockyard
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scoodoop 13-Feb-21 10:57 PM
economy
Avatar scoodoop economy
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Fedacking 13-Feb-21 11:03 PM
shut it
Avatar Fedacking shut it
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scoodoop 13-Feb-21 11:03 PM
debt
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 11:03 PM
stonks
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scoodoop 13-Feb-21 11:03 PM
poverty
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Fedacking 13-Feb-21 11:03 PM
fun fact I have yet to remove the old poverty so it's double dipping
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scoodoop 13-Feb-21 11:04 PM
vonsusen
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 13-Feb-21 11:04 PM
when you
you are poor
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the 13-Feb-21 11:05 PM
@Fedacking did you added poverty clamp
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Fedacking 13-Feb-21 11:06 PM
yes
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the 13-Feb-21 11:08 PM
smh use one line
vonsusen 2
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Fedacking 13-Feb-21 11:09 PM
higher gdp per capita than argentina now (edited)
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the 13-Feb-21 11:15 PM
why is GDP per capita only available as a tooltip
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Fedacking 13-Feb-21 11:44 PM
because I don't want to modify this interface
so because it still doesn't haev an effect
I put ithere
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Fetti (Lil Break) 14-Feb-21 04:54 AM
Imahine
Being poor
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Walker Of Chaos 15-Feb-21 11:51 AM
@Toolbox Theory Development Greetings. As mentioned in yesterdays advancement the dev team has decided to rethink TT in order to ensure the patch meet its full potential and provides a satisfactory experience. Over the course of the next few weeks we're gonna be going back to the design phase of its mechanics and ensuring they all function properly and are meaningful. In the interests of a more structured development process I will also be taking the role on TT lead to help coordinate the work here. Contact me if you ever need help with anything/don't have anything to do and I will do my best to help. As part of this I've also set up a suggestion box where you can propose any changes you want to see in TT. You can of course also discuss such changes here in the chat if you want to. I look forward to working with you all on this. https://docs.google.com/forms/d/e/1FAIpQLSesyzGNw7tO-M2wvETLlNK5czmRW_Qa6O03dk1K6bzN0sAJfA/viewform?usp=sf_link
As we revisit the design of TT we're looking for suggestions on how to improve it. This can be anything from slight mechanical tweaks to wholesale adding new mechanics. NOTE Just because something is suggested does not guarantee we'll actually do it.
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Walker Of Chaos 15-Feb-21 11:51 AM
Pinned a message.
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 15-Feb-21 11:54 AM
๐Ÿ‘
Original message was deleted.
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Lamounier 15-Feb-21 11:54 AM
Pinned a message.
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who? (break) 15-Feb-21 11:56 AM
francostonks
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Fetti (Lil Break) 15-Feb-21 12:07 PM
What's the Toolbox Theory meme name
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Goth Asuka 15-Feb-21 12:10 PM
Toolbutts theory
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Kyiv_Worker 15-Feb-21 12:12 PM
Shoebox Theory
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 15-Feb-21 12:14 PM
I mean TT is just enough tbh
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who? (break) 15-Feb-21 12:14 PM
@North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ booba
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Fedacking 15-Feb-21 12:15 PM
Toolbox Tides
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scoodoop 15-Feb-21 12:17 PM
TikTok
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The Xenophobic Fascist 15-Feb-21 12:25 PM
are people outside of TT dev allowed to make suggestions
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OPAsian 15-Feb-21 12:28 PM
sure
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Fetti (Lil Break) 15-Feb-21 12:33 PM
Titting Tides
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Oveja 15-Feb-21 12:34 PM
I'm thinking that maybe Incarceration and Rehabilitation penal system laws should have costs
Though maybe not incarceration, at least not until TNO2 probably
Though Rehabilitation should have some sort of cost, considering it's going to require programs and all sorts of infrastructure and personnel to install at a national scale
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Fetti (Lil Break) 15-Feb-21 01:16 PM
It costs a lot to keep a incarceration system, asks the US.
But again hits of how feasible can we represent that
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Oveja 15-Feb-21 02:19 PM
That's why I said it should probably be in TNO2
Based on prison population, to represent how it begins exponentially growing around this time period
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Walker Of Chaos 15-Feb-21 02:39 PM
I mean tbh with the POD and the different paths countries can go down I donโ€™t think its guaranteed we see this
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Fetti (Lil Break) 15-Feb-21 03:30 PM
Like I put in the request there should be some flexibility to go through laws. Sure some countries would very much require bills like the US, but the Russian Warlords, or say the Civil War states would probably have a better flexibility to adjust. You can give something like a year delay between a single law change, and a cost of PP depending on who is using that law change. Set a visible so you won't have cases like the AB allowing LGBT Rights for example
You can also set an efficiency cost so somebody can't just port their 100% with no problem
Getting bigger the higher in the "tier" is the law
And of course lock some options. Tomsk shouldn't have access to kill em all as a supervision I.e
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Oveja 15-Feb-21 05:07 PM
Might want to make it so that scripted effects that change laws also divide the current effectiveness
(not sure if that's already the case, I've just been setting the variable manually at every law change to be sure)
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the 15-Feb-21 06:15 PM
it's not, also because for example how to divide if you just directly swap an idea
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Oveja 15-Feb-21 06:46 PM
Yeah good point
Also editing all the scripted effects would be a ton of work
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Walker Of Chaos 15-Feb-21 11:24 PM
Itโ€™s best that changing effectiveness be done on a case by case basis to best fit the situation
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Walker Of Chaos 16-Feb-21 05:02 AM
@Toolbox Theory Development While we're still collecting suggestions I also want us to just start talking about possible ways to handle the goals of TT. Roughly speaking I'd say TT has 2 goals, those being: 1. To make the economy system actually meaningful and engaging 2. Provide a base for meaningful diplomatic content There's also some other stuff about tutorials but the above is what we should primarily be focusing on. For the economy the general consensus seems to be that the production token system proposed by Calph (you can see an outline in the pins) is the way to go. We're not gonna code anything yet but I want us to be thinking about ways in which it could be done. For diplomacy the primary problem with most TNO diplomacy right now, especially the crises, is that it's mostly event chain based and with little mechanical backing. I don't think anyone here would disagree when I say that the current implementation of crises feels unsatisfying and arbitrary. Having a shrimp boat end the world is fun the first time, not so much the 657th time. As you've seen we've already got a proposed more functional Cold War GUI pinned that I want us to be looking at. These goals are not distinct. In my opinion the more closely we can tie economics and the global situation the better. We want the player to feel like they live in a connected world and that domestic and foreign concerns can't be fully separated, especially if they are a big player. Different means to achieve this will have to be considered, whether they be markets, spheres or other methods. Remember we're in a design phase so pretty much anything goes right now, the important thing is we fully think this stuff out.
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jesusใƒ„ - UwU 16-Feb-21 07:55 AM
since TT is in design phase again will anything be released in the mean time? like AM or no expansion trees and such?
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Hippie Spiro Agnew 16-Feb-21 07:56 AM
AM most likely, still discussing no expansion trees
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Fetti (Lil Break) 16-Feb-21 08:49 AM
AM and general tweaks, from what I'm feeling
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Lamounier 16-Feb-21 10:59 AM
Rewritten ideology code names for TT social_democrat -> social_democracy social_liberal -> liberal_democracy social_conservative -> conservative_democracy authoritarian_democrat -> authoritarian_democracy ultranational_socialism -> ultranationalism
poujeb 7
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Lamounier 16-Feb-21 10:59 AM
Pinned a message.
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Fetti (Lil Break) 16-Feb-21 11:05 AM
thank god
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Fillmore, Lord Goring 16-Feb-21 11:34 AM
overall a pretty smart change but it might be a pain in the ass to change everything
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 16-Feb-21 11:35 AM
Ctrl-Shift-H
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Lamounier 16-Feb-21 11:59 AM
I already did that
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Fillmore, Lord Goring 16-Feb-21 12:00 PM
Powerful
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Lamounier 16-Feb-21 12:00 PM
It's going to need to be done again once TT is merged into the patch branches but it really isn't that hard
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Fetti (Lil Break) 16-Feb-21 01:34 PM
It's better to rip the band-aid now than later
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KingOfPandas 16-Feb-21 01:59 PM
oh man that's gonna be fun to change
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the 16-Feb-21 02:52 PM
it can easily be automatized
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Lamounier 16-Feb-21 02:52 PM
^
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KingOfPandas 16-Feb-21 02:52 PM
ok
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Walker Of Chaos 17-Feb-21 08:05 AM
Right so to ensure that I'm practicing what I'm preaching and not just handing down commandments from on high here is my rough sketch for a design of the production token things Military factories are removed from the map entirely (unsure about civilian). All production is handled via adding and removing offmap factories behind the scenes (the production tokens) -The player has a "cap" that tells them the theoretical highest amount of factories they could support at any given moment --The actual amount of factories the player actually received is based on a slider (would likely replace construction buget). Tradeoff between high amount of factories vs economic damage from mobilizing so much of industry for war ---Slider changes are not instant, there should be some warmup time before they receive the full amount of factories ---Goal is to encourage the player to tone down production during peace time --The cap is calculated off of economic factors (GDP) + other relevant factors (I think industrial and admin socdev can be useful here) ---Ideally we make this easily modifiable so national spirits could also affect the cap ---A primitive version of sectors to determine how much of GDP comes from industry could maybe be used? -The goal here is to provide the player with actual tangible rewards for developing their economy and maintaining good socdcev without overhwleming the player --This should also allow us to prevent countries snowballing whenever they conquer shit --In Russia specifically this should be an incentive for diplomatic unification since blowing up the other guy would give you much less economic benefits than peacefully merging with em -Ideally I'd want some mechanical tie in that could differentiate different economic models, so capitalists relying on contractors, planned economies having direct control and the like but I'm not fully certain how to do this yet --Contractors could maybe be something like companies offering to do X in exchange for Y cash?
We'd also need to decide if we want to completely stop using vanilla construction or if there is still a place for it somewhere
Thoughts, comments, questions or concerns with this @Toolbox Theory Development (apologies for pinging so often). We're in the design phase so if you feel this is a horrible idea that deserves to be burned down please say so
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OPAsian 17-Feb-21 08:07 AM
IMO vanilla construction still works, so having separate construction tokens would work as wel
Vanilla construction might need some cost fixes
Basically removing civvies from the map as well as millies
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Walker Of Chaos 17-Feb-21 08:08 AM
Yeah I figure we could either have a separate construction tokens and they as well as production tokens are drawn from the same "pool"
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OPAsian 17-Feb-21 08:08 AM
Ooooo
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Walker Of Chaos 17-Feb-21 08:08 AM
or we go with having any unused production tokens being used as civilian tokens (edited)
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OPAsian 17-Feb-21 08:08 AM
I would rather have them drawn from the same pool
Show how Total War works
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Walker Of Chaos 17-Feb-21 08:09 AM
The one thing I think there is a good arguement for keeping on the map is dockyards
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Fillmore, Lord Goring 17-Feb-21 08:09 AM
when the krieg is totaler ๐Ÿคฃ
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Fetti (Lil Break) 17-Feb-21 08:09 AM
I'm on the fence on this change, personally saying.
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Walker Of Chaos 17-Feb-21 08:09 AM
but those are also useless funnyclockman
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OPAsian 17-Feb-21 08:09 AM
NO ME LIKE BIG SHIPS tfwno
โ˜๏ธ 3
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Fillmore, Lord Goring 17-Feb-21 08:09 AM
navies are important in the Cold War mechanic
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Fetti (Lil Break) 17-Feb-21 08:10 AM
It's a good way to make the system more dynamic and tie Toolbox mechanics, you have a concrete reason to care about the economy system, as it allows you to have more factories
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Walker Of Chaos 17-Feb-21 08:10 AM
they can be used for it
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OPAsian 17-Feb-21 08:10 AM
The biggest issue will be that we have to fill the building slots in states with something so they arent empty
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Fetti (Lil Break) 17-Feb-21 08:10 AM
My main pet peeve is with the Russian situation (wow fetti can you stfu about russia)
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Lamounier 17-Feb-21 08:10 AM
@Walker Of Chaos I have my own alternate take in regards to this, give me a mo and I'll do a writeup
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Walker Of Chaos 17-Feb-21 08:11 AM
please do
more ideas = good
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Fillmore, Lord Goring 17-Feb-21 08:11 AM
resource buildings? civilian facilities (ie housing or something)?
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Fetti (Lil Break) 17-Feb-21 08:11 AM
I don't want to make the diplomatic approach of unification THAT big of a buff. Like yeah, it's the better one, but I don't think punishing the player heavily in case they fail or just wanna invade
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OPAsian 17-Feb-21 08:11 AM
We could do new buildings ๐Ÿค”
Resource buildings and housing could give statewide buffs
Like more housing = more population growth
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Walker Of Chaos 17-Feb-21 08:11 AM
Russia I feel would be the biggest problem with this sytem but also the biggest beneficiary of it, one thing I considered is enabling the economy from the start but I'd really want @Hippie Spiro Agnew take on it
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Fetti (Lil Break) 17-Feb-21 08:12 AM
I already said before I think, but I feel for Russia the system should work somewhat differently, same with a bigger flexibility of law
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Fillmore, Lord Goring 17-Feb-21 08:12 AM
maybe we could have actual silos and anti-nuke defenses present that give Cold War points?
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Hippie Spiro Agnew 17-Feb-21 08:12 AM
Enabling the economy would solve a lot of headaches
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Fetti (Lil Break) 17-Feb-21 08:12 AM
The entire design of it is it's own micro-cosmos
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Walker Of Chaos 17-Feb-21 08:12 AM
civilian buildings could be good, especially if @Lamounier gets his dream of a power system
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Fillmore, Lord Goring 17-Feb-21 08:12 AM
๐Ÿ‘€
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Fetti (Lil Break) 17-Feb-21 08:12 AM
I feel enabling the economy on the start is a good path, yeah.
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OPAsian 17-Feb-21 08:12 AM
Nuke bunkers nextlevelhimmler
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Lamounier 17-Feb-21 08:12 AM
Lemme do my writeup ๐Ÿ˜ก
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Fetti (Lil Break) 17-Feb-21 08:12 AM
no
you're too slow
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Lamounier 17-Feb-21 08:13 AM
I have everything being discussed here more or less thought out
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Fillmore, Lord Goring 17-Feb-21 08:13 AM
unironically yeah cuz things like Star Wars and stuff were seen as important to winning the Cold War
not saying they were irl but they could be a factor in the points system because of public perception
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Hippie Spiro Agnew 17-Feb-21 08:15 AM
Disabled economy for Russian states is another relic of a time when it was considered a post apoc wasteland basically
Alongside the over the top bombings
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Fillmore, Lord Goring 17-Feb-21 08:15 AM
stupid slavs can't figure out numbers and graphs
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Hippie Spiro Agnew 17-Feb-21 08:15 AM
We nerfed the bombings at least
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Walker Of Chaos 17-Feb-21 08:15 AM
if you're not opposed i'm all for enabling it
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Fillmore, Lord Goring 17-Feb-21 08:15 AM
do they even know what a rubble is anymore?
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Hippie Spiro Agnew 17-Feb-21 08:15 AM
Like there's no reason say Novosibirsk shouldn't have an economy enabled
Yeah I'd be down for enabling it
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OPAsian 17-Feb-21 08:16 AM
Im gonna make the Xinjiang Economy Disabled at start considering the system is literally substinence farming combined with opium export at game startfunnyclockman funnyclockman funnyclockman
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Fillmore, Lord Goring 17-Feb-21 08:16 AM
we could just have the bombings nerf the economies
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Hippie Spiro Agnew 17-Feb-21 08:16 AM
Ohh yeah
Better effects for that spirit
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OPAsian 17-Feb-21 08:16 AM
Bombings reducing the GDP growth to 1% is good
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Fillmore, Lord Goring 17-Feb-21 08:16 AM
or just reduce the rate of growth
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who? (break) 17-Feb-21 08:17 AM
finally
building the Russian deficit since 1962
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 17-Feb-21 08:28 AM
Perhaps going with a "universal" industrial token could be the way to go?
Which represents overall industrial capacity without taking "specialisation" into account
Then you have a slider which determines your ratio alloted to civilian econ and military production
Civilian allotment allows you to grow your sum of industrial tokens faster, while military obviously focusses on military
With the ratios affecting your economic health etc (edited)
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jesusใƒ„ - UwU 17-Feb-21 08:33 AM
is there any way to actuall achieve surplus as russia?
ive never done it before
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Walker Of Chaos 17-Feb-21 08:34 AM
could be. The thing I'd want to ensure we do is that the tokens won't be automatically updated according to the sliders. If you suddenly go from using 5% to 100% of the pool that should need some warmup, and if we use Sino's option flipping the slider should not instantly convert all mil factories to civilians
or i dunno that may just be extra busywork
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Lamounier 17-Feb-21 08:35 AM
- Both military and civilian factories are removed from the map entirely. Production Tokens would be granted based on State GDPs (thus allowing for dynamic increases/decreases of Tokens as territory is captured or lost). This would mean State GDPs would have to be displayed on the State GUI, which is something I wish to go in more detail later. - Additionally, Tokens could also be directly granted through effects or rewards. - Production Tokens would then be assigned through the Economy/Production/Construction screen (my idea was to have a pop up menu by the side of these tree) to either Construction (civs) or Military production (mils). In order to not force the player to have either type of factory running when they don't want to AND to introduce a limit on the possible militarization of the economy, a third, passive component would be added - Consumer Goods. - Consumer Goods would be a proper resource, much like Steel or Oil, produced nationally through Tokens assigned through it, and which can be sold or bought on the Market as usual. - Each country would have a Consumer Goods requirement, which would depend on several factors, like population size, poverty, GDP/capita, socdev, etc. - Lack of Consumer Goods would give several negative modifiers to the affected country, mostly affecting their specific stability/popularity mechanics. - These would function similarly to vanilla's strikes/mutiny modifiers. - Additionally, Consumer Goods should be generally expensive on the Market in order to promote players to make them instead of just buying them. - Higher Mobilization laws would decrease the Consumer Goods requirement. Certain ideologies (like Ultranationalism) would do the same as well.
- In order to force the player to actualy invest in his economy to make use of it, a Power system would be introduced which would serve as a cap to the number of tokens the player can assign to any of the three categories. - Power production would be accomplished through two main state buildings - Thermoelectric Plants and Nuclear Reactors. - Thermoelectric Plants are cheap to build and maintain, and only have a mild fuel running cost. Their Power production would be limited by the country's Pollution law, with more restrictive laws decreasing their potential. - Nuclear Reactors, by comparison, are expensive, can only be built in limited numbers (one per state) and require both Uranium (which is a new resource type) to function and extensive research before they can be built. But in return, they provide a significant amount of power and can be used to assemble nuclear warheads. - Additionally, certain Hydroelectric Plants (like Hoover dam or the Gibraltar dam) could be represented through state modifiers. These won't be able to be built like the other two, since they require very specific geographical conditions and we can't limit construction to specific states in the vanilla Construction system. - TNO2 could see the introduction of renewables like Solar or Wind Plants, which would initially not be very efficient but would increase their production with time through research.
@Toolbox Theory Development
awooga 10
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 17-Feb-21 08:37 AM
Yeah I'd want to incorporate that
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Walker Of Chaos 17-Feb-21 08:38 AM
@Lamounier I like it a lot
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Oveja 17-Feb-21 08:39 AM
Consumer goods could function in tiers, the more you have the better for the country, the less you have the worse it gets
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Fetti (Lil Break) 17-Feb-21 08:39 AM
So
Mil factories for obvious things
And Civ factories for the buildings and projects, I take?
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who? (break) 17-Feb-21 08:39 AM
can we do this warm up thing with policy effectiveness too
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Fetti (Lil Break) 17-Feb-21 08:40 AM
I thiiink I get it? I would need a visualization, just got a tad confused.
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jesusใƒ„ - UwU 17-Feb-21 08:40 AM
sounds interesting
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Lamounier 17-Feb-21 08:40 AM
One thing I want to use Consumer Goods for is for state-based econ interactions, which is something I've been toying with for a while but don't have a specific plan for yet
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Walker Of Chaos 17-Feb-21 08:40 AM
@who? (break) i don't really see the point tbh
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jesusใƒ„ - UwU 17-Feb-21 08:40 AM
but i would need to see a mockup or smth to fully understand
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Lamounier 17-Feb-21 08:40 AM
e.g. an action to upgrade a state from a lower level of development into a higher one, for example
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Walker Of Chaos 17-Feb-21 08:41 AM
I'd still want there to be factors other than state GDP, mainly I think the industrial socdev is a good thing to make use of here - better industry socdev makes better use of your assets = more tokens
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Jake Zakkarad (7/๏ญฆ) 17-Feb-21 08:41 AM
is there a way to replace how military factories are used to produce stuff?
or would those tokens act like offmap factories?
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Lamounier 17-Feb-21 08:42 AM
Industrial Socdev already affects State GDPs, actually
We would be just keeping that while making it more visible for the player
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Walker Of Chaos 17-Feb-21 08:42 AM
@who? (break) To explain a bit more. Policy effectivness can already have a warmup effect via the passive increase effects. Plus there would have to be some background calculations to implement the warmup and i'm not sure the minor slowdown they'd cause is worth it
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Walker Of Chaos 17-Feb-21 08:42 AM
huh
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who? (break) 17-Feb-21 08:42 AM
@Walker Of Chaos i see
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who? (break) 17-Feb-21 08:42 AM
state gdp gui, a perfect tool for spreadsheet nerds
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Lamounier 17-Feb-21 08:43 AM
I'm unironically planning on doing that
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Walker Of Chaos 17-Feb-21 08:43 AM
can the ledger currently display your most economically valuable states?
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Lamounier 17-Feb-21 08:43 AM
That is also something I intended on doing
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Lamounier 17-Feb-21 08:44 AM
Pinned a message.
Avatar Lamounier - Both military and civilian factories are removed from the map entirely. Production Tokens would be granted based on State GDPs (thus allowing for dynamic increases/decreases of Tokens as territory is captured or lost). This would mean State GDPs would have to be displayed on the State GUI, which is something I wish to go in more detail later. - Additionally, Tokens could also be directly granted through effects or rewards. - Production Tokens would then be assigned through the Economy/Production/Construction screen (my idea was to have a pop up menu by the side of these tree) to either Construction (civs) or Military production (mils). In order to not force the player to have either type of factory running when they don't want to AND to introduce a limit on the possible militarization of the economy, a third, passive component would be added - Consumer Goods. - Consumer Goods would be a proper resource, much like Steel or Oil, produced nationally through Tokens assigned through it, and which can be sold or bought on the Market as usual. - Each country would have a Consumer Goods requirement, which would depend on several factors, like population size, poverty, GDP/capita, socdev, etc. - Lack of Consumer Goods would give several negative modifiers to the affected country, mostly affecting their specific stability/popularity mechanics. - These would function similarly to vanilla's strikes/mutiny modifiers. - Additionally, Consumer Goods should be generally expensive on the Market in order to promote players to make them instead of just buying them. - Higher Mobilization laws would decrease the Consumer Goods requirement. Certain ideologies (like Ultranationalism) would do the same as well.
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Lamounier 17-Feb-21 08:44 AM
Pinned a message.
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OPAsian 17-Feb-21 08:45 AM
Guangdong swapping Consumer Goods Tokens for Military Tokens as to export goods to proxy wars ๐Ÿ˜ณ
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The Taikun 17-Feb-21 08:46 AM
I see separate state GDP just like population, and I'm already salivating at creating urban subdivided apartments in the three pearls or less efficient localized industry with copious rail and road infrastructure in Guangdong
@OPAsian oh hello
Legit actually though
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Walker Of Chaos 17-Feb-21 08:46 AM
on that subject
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The Taikun 17-Feb-21 08:46 AM
You could have a penalty start firing if you have too many miltokens in Guangdong as Japan and China tell you to cut that shit out
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OPAsian 17-Feb-21 08:46 AM
God I love this concept Its gonna be so good for the entirety pf Asia
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Walker Of Chaos 17-Feb-21 08:46 AM
anyone have any ideas for how to make infrastructure more relevant?
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OPAsian 17-Feb-21 08:46 AM
lmao
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Walker Of Chaos 17-Feb-21 08:47 AM
Infrastructure is hugely important but the HOI4 implementation of it sucks
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OPAsian 17-Feb-21 08:47 AM
Resource multipliers and significant speed debuffs?
Avatar OPAsian lmao
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The Taikun 17-Feb-21 08:47 AM
Make me a playstation not tanks
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Lamounier 17-Feb-21 08:47 AM
I have some ideas for it
But nothing formal yet
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OPAsian 17-Feb-21 08:47 AM
We could make them multiply state GDP
Make them cost wayyyy more and give em a higher cap
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Walker Of Chaos 17-Feb-21 08:47 AM
i'm kinda wondering if there is a way you could implement different "caps" for infrastructure in different states
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Lamounier 17-Feb-21 08:47 AM
I was also going to say something else but I forgot what it was
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Walker Of Chaos 17-Feb-21 08:47 AM
do em like Vicky2 railroads
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OPAsian 17-Feb-21 08:47 AM
You cannot iirc
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The Taikun 17-Feb-21 08:47 AM
Aren't there specific types of provinces?
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Lamounier 17-Feb-21 08:47 AM
Nah
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The Taikun 17-Feb-21 08:48 AM
Urban, rural, etc
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Lamounier 17-Feb-21 08:48 AM
It's either all or nothing
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The Taikun 17-Feb-21 08:48 AM
could you cap based on that
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Walker Of Chaos 17-Feb-21 08:48 AM
brb shooting pdx
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OPAsian 17-Feb-21 08:48 AM
Its a define
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Lamounier 17-Feb-21 08:48 AM
Most you could do is have different types affect movement speed
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OPAsian 17-Feb-21 08:48 AM
You could however increase infrastructure costs through state modifiers
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Lamounier 17-Feb-21 08:48 AM
That too, but it would be a pain to keep it updated
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Walker Of Chaos 17-Feb-21 08:49 AM
yeah
we don't want to overwhelm the system with calculations
and the player
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Fillmore, Lord Goring 17-Feb-21 08:49 AM
infrastructure could impact stability?
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Lamounier 17-Feb-21 08:49 AM
Nah
Not easily doable
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Fillmore, Lord Goring 17-Feb-21 08:49 AM
fair enough
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Lamounier 17-Feb-21 08:50 AM
Also I just remembered what I was going to say
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Fetti (Lil Break) 17-Feb-21 08:50 AM
Did my proposal for flexibility on the laws be considered?
Also good afternoon
I should eat lunch
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Lamounier 17-Feb-21 08:50 AM
I think we should also use the opportunity to entirely review the Industrial/Electronics section of Research
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OPAsian 17-Feb-21 08:50 AM
100%
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Lamounier 17-Feb-21 08:50 AM
Give them actual effects so the player has a reason to do them
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OPAsian 17-Feb-21 08:50 AM
They are currently absolutely terrible
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Walker Of Chaos 17-Feb-21 08:51 AM
Research in general
honestly
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Fetti (Lil Break) 17-Feb-21 08:51 AM
It's very pointless yeah.
80% of the countries have no use for their bonus
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Lamounier 17-Feb-21 08:51 AM
If I had my way I'd like to do a total rework of Research in general but that might be a bit too much
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Fetti (Lil Break) 17-Feb-21 08:51 AM
And the one that potentially could, doesn't really should
Avatar Walker Of Chaos Research in general
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The Taikun 17-Feb-21 08:51 AM
inb4 we were thinking doing a bespoke techtree for Guangdong buuuut no, no, no
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Walker Of Chaos 17-Feb-21 08:51 AM
If we can make econ be meaningful I wanna return to the "equipment research has heavy costs but there's other social research which is free"
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OPAsian 17-Feb-21 08:51 AM
Also what is our plans with laws I have a plan to make policy effectiveness actually good
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The Taikun 17-Feb-21 08:51 AM
too much work and too much gui
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Lamounier 17-Feb-21 08:51 AM
I'd really like for there to be less Research options but for them to be more significant
No more "+5% Infantry Equipment Attack" researches
But actual useful stuff
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Walker Of Chaos 17-Feb-21 08:52 AM
policy effectivness seems decently well received already?
@Lamounier Fully agree
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OPAsian 17-Feb-21 08:52 AM
What I wanna do is tie them into economics
Like fully tie in
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Lamounier 17-Feb-21 08:52 AM
We have like ~900 Research options in total rn
Half of them are useless
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jesusใƒ„ - UwU 17-Feb-21 08:52 AM
this isnt really related to TT o0r whatever but will we ever change the artillery and such portion of the research trees thatchernice cause its just alot to handle at once
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Lamounier 17-Feb-21 08:52 AM
Hell, probably more than that
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OPAsian 17-Feb-21 08:54 AM
Policy effectiveness would be dictated by how much budget you allocate to that specific slider. All policy effectiveness buffs should increase the policy effectiveness base 50% effectiveness is the advertised amount (the ones on the gui). 0% doubles debuffs and halves buffs, 100% doubles buffs and halves debuffs
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Walker Of Chaos 17-Feb-21 08:54 AM
Honestly I'd want a research system much more focused on "platforms" like tank chasi, guns and the like. With choices of sticking to platforms that currently work and iterating on them or paying deeply and spending lots of time to make a new better one
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Walker Of Chaos 17-Feb-21 08:54 AM
Didn't @Fedacking make something like this already?
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OPAsian 17-Feb-21 08:55 AM
You would have too then make a yearly budget where you allocate your budget
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OPAsian 17-Feb-21 08:55 AM
He didnt make the budget really play into policy effectiveness, more so he just gave the player reasons to mess with the budgets
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Walker Of Chaos 17-Feb-21 08:56 AM
my main concern with yearly budgets is overwhelming the player with things they need to do. So long as it can be done in a way where they don't have too rethink their whole budget year to year i'm mostly for it
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OPAsian 17-Feb-21 08:56 AM
A goal in TT would be making bankruptcy both: 1: be able to happen 2: be avoidable for the player
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OPAsian 17-Feb-21 08:56 AM
We could simplify it
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Walker Of Chaos 17-Feb-21 08:57 AM
I really need to do my Tester survey at some point soon
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OPAsian 17-Feb-21 08:57 AM
It wouldnt instantly change policy effectiveness, it would go up and then crash down depending on the money allocated So no yearly budget, just some sliders
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Fedacking 17-Feb-21 08:58 AM
I only made the tooltip
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Walker Of Chaos 17-Feb-21 09:00 AM
oh yeah @Fedacking when you have time I'd really appreciate your take on the above systems. I know you aren't the biggest fan of an economy with a big mechanical role so I think your perspective would highlight a lot of things we others may have overlooked
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Fetti (Lil Break) 17-Feb-21 09:02 AM
I actually like that a lot
You could make laws instead of straight up upgrades
Different "build" aspects
You give flexibility to the player to tackle matters as less of big number go wee to
"Maybe I can reach LBJ Greater Society better if I set up like this, etc"
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 17-Feb-21 09:04 AM
If only pdx would transfer the ship modification interface to tanks or other equip as well
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OPAsian 17-Feb-21 09:04 AM
Well the Soviet DLC will probably do the tank part
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 17-Feb-21 09:04 AM
urgh
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OPAsian 17-Feb-21 09:04 AM
But thats at least half a year away
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 17-Feb-21 09:05 AM
But yeah more emphasis on civilian techs would be very useful
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OPAsian 17-Feb-21 09:05 AM
My god la resistance is soon a year old
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 17-Feb-21 09:05 AM
And in that regard we should probably increase overall research slot amounts for each nation
Because let's face it 5 is not enough for cold war tech trees
Though I generally dislike how tech is handled in PDX games
But alas
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Flaxbeard 17-Feb-21 09:07 AM
Iโ€™m a bit anti the total rework. Completely gutting and restructuring a vanilla mechanic makes the bar for new players a lot higher, and Iโ€™m not convinced it makes the game any more fun
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jesusใƒ„ - UwU 17-Feb-21 09:08 AM
why that will be awful to manage
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Fetti (Lil Break) 17-Feb-21 09:09 AM
You could have the credit system be complementary to the building system
Instead of just removing the capacity to building
I just don't like removing player options, at all
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Flaxbeard 17-Feb-21 09:09 AM
My biggest worry for TT in general is that it adds complexity and also makes TNO less accessible to vanilla players while not making gameplay more enjoyable
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jesusใƒ„ - UwU 17-Feb-21 09:09 AM
yeah thats a issue i have aswell
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 17-Feb-21 09:10 AM
๐Ÿ˜”
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Flaxbeard 17-Feb-21 09:10 AM
Like realism and complexity should not be goals in themselves
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Walker Of Chaos 17-Feb-21 09:10 AM
We have promised to bundle TT with compregensive tutorials
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 17-Feb-21 09:10 AM
Is this the anguish the pdx devs go through when they think about tackling Victoria 3
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Fetti (Lil Break) 17-Feb-21 09:11 AM
Yeah, but a player shouldn't also need to read a 10-12 page doc on how a system works. I just don't see the purpose here of removing a vanilla mechanic, when it can be used to complement it instead
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Fedacking 17-Feb-21 09:12 AM
I think we should either keep the Hoi4 construction or scrap it entirely. I don't think we should be splitting the components mills from civies. I think lamounier system is workable, though I worry about the mechanical complexity we'rintroducing for code and interfaces. I worry about the lag it will create. I don't know if the power system will be seen as a nice addition or a simple anti fun gate. Making the ai manage this in a sensible way will be a nightmare. In general I think it's much less risky to stay in the Hoi4 vein, though thats mainly cause I like it as a minigame with relationship between infrastructure construction speed and tradeoffs in wars betweeen civies and military factories. A proposal I made to Pacifica months ago and she liked was making that transferring states removes some factories. This would be fairly easy to do.
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Flaxbeard 17-Feb-21 09:13 AM
Yeah โ€œwall of textโ€ is also not a sufficient tutorial wheretheelephantsat
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scoodoop 17-Feb-21 09:13 AM
Tbh if I have anything to say in this, TT first and foremost code and design focus should be "making the useless stuff useful". Nuclear reactors, having big army and etc is mostly useless in TNO. Removing those factors completely would be unnecessary, but both making it simpler and more meaningful to the game would make the players happy vonsusen
👆 2
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jesusใƒ„ - UwU 17-Feb-21 09:13 AM
power system seems pointless IMO
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Flaxbeard 17-Feb-21 09:14 AM
Doesnโ€™t OWB have this? Devastation system which destroys buildings on state transfer
👍 3
Itโ€™s served them well, and OWB is a way more dynamic game than TNO in terms of wars and risk of snowballing
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Fedacking 17-Feb-21 09:14 AM
I mean, the big army is for when you go to war
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Samurai 17-Feb-21 09:14 AM
They do
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Fetti (Lil Break) 17-Feb-21 09:15 AM
OWB Mechanics would be a great way to give dynamism to the proxy wars across TNO
Like Iran, Indonesia, SAF and shit
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Flaxbeard 17-Feb-21 09:15 AM
Which mechanics?
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scoodoop 17-Feb-21 09:16 AM
For Russias yes, for major powers you can keep your military to bare minimum, which didn't work out in OTL Cold War (edited)
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Fetti (Lil Break) 17-Feb-21 09:16 AM
Devastation System, for starters
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 17-Feb-21 09:16 AM
Not too difficult to implement either
it's just an on_action, some checks for existing buildings I presume, and some randomness thrown in
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Fetti (Lil Break) 17-Feb-21 09:17 AM
Secondly, also a token system, like caps, that could be used to buff your puppets
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scoodoop 17-Feb-21 09:17 AM
on_annexation iirc
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Fetti (Lil Break) 17-Feb-21 09:17 AM
Like, say example, buff the South Africa when you're playing the US
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Flaxbeard 17-Feb-21 09:17 AM
Hmm, I donโ€™t know, caps are just another form of mana
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scoodoop 17-Feb-21 09:17 AM
^
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Flaxbeard 17-Feb-21 09:17 AM
We already have pp and guns and unique kinds of mana for different country mechanics
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Fetti (Lil Break) 17-Feb-21 09:18 AM
Could also be used to handle the CAR and the Protectorates, IMO
A BIG issue I have with players is them just not bothering with that
Besides RP purposes
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Flaxbeard 17-Feb-21 09:18 AM
No need for a global system for that though IMO
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Fetti (Lil Break) 17-Feb-21 09:18 AM
true
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Flaxbeard 17-Feb-21 09:18 AM
Like Italy will have its empire management GUI in PW
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Flaxbeard 17-Feb-21 09:20 AM
Coming back to this point I think this needs to be the first priority before reworking e.g. factories, since factories build equipment which is useful for nothing as a country which doesnโ€™t go to war
We have to actually give the economy a purpose before thereโ€™s a reason to adjust how it functions imo
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Fedacking 17-Feb-21 09:21 AM
Irl big armies were due to the fear of war. Yeah, in tno we know it can't hppen
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Flaxbeard 17-Feb-21 09:22 AM
Could we introduce consequences to failing to keep your army/navy/economy competitive? Whether thatโ€™s penalties during proxy wars, bad spirits, or even the risk of going to war and losing non core territory?
Countries abandoning your sphere?
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Fetti (Lil Break) 17-Feb-21 09:22 AM
You could have something that demands you to keep an army/development to a certain extent depending on Defcon
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Walker Of Chaos 17-Feb-21 09:22 AM
one of the motivating factors behind the tokens was to give the economy a purpose by tying it to productive capabilities.
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scoodoop 17-Feb-21 09:22 AM
I was speaking about this and in the broader sense: every aspect of HOI4 gameplay should be reviewed on the subject if it fits TNO or not. Buildings, menus, mechanics, trade, economy etc. to actually cut down their functionality to not over-add functions
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Flaxbeard 17-Feb-21 09:23 AM
But production has no purpose I guess is what Iโ€™m saying
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Walker Of Chaos 17-Feb-21 09:23 AM
things like losing your sphere for bad econ is problematic though is what is the benefit of a sphere?
econ? that's worthless right now? war? if you're a major who has a sphere war is not something you worry about
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Flaxbeard 17-Feb-21 09:23 AM
Map painting instinct wertroll
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scoodoop 17-Feb-21 09:24 AM
wertroll
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Fedacking 17-Feb-21 09:25 AM
When we talk about meaning, we should be taking into account what are the goals of the players. Rn the goal of the player (outside russia) is achieving paths in nations, where essentially the only truly meaningful modifier is political power gain (edited)
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scoodoop 17-Feb-21 09:25 AM
I remember the idea from the old days of TT development: the army could at the very least affect the diplomatic weight during crises
Not decide, but affect
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Fedacking 17-Feb-21 09:25 AM
Thats a good idea
It's kinda invisible to the player
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scoodoop 17-Feb-21 09:26 AM
That's where the cold war points come in wertroll
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OPAsian 17-Feb-21 09:26 AM
We could make army sizes play into conferences and such + tension if possible ๐Ÿค” (edited)
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Fetti (Lil Break) 17-Feb-21 09:26 AM
It's what I said
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scoodoop 17-Feb-21 09:26 AM
The player could spam out 2 widths then, we need a different method
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Oveja 17-Feb-21 09:26 AM
Diplomatic weight like Vic 2 and Stellaris ๐Ÿ˜Ž
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Flaxbeard 17-Feb-21 09:26 AM
Losing sphered countries might not be the right consequence but it would at least feel bad to a player, I think part of what drives players is to do paths the โ€œbestโ€ meaning achieving biggest faction, most territory etc
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OPAsian 17-Feb-21 09:27 AM
Nah you can easily make them based on manpower
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scoodoop 17-Feb-21 09:27 AM
Vic 2 is unironically a very good orienteer
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Fetti (Lil Break) 17-Feb-21 09:27 AM
Can we even check how big the army is
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OPAsian 17-Feb-21 09:27 AM
The more fielded manpower = bigger cost
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Oveja 17-Feb-21 09:27 AM
We're pretty much turning into Vic 3 with TT
funnyclockman 3
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Flaxbeard 17-Feb-21 09:27 AM
I like this but arenโ€™t there too few of these to really matter?
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OPAsian 17-Feb-21 09:27 AM
= more diplomatic weight
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Walker Of Chaos 17-Feb-21 09:27 AM
Ultimately I don't think we can create a base system that gives every country a good reason to care about the economy. The best thing is to aim for a system that fits "most" use cases and then we'll need to rely on country unique mechanics for the other cases
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OPAsian 17-Feb-21 09:27 AM
We are planning to add more into the game Conferences that can happen outside of focus trees
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Walker Of Chaos 17-Feb-21 09:27 AM
one thing though if possible, is that i'd kinda wanna step up how many volunteer divisions are involved in each side of a proxy war
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Oveja 17-Feb-21 09:27 AM
Yeah, a good base is better than trying and failing at creating a perfect one
Each country can adapt its mechanics and gameplay around it
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OPAsian 17-Feb-21 09:28 AM
Like Salt Conferences and Sphere of Influence conferences
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scoodoop 17-Feb-21 09:28 AM
Actually โ€” could the military tech be added to this ๐Ÿค” Like if you have guns 3 you have a higher modifier than if you throw stones and sticks at your opponent
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Oveja 17-Feb-21 09:28 AM
Like I'm planning to do in Mexico
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Fetti (Lil Break) 17-Feb-21 09:28 AM
I don't really like the idea of reinventing a wheel and gutting core HoI Stacks for a system that could potential just cause even more lag.
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Walker Of Chaos 17-Feb-21 09:28 AM
the initial SAW diary talked about 20+ divisions from each side. And I honestly think that's a good idea here
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Fetti (Lil Break) 17-Feb-21 09:28 AM
Hm
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scoodoop 17-Feb-21 09:28 AM
Paradox 2
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OPAsian 17-Feb-21 09:28 AM
Maybe? You can check for tech in PDXcode
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jesusใƒ„ - UwU 17-Feb-21 09:28 AM
Heres a issue with SAW germany can send troops to every RK so if you can send 20 each then you will have 60 germans against like 20 mericans
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Fetti (Lil Break) 17-Feb-21 09:29 AM
That IS a good idea, yeah. Albeit wouldn't that make the reichcomissariats weaker, since Germany can't send volunteers unless it got it's shit together?
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Flaxbeard 17-Feb-21 09:29 AM
We should make the system as easy as possible to integrate though. Expose one or two variables that people can check and use. Guidelines for what to do (adjust election results based on Econ success etc)
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OPAsian 17-Feb-21 09:29 AM
20 divisions only doesnt work without a comprehensive map rework of the SAW
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scoodoop 17-Feb-21 09:29 AM
Each time a tech is completed the army weight is recalculated ๐Ÿค”
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OPAsian 17-Feb-21 09:29 AM
Honestly we could limit how large templates are in TNO
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Walker Of Chaos 17-Feb-21 09:29 AM
restricting them to just one RK wouldn't be hard honestly
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OPAsian 17-Feb-21 09:29 AM
Like hard limit them to at max like 8-12 slots
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Flaxbeard 17-Feb-21 09:29 AM
I worry this may take agency and fun away from the countries in the proxy wars directly. SAF is already at the mercy of the US a bit
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Oveja 17-Feb-21 09:29 AM
Yeah that's what I'm thinking, making a good base that lets every country adapt well
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OPAsian 17-Feb-21 09:30 AM
Shows how units in modern warfare are way more mobile and support heavy
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Oveja 17-Feb-21 09:30 AM
And everyone can use the mechanics in their own unique way
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scoodoop 17-Feb-21 09:30 AM
Would be a big hit for Russian players, no?
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jesusใƒ„ - UwU 17-Feb-21 09:30 AM
the SAW needs a rework tbh i can barely stand doing it nowadays
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OPAsian 17-Feb-21 09:30 AM
Nah because they would just make more divs
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who? (break) 17-Feb-21 09:30 AM
rip america
funnyclockman 2
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Walker Of Chaos 17-Feb-21 09:30 AM
@Flaxbeard I mean the solution to this we used for SAF is that if they are player controlled we event spawn divisions for them instead
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Fetti (Lil Break) 17-Feb-21 09:30 AM
Russia is a Div Pumping Machine
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OPAsian 17-Feb-21 09:30 AM
40w are and always will be bad gameplay
Making invulnerable 10-4-4 tanks dont feel good
They are just funny
Avatar who? (break) rip america
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Oveja 17-Feb-21 09:31 AM
The USA could have the entire OFN diplo weight on its back, and considering the OFN nations are sovereign nations mostly, they'd have higher diplo weight
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Flaxbeard 17-Feb-21 09:31 AM
Lock all division templates
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Oveja 17-Feb-21 09:31 AM
So it'd even out
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Flaxbeard 17-Feb-21 09:31 AM
wertroll
wertroll 5
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Fetti (Lil Break) 17-Feb-21 09:32 AM
Research Division Templates
Poggers
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Oveja 17-Feb-21 09:32 AM
๐Ÿค” Could be something to this
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scoodoop 17-Feb-21 09:32 AM
Idk, I'm against locking divs to 12 slots. No purpose and adds on to confusion
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Fetti (Lil Break) 17-Feb-21 09:32 AM
No
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jesusใƒ„ - UwU 17-Feb-21 09:32 AM
one issue ive had before and in current TT is that getting a surplus for me is always difficult tbh since i dont know all the cool strats to make money wertroll e3specially as russia
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Walker Of Chaos 17-Feb-21 09:32 AM
the fundamental issue we run into is that HOI4 is a shit template for what we want to do
vonsusen 3
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Fetti (Lil Break) 17-Feb-21 09:32 AM
Issue with that is that I don't like the idea that the player can only play on a set way we make
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OPAsian 17-Feb-21 09:32 AM
We could also halve the manpower per division, and then halve the stats ๐Ÿค”
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Fetti (Lil Break) 17-Feb-21 09:32 AM
It should have flexibility on how to reach a goal
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Fedacking 17-Feb-21 09:32 AM
We should have a detsiled ledger of expenses
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Oveja 17-Feb-21 09:33 AM
russia shouldnt be supposed to be able to make money
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Fedacking 17-Feb-21 09:33 AM
Detail whats and why of the costs
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Oveja 17-Feb-21 09:33 AM
it's in the shitter
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OPAsian 17-Feb-21 09:33 AM
The issue is that you cant control the deficit
โฌ†๏ธ 1
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Fetti (Lil Break) 17-Feb-21 09:33 AM
Russia also shouldn't have 60 warlords
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Fedacking 17-Feb-21 09:33 AM
They should be able to spend very little
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Oveja 17-Feb-21 09:33 AM
though maybe russia shouldn't have deficit
i mean debt
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OPAsian 17-Feb-21 09:33 AM
Which is why i proposed my policy effectiveness/budget overhaul
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who? (break) 17-Feb-21 09:33 AM
@Oveja honestly i want specific leaders to also affect diplo weight if we're adding it ie MCS should have a better diplo weight than Harrington
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Oveja 17-Feb-21 09:33 AM
agreed
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Oveja 17-Feb-21 09:34 AM
Yeah
Could give diplo weight bonuses to OFN allies
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who? (break) 17-Feb-21 09:34 AM
because i am unbiased i want mcs to have +300 diplo weight fascisttears
vonsusen 2
so i assume itll work like iberia's foreign crisis event chains
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scoodoop 17-Feb-21 09:35 AM
>try to take ports >savescum >profit
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Fetti (Lil Break) 17-Feb-21 09:35 AM
Russia should be imo pretty much a sandbox on how to do shit
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Oveja 17-Feb-21 09:35 AM
McGovern being a dove could have the USA have more diplo weight itself, and having more options for agreements with Germany and Japan
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Fetti (Lil Break) 17-Feb-21 09:35 AM
Spends very little, flexibility in laws to a certain level, etc etc.
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Oveja 17-Feb-21 09:35 AM
While McNamara could boost the OFN itself
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Flaxbeard 17-Feb-21 09:35 AM
I do like the idea of more conferences and having army size etc all gimp you if you fail to keep them competitive
we could make them more meaningful by affecting skeletoned nations or something
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Oveja 17-Feb-21 09:36 AM
Yeah
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Walker Of Chaos 17-Feb-21 09:36 AM
Unironically Stellaris has better tools for what we want to do with HOI4 except for the tiny detail of it being a space game
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Oveja 17-Feb-21 09:36 AM
Could maybe work
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OPAsian 17-Feb-21 09:36 AM
We can make the navy actually useful somehow vonsusen
Global power projection
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Oveja 17-Feb-21 09:36 AM
I don't even want to think about navies, it just hurts my brain
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Fetti (Lil Break) 17-Feb-21 09:37 AM
Delete Navy
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who? (break) 17-Feb-21 09:37 AM
stellaris earth mod
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Fetti (Lil Break) 17-Feb-21 09:37 AM
finally
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Oveja 17-Feb-21 09:37 AM
Navy tokens wertroll
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Fetti (Lil Break) 17-Feb-21 09:37 AM
underground ancient empire
himmler was right all along
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Oveja 17-Feb-21 09:37 AM
The New Order: Last Days of the Space Race
poujeb
Featuring Hyperborea, the Annunaki, and God-Emperor Glenn
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Flaxbeard 17-Feb-21 09:38 AM
Iโ€™m thankful for paradox giving us a great example of how not to design mechanics with the Mtg naval system
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OPAsian 17-Feb-21 09:38 AM
funnyclockman funnyclockman funnyclockman funnyclockman funnyclockman funnyclockman
smh i like the navy system tfwno
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jesusใƒ„ - UwU 17-Feb-21 09:38 AM
they should never change tanks to naval system
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Oveja 17-Feb-21 09:38 AM
i dont like you wheretheelephantsat
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OPAsian 17-Feb-21 09:38 AM
Makes me able to make comically large ships tfwno
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Fetti (Lil Break) 17-Feb-21 09:38 AM
MTG
More like
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Flaxbeard 17-Feb-21 09:39 AM
Imo it canโ€™t be a good system if >50% of the player base doesnโ€™t use it and has no desire to learn it wheretheelephantsat
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Fetti (Lil Break) 17-Feb-21 09:39 AM
I will never win against the UOB in kaiserreich, like, ever.
Or
Just spam submarines
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Oveja 17-Feb-21 09:39 AM
If retrofitting navies worked more like stellaris I'd actually like the navy system
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Fetti (Lil Break) 17-Feb-21 09:39 AM
just spam em
create 20 titanics per hour
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scoodoop 17-Feb-21 09:39 AM
Banned
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OPAsian 17-Feb-21 09:39 AM
I would wish retrofitting was cheaper
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Oveja 17-Feb-21 09:39 AM
It's just handling too much shit for the majority of the players who won't use them
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OPAsian 17-Feb-21 09:40 AM
But what i like to do is making CVBGs that just annihilate everything
Itโ€™s so fun
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Battlefrog 17-Feb-21 09:40 AM
๐Ÿ˜ด #toolbox-theory more like #mtg-theory
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scoodoop 17-Feb-21 09:40 AM
In TNO the navy can be used only for Goering and maybe Britain funnyclockman
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Oveja 17-Feb-21 09:40 AM
MTG for patch cycle 2
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OPAsian 17-Feb-21 09:41 AM
having to make 12 separate naval OOBs for thatcherโ€™s ship mechanic gave me an aneurysm vonsusen
I havent seen a single person mention/use it yet vonsusen
Avatar Lamounier - Both military and civilian factories are removed from the map entirely. Production Tokens would be granted based on State GDPs (thus allowing for dynamic increases/decreases of Tokens as territory is captured or lost). This would mean State GDPs would have to be displayed on the State GUI, which is something I wish to go in more detail later. - Additionally, Tokens could also be directly granted through effects or rewards. - Production Tokens would then be assigned through the Economy/Production/Construction screen (my idea was to have a pop up menu by the side of these tree) to either Construction (civs) or Military production (mils). In order to not force the player to have either type of factory running when they don't want to AND to introduce a limit on the possible militarization of the economy, a third, passive component would be added - Consumer Goods. - Consumer Goods would be a proper resource, much like Steel or Oil, produced nationally through Tokens assigned through it, and which can be sold or bought on the Market as usual. - Each country would have a Consumer Goods requirement, which would depend on several factors, like population size, poverty, GDP/capita, socdev, etc. - Lack of Consumer Goods would give several negative modifiers to the affected country, mostly affecting their specific stability/popularity mechanics. - These would function similarly to vanilla's strikes/mutiny modifiers. - Additionally, Consumer Goods should be generally expensive on the Market in order to promote players to make them instead of just buying them. - Higher Mobilization laws would decrease the Consumer Goods requirement. Certain ideologies (like Ultranationalism) would do the same as well.
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The Xenophobic Fascist 17-Feb-21 09:41 AM
>power poujeb
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Battlefrog 17-Feb-21 09:41 AM
remember... the only reason you had to do that is PDX wants the Players to spend $20...
vonsusen 2
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scoodoop 17-Feb-21 09:42 AM
Proof: using the navy should give the player CTD
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OPAsian 17-Feb-21 09:42 AM
Making separate nonmtg and mtg OOBs should have made me wanna quit hoi4 modding
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scoodoop 17-Feb-21 09:42 AM
Having CTDs as integral parts of mechanics is the best way to go, obviously
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OPAsian 17-Feb-21 09:42 AM
Fuck you paradox vonsusen
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Fedacking 17-Feb-21 09:42 AM
Whats your criticism with the navy system in mtg?
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Fetti (Lil Break) 17-Feb-21 09:43 AM
it exists
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Battlefrog 17-Feb-21 09:43 AM
+ WW3 USA
and Japan but you have no fuel funnyclockman
funnyclockman 2
Avatar Fetti (Lil Break) it exists
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Fedacking 17-Feb-21 09:43 AM
Thanks you
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scoodoop 17-Feb-21 09:43 AM
I just want to move a boat from one place to another without too many shenanigans wheretheelephantsat
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OPAsian 17-Feb-21 09:44 AM
It is super complicated and messy to use unless you are a filthy minmaxer like me vonsusen
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Battlefrog 17-Feb-21 09:44 AM
y'know in the far future we should add a mode where WW3 always happens but make it last longer than a regular WW3
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OPAsian 17-Feb-21 09:44 AM
oh my god yes
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Fedacking 17-Feb-21 09:44 AM
I just make a superheavy battleship with all super heavy cannons and destroyers
Ez
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Battlefrog 17-Feb-21 09:45 AM
Sphere, OFN, Pakt gobble up all neutral counties so there's a GLOBAL war
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OPAsian 17-Feb-21 09:45 AM
โ€œWar In Heavenโ€ all 4 major factions DOW eachother
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scoodoop 17-Feb-21 09:45 AM
No nukes, no mechanics โ€” pure war funnyclockman
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who? (break) 17-Feb-21 09:45 AM
dread wins in 14 days
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Battlefrog 17-Feb-21 09:45 AM
nah nukes would be used but once their faction only includes the superpower
so for germany to use nukes you'd have to knock out all of eastern europe, africa, and England
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scoodoop 17-Feb-21 09:46 AM
Make a script to determine whenever or not dread is playing and make him have -70% on all army stats
funnyclockman 2
As punishing successful players is an excellent game design strategy
kaminski_movies
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Battlefrog 17-Feb-21 09:47 AM
kaminski_movies
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The Xenophobic Fascist 17-Feb-21 09:48 AM
just fire speer_iran.10wertroll
wertroll 3
Avatar The Xenophobic Fascist just fire speer_iran.10wertroll
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scoodoop 17-Feb-21 09:49 AM
Not enough โ€” he will find a way to finish WC before his computer is borked
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Oveja 17-Feb-21 09:49 AM
Btw is there a full list of subideologies anywhere?
I want to see where the PRI fits
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The Xenophobic Fascist 17-Feb-21 09:49 AM
Ideologies Authoritarian Democracy,Social Democracy Ideology Name,Description,Rationale/Users,Ideology Name,Description,Rationale/Users National Conservatism,Paternalist state-heavy conservative types strong on social conservatism and militarism.,Post YSK Japan, a good amount of Russia paths, In...
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Oveja 17-Feb-21 09:49 AM
Thanks
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Fedacking 17-Feb-21 09:49 AM
Revolutionary Institucionalism wertroll
wertroll 2
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Oveja 17-Feb-21 09:50 AM
Social Nationalism could work
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jesusใƒ„ - UwU 17-Feb-21 09:50 AM
Soft left and bukharinism got name changes (edited)
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Oveja 17-Feb-21 09:50 AM
At least for both Mateos and Madrazo
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jesusใƒ„ - UwU 17-Feb-21 09:50 AM
btw
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Oveja 17-Feb-21 09:51 AM
Not sure about the others
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The Xenophobic Fascist 17-Feb-21 09:51 AM
what did bukharinism get changed to (edited)
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jesusใƒ„ - UwU 17-Feb-21 09:51 AM
marxism-leninism
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The Xenophobic Fascist 17-Feb-21 09:51 AM
damn
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Fetti (Lil Break) 17-Feb-21 09:52 AM
RIP Bukharin
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Oveja 17-Feb-21 09:58 AM
Can't really decide for Mexico
What I currently have in mind: - Social Nationalism (?): Mateos, Ordaz, del Rosal - Something AuthDem: Lozano, Madrazo - Neoliberalism: Mena - Something SocDem: Sierra - Something LibSoc: Paz (2nd Mexican Revolution) - Military Junta: del Rosal - Something Fascism: Gollaz - Something AuthSoc: Cabañas (edited)
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Fillmore, Lord Goring 17-Feb-21 10:18 AM
wrong chat?
Avatar Fillmore, Lord Goring wrong chat?
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Some Guy 17-Feb-21 10:22 AM
TT is the update with sub-ideologies
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Lamounier 17-Feb-21 10:22 AM
@Oveja fyi leaders don't need to have a subideology, they can still just use the base ideology too
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Fillmore, Lord Goring 17-Feb-21 10:22 AM
Ah my bad then lol
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jesusใƒ„ - UwU 17-Feb-21 10:24 AM
i feel like vagnars AB should have its own subideology
tbh
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Fetti (Lil Break) 17-Feb-21 10:25 AM
how so?
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jesusใƒ„ - UwU 17-Feb-21 10:26 AM
idk really but i think its some cool flavour considering what vagnars AB is if you ignore the german simping also yemmy has a subideology so why cant vagnar have one wertroll
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Lamounier 17-Feb-21 10:32 AM
I disagree
There's nothing really that separates what Vagner is doing from standard Nazism
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DocOverbuild3 17-Feb-21 10:37 AM
So I read up a little bit (edited)
Iโ€™m not going to comment directly on the economic system, because itโ€™s outside the scope of my understanding and what Iโ€™m good at
I will however note that what is being proposed is fundamentally changing hoi4 as a game
Just, full stop
And the work to do that
And then implement it
And then go back and change half of it when you find out it doesnโ€™t work (which has never not happened, and multiply that by 10 for a project of this scale)
And then do it all again
And then test it
And then integrate it into every nation
And then spend time balancing, which unfortunately we wouldnโ€™t be able to avoid this time
And this is with taking nearly every advanced coder left on the team and keeping them on TT the entire time. (edited)
Which even that by itself is only like 10 people (edited)
My point is, and I think everyone realizes this but Iโ€™ll say it again
If you want an in depth and game changing Econ system
Patches are going to have to be slowed or stopped for a long ass time
So the trade off then is
Do you go with the simpler, dyno mod system with more added on and keep going in other places at a relatively steady pace (edited)
Or do you make Vic3 and shut down other areas of production, or worse yet, not do that and have it all grind to a halt
Obviously I have no say in the matter and Iโ€™m sure you all know this already, but I figure I would say it again because itโ€™s so important
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Oveja 17-Feb-21 10:49 AM
I agree with Doc in that we shouldn't go over the scope and add several more months and need for resources to TT, it's good we're redesigning but no need to go overboard, especially when we're in no position to do so
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Fetti (Lil Break) 17-Feb-21 10:50 AM
I just think simplicity should be the term of the game. Before anything overly ambitious, we need to design something that the player should want to modify and play, not something he is strong armed because we're railroading it
👆 1
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jesusใƒ„ - UwU 17-Feb-21 10:56 AM
question all Subideologys will get icons yes?
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Oveja 17-Feb-21 10:58 AM
I know, but subideologies are cool wertroll
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Samurai 17-Feb-21 10:59 AM
So, with the new policy rework for TT, is it possible to temporarily improve a policies effectiveness?
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Fetti (Lil Break) 17-Feb-21 11:00 AM
I think the proposal is being able to change some laws, depending on the ideology
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Fedacking 17-Feb-21 11:01 AM
Agree fully
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Samurai 17-Feb-21 11:03 AM
But will it be possible to improve a policies effectiveness for a given time? Like say I want to improve a countries effectiveness for workplace safety or whatever it's called which gets removed after 90 days or something (kinda like a government sponsored program) but I don't want to outright create a new idea (includes hidden ones) to show that. (sorry for shite explanation I ain't a Greytide thatchernice ) (edited)
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DocOverbuild3 17-Feb-21 11:08 AM
Like I was for a slimmed down approach before all the bloodletting weโ€™ve had
But now I honestly think itโ€™s the only way forward to be frank
I donโ€™t think the resources are there to even do a moderately intensive rework Iโ€™d you want to keep patches even sort of going
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Flaxbeard 17-Feb-21 11:09 AM
I think a total economic rework would be great in an ideal world but I think it would also require a huge amount of work for each tag and would have a less drastic impact on the player experience than other options
I think the โ€œCold Warโ€ competition mechanics giving players a reason to invest in existing systems is a better use of our time (edited)
Itโ€™ll feel more impactful IMO
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Fedacking 17-Feb-21 11:16 AM
@Walker Of Chaos @Lamounier I feel strongly that we scope carefully the amount of work. All of the production proposals require multiple guis, looks at all lf the state gdps and a crapton of buttons and interactions. This will take serious amount of time.
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Walker Of Chaos 17-Feb-21 11:21 AM
Yes thatโ€™s things to consider (though state gdps are already a thing, thatโ€™s just a matter of making the information public). Fundamental issue is we need reasons to care about the economy.
While not bloating scope (unless we decide thatโ€™s necessary) and stuff thatโ€™s at least somewhat applicable for most playable countries in the mod.
which is why weโ€™ll do my proposal and switch to Stellaris because HOI sucks
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Fedacking 17-Feb-21 11:23 AM
Can I try to add a smaller reason to care about the economy and test that with the testers, to see how it feels?
I have all of the code for the gdpc thing
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Walker Of Chaos 17-Feb-21 11:24 AM
I mean sure, right now weโ€™re just design and throwing ideas around to see if they have merit
If an idea is total garbage but starts some interesting discussion thatโ€™s still a win
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Fedacking 17-Feb-21 11:25 AM
Whenever I have electricity again I'll try to make the push and ask the testers what do they think alongside their future tt tests
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Walker Of Chaos 17-Feb-21 11:26 AM
Though like well still be discussing other ideas and stuff in the meantime
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OPAsian 17-Feb-21 11:27 AM
I still believe my policy effectiveness overhaul to be necessary to connect Economy and Policy Effectiveness (edited)
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Fedacking 17-Feb-21 11:30 AM
It's not a replacement just more data
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Inactive 17-Feb-21 11:41 AM
I Think the Cold War mechanic is way more important to the feel and play of the game than the economic ones
โ˜๏ธ 3
Because else we face a Catch 22, being forced to eighter halt development to implement complex mechanics or release with a mechanic that would be seen as lackluster
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Walker Of Chaos 17-Feb-21 11:46 AM
Iโ€™m not saying economics are more important than foreign policy. But I do think theyโ€™re closely related, we want meaningful economics to tie into cold war politics and spheres (so your faction consuming the map actually matters) and we want meaningful cold war mechanics to properly represent the central conflicts of tno. I merely opened with this econ stuff because we had previously discussed it and general consensus was very favorable towards it at the time
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Fetti (Lil Break) 17-Feb-21 12:09 PM
The thing is we're still at least how I see, building a scope. Anything was better than what we had last time.
I'm not really criticizing the idea of the system. I just really don't see the benefits of uprooting fundamental mechanic system and applying to TNO. I don't know, maybe it's my impression but I simply don't see how a player experience is improved with the Token system compared to what is right now, currently.
The cold war mechanics are more important and I agree. But ultimately I don't see crippling parts of the game and railroading the player to be an improvement, we're just smashing the old system to rubble
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the 17-Feb-21 12:18 PM
one big issue I see is that how tf would the AI use those mechanics
👆 3
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jesusใƒ„ - UwU 17-Feb-21 12:56 PM
so
i have a problem which ive had before as AB
i cannot build
anything even with max construction budget
so i just had to cheat in some civies to actually be able to build
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Kyiv_Worker 17-Feb-21 01:07 PM
The superregional Russia experience panzersbreakingpoint
I think they're reworking it, so it's actually possible to build anything
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Fetti (Lil Break) 17-Feb-21 01:10 PM
Yeah right now we're reworking to mitigate the absolute issue the AB and other tags have rn
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jesusใƒ„ - UwU 17-Feb-21 01:11 PM
also someone seems to have forgotten about poverty in irkutsk
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Fetti (Lil Break) 17-Feb-21 01:13 PM
For some reason a lot of russian tags had poverty disabled
Probably because of the poverty rework
Avatar jesusใƒ„ - UwU i cannot build
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nexus #war crimes dev 17-Feb-21 01:54 PM
share the list of consumer good modifiers
hover over the consumer goods tab
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jesusใƒ„ - UwU 17-Feb-21 01:55 PM
well i fixed it for myself by cheating in some civs so ill just go to novosib since its the same for all regionals not being able to build
and WRRF
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nexus #war crimes dev 17-Feb-21 02:00 PM
30% CG sibplan is awful
For AI, but thats not TT related
60% use is the same as in master (default construction level)
I dont know enough about how TT handles consumer goods though.
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Kyiv_Worker 17-Feb-21 02:42 PM
Does anyone? vonsusen
Avatar Kyiv_Worker Does anyone? vonsusen
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Fedacking 17-Feb-21 02:45 PM
๐Ÿ–๏ธ
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Kyiv_Worker 17-Feb-21 02:58 PM
Fair enough
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Walker Of Chaos 17-Feb-21 03:14 PM
So wanted to clear up some things regarding the scope of this work and the changes we can make 1. We in the Dev team are committed to doing TT justice. This means giving it the time it needs. We have not publicly promised any release date and so are not bound by any of those constraints. While a relatively fast release is ideal if TT needs a few months it will get a few months. 1.1 The dev team is fully aware the above may significantly affect the other patches and are planning ways to minimize the impact even if it will still be felt. Fundamentally a large part of the current problems with TT stem from it not being given the proper attention it needed at first in favor of the patches. We are planning a combined After Midnight + No Expansion trees patch (with maybe some other things) to help tide over the community while work is done on TT. 2. This is the best opportunity for fundamental challenges weโ€™re gonna get. Fundamentally the more content there is in the mod the more effort it will be too change any base system. While future changes are by no means impossible if we want to do it painlessly weโ€™re gonna want to do it now. 3. No matter what the economy and foreign policy systems we create will not be perfect. Different countries of the mod will have significantly varied experiences that will mean certain systems work better or worse for them. A good example is the USA, a run of which is all about politics with little fighting vs Russia a constant armed struggle. Our goal should be the creation of a system that provides as solid an experience as possible for as many countries as possible. The outliers not served well by the system will have to be dealt with as special circumstances.
HOI4 is not a good platform for what we want to do, it was merely the least bad option. It is a game all about building up for one great global war that you then fight. TNO is all about not doing that. As a result there will always to be some extent be an awkward dissonance with the base game mechanics, which we can either solve creating our own interactions (which if constructed right can easily be taught to the AI) or having to adapt our own premise to fit HOI4. The concerns brought up earlier are very valid and will need to be factored into any decisions we make but I do think mechanical reworks to one extent or another will be crucial in allowing us to create a true Cold War experience in this shitty game. @Toolbox Theory Development
Avatar Walker Of Chaos So wanted to clear up some things regarding the scope of this work and the changes we can make 1. We in the Dev team are committed to doing TT justice. This means giving it the time it needs. We have not publicly promised any release date and so are not bound by any of those constraints. While a relatively fast release is ideal if TT needs a few months it will get a few months. 1.1 The dev team is fully aware the above may significantly affect the other patches and are planning ways to minimize the impact even if it will still be felt. Fundamentally a large part of the current problems with TT stem from it not being given the proper attention it needed at first in favor of the patches. We are planning a combined After Midnight + No Expansion trees patch (with maybe some other things) to help tide over the community while work is done on TT. 2. This is the best opportunity for fundamental challenges weโ€™re gonna get. Fundamentally the more content there is in the mod the more effort it will be too change any base system. While future changes are by no means impossible if we want to do it painlessly weโ€™re gonna want to do it now. 3. No matter what the economy and foreign policy systems we create will not be perfect. Different countries of the mod will have significantly varied experiences that will mean certain systems work better or worse for them. A good example is the USA, a run of which is all about politics with little fighting vs Russia a constant armed struggle. Our goal should be the creation of a system that provides as solid an experience as possible for as many countries as possible. The outliers not served well by the system will have to be dealt with as special circumstances.
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Critical Existence Failure 17-Feb-21 03:16 PM
so can we prioritize TT + AM + no expansion trees branch before
patch work
or nah
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Fetti (Lil Break) 17-Feb-21 03:16 PM
Already been doing that
panzersbreakingpoint
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Critical Existence Failure 17-Feb-21 03:16 PM
oh
I mean if it's going to be the base for everything
minus well do that first
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Walker Of Chaos 17-Feb-21 03:17 PM
Pretty inevitably something like thatโ€™ll happen
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Critical Existence Failure 17-Feb-21 03:17 PM
also I want more things to test faster snee
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Fetti (Lil Break) 17-Feb-21 03:18 PM
AM Content is mostly finished, right now some rebalancing is in the works, different coring time, alleviating the effect of the bombing in West Russia and Siberia, tweaks to tags
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jesusใƒ„ - UwU 17-Feb-21 03:18 PM
also AM would probs need to remove spirits from AM warlords that belong to warlords from game start (edited)
if theya re still around
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Fetti (Lil Break) 17-Feb-21 03:19 PM
Can run those, and knock em out as they appear
Will we modify our roadmap to reflect that, or nah
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Walker Of Chaos 17-Feb-21 03:20 PM
Probably
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Fetti (Lil Break) 17-Feb-21 03:20 PM
AM will likely happen before TT, from what I've felt
Deliver that, some russia tweak and patches and it's a pretty good filler patch
In all seriousness, I did voice my complaints and points and I'm just glad it's listened. My fear overrall is that it won't be an enriching mechanic for the player
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Kyiv_Worker 17-Feb-21 03:22 PM
Should there be an AM teaser of some kind to let out soon, or a total surprise?
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Fetti (Lil Break) 17-Feb-21 03:22 PM
If that's being in consideration, it's all I ask
Last time AM was teased was that countryball so long ago
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Kyiv_Worker 17-Feb-21 03:22 PM
Ah, got it
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Critical Existence Failure 17-Feb-21 03:22 PM
maybe like the original russia leak
Avatar Walker Of Chaos So wanted to clear up some things regarding the scope of this work and the changes we can make 1. We in the Dev team are committed to doing TT justice. This means giving it the time it needs. We have not publicly promised any release date and so are not bound by any of those constraints. While a relatively fast release is ideal if TT needs a few months it will get a few months. 1.1 The dev team is fully aware the above may significantly affect the other patches and are planning ways to minimize the impact even if it will still be felt. Fundamentally a large part of the current problems with TT stem from it not being given the proper attention it needed at first in favor of the patches. We are planning a combined After Midnight + No Expansion trees patch (with maybe some other things) to help tide over the community while work is done on TT. 2. This is the best opportunity for fundamental challenges weโ€™re gonna get. Fundamentally the more content there is in the mod the more effort it will be too change any base system. While future changes are by no means impossible if we want to do it painlessly weโ€™re gonna want to do it now. 3. No matter what the economy and foreign policy systems we create will not be perfect. Different countries of the mod will have significantly varied experiences that will mean certain systems work better or worse for them. A good example is the USA, a run of which is all about politics with little fighting vs Russia a constant armed struggle. Our goal should be the creation of a system that provides as solid an experience as possible for as many countries as possible. The outliers not served well by the system will have to be dealt with as special circumstances.
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Fedacking 17-Feb-21 03:22 PM
I have a problem with this "(which if constructed right can easily be taught to the AI)". It depends on how we do it a lot. The only way it's "easy" if it's the system is exceedingly simple or the AI just cheats
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Critical Existence Failure 17-Feb-21 03:22 PM
so like
portrait and portrait bios
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Kyiv_Worker 17-Feb-21 03:23 PM
Maybe show that it's like a legit update in the works instead of a little meme?
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uglidoll 17-Feb-21 03:23 PM
if I can ask how do the economics of TT affect the story? will having a bad economy hurt your popularity as a president for example?
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Kyiv_Worker 17-Feb-21 03:23 PM
Just shooting ideas out there
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jesusใƒ„ - UwU 17-Feb-21 03:23 PM
Russia style leak for AM would just take away any suprise
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Fetti (Lil Break) 17-Feb-21 03:23 PM
Case by case, but generally that's the idea
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jesusใƒ„ - UwU 17-Feb-21 03:23 PM
that it could of given
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Hippie Spiro Agnew 17-Feb-21 03:23 PM
Nah no portrait and bio teasers since those are a big part of the patch itself
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Walker Of Chaos 17-Feb-21 03:23 PM
@Lamounier can provide more details but they had some pretty solid ideas on how to this
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Fetti (Lil Break) 17-Feb-21 03:23 PM
We can tease AM as a Taboritsky touch-up
Or just a Russia touch-up
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Lamounier 17-Feb-21 03:24 PM
As I told Walker
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Fetti (Lil Break) 17-Feb-21 03:24 PM
Christopher Walker
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Lamounier 17-Feb-21 03:24 PM
There's only two areas that really need AI attention - the Market, and Token distribution
The Market is the bigger one of the two, but as we're planning it it's going to be essentially a carbon copy of Stellaris' Market
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uglidoll 17-Feb-21 03:25 PM
is there any possibility of a patch releasing ahead of TT if it's delayed? EN doesn't need in depth economy for example
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Lamounier 17-Feb-21 03:26 PM
Which means we can either look at Stellaris' market AI for inspiration or even steal it wholesale if its code is similar enough
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Fetti (Lil Break) 17-Feb-21 03:26 PM
Finally
Zhdanov into stellaris
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Lamounier 17-Feb-21 03:26 PM
And Token distribution is really not hard to do, it's only really going to be 2-3 variables, worst case we can just force some values for the AI to conform with
But other than that, there isn't really anything else that requires AI interactions
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jesusใƒ„ - UwU 17-Feb-21 03:27 PM
so like is it gonna be the market from original TT plans?
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Lamounier 17-Feb-21 03:27 PM
The Construction, Production, Research, etc. systems will all be staying the same and won't need new AI interactions
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Flaxbeard 17-Feb-21 03:31 PM
So tokens will act as modifiers on on-map factory output then?
We're not axing construction for factories?
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Lamounier 17-Feb-21 03:32 PM
No
Tokens are offmap factories
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Flaxbeard 17-Feb-21 03:32 PM
oh, I see
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Lamounier 17-Feb-21 03:32 PM
That's it
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Flaxbeard 17-Feb-21 03:32 PM
so they add to production, can they do the opposite (limit production) too?
sorry I should really read the proposal
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Lamounier 17-Feb-21 03:32 PM
We aren't completely rewriting the Production or Construction system
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Lamounier 17-Feb-21 03:33 PM
We're essentially nixing state-based factories and replacing them all with offmaps (with those being determined by Tokens)
Which are in turn gained from your GDP
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Flaxbeard 17-Feb-21 03:33 PM
Oh, I see, but then what does the construction system do?
Just infrastructure/forts?
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Lamounier 17-Feb-21 03:34 PM
Mostly yeah, but I also intended on adding more useful buildings to it to justify using the system
Which is where things like Power Plants come from
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Flaxbeard 17-Feb-21 03:34 PM
Interactions with socdev could be interesting too
Hospitals, universities etc
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Lamounier 17-Feb-21 03:34 PM
Yep
The idea is for things like that to be buildings or state-specific econ interactions
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Flaxbeard 17-Feb-21 03:34 PM
That would add some strategy beyond "spam shift click factories" which is usually my default
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Fedacking 17-Feb-21 03:37 PM
it's fairly easy to define new buildings afaik. is that true or am I misremembering? (edited)
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Lamounier 17-Feb-21 03:38 PM
It is, the only issue is you can't do much with them just by themselves
Because, as usual, its pretty hardcoded
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Fedacking 17-Feb-21 03:38 PM
we can count them in code
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Lamounier 17-Feb-21 03:39 PM
Yeah ik
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Fedacking 17-Feb-21 03:39 PM
I mean the power variable then should not be thaaaat hard. I think. I hope
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Lamounier 17-Feb-21 03:39 PM
It's what I've been doing with Nuclear Silos/Reactors
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Lamounier 17-Feb-21 03:39 PM
Power is not a variable, its an actual resource
Same as Steel or Oil
Which can be done easily through buildings
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Fedacking 17-Feb-21 03:39 PM
resource variable, what's a name
steel and oil is very different tho
oil you has the fuel thingy (edited)
that is ultra hardocded
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Lamounier 17-Feb-21 03:40 PM
That's fuel, not oil
But you get the idea
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Fetti (Lil Break) 17-Feb-21 03:40 PM
oil is such a pain to deal with
wait fuel
fuel
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Fedacking 17-Feb-21 03:40 PM
yeah but like oil has a bunch of special properties due to the fuel thingy
Or am I misremebering?
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the 17-Feb-21 03:41 PM
@Fedacking it's possible to change what resource is used to define the fuel stuff
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Flaxbeard 17-Feb-21 03:42 PM
I wonder if we should just nix the terminology of factories if we're reworking them the way they are
and just call them tokens/units
since it's really a measure of the "production capacity" of your nation/economy based on a number of factors, not specifically the number of factories you have (edited)
and it might make clear to players coming from vanilla / old TNO that this is an overhaul and not just a tweak to vanilla production
I also think that players would be more receptive to a system that "feels" like its own new thing instead of like a bastardization of vanilla production, even though that's sort of what it is
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Flaxbeard 17-Feb-21 06:19 PM
mockup of @Lamounier's suggestion, totally noncommittal just wanted a better idea of how it might look ingame
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Lamounier 17-Feb-21 06:21 PM
Not exactly what I was intending on but that looks great
Oh you even changed the topbar
Nice
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Flaxbeard 17-Feb-21 06:22 PM
I considered a popout bar but construction already had one so I thought it might look a bit odd
it's a bit bulky though
in the mockup
god I am also just now realizing how different the Construction and Production windows look from a UI design perspective and it's bothering me wertroll (edited)
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jesusใƒ„ - UwU 17-Feb-21 06:24 PM
i still have no idea whats going on
nextlevelbreakingpoint
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Lamounier 17-Feb-21 06:25 PM
tldr state factories are gone, you get offmaps based on your economy instead
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jesusใƒ„ - UwU 17-Feb-21 06:25 PM
ah i see
Avatar jesusใƒ„ - UwU nextlevelbreakingpoint
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Flaxbeard 17-Feb-21 06:25 PM
Lamounier's suggestion I think is just that you have "big production number" determined by GDP which you the player get to allocate between civ factories, mil factories, and consumer goods (which is a buff/debuff) And then power limits the big production number, offset by building power plants on Construction
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Lamounier 17-Feb-21 06:25 PM
This was Calph's suggestion originally btw
calphthumbs 3
lamthumbs 2
I just iterated on it
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jesusใƒ„ - UwU 17-Feb-21 06:26 PM
how would that work for russia is my question especially the harder factions like the AB
since they kinda have shitty economys the whole game from my expierence thatchernice
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Lamounier 17-Feb-21 06:27 PM
Tokens would still be able to be granted separately as bonuses
And since it's only one variable, this means that balancing is easier
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Flaxbeard 17-Feb-21 06:30 PM
thinking about social policy buildings, a few which we could add, though not sure if there would be any need - Military Base: Increases army professionalism socdev over time and/or policy effectiveness for military supervision, training etc - Hospital: Increases healthcare policy effectiveness, monthly pop - Police station: Increases security policy effectiveness, reduces resistance in territory - University: Increases education policy effectiveness, academic base socdev - Prison: Increases penal system socdev
Just to give the player more (hopefully meaningful) choices in construction in addition to power buildings, silos and radar/fort/airbase etc.
I think one potential benefit of this economic rework would be that construction actually becomes an interesting mechanic and not something you set and forget ofc requires us to do it right, but I think it's possible
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the 17-Feb-21 06:47 PM
tfw Aryan universities
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Critical Existence Failure 17-Feb-21 06:54 PM
you mean Deystch universities
heartsmirk
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Fetti (Lil Break) 17-Feb-21 07:11 PM
AB 100% Public Schools
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jesusใƒ„ - UwU 17-Feb-21 07:34 PM
From.whst I've noticed when lookin at subideology icons Dixiecrat is really hard to distinguish Like yeah it's an eagle but imo it's hard to look at and know what's going on Especially compared to neocon ML and suxh
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Fillmore, Lord Goring 17-Feb-21 07:40 PM
show (edited)
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jesusใƒ„ - UwU 17-Feb-21 07:43 PM
In bed rn but just brought it up since I just remember about it
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Fetti (Lil Break) 17-Feb-21 07:44 PM
I feel either low increases by a tinier amount on the decisions or there should be a natural decay to effectiveness (edited)
I'm glad you had fun with juggling effectiveness on the decisions though
thatchernice
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jesusใƒ„ - UwU 17-Feb-21 07:48 PM
Found a screen
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Fillmore, Lord Goring 17-Feb-21 07:49 PM
idk I think it works (not saying there couldn't be a better version made or anything)
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Bamba 17-Feb-21 11:53 PM
Going to base my economy purely on Universities and Prisons as Zhadanov
wertroll 2
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jesusใƒ„ - UwU 18-Feb-21 06:02 AM
It's Zhdanov stoopid
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jesusใƒ„ - UwU 18-Feb-21 09:06 AM
i got a question since AM is most likely gonna release before TT me thinks will the post collapse use subideologys like imperial cult an such or will they have just base ideologys first and then later with the Release of TT get the subideologies?
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Fetti (Lil Break) 18-Feb-21 10:03 AM
Probably base ideologies first and later we retro-actively add the subideologies
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Battlefrog 18-Feb-21 10:39 AM
teaser for the TT economy system
wertroll 23
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 18-Feb-21 10:45 AM
V-Mark
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The Restroom User 18-Feb-21 11:43 AM
nineteen dollar reichsmark card-who want it?
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Baron 19-Feb-21 09:19 AM
I love that we're literally reverting to Darkest Hour industrial capacity
Return to tradition
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Walker Of Chaos 20-Feb-21 02:01 PM
@Toolbox Theory Development Alright so moving forward. It seems the token system is the way we'll go so I want us to start codework on it as soon as possible, this will include settling on a GUI design for it. Additionally it is high time we start talking about the most important component of TT, making the Cold War actually feel like a Cold War. The Dev team has been talking about different ways to achieve this and the following is a rough outline for our ideas -More proxy wars so the superpowers will fight each other in reality and loc. --Mainly focused in SEA and Africa ---Burma, Congo Crisis etc etc --Generic Reward system for victories ---Blocking your enemies and PP bonuses plus stuff like regime stability for Speer --Should have some dynamism so that not all proxy wars happen every game -A general system for having nations in your sphere of influence as well as the ability to launch coups --Primarily aimed at countries without content --Potential to escalate into proxy wars if the situation justifies it -A power projection system that shows on the maps which oceans the different super powers can access --Ties into the Cold War GUI and score --Also ties into proxy wars and coups, more power projection = more ability to do stuff with em Overall the goal with these systems is to provide a good solid foundation for international gameplay that is engaging but also easy to make content for without consuming an inordinate amount of time. We want to make these systems as modular as possible, both in what places can be fucked with but also what countries can engage in said fuckery. For TT we'll likely only have the Big 3 be able to do stuff but down the line in other patches Italy & others will also make use of it. Feel free to post any questions/comments/concerns/ideas you have. There is also this form for suggestions if you want to use that instead https://docs.google.com/forms/d/e/1FAIpQLSdI3G4HmH2fISY54BBf9iiZz-7qMMY86ESKTXHoLWoJtoH96w/viewform?usp=sf_link
(Also in the near future we'll likely split TT chat in 2, one for econ and one for foreign policy but not right now)
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Flaxbeard 20-Feb-21 02:02 PM
I made this as a mockup earlier, as a place we could at least start discussion (though I'm not super happy with it)
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Fetti (Lil Break) 20-Feb-21 02:02 PM
Can't talk rn will read log and give my thoughts inna bit
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Walker Of Chaos 20-Feb-21 02:03 PM
Yeah I forgot to comment earlier but It's a really nice mockup
I'll likely want lots of help from you with the economy system
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jesusใƒ„ - UwU 20-Feb-21 02:05 PM
@Walker Of Chaos from what i read i generally really like the idea of having the possibility to evolve some areas into proxy wars more "naturally" rather than just this is the SAW germany and USA fights same for ICW or iran etc makes the world feel more alive
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Walker Of Chaos 20-Feb-21 02:06 PM
Yeah. I want more proxy wars to be more dynamic and not guaranteed to happen. We'll see what the cruelties of actual development allow but I have high hopes for the proposed systems
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scoodoop 20-Feb-21 02:06 PM
Would the player really need a standard production line with it?
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Flaxbeard 20-Feb-21 02:06 PM
Post-collapse or decolonization Africa is a pretty open canvas for proxy wars, I think that could be really interesting and dynamic
👍 1
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Walker Of Chaos 20-Feb-21 02:07 PM
SAW and the other current proxy wars will likely still be guaranteed though
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Flaxbeard 20-Feb-21 02:07 PM
it's not a production line it's just the same sort of interface, maybe that's reason to change it if it looks too similar though wertroll
wertroll 2
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Walker Of Chaos 20-Feb-21 02:07 PM
Yep, our current thoughts are that we'd mainly use Africa and some places in SEA for em
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Flaxbeard 20-Feb-21 02:07 PM
I just think it's a nice visual way to allocate between the options, better than just +/- buttons
maybe sliders? dunno
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jesusใƒ„ - UwU 20-Feb-21 02:07 PM
proxy wars would be pretty dynamic if devestation/normal collapse were to interact differntly with the superpowers (edited)
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scoodoop 20-Feb-21 02:07 PM
@Walker Of Chaos Sir please add 303 more proxy wars so I can elect Yock in a year
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the 20-Feb-21 02:07 PM
I mean I think production lines looks good enough
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Fetti (Lil Break) 20-Feb-21 02:07 PM
The Yock Speedrun
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scoodoop 20-Feb-21 02:08 PM
@Flaxbeard My small brain doesn't understand the function of this GUI at the first glance
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Flaxbeard 20-Feb-21 02:08 PM
It's to assign Production Units to mils, civs, and consumer goods
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Walker Of Chaos 20-Feb-21 02:08 PM
also this won't matter for TT at all but I kinda want a decision for after you're done with your run and you got an epilogue screen that turns off nukes and has the superpowers declare on each other
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who? (break) 20-Feb-21 02:08 PM
more airplane hijackings please, a crisis of balancing giving into terrorist demands and busting them out would be cool francostonks
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Flaxbeard 20-Feb-21 02:08 PM
your economy determines the number of production units you get, and then you get to choose how much goes where
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scoodoop 20-Feb-21 02:08 PM
And production units are from?..
Ah
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Walker Of Chaos 20-Feb-21 02:08 PM
Just so the player can match action figures together
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scoodoop 20-Feb-21 02:08 PM
Ahhhh
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Flaxbeard 20-Feb-21 02:08 PM
it's one of the pins @scoodoop
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scoodoop 20-Feb-21 02:09 PM
Yeah I see
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the 20-Feb-21 02:09 PM
token is what we are using to replace civs
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Flaxbeard 20-Feb-21 02:09 PM
we better not call them token ingame that's my only ask wertroll
wertroll 3
token sounds so dinky
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who? (break) 20-Feb-21 02:09 PM
soros bucks
funnyclockman 2
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Walker Of Chaos 20-Feb-21 02:09 PM
@who? (break) (and everyone else) don't expect these proxcy wars to be as deep as the current ones though. This is more intended to be a generic system and not us handcrafting 8+ new conflicts
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scoodoop 20-Feb-21 02:09 PM
Now that I heard an explanation it seems like a good system vonsusen
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the 20-Feb-21 02:10 PM
but this still uses the volunteers mechanic?
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Walker Of Chaos 20-Feb-21 02:10 PM
Yes
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who? (break) 20-Feb-21 02:11 PM
omw to send the helis to another proxy war
vonsusen 2
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jesusใƒ„ - UwU 20-Feb-21 02:11 PM
actually @Walker Of Chaos would this make it possible for factions to expand more than they currently can?
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Walker Of Chaos 20-Feb-21 02:11 PM
Meant "deep" as in trees and stuff
@jesusใƒ„ - UwU We'll likely mostly focus on economic spheres and denying faction access to your enemies but maybe to a lesser extent
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who? (break) 20-Feb-21 02:13 PM
cant wait to invade the congo breakaways after the OFN leaves the region
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the 20-Feb-21 02:13 PM
so the proxy war stuff is integrated with cold war GUI? (edited)
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Flaxbeard 20-Feb-21 02:13 PM
yeah I think that makes sense, plus in otl africa at least it seems like a lot of the ideological adherence of groups faded after they got the guns and won the war wertroll
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scoodoop 20-Feb-21 02:14 PM
wertroll
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Fetti (Lil Break) 20-Feb-21 02:14 PM
I'm down for the Africa proxy war system
You have something for the player to munch
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who? (break) 20-Feb-21 02:14 PM
post reichstaat proxy wars
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Fetti (Lil Break) 20-Feb-21 02:14 PM
While waiting the scripted wars
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OPAsian 20-Feb-21 02:14 PM
smh we are crippling aircav
considering they sucked at anything that didnt consist of bonking insurgencies irl
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Walker Of Chaos 20-Feb-21 02:15 PM
That's what its looking like, naturally if you have your own ideas I'm very interested in em but we can most likely get good use out of this proposed design by @moyme https://cdn.discordapp.com/attachments/805768932303831060/810235192768856064/wip.png
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Lamounier 20-Feb-21 02:15 PM
One thing I'd say is to have the option for the player to set up a percentage of production into a determined area instead of a specific value
As that would require less maintenance on their part
To not have to reopen the GUI every time the GDP grows or shrinks
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Walker Of Chaos 20-Feb-21 02:15 PM
call this the "oh my gods please stop deleting your armies and navies" patch
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Flaxbeard 20-Feb-21 02:15 PM
would Japan play a role in africa? trying to sweep in after colonial powers collapse? could we take an inspiration from the belt and road initiative as a model for eastern investment and backing, I'm not super familiar
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jesusใƒ„ - UwU 20-Feb-21 02:16 PM
africa is ment to be a major playing field iirc
when it comes to japan
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Walker Of Chaos 20-Feb-21 02:16 PM
@Flaxbeard Yes, @Western China Expert can talk more but we want to involve Japan
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Flaxbeard 20-Feb-21 02:16 PM
True, but if it's like a production line system we can allow the player to overallocate like they can with mil factories (edited)
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Walker Of Chaos 20-Feb-21 02:16 PM
I'm also hoping we can use this to make the anti-Huttig Cabal remnant more relevant as having it would be a good boost to power projection for Germany
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moyme 20-Feb-21 02:17 PM
Current spitballing is Japan and Germany may have a proxy war in Madagascar
kaminski_movies 2
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Flaxbeard 20-Feb-21 02:17 PM
god poor madagascar
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who? (break) 20-Feb-21 02:17 PM
@Walker Of Chaos will this mean i can have all of central africa in American economic spheres
francostonks
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OPAsian 20-Feb-21 02:18 PM
Yeah we are taking the opportunity to rework the Madagascar War
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Fetti (Lil Break) 20-Feb-21 02:18 PM
Are we still keeping Maurice
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OPAsian 20-Feb-21 02:18 PM
no longer will there be a jewish faction, due to the holocaust never ending
Maurice will be kept I hope
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Fetti (Lil Break) 20-Feb-21 02:18 PM
Me too
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Flaxbeard 20-Feb-21 02:18 PM
Well, a lot of the African states would have reason to be wary of Germany after the Reichstaat, and they might have their impressions of the OFN tainted by the mandates and/or the OFN's failure to intervene more effectively in Africa. Japan might be able to present a less invasive form of economic imperialism (edited)
kaminski_movies 3
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the 20-Feb-21 02:18 PM
what could work is just enabling to setting more PU than it's available, also a button to set priorities like in production (edited)
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moyme 20-Feb-21 02:19 PM
No native African nation is gonna team up with Germany
That being said I would imagine white settler states would
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Walker Of Chaos 20-Feb-21 02:19 PM
also legit people I very much want want your suggestions for improvements/you to tell my idea for X is stupid for reasons Y and Z
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who? (break) 20-Feb-21 02:19 PM
ha ha stupid germans lose again OFN
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jesusใƒ„ - UwU 20-Feb-21 02:20 PM
Germany be like hmmm which rhodesia will i team up with today......
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Flaxbeard 20-Feb-21 02:20 PM
I like the idea of making the system dynamic
-A general system for having nations in your sphere of influence as well as the ability to launch coups --Primarily aimed at countries without content --Potential to escalate into proxy wars if the situation justifies it
This is pretty interesting to me
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Fetti (Lil Break) 20-Feb-21 02:20 PM
How feasible is it making dynamic?
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Flaxbeard 20-Feb-21 02:21 PM
South America (install CSS :ovejathumbs:) is an entire continent without content that we could at least prod players to look at through a mechanic like this
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the 20-Feb-21 02:21 PM
I mean to make dynamic we would need to find and implement leaders to all possible countries to be couped
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scoodoop 20-Feb-21 02:22 PM
>an ability to launch coups Is this an another time we are going to outdo a vanilla PDX mech
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Flaxbeard 20-Feb-21 02:22 PM
Dynamic within bounds, not all countries but having a set of a dozen or so which can become power struggles and a few may become civil wars depending on the playthrough?
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Fetti (Lil Break) 20-Feb-21 02:22 PM
Coup the entire of SA with Rhodesia
kaga 2
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Walker Of Chaos 20-Feb-21 02:22 PM
it wouldn't be fully dynamic in that it could happen to any country
👍 1
we'd have a predefined list of which countries could be targetted
you're not gonna start a proxy war in Karakalpakstan
tfwno 1
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Lamounier 20-Feb-21 02:22 PM
I once suggested adding in the SA leaders/natspitits which weren't added in the first release with ST
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jesusใƒ„ - UwU 20-Feb-21 02:22 PM
need... more.... OFN... mandates.....
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Lamounier 20-Feb-21 02:22 PM
This would be a better opportunity to do so
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Flaxbeard 20-Feb-21 02:23 PM
I'm sure that Oveja wouldn't mind being asked to add in some SA content
and some certain sleeper cell agents team members would be happy to assist
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Walker Of Chaos 20-Feb-21 02:23 PM
Oveja has been involved with this
i think this will be very fun to work on
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OPAsian 20-Feb-21 02:26 PM
https://docs.google.com/document/d/1Rc8taE-p-XLYwhu1ENTGMDlzx5WrRFnc8nAEHjGkwvc/edit?usp=sharing Also this is not related to Forpol, but it is a small write up on how I want to integrate policy effectiveness with budgetting It is an absolute disaster in explaination, so questions are welcome
OPAsianโ€™s plans on how to involve Policy Effectiveness with Budgeting More: ISSUE: Currently the allocation of budget does not influence the state of Social Development in your nation. This is terrible design-wise. Here are my proposed plans Proposed Solution: Make Policy Effectiveness be at a โ€œ...
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jesusใƒ„ - UwU 20-Feb-21 02:27 PM
policy effectivness needs some way to decline naturally currently as russia you can max out most of them in regional wertroll
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Fetti (Lil Break) 20-Feb-21 02:27 PM
MEAN
RUSSIA
MACHINE
Avatar OPAsian https://docs.google.com/document/d/1Rc8taE-p-XLYwhu1ENTGMDlzx5WrRFnc8nAEHjGkwvc/edit?usp=sharing Also this is not related to Forpol, but it is a small write up on how I want to integrate policy effectiveness with budgetting It is an absolute disaster in explaination, so questions are welcome
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OPAsian 20-Feb-21 02:29 PM
Pinned a message.
Original message was deleted.
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OPAsian 20-Feb-21 02:29 PM
Pinned a message.
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Flaxbeard 20-Feb-21 02:34 PM
Will non-majors have the ability to intervene in a limited fashion in these proxy conflicts? Maybe like Iberia?
(for certain nations)
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OPAsian 20-Feb-21 02:34 PM
We want to make the mechanic for proxy wars as generalized as possible, so that we can port it over to more nations
i.e porting it to Italy for PW
We want to make the "8 Great Powers" be able to intervene in future, but in TT we are currently just planning for it to be the 3 big boys
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jesusใƒ„ - UwU 20-Feb-21 02:35 PM
uou know
is it even possible to lower debt interest
rn
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uglidoll 20-Feb-21 02:36 PM
if there are any plans for proxy war in Madagascar I've been doing research on Malagasy politics in the 1960s
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jesusใƒ„ - UwU 20-Feb-21 02:36 PM
without focus
trees
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OPAsian 20-Feb-21 02:36 PM
currently not, but i dont think modelling a global banking system is worth it we could make it be based on a sphere tho
so like if you join a sphere you get a 2-3% interest cut due to having a good central bank ofc limiting it to at least 1% interest
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Walker Of Chaos 20-Feb-21 02:37 PM
What OPAsian said (and I tried and failed to do in my writeup). For TT likely the only places that will be able to intervene is the big 3. Italy would have the capacity but 1. including them expands the scope of an already large patch and 2. Italy is getting reworked so it makes much more sense to add them to it in PW
heartscorza 3
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Fetti (Lil Break) 20-Feb-21 02:43 PM
IBERIA NUMBER 1 THOUGH
Imo I do wanna effectiveness to be toned down but I do wanna keep the stupid fun it can get
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jesusใƒ„ - UwU 20-Feb-21 02:48 PM
ye keep the sandboxy feel of russia but not to the extent it can be rn
imo
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Fetti (Lil Break) 20-Feb-21 03:06 PM
issue I see is the efficiency lowering on the warlord spot where ya don't have a lot to raise it back up
We could cut the increase -33% across the board, or make the lowering really small or proportional to how much ya have?
My worry is calculations making the mod run even crappier
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Flaxbeard 20-Feb-21 03:08 PM
Itโ€™s mostly a matter of how often we run them and how often we do the heavy lifting
If itโ€™s just incrementing and decrementing each month or whatever itโ€™s nbd (edited)
But yeah idk if policy effectiveness should tick down as much as they should stabilize but not at 100%?
Avatar OPAsian https://docs.google.com/document/d/1Rc8taE-p-XLYwhu1ENTGMDlzx5WrRFnc8nAEHjGkwvc/edit?usp=sharing Also this is not related to Forpol, but it is a small write up on how I want to integrate policy effectiveness with budgetting It is an absolute disaster in explaination, so questions are welcome
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Flaxbeard 20-Feb-21 03:11 PM
When you say +50% of equilibrium and -50% this means like 25 and 75 at starting situation or 0 and 100?
It makes sense for Russia to start low and end higher but maybe our bonuses are just too generous
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Fetti (Lil Break) 20-Feb-21 03:21 PM
Issue is that the drawback being too strong and we just run back on the issue Russia was having before
the debuffs making the game downright unplayable at some moments
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 20-Feb-21 03:21 PM
maybe we should tone down both in general
we have a lot of different modifiers, obviously some will have a higher weight than others, but overall we should keep in mind that they can and will add up quickly
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OPAsian 20-Feb-21 03:27 PM
0 and 100 Equilibrium should usually start at 50, can be adjusted for nationspecifics however (edited)
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Flaxbeard 20-Feb-21 03:27 PM
I dunno that seems kinda swingy doesnโ€™t it
If you can go all the way from 0 to 100 by funding at game start
Like shouldnโ€™t you be confined to a more narrow range and then tree effects etc move that range
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OPAsian 20-Feb-21 03:33 PM
We could always keep the system of limiting sliders that are in rn
so the limits at start would be like 75% to 150%, which would influence -25% to + 25%
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Fetti (Lil Break) 20-Feb-21 03:40 PM
I don't wanna punish the player for gaming a region like Russia
I feel what isss viable, is maybe setting a progressive monthly check that reduces efficiency based on how much already is
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Flaxbeard 20-Feb-21 03:43 PM
The risk I see with any sort of tick (beyond just making certain adjustments take a bit longer like OPAsian's doc) is that most tree, decision etc effects fire only once
any sort of tick is going to eventually overpower those effects
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OPAsian 20-Feb-21 03:44 PM
Thats why we are reworking those effects to affect the equilibrium instead of changing the single-use variable
So a increase_low would increase the equilibrium with 1, and a increase_med would increase it with 3, and so on
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Flaxbeard 20-Feb-21 03:45 PM
sure
I'm just saying I don't think we should have a "regression" mechanic
I don't think it would make much sense for policies to naturally decay in effectiveness anyway (edited)
Russia should just never be able to get to the point where they're able to get their equilibrium high enough to reach 100% with max funding (edited)
and effectiveness would take a big hit absorbing new territory
(which might be how it works already, I'm not sure, lmk if I'm not saying anything new here wertroll ) (edited)
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OPAsian 20-Feb-21 03:48 PM
Equilibrium could be adjusted for nations, plus these limiters limit it for nations usually
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Flaxbeard 20-Feb-21 03:50 PM
Yea for sure
all sounds ok to me
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OPAsian 20-Feb-21 03:50 PM
also why is civ spending 2500 billion in that image rapturposting
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Flaxbeard 20-Feb-21 03:56 PM
executive travel expenditures
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Fetti (Lil Break) 20-Feb-21 04:06 PM
Here's my counterpoint
I also think I shouldn't limit the potential for the players to get ridiculous numbers
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Fedacking 20-Feb-21 04:07 PM
if it's china, its an expense from an idea
it hasn't been reduced
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Fetti (Lil Break) 20-Feb-21 04:09 PM
Like, it was fun. I think Russia realistically shouldn't, but also should reward a player by keeping tabs with efficiency
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OPAsian 20-Feb-21 04:10 PM
thanks
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Oveja 20-Feb-21 05:21 PM
PRI be like
🇲🇽 3
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OPAsian 20-Feb-21 05:37 PM
@Fedacking I think some of the programs using GDP per capita doesnt work too well in some nations, especially in case of China, that is running a 8 billion dollar deficit on start due to it How can we rectify this?
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the 20-Feb-21 05:39 PM
I'd say that spending should not count the debt number
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Fedacking 20-Feb-21 06:07 PM
Somethings wrong there
How much does japan take?
Also the 2 plans that are gdp based are not a problem here
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Fedacking 20-Feb-21 06:19 PM
@OPAsian what's the law for healthcare in china?
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OPAsian 21-Feb-21 04:12 AM
Private Health Care 40% Efficiency Japan takes 2.5B
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who? (break) 21-Feb-21 10:36 AM
@OPAsian @Lamounier nobody in GCW has manpower in TT
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OPAsian 21-Feb-21 10:37 AM
dickflattening
its because the GCW nations havent had their policy effectiveness set
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Lamounier 21-Feb-21 10:39 AM
^
Neither does Germany
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jesusใƒ„ - UwU 21-Feb-21 10:41 AM
Germany has like no integration
thats why it gets negative trillions fo debt
as bormann
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who? (break) 21-Feb-21 11:02 AM
well time to tag to heydrich then thatchernice
@Lamounier i dont even have laws lmao
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Lamounier 21-Feb-21 11:05 AM
Yeah policy effectiveness isn't setup as well
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Goth Asuka 21-Feb-21 12:02 PM
Was looking through the subideologies
Neocommunism says it comes from Berlinguer's PCI but Berlinguer instead has a clique in the PSI TNOTL
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Walker Of Chaos 22-Feb-21 09:50 AM
@Toolbox Theory Development Here is the initial list of African proxy wars (provided by @AtomicFalco ) we are looking at including in TT. Once proper codework starts (which will be very soon) basic implementations of these will be amongst our first tasks. - The Congo Crisis : Basically any world power can get a side, Germany has the Leopoldville Abwehrfront, Japan can sway some tinpot dictator like Mobutu, the OFN has the Congolese Republic they can sway, and even Italy could try to have business-friendly regimes set in place. - The Angolan Civil War : OFN-supported UNITA vs Italian/Japenese supported MPLA - The Gazaland Civil War : Late game crisis, can happen if Samora Machel comes to power, and if he tries to get closer to Japan. The OFN can support Eduardo Mondlane for a nationalist socialist regime, or Uria Simango for a more moderate option (which leads to Mondlane rebelling anyway, paving the way for a three side civil war) - The West African Crisis : Can appear if the French-Cameroonian War devolves into a subcontinent-wide conflict. The OFN can support the French coalition, while Japan could find an interest in supporting Cameroon has a kind of "anti-colonialist alliance" against American influence on the continent Again not all of these will happen in every game and for the initial release of TT only the big 3 will get to do interventions. Italian involvement will wait until PW.
PRAISETHELORD 10
📌 1
Once proper codework starts I will also be splitting this chat in 2 so econ and foreign policy talk wonโ€™t have to share the same space and conflict with one another all the time
Those are also not the only proxy wars, we will very likely have some more stuff in SEA as well, more details to come when I finish interrogatinginterviewing the relevant people.
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Oveja 22-Feb-21 09:53 AM
Fight, my brothers!! Update: Holy smokes! Over 500 views! Thank you all!
wertroll 2
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Fetti (Lil Break) 22-Feb-21 10:17 AM
DEATH TO THE MPLA
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Kyiv_Worker 22-Feb-21 10:51 AM
URRAAA
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Fedacking 22-Feb-21 02:59 PM
@OPAsian found the problem with the admin costs
it had a base cost
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OPAsian 22-Feb-21 03:00 PM
Bless you
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Fedacking 22-Feb-21 03:00 PM
I transformed it into a pure gdp calculatiuon
still probably too big of a deficit
but it doesn't have taxes
27% spending of gdp is high, but comparable to england at the time
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OPAsian 22-Feb-21 03:01 PM
PRAISETHELORD
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Fedacking 22-Feb-21 03:01 PM
will push this + fixed state gdp (state_value) calculation
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Critical Existence Failure 22-Feb-21 03:30 PM
does this mean wales is now testable
or is that separate
Avatar Critical Existence Failure does this mean wales is now testable
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Fedacking 22-Feb-21 03:46 PM
separate
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Critical Existence Failure 22-Feb-21 03:46 PM
oh darn
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Fedacking 22-Feb-21 03:46 PM
ask bamba when wales is playabnle
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Critical Existence Failure 22-Feb-21 03:46 PM
think estgel is fixing it rn
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Lamounier 22-Feb-21 06:18 PM
Ingame concept for the International Alignment/Influence system
Still pretty barebones atm
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jesusใƒ„ - UwU 22-Feb-21 06:19 PM
rapturposting how would this work
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Lamounier 22-Feb-21 06:20 PM
Basically Vic2 influence system
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the 22-Feb-21 06:24 PM
is that coded in?
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Lamounier 22-Feb-21 06:24 PM
Yeah
It does nothing atm but it's in
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 22-Feb-21 06:38 PM
could be cool for integrating into some existing mechanics, as well as providing some small generico effects
like relations improvement, trade opinion, that kinda deal
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jesusใƒ„ - UwU 22-Feb-21 06:45 PM
I wonder how that can be integrated with Ural/Kazakh mechanic
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Lamounier 22-Feb-21 06:47 PM
Ideally it would replace it wholly
The general concept is for it to be a general, consolidated and modular influence mechanic that can be used in many different situations (edited)
So instead of having a dozen different ones for different regions running around at the same time, we only have one
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the 22-Feb-21 06:48 PM
so this works with other nations that aren't the big3?
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Lamounier 22-Feb-21 06:50 PM
It's fully modular
You'd need to create new progressbars for every nation you want to use it with though, but I'm hoping that can be fixed via usage of shaders
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Fedacking 22-Feb-21 06:57 PM
what about BFI?
I ask because you used italy for an example
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Lamounier 22-Feb-21 06:57 PM
Probably, its still TBD
But like I said, the intention is we have all these "Battle for X/Race for X" mechanics consolidated into a general one
So we don't have to keep remaking them everytime we want to add another international influence competition towards another country
ofc this is just a general base, specifics for each country and how you would interact with them could differ
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Flaxbeard 22-Feb-21 07:02 PM
๐Ÿ‘€
we'd need a predefined palette of colors but should be doable
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Lamounier 22-Feb-21 07:03 PM
I was hoping for this ping wheretheelephantsat (edited)
@Flaxbeard My general idea was for it to take the map color of each country in order to make it more easily identifiable at first glance
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jesusใƒ„ - UwU 22-Feb-21 07:04 PM
The GUI wizard has arrived
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Flaxbeard 22-Feb-21 07:05 PM
man I really like how seamless it looks
if we can get all the tt content to look like it was supposed to be part of the UI I'll be happy
Well, one way we could do it is to have a progbar Asset for each country, but only one .dds file (edited)
the shader Asset would just combine the color and the black and white image (edited)
we could pretty easily programatically generate all of those from the map colors
and then use scripted loc to choose the correct Asset based on the country
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the 22-Feb-21 07:14 PM
@Flaxbeard how would the country colors get combinated into a progressbar?
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Flaxbeard 22-Feb-21 07:24 PM
to be more specific I'd say we would have: - 3-4 progress bars in the .gui file, supporting up to 3-4 countries in an influence battle, same way we usually do N-way progress bars - One Asset for each country ingame in the .gfx file. Every asset would have an identical textureFile1, textureFile2 etc, the only thing that would be different is the color parameter - The shader takes the color parameter and uses it to fill the asset (so basically color rgb channels + asset alpha channel) - We assign the image = in our scripted GUI file for each of the 3-4 progress bars to the corresponding Asset based on a variable, using scripted loc (edited)
does that make sense?
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the 22-Feb-21 07:34 PM
yeah I understand but this can only display 3 or 4 countries?
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Flaxbeard 22-Feb-21 07:34 PM
well we could do more but at some point it would be crowded right
we wouldn't necessarily need to hard cap it if we did a dynamic list actually
100-way power struggle
wertroll
I think we can have the system completely generic with an arbitrary number of participants and countries. Only part we'd have to repeat is the asset definitions but we can do that with a python script
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the 22-Feb-21 07:37 PM
I used dynamic lists for canada bill progress bar but there's one issue with them basically you are limited by pixels so for example a bar where every pixel is of size 1 necessary have 100 of width, 2 > 200 and etc
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Flaxbeard 22-Feb-21 07:37 PM
oh I meant use dynamic lists to layer the progress bars
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Flaxbeard 22-Feb-21 07:50 PM
like this basically
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Fedacking 22-Feb-21 09:17 PM
witheredkovner
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who? (break) 22-Feb-21 09:25 PM
@Fedacking worldwide triangle
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scoodoop 22-Feb-21 09:31 PM
We are reaching progress bar levels that shouldn't be possible funnyclockman
Avatar Fedacking witheredkovner
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the 22-Feb-21 10:32 PM
it's easier and better than coping and pasting other mechanics
as a person who worked on the Race to Kazakhstan which is just a ctrl-c ctrl-v of the Ural mechanic
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Flaxbeard 23-Feb-21 01:32 AM
@Lamounier
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who? (break) 23-Feb-21 01:33 AM
ARRIBA IBERIA francostonks
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Flaxbeard 23-Feb-21 01:38 AM
Didn't want to overwrite your code so it's on flax-gui-testing-zone branch
see Brazil for an example with many contenders
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Plowix 23-Feb-21 01:49 AM
6 way progressbar...,,,.
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Flaxbeard 23-Feb-21 02:10 AM
need...more...segments...
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Hippie Spiro Agnew 23-Feb-21 02:12 AM
dayumn
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Bamba 23-Feb-21 02:39 AM
How far could you take it CHAOSISALADDERHERRLANDRUT
Theoretically you could have a 100 way progress bar right
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who? (break) 23-Feb-21 02:40 AM
do it
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AtomicFalco 23-Feb-21 06:02 AM
Would we have something like MD, where a nation can have influence on itself to counter foreign influence ? Or is that mechanic only for foreign-power influence
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Walker Of Chaos 23-Feb-21 06:03 AM
Right now itโ€™ll likely only be for the big 3 (USA, Germany and Japan) to mess around with. Expansions so more nations can play would come down the line
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AtomicFalco 23-Feb-21 06:33 AM
Alright
That's going to be perfect for the African mechanics I had planned
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Fedacking 23-Feb-21 06:47 AM
The kovner is because I spent a long time on that and now its getting yeeted
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Fillmore, Lord Goring 23-Feb-21 07:21 AM
honestly that's an entirely fair reaction and no one begrduges you for it
we've all had our hard work removed at one point or another
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 23-Feb-21 07:22 AM
^
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Fedacking 23-Feb-21 07:24 AM
Maybe I can still save it, because it has an interesting gameplay aspect
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Walker Of Chaos 23-Feb-21 07:30 AM
BFI getting cut isnโ€™t even confirmed at this point. Its just something that might happen if we end up making a kickass uber flexible system
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Fedacking 23-Feb-21 07:43 AM
I would argue that even with a kickass uber flexible system cutting all of the bfi Loc and flavour in the effects would be bad
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Walker Of Chaos 23-Feb-21 07:56 AM
The flavour, loc and effects would most (99% sure) likely not vanish (down the line maybe PW would lead to some changes here though). The context here would be more potentially using the underlying variables from such a mechanic instead of situation specific ones. So you could have things like different levels of investment and such but they'd affect the international alignment variables instead and then use those for determining things like what faction Italy ends up in. So more "instead of using the BFI pyramid to display alignment we can rely on a generalized system that the events and decisions impact" and not "we'll burn everything in the BFI files". Or something to that end, we're very much in hypothetical spaces rn (edited)
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Fedacking 23-Feb-21 08:20 AM
so more a "graft bfi on top of a generalized display"?
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Walker Of Chaos 23-Feb-21 08:21 AM
Probably (if it this thing even happens)
Avatar Flaxbeard @Lamounier
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Lamounier 23-Feb-21 08:26 AM
PRAISETHELORD
Feel free to push that into the TT branch
I don't care about my code being replaced with something better panzersbreakingpoint
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Fetti (Lil Break) 23-Feb-21 09:45 AM
Seeing this makes me realize how utterly out of my depth I am sometimes
Really fun though, you guys do amazing work
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Fedacking 23-Feb-21 10:35 AM
we all bask in the glorious light of the flaxbeard
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Walker Of Chaos 23-Feb-21 11:03 AM
@Toolbox Theory Development Alright couple of big announcements for everyone -This week we're gonna be starting actual codework on the new TT system which should be very fun. --As part of this I will shortly be splitting the chat in 2, 1 focused on economy and the other on foreign policy -The team will also have a "soft" split. To avoid merges and ensure a consistent workflow people will be specifically assigned to work on one specific component of TT. -The economy team will consist of @OPAsian @Lamounier @Flaxbeard @Fedacking @the and they will be tasked with doing the initial work on setting up the new economy mechanics -The rest of us will focus on the foreign policy component of TT. One of our first tasks will be doing skeleton implementations of the African proxy wars for testing purposes. --@AtomicFalco will be aiding us with this --Once the Asian proxies are planned out those will also get skeletons -In addition to this we'll also be setting up a generic reward/penalty system for winning/losing proxy wars -I will also be setting up a report sheet for TT this week. I won't have any big expectations for this week since work started relatively week but for the coming weeks this will be more and more important. -Let me know if there is anything that particularly interests you that you want to work on
PRAISETHELORD 7
poujeb 5
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OPAsian 23-Feb-21 11:05 AM
Pinned a message.
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Fetti (Lil Break) 23-Feb-21 11:05 AM
Law Effects and Proxy War, I trust to make economic fun to people that actually understand economy
Pls and thank
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Hippie Spiro Agnew 23-Feb-21 11:06 AM
Line go up, sometimes line go down
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 23-Feb-21 11:06 AM
hopefully
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Fetti (Lil Break) 23-Feb-21 11:06 AM
i am blind i can't see lines
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OPAsian 23-Feb-21 11:06 AM
Line go up = happy Line go down = sad
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Hippie Spiro Agnew 23-Feb-21 11:06 AM
Line go up good, line go down bad
I understand ecomomics
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Fetti (Lil Break) 23-Feb-21 11:07 AM
EPIC
EMBED
FAUIL
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Hippie Spiro Agnew 23-Feb-21 11:07 AM
.jfif
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Fetti (Lil Break) 23-Feb-21 11:07 AM
Really I wanna be in proxy wars just for the sole reason
To be the person to make a focus called Death to the MPLA
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Walker Of Chaos 23-Feb-21 11:09 AM
these proxy wars likely won't use fociwitheredkovner
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Fetti (Lil Break) 23-Feb-21 11:09 AM
Will they use natspirits
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OPAsian 23-Feb-21 11:09 AM
no small focus trees Why live ๐Ÿ˜”
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Hippie Spiro Agnew 23-Feb-21 11:09 AM
Propaganda event titled Death to the MPLA
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Walker Of Chaos 23-Feb-21 11:09 AM
Yeah the participants will defintively have natspirits
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Fetti (Lil Break) 23-Feb-21 11:09 AM
Then I can still put that
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Walker Of Chaos 23-Feb-21 11:09 AM
(We're probably nuking the US indonesia tree)
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OPAsian 23-Feb-21 11:09 AM
Yknow the focus trees the Iranian Splinters have?
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 23-Feb-21 11:10 AM
let's also test out working with state modifiers thatchernice
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OPAsian 23-Feb-21 11:10 AM
What if we made them for the participating nations, but good
Avatar North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ let's also test out working with state modifiers thatchernice
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OPAsian 23-Feb-21 11:10 AM
Thatchernice
Unironically yes
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Fetti (Lil Break) 23-Feb-21 11:10 AM
I feel those are good, even if most people won't play them, it still is nice flavour
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Walker Of Chaos 23-Feb-21 11:10 AM
i'm always a fan of state modifiers
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Fetti (Lil Break) 23-Feb-21 11:10 AM
So that's me
let's go
I don't know what a state is so
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Walker Of Chaos 23-Feb-21 11:10 AM
@Fetti (Lil Break) If you want you can be in charge of setting up the Angola skeleton
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Fetti (Lil Break) 23-Feb-21 11:10 AM
but still
thatchernice
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Fetti (Lil Break) 23-Feb-21 11:11 AM
The country AND the splinter factions?
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OPAsian 23-Feb-21 11:11 AM
Using Angola as a testing field for โ€œHow does the AI respond to state modifiersโ€ would be amazing
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Walker Of Chaos 23-Feb-21 11:11 AM
Yeah
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OPAsian 23-Feb-21 11:11 AM
We could then transplant that info for whenever we get to GAW and WRW2poujeb poujeb poujeb poujeb poujeb poujeb poujeb poujeb
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Fetti (Lil Break) 23-Feb-21 11:11 AM
Deal let's go
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Walker Of Chaos 23-Feb-21 11:11 AM
skeleton for now would mostly just be the civil war firing via a debug
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Fetti (Lil Break) 23-Feb-21 11:11 AM
thatchernice
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Walker Of Chaos 23-Feb-21 11:12 AM
and enabling the US and Japan to send volunteers
I believe we already have MPLA and UNITA tags
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OPAsian 23-Feb-21 11:12 AM
๐Ÿ˜ณ
God West African Hyperwar would be great
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Fetti (Lil Break) 23-Feb-21 11:13 AM
Now
this is epic
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scoodoop 23-Feb-21 11:15 AM
If I wasn't on two teams at the time I would ask to be in this team, the content you guys cook up is amazing
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Inactive 23-Feb-21 11:17 AM
Who will take each side?
Original message was deleted.
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Walker Of Chaos 23-Feb-21 11:17 AM
Pinned a message.
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Walker Of Chaos 23-Feb-21 11:18 AM
Forgot to pin the earlier post but UNITA is OFN and MPLA is Japan
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Inactive 23-Feb-21 11:18 AM
Oh based
How will the CAR/ Reichstat influence the War?
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Walker Of Chaos 23-Feb-21 11:19 AM
Both will be dead by then
we could maybe drop in a debuff for the US in case of CAR
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Inactive 23-Feb-21 11:20 AM
And If we had the mandates?
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Walker Of Chaos 23-Feb-21 11:20 AM
this is for Angola so the Mandates would be gone
and if Angola mandate did its job right the war won't happen
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Flaxbeard 23-Feb-21 11:21 AM
What about the FNLA?
Will they play a role
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Walker Of Chaos 23-Feb-21 11:22 AM
@AtomicFalco can elaborate but I don't think they'll be a tag
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AtomicFalco 23-Feb-21 11:31 AM
I hadn't planned to, because I don't feel like they would be relevant enough to be included in the main proxy war. The FNLA is planned to only appear late game, and very weak. While the OFN would support UNITA, and while Japan could have an interest in supporting the MPLA to halt the US growing influence over Africa, the FNLA doesn't really have a superpower behind them
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Lamounier 23-Feb-21 11:34 AM
@DuoDex This is your team chat, @Walker Of Chaos will be your TL
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Walker Of Chaos 23-Feb-21 11:34 AM
@DuoDex Heya, we just started codework so things are pretty chill here for the time being
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DuoDex 23-Feb-21 11:34 AM
hewwo
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AtomicFalco 23-Feb-21 11:35 AM
Hello
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Walker Of Chaos 23-Feb-21 11:35 AM
So before I start the spiels how much did Lamounier tell you about TT?
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DuoDex 23-Feb-21 11:36 AM
not much i saw a screenshot of the econ tab which was pretty okspeerfolk
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Walker Of Chaos 23-Feb-21 11:36 AM
Alright so a quick rundown of things
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Lamounier 23-Feb-21 11:36 AM
smh I mentioned international diplo stuff
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Walker Of Chaos 23-Feb-21 11:36 AM
TT is the big patch that's supposed to make the TNO cold war feel like an actual cold war
However due to some previous issues its kinda been in a major transition phase for the last few days
Currently we're just about to start actual codework on it
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DuoDex 23-Feb-21 11:37 AM
i have degree in international relations with focus on political science and ipe
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Walker Of Chaos 23-Feb-21 11:37 AM
The core idea right now is that TT has two dual focuses
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DuoDex 23-Feb-21 11:37 AM
so opinions go zoom
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Walker Of Chaos 23-Feb-21 11:37 AM
the first is making the economy actual matter which involves completely reworking how vanilla factories work
and instead basing factories off of state gdps
the second is meaningful foreign politics
which involves a Cold War GUI
more proxy wars
and an influence system
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OPAsian 23-Feb-21 11:38 AM
what the fuck actual qualifications?
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Walker Of Chaos 23-Feb-21 11:39 AM
I'd browse the pins at a later time for a more solid idea
but the tl;dr is Ultravisionary Patch DesignHIGHLYVISIONARYIDEA (except hopefully the part where the project fails and kills everyone)
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Fetti (Lil Break) 23-Feb-21 11:40 AM
can't wait for TT to come to my house and personally kill me
the tno immersion strikes again
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Walker Of Chaos 23-Feb-21 11:40 AM
You'll most likely work on us on the foreign policy component
but don't stress to much about your first week on the team
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Fetti (Lil Break) 23-Feb-21 11:42 AM
@AtomicFalco Please check your dms I am begging thatchernice
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DuoDex 23-Feb-21 11:42 AM
influence system good proxy wars good
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Walker Of Chaos 23-Feb-21 11:43 AM
feel free to ask me any questions
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DuoDex 23-Feb-21 11:45 AM
i've been coding a kind of rapturposting gdp system on my own so far and i think the key variables for a reasonably complex yet not too HIGHLYVISIONARYIDEA system are
GDP as C I G X M inflation & interest rates unemployment three sectors budget, debt, and interest tax es stonks global market
services go brrrr
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The Xenophobic Fascist 23-Feb-21 11:46 AM
we've already cut like three/four of these funnyclockman (edited)
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 23-Feb-21 11:46 AM
the fourth econ rework
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Walker Of Chaos 23-Feb-21 11:46 AM
that's pretty similar to some early economy designs actually
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DuoDex 23-Feb-21 11:47 AM
what is the current system so i can poke holes in it yes i know my system is pretty funnyclockman too but
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Lamounier 23-Feb-21 11:47 AM
Unemployment/Three Sectors were briefly introduced some time ago but were cut due to scope concerns
Global Market was another thing that got cut, but its being reintroduced now
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Flaxbeard 23-Feb-21 11:47 AM
See pins in #toolbox-theory-economy for the factories rework
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The Xenophobic Fascist 23-Feb-21 11:47 AM
global market is to- wait, it is?
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DuoDex 23-Feb-21 11:47 AM
unemployment is a key economic indicator not a societal problem
doooooooooo
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Walker Of Chaos 23-Feb-21 11:47 AM
@DuoDex Current system is roughly this
So, my first and immediate take for fixing up the Econ System's issues is re-implementing the Industrial Production system that got shot down forever ago. E.g. - Remove State-Base Factories, Re-Focusing around State-GDP-Contribution - To fulfill the role of production, have the Production system utilize two concepts: - Productive Capacity - Representative of the overall possible production - Drawn from some calculation of Econ Vars - Exact details aren't as important as that it happens - Productive Tokens - Tokens are, in game terms, the individual factories given to the player for this or that. Tokens fundamentally divide Productive Capacity equally, and the player can draw more or less to serve their particular need Benefits: - Way easier to balance, and gives a good solution for areas impossible to balance like Russian Warlords - Strictly ties the Econ System to very obvious in-game effects - The current Production & Construction systems are kinda just hanging out and are some of the best examples of how TNO is a mod for a different game kinda just on HOI4. The systems just don't work with TNO as-is, and this change is a step forward to fixing that. - Beyond strictly Productive Capacity & Productive Tokens, this system is pretty much already put together, State-based GDP is already kept & calculated (though it's calculation will need to change) and the Econ System would need minor revision to handle this. It's a cheap change. Problems: - W/o some thought, it'd essentially gut construction - Buuut tbqh I personally don't care, Construction simply isn't used enough to make this concern a big one. - Further, I think there are a few smart solutions for this - It may drastically change balance, and require us to re-balance a lot of stuff going forward.
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Lamounier 23-Feb-21 11:48 AM
Yeah
Avatar Lamounier Yeah
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The Xenophobic Fascist 23-Feb-21 11:48 AM
poujeb
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Lamounier 23-Feb-21 11:48 AM
I have a pin somewhere explaining how the code for it would work
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Flaxbeard 23-Feb-21 11:48 AM
Most of the existing econ work was making everything more visible to the player (hence the GUI leak), adding budgetary control, and reworking the social policy system to integrate it more closely with the economy
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Lamounier 23-Feb-21 11:48 AM
But in essence it is a full replacement for the trading system
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DuoDex 23-Feb-21 11:49 AM
so the biggest problem I have with that from an econ POV is that it seems very heavily focused on the primary and secondary sectors while ignoring the tertiary (and the tertiary is, uh, kinda important)
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The Xenophobic Fascist 23-Feb-21 11:52 AM
the what now
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 23-Feb-21 11:52 AM
services
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DuoDex 23-Feb-21 11:52 AM
The tertiary sector of the economy, generally known as the service sector, is the third of the three economic sectors of the three-sector theory. The others are the secondary sector (approximately the same as manufacturing), and the primary sector (raw materials). The service sector consists of the production of services instead of end products....
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The Xenophobic Fascist 23-Feb-21 11:53 AM
please I only take econ10
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AtomicFalco 23-Feb-21 11:54 AM
Primary is Agriculture and basic material production, Secondary is material transformation, and Tertiary is services
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DuoDex 23-Feb-21 11:54 AM
>tfw econ can get away without taking political economy classes >tfw polit econ can get away without taking hard math classes i smell a new discipline
but anyways, "productive capacity" doesn't seem like it has much room for growth in the service sector
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jesusใƒ„ - UwU 23-Feb-21 11:55 AM
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DuoDex 23-Feb-21 11:56 AM
>tfw no inflation
nextlevelbreakingpoint 4
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Flaxbeard 23-Feb-21 11:56 AM
We should also keep in mind for any discussion that we should not increase complexity for realismโ€™s sake unless it will have a positive gameplay effect
👆 2
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DuoDex 23-Feb-21 11:56 AM
i like the expenditures bit
that's a cool way to do it
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Walker Of Chaos 23-Feb-21 11:57 AM
this is one of the primary reasons inflation was not considered. Inflation is realistic and could be good but it'd be too complex for the amount of benefits gained
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Flaxbeard 23-Feb-21 11:57 AM
The more complex an economic system the more intractable it becomes and the harder it is for the average player to control and figure out how to achieve desired outcomes
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Fetti (Lil Break) 23-Feb-21 11:57 AM
The issue with adding to the economy scope is that you need to keep in the other person on the screen, yeah.
Your usual TNO player doesn't understand how economics work
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Flaxbeard 23-Feb-21 11:58 AM
Because most Hoi players do not have economics degrees wertroll
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Walker Of Chaos 23-Feb-21 11:58 AM
the current econ was chosen as a balance between meaningful economy and too complex economy
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Fetti (Lil Break) 23-Feb-21 11:58 AM
So while engaging, needs to be functional. Otherwise it's just a coder flex
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jesusใƒ„ - UwU 23-Feb-21 11:58 AM
and the current economy ended up being old economy + with some graphs and sliders
tfwno 2
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DuoDex 23-Feb-21 11:58 AM
inflation doesn't need to be that complex, just a dynamic modifier imo
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Walker Of Chaos 23-Feb-21 11:58 AM
with current econ i meant production tokens
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DuoDex 23-Feb-21 11:58 AM
the way that EU4 does inflation is actually not truly awful IMO
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Flaxbeard 23-Feb-21 11:59 AM
I do think the TT Econ GUI was a big help in demystifying the current system
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jesusใƒ„ - UwU 23-Feb-21 11:59 AM
ah i was talking about current Econ by the one currently ingame
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DuoDex 23-Feb-21 12:00 PM
i do think that having a transparent modifier for how interest on debt is calculated would be good, or at least a tooltip that explains how it can be affected
who's the world reserve currency or is it still gold
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jesusใƒ„ - UwU 23-Feb-21 12:00 PM
all the tooltips poujeb
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The Xenophobic Fascist 23-Feb-21 12:00 PM
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Lamounier 23-Feb-21 12:01 PM
Debt is something I wish to expand upon in the future because it serves no gameplay purpose rn
It's literally just a number and that's it
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DuoDex 23-Feb-21 12:01 PM
GDPtodenbtratio zoooooom
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Fetti (Lil Break) 23-Feb-21 12:01 PM
Debt is only relevant if the country has mechanics relating to it
I still stand a nat spirit at least if the player is too much into debt would help your pleb to avoid it
But I think that's in the works? Not sure
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Flaxbeard 23-Feb-21 12:03 PM
Sovereign credit rating mechanic when
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DuoDex 23-Feb-21 12:04 PM
this is kinda why inflation and forex reserves are important
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Fetti (Lil Break) 23-Feb-21 12:04 PM
How would that translate mechanically, in the game?
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OPAsian 23-Feb-21 12:05 PM
International Banking Systems attached to Spheres Thatchernice
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Fetti (Lil Break) 23-Feb-21 12:05 PM
THE GODDAMN SPHERE GETS AWAY WITH IT AGAIN
oh wait spheres
nvm
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 23-Feb-21 12:05 PM
oh god economic spheres
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OPAsian 23-Feb-21 12:06 PM
member when we had purchasing power funnyclockman
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Fetti (Lil Break) 23-Feb-21 12:06 PM
thatchernice
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OPAsian 23-Feb-21 12:06 PM
I unironically believe International Banking Systems and Credit Rates would do wonders for the National Interest mechanic Thatchernice
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DuoDex 23-Feb-21 12:06 PM
YES
pog
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The Xenophobic Fascist 23-Feb-21 12:08 PM
home...
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jesusใƒ„ - UwU 23-Feb-21 12:08 PM
damn this really fits the rest of the ui
HIGHLYVISIONARYIDEA 2
i forgot this was added
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Fetti (Lil Break) 23-Feb-21 12:08 PM
Actually one thing I wanna ask
Is it possible to hide parts of the actions ont he menu?
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The Xenophobic Fascist 23-Feb-21 12:09 PM
is there a way to-yeah
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Lamounier 23-Feb-21 12:09 PM
No
I tried it already
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The Xenophobic Fascist 23-Feb-21 12:09 PM
yeah thought so
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Lamounier 23-Feb-21 12:09 PM
You can add more actions but you can't hide or remove the existing ones
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jesusใƒ„ - UwU 23-Feb-21 12:09 PM
oh cool the balkan nations also have it
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Fetti (Lil Break) 23-Feb-21 12:09 PM
Can you cover it at least?
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Lamounier 23-Feb-21 12:09 PM
Nah, its a gridbox
The options change depending on the selected country
So a cover wouldn't fit in always
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The Xenophobic Fascist 23-Feb-21 12:10 PM
goddamnit paradox tfwno
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Fetti (Lil Break) 23-Feb-21 12:10 PM
Depressing, but oh well
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jesusใƒ„ - UwU 23-Feb-21 12:11 PM
already noticed a small issues it goes above the scrollbar for ideas
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Fetti (Lil Break) 23-Feb-21 12:11 PM
literaly
unplayabl
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Lamounier 23-Feb-21 12:11 PM
Yeah I know that
It's most likely not fixable due to the way pdx handles file loading
tfwno 12
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The Xenophobic Fascist 23-Feb-21 12:12 PM
3 million dollar company
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Critical Existence Failure 23-Feb-21 06:09 PM
@Fedacking you should really add tooltips to the econ GUI saying that some spending increases socdev
like for science and admin expedenitures
it doensn't tell you that it increases those socdev monthly
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Fedacking 23-Feb-21 06:11 PM
Wait, it does
Well
Time to improve the tooltips
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Critical Existence Failure 23-Feb-21 06:11 PM
it doesn't
like this affects research facilities socdev
it doesn't tell you that
Avatar Critical Existence Failure it doesn't
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Fedacking 23-Feb-21 06:11 PM
I mean that it improves socdev, I didn't know
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Critical Existence Failure 23-Feb-21 06:11 PM
oh
funnyclockman
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Fedacking 23-Feb-21 06:11 PM
๐Ÿ˜”
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jesusใƒ„ - UwU 24-Feb-21 07:12 AM
i was wondering since the updated cold war GUI will represent borders of the major factions i think? would it also represent things like the UN/KDN when they form ik this is a dumb question but im wondering (edited)
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Walker Of Chaos 24-Feb-21 07:13 AM
Hadnโ€™t really considered it. My inclination is that it wonโ€™t though since the UN doesnโ€™t happen in TNO1 and the KdN is founded literally at the end of Speer content
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Walker Of Chaos 24-Feb-21 09:44 AM
@North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ @DocOverbuild3 @Oveja Any of you interested in helping set up some proxy wars?
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DocOverbuild3 24-Feb-21 09:49 AM
On break for another week and a half, apologies
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Oveja 24-Feb-21 10:13 AM
Sure thing, what do you have in mind
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Walker Of Chaos 24-Feb-21 10:15 AM
no worries
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Walker Of Chaos 24-Feb-21 10:17 AM
Of the remaining African proxies (Congo crisis, Gazaland, West Africa) is there any in particular youโ€™d prefer to do some initial prep work on? Prep work in this case setting up a debug event that triggers the proxy wars and triggers allowing each side to send volunteers to the respective factionw
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Oveja 24-Feb-21 10:17 AM
Oh sure thing, I can do whatever, maybe all 3 if you need it, setting up the debugs is not a big deal
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OPAsian 24-Feb-21 10:18 AM
poujeb
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Walker Of Chaos 24-Feb-21 10:18 AM
Thatโ€™d be appreciated, get in touch with Atomic for exact details
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Oveja 24-Feb-21 10:18 AM
Which tags specifically are the ones that-
Ah aight
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OPAsian 24-Feb-21 10:18 AM
Africa... South... Cultural Springs... Warm Southern Springs...
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Oveja 24-Feb-21 10:19 AM
@AtomicFalco Hey I'll be working on setting up the proxies for Congo crisis, Gazaland, and West Africa, which tags in specific should I set up the debugs for?
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Oveja 24-Feb-21 10:19 AM
CSS has the Burundi development role.........
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jesusใƒ„ - UwU 24-Feb-21 10:37 AM
free france skeleton content....
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 24-Feb-21 10:46 AM
Busy for another week with exams, then available at limited capacity
But I'm in
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AtomicFalco 24-Feb-21 10:47 AM
Alright, I will put on paper what skeletonizing these conflicts entails, so it will be easier to setup the tags and how exactly they are supposed to appear. But basically for now, you can already use for the Congo Crisis the already existing code for it. It should be somewhere in the African Spring event file
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Oveja 24-Feb-21 10:48 AM
Alright I'll be waiting for the document and begin tampering with the Congo Crisis for the time being
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Kyiv_Worker 24-Feb-21 11:04 AM
Have new response trees for America to deal with the new African proxies been considered, or has that yet to be pinned down?
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Fetti (Lil Break) 24-Feb-21 11:04 AM
@AtomicFalco Would also appreciate being directed the paper
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Flaxbeard 24-Feb-21 11:11 AM
Oh yeah trees would be interesting
I do wonder what the best way to handle it would be since each probably wouldnโ€™t have its own tree
But maybe a generic African wars tree with one or two for each conflict?
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Lamounier 24-Feb-21 11:15 AM
^
Too much work + would fuck over with timing
And we don't really need trees for proxies anyway
Better to use trees for domestic content primarily
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Kyiv_Worker 24-Feb-21 11:18 AM
Shame
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Bamba 24-Feb-21 11:50 AM
imo Response trees are really bad
Much better handeled through a Mechanic
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Kyiv_Worker 24-Feb-21 11:51 AM
Yeah, though there's still to be a proper introduction to the situation, one way or another, tree or not
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Flaxbeard 24-Feb-21 01:23 PM
I like response trees wertroll
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Metal Gear Kraken 24-Feb-21 01:23 PM
wertroll
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Flaxbeard 24-Feb-21 01:23 PM
I think I just like trees in general
The art and descriptions are nic e
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OPAsian 24-Feb-21 01:28 PM
imo trees are a bit too much Decision categories tho should do the job Thatchernice
They can also have cool art and pictures
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Oveja 24-Feb-21 01:31 PM
An unique GUI for each proxy war
wertroll
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OPAsian 24-Feb-21 01:32 PM
okspeerfolk
a decision category with a nice picture can have as much an impact
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Critical Existence Failure 24-Feb-21 01:51 PM
what about decisions with loc chaosisaladderherrlandrut
Avatar Critical Existence Failure what about decisions with loc chaosisaladderherrlandrut
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OPAsian 24-Feb-21 01:52 PM
CHAOSISALADDERHERRLANDRUT what about a decision with loc, that triggers an event with loc (edited)
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Critical Existence Failure 24-Feb-21 01:53 PM
HMMMMMMMMMM
that's some 4d chess shit right there HIGHLYVISIONARYIDEA
or wait you arent going far enough
what if that event with loc
triggers a scripted gui...
with loc
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OPAsian 24-Feb-21 01:54 PM
bro...
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Oveja 24-Feb-21 02:00 PM
Very very nice, would be better if the text lined up with the image but that's just me nitpicking
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Flaxbeard 24-Feb-21 02:03 PM
also seems like a lot of text imo
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Critical Existence Failure 24-Feb-21 02:09 PM
@Fedacking oh yeah did you get to improving those econ tooltips or nah?
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Fedacking 24-Feb-21 02:15 PM
nah
maybe on the weekend when I have more time, instead of still removing time from my work
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Critical Existence Failure 24-Feb-21 02:15 PM
ah, alright
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Fetti (Lil Break) 24-Feb-21 02:47 PM
I like trees
I'm a simple person, I feel trees are development of history
But thaaat's me
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Flaxbeard 24-Feb-21 02:55 PM
I think it's that trees have a sense of progression that I like them
decision categories are nice
but you just have a set of infinitely repeatable options without much flavor
(in most cases)
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Lamounier 24-Feb-21 02:59 PM
If only we could make it so you could take domestic and foreign focuses at the same time
But alas
Avatar Lamounier But alas
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Critical Existence Failure 24-Feb-21 03:00 PM
multi-focus drifting
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OPAsian 24-Feb-21 03:01 PM
what if... we implemented senny's double focus plan for Scotland in the UK to Superpowers ๐Ÿ˜ณ (edited)
which involved using those old ass pre focus-tree focus that Paradox showed off (edited)
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Flaxbeard 24-Feb-21 03:01 PM
wait what
we could implement a quasi-focus tree system in a decision gui or something
"plan trees" wertroll
PRAISETHELORD 5
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Critical Existence Failure 24-Feb-21 03:05 PM
yunno, you could make a new tab for that
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Flaxbeard 24-Feb-21 03:06 PM
we would be more limited in what we could do of course
like no zoom/pan
but war trees are usually not that big
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Critical Existence Failure 24-Feb-21 03:06 PM
oh
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Flaxbeard 24-Feb-21 03:06 PM
wait actually
maybe you can add zoom/pan
with draggable = yes in a clipping = yes parent container
idk if that works
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Walker Of Chaos 24-Feb-21 03:07 PM
Iโ€™ve tinkered with a system for doing this. Problem is I canโ€™t figure out any solutions that wouldnโ€™t drive the coder insane
Hypothetically we have some GUIโ€™s (like the Burgundy Investiagtion one) that could be repurposed into focus trees lite. Then you create scripted effects that replicate the results of the foci you wanna duplicate (or just the normal focus effects if you only want certain foci to be do able with this system) and fire them after x days have passed.
Itโ€™d just be mind numbingly boring to implement and extremely error prone and all in all not be worth the effort
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Lamounier 24-Feb-21 03:20 PM
Yeah, it's simply too hard to implement something like that from our end
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the 24-Feb-21 03:37 PM
there was one mod which did it but
in that mod they didn't added notification for if a focus was available
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Flaxbeard 24-Feb-21 03:38 PM
the #senior-contrib-highrise discussion we had about a notification system could work
I might try to impl that later today actually since it might be useful for TT
for unallocated production units
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Fetti (Lil Break) 24-Feb-21 03:40 PM
@Walker Of Chaos @Lamounier for the Angolan skeleton stuff it's only JPN and USA that send contribs, right?
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Flaxbeard 24-Feb-21 03:40 PM
werbell wertroll
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the 24-Feb-21 03:40 PM
did you decided where to place them @Flaxbeard
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Flaxbeard 24-Feb-21 03:40 PM
I think the spot you suggested is best
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Fetti (Lil Break) 24-Feb-21 03:40 PM
sure, but idk how to pick werbell without picking all RUS unifiers thatchernice
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Flaxbeard 24-Feb-21 03:40 PM
right-to-left in the tab area under the tab selectors
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Walker Of Chaos 24-Feb-21 03:48 PM
Yes
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Fetti (Lil Break) 24-Feb-21 03:48 PM
Alright thank
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Critical Existence Failure 24-Feb-21 04:32 PM
is it just me or does Social Expenditures not have gameplay impact right now
like it doesn't affect policy effectiveness
@OPAsian did you break it chaosisaladderherrlandrut
could have sworn it was working fine in my AB run
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OPAsian 24-Feb-21 04:33 PM
oh im currently replacing it with a more dynamic system
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Critical Existence Failure 24-Feb-21 04:33 PM
oh
makes sense then
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Fillmore, Lord Goring 24-Feb-21 04:50 PM
proxy wars ๐Ÿคค
poujeb 5
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jesusใƒ„ - UwU 24-Feb-21 04:54 PM
can we make SAW 3 a proxy war funnyclockman
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DuoDex 24-Feb-21 04:54 PM
you can fake alerts using diplomatic actions
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Kyiv_Worker 24-Feb-21 04:55 PM
Finno-Russo war into a proxy ๐Ÿ˜ณ
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DuoDex 24-Feb-21 04:55 PM
so you could spawn a dummy diplomatic alert with, say, a daily check to see if the number of tokens > number of production tokens in use
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Flaxbeard 24-Feb-21 05:01 PM
I think a wholly custom system might be better just so we have more control
Ie so we can open a GUI when clicked
Iโ€™m not sure if you can do that with diplo actions
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DuoDex 24-Feb-21 05:01 PM
there is no effect for showing /hiding basegame tabs, that's hardcoded
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Flaxbeard 24-Feb-21 05:01 PM
Iirc OWB and Cold War mod both do a custom system
Yeah itโ€™d show the Econ tab
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DuoDex 24-Feb-21 05:02 PM
that's just a flag, innit?
diplo has a complete_effect same as anything else, and it will tie into alert system properly
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Flaxbeard 24-Feb-21 05:03 PM
Ah nice
Does it add any overhead
For AI
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DuoDex 24-Feb-21 05:04 PM
AI shouldn't ever get it since they would always assign 100% of production tokens right?
i'm thinking a dummy tag that will check once a day if player country(ies) have more tokens than are assigned (edited)
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Flaxbeard 24-Feb-21 05:04 PM
Yeah I mean adding new diplo actions
Does that add any new checks
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DuoDex 24-Feb-21 05:05 PM
no, you can restrict allowed = {} to one tag which evaluates only on load/reload
👍 2
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Flaxbeard 24-Feb-21 05:10 PM
awesome, that's really helpful
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DuoDex 24-Feb-21 05:20 PM
@Flaxbeard
unassigned_tokens_alert = { icon = 19 allowed = { is_ai = no ROOT = { tag = UTL } } visible = { is_ai = no ROOT = { tag = UTL } } selectable = { AND = { check_variable = { production_tokens > production_tokens_in_use } has_country_flag = wants_production_tokens_alert NOT = { has_country_flag = recently_sent_tokens_alert } } can_be_accepted = { always = yes } #Localization bits send_description = ONLY_DUMMY_TAG receive_description = PRODUCTION_TOKENS_NOT_IN_USE accept_title = OPEN_ECON_TAB_FROM_ALERT accept_description = OPEN_ECON_TAB_FROM_ALERT_DESC reject_title = REJECT_OPEN_ECON_TAB_FROM_ALERT reject_description = REJECT_OPEN_ECON_TAB_FROM_ALERT_DESC #effect bits on_sent_effect = { set_country_flag = { flag = recently_sent_tokens_alert value = 1 days = 1 } } complete_effect = { set_country_flag = show_econ_tab } reject_effect = { clr_country_flag = recently_sent_tokens_alert } }
there would be a button somewhere to turn on/off the alerts i'd imagine
obviously I haven't put in the flags or whatnot
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the 24-Feb-21 05:35 PM
@DuoDex does this dummy diplo action appears in the menu
or is there a way to hide it
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jesusใƒ„ - UwU 24-Feb-21 05:36 PM
oh cool just noticed that its ingame
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DuoDex 24-Feb-21 05:37 PM
allowed = {} and visible = {} both hide it
we could probably yeet one of the checks tbh
since it's initially scoped to the target, you need to hit em with the ROOT to check to make sure only one country in this case UTL (a dummy utility tag) can use it
allowed is only checked on load, so performance impact is minimal, especially as diplo stuff is only calculated once daily
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the 24-Feb-21 05:39 PM
if it's like decisions but there allowed is checked only at game start and visible is checked during a game
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DuoDex 24-Feb-21 05:39 PM
yeah i haven't tested ingame since I don't know the equations, so i haven't edited that yet
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the 24-Feb-21 05:40 PM
so it's not recommended using like duplicates since it's wasting performance for no reason panzersbreakingpoint
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DuoDex 24-Feb-21 05:40 PM
if i get to test it at any point i'll look into optimizing the checks
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Fillmore, Lord Goring 24-Feb-21 05:49 PM
awooga
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CPR 25-Feb-21 12:58 AM
@Lamounier I pushed the last bit of Cold War GUI stuff (I think?), which was the data section on the bottom. I didn't adjust the size of the loc entries so it clips out rn, but it's in the right location at least
Poke around and lmk if there's anything else you want me to do with it
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Lt. Cmdr. Stingray 25-Feb-21 03:42 AM
Is surplus bugged atm? I'm not getting any liquid reserves
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Lt. Cmdr. Stingray 25-Feb-21 03:52 AM
I'm getting a massive deficit at year start, then it jumps back to the usual surplus after a few days
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OPAsian 25-Feb-21 03:52 AM
rapturposting
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Lt. Cmdr. Stingray 25-Feb-21 03:54 AM
this is USA (RFK, 67->68) btw
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OPAsian 25-Feb-21 04:02 AM
huh your social expenditure on the left was like 3x higher than it should be
hopefully it should be fixed on one of the new commits, but a tad weird
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Lt. Cmdr. Stingray 25-Feb-21 04:03 AM
the commit is from yesterday
might want to keep an eye on it on the next round of USA tests
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OPAsian 25-Feb-21 04:04 AM
๐Ÿ‘
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Plowix 25-Feb-21 04:06 AM
oh god wrong channel
Avatar OPAsian ๐Ÿ‘
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Fedacking 25-Feb-21 04:16 AM
I know there was a weird bug on how total pop was calculated
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Fetti (Lil Break) 25-Feb-21 04:23 AM
@OPAsian I think Skeleton Content for Angolan war for now is functional, anything I should check and if it's done something else ya need?
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OPAsian 25-Feb-21 04:23 AM
@Walker Of Chaos should know more. Maybe start on a decision category for Japan and America?
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Fetti (Lil Break) 25-Feb-21 04:24 AM
Messing with America code gives me genuine fight or flight reactions, but sure
thatchernice
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OPAsian 25-Feb-21 04:26 AM
fucking same im currently overhauling sliders and policy effectiveness, and it fucking spasms me out knowing that every nation will use this system Thatchernice
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Fetti (Lil Break) 25-Feb-21 04:45 AM
no pressure but if you fuck up we're fucked for years
thatchernice
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OPAsian 25-Feb-21 04:46 AM
Thatchernice
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Walker Of Chaos 25-Feb-21 04:51 AM
@Fetti (Lil Break) @OPAsian A simple decision category allowing for the sending of more volunteers/support in the style of current Germany OC would be fine I think (edited)
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Walker Of Chaos 25-Feb-21 04:57 AM
Oh this so so very much. I very much try not to think about the fact that if I fuck up the leadership of this patch literally all of TNO will suffer because if I did I wouldn't sleepthatchernice
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OPAsian 25-Feb-21 05:00 AM
Thatchernice
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Walker Of Chaos 25-Feb-21 05:01 AM
Currently dealing with school stuff for a couple more hours but once that's done everyone should expect a slew of new documents to help with tracking work and the like
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The Xenophobic Fascist 25-Feb-21 05:05 AM
only slightly related to TT but is it possible for fog to be turned off at game start
fog kinda hides unique 3D buildings
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Fetti (Lil Break) 25-Feb-21 05:13 AM
I'll check on it then!
Right now my job is
fixing the launcher
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Fetti (Lil Break) 25-Feb-21 06:20 AM
I think I know the logic of the issue
lemme boot on a fully neutral country
The code is making the player tag declare war on the MPLA
No matter the country you are
[10:22:18][effectbase.cpp:2257]: [10:22:18][effectbase.cpp:2243]: 1:00, 1 January, 1962: Italian Empire declared war on MPLA
OH I THINK I KNOW WHATS GOING ON
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OPAsian 25-Feb-21 06:25 AM
Thatchernice
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Fetti (Lil Break) 25-Feb-21 06:26 AM
The declare war code
Is defaulting ROOT to the player tag
can I specify it as a war with ANG and ANL tags?
@OPAsian any idea?
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OPAsian 25-Feb-21 06:28 AM
shouldnt it just be this?
scoping it correctly and doing declare_war_on
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Fetti (Lil Break) 25-Feb-21 06:29 AM
Ah
the declare war was
out of ANG scope
thatchernice
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OPAsian 25-Feb-21 06:29 AM
Thatchernice
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Fetti (Lil Break) 25-Feb-21 06:30 AM
very pog
let's test it out now
finally
hirohito doesn't hate the mpla anymore
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Fetti (Lil Break) 25-Feb-21 06:49 AM
is it this oner
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OPAsian 25-Feb-21 06:51 AM
it seems like it is just this
apparently USA_advisor level is different from other nations advisor level
🇱🇷 1
probably to track something with elections
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Fedacking 25-Feb-21 06:56 AM
>Messing with America code gives me genuine fight or flight reactions, but sure I'm curious why is that? @Fetti#9906 @OPAsian#8622 (edited)
@OPAsian
Huh
Why didn't it work before?
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OPAsian 25-Feb-21 06:59 AM
probably something with how massive and important the US is panzersbreakingpoint
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Fedacking 25-Feb-21 07:00 AM
Also @Fetti (Lil Break) missing ping
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Fedacking 25-Feb-21 07:00 AM
I always like Facebook's old motto: "Move fast and Break things" (edited)
Thought that made glenn not have a mars landing
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OPAsian 25-Feb-21 07:01 AM
funnyclockman
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Fetti (Lil Break) 25-Feb-21 07:02 AM
Because a lot of the US code is very, very tight, and sometimes, very very loose
It's not a matter of a bad code as much as I don't understand what the fuck is going on and I'm terrified I'll mess something reallt bad
Proxy wars a go
....now to mess with USA code
thatchernice god help me
thatchernice 8
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Lamounier 25-Feb-21 08:06 AM
Gotcha, thanks raumsothumbs
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Fillmore, Lord Goring 25-Feb-21 08:08 AM
y'all move fast hot damn
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DocOverbuild3 25-Feb-21 11:05 AM
@Fedacking I broke it when I first coded it
funnyclockman 1
It didnโ€™t work for months
Then I fixed it right before release
And you broke it for a few more months afterwords
Itโ€™s the circle of Glennโ€™s life
Donโ€™t worry, some day a new contrib will come and repeat the cycle
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Walker Of Chaos 25-Feb-21 01:09 PM
@Fetti (Lil Break) Checked your Angola CW work, was generally good but remember that effects where you give someone equipment should transfer from your own stockpiles and with the production tokens on map factories will no longer be used
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Fetti (Lil Break) 25-Feb-21 01:10 PM
Oh, how do I transfer?
Do I remove equipment from my own stockpile or something, or set a minus value?
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Hugh6734 25-Feb-21 01:11 PM
you can also add a decrease effect
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Fetti (Lil Break) 25-Feb-21 01:11 PM
so for example
Add_equipment_to_stockpile = {
bababa
-1000
?
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Walker Of Chaos 25-Feb-21 01:11 PM
send_equipment = { equipment = infantry_equipment amount = 100 target = GER }
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Fetti (Lil Break) 25-Feb-21 01:11 PM
OHHH
Send
Shit, I'm sorry
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Walker Of Chaos 25-Feb-21 01:12 PM
No worries
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Hugh6734 25-Feb-21 01:12 PM
you can do that but this is better
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Fetti (Lil Break) 25-Feb-21 01:12 PM
And I'll tweak the factory one, yeah
My brain is still on vanilla functions on that
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Walker Of Chaos 25-Feb-21 01:12 PM
np
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Fetti (Lil Break) 25-Feb-21 01:12 PM
Any suggestion for a TT replacement?
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Walker Of Chaos 25-Feb-21 01:12 PM
Maybe a natspirit boosting factory output?
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Walker Of Chaos 25-Feb-21 01:15 PM
What was better?
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Hugh6734 25-Feb-21 01:15 PM
your one
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Walker Of Chaos 25-Feb-21 01:15 PM
Ah, missread
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Flaxbeard 25-Feb-21 01:28 PM
Eventually granting Production Units is probably a decent benefit
or something in relation to the market
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Fetti (Lil Break) 25-Feb-21 01:45 PM
I'll leave a note
but what do I do now
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jesusใƒ„ - UwU 25-Feb-21 02:02 PM
an interesting this is
how will the AI manage proxy wars
that arent the main ones
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Fetti (Lil Break) 25-Feb-21 02:05 PM
Sending volunteers isn't a decision, but a game mechanic
can weighten the AI to always send volunteers and give ai weight to the actions
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the 25-Feb-21 02:32 PM
AI volunteers are broken
when this happens it just loads an OOB for the proxy war nation
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Fetti (Lil Break) 25-Feb-21 02:35 PM
Shit
How do I set a specific oob for the volunteer to be the same for the nation it sent then?
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the 25-Feb-21 02:40 PM
as I said(probably wasn't clear enough) you need to create an OOB to be loaded for whatever country if the major is an AI (edited)
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Fetti (Lil Break) 25-Feb-21 02:50 PM
Oh I never done an OOB
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 25-Feb-21 02:51 PM
copy/paste another and modify for your own needs wertroll
the code for them is pretty easy
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Flaxbeard 25-Feb-21 02:56 PM
so I made this for the hell of it
This is like 75% functional 25% hardcoded but I'm fairly sure we could get a fully flexible system, and if need be make a python tool like the Camera legislation generator if we wanted I'm envisioning a different graphical style, sort of drawn as military plans or we could do CRT. Could have tabs for every active conflict.
hell we could even use something like this for russia
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Kyiv_Worker 25-Feb-21 03:02 PM
Well, that looks incredible, and if you need a CRT flair, there might be some people I can recommend for you Cough cough me cough
cprthumbs 5
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jesusใƒ„ - UwU 25-Feb-21 04:01 PM
holy shit
poujeb
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Targai 25-Feb-21 04:02 PM
Jesus christ flax
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jesusใƒ„ - UwU 25-Feb-21 04:02 PM
truly utravisionary Design philosophy (edited)
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Targai 25-Feb-21 04:03 PM
I can't imagine porting shit to this / hooking it up will be within TT's scope if we ever wanna get it out soon
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The Ankamüdafaa 25-Feb-21 04:03 PM
yoooo based
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Targai 25-Feb-21 04:03 PM
But holy fuck lmao
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Flaxbeard 25-Feb-21 04:07 PM
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The Spaniard 25-Feb-21 04:07 PM
its like a second focus tree or what
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Flaxbeard 25-Feb-21 04:07 PM
Maybe used for military interventions which we would either have crisis trees or decision categories for
(could be used for no-expansion-tree russia too?)
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Fetti (Lil Break) 25-Feb-21 04:07 PM
WAIT THATS
THE IDEA I GAVE FOR CHILE IN CSS
YOU DID IT
YOU MADLAD DID IT
got damn
what the fuck is tt at this point
"So guys TT is very much disconnected from gameplay"
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jesusใƒ„ - UwU 25-Feb-21 04:08 PM
now to find a way to make AI do one tree and player other so pre ECW england can be even cooler
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Fetti (Lil Break) 25-Feb-21 04:08 PM
"Let's make it THE gameplay"
thatchernice
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The Spaniard 25-Feb-21 04:08 PM
i think it should be that but with normal icons except neon ones
like special icons for that
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Fetti (Lil Break) 25-Feb-21 04:08 PM
I like the idea of neon icons
Feels like a hud display
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Fedacking 25-Feb-21 04:09 PM
Eh, I really really like the art style for TNO icons
for the focuses tree
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jesusใƒ„ - UwU 25-Feb-21 04:09 PM
other mods: cool innovations TNO: we made a 2nd focus tree menu
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The Spaniard 25-Feb-21 04:10 PM
yea i think we should use the 2nd focus tree menu for wars
like proxy wars
with normal icons
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jesusใƒ„ - UwU 25-Feb-21 04:11 PM
tbh if we were to adopt it it would be good for more than just wars (edited)
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The Spaniard 25-Feb-21 04:11 PM
i mean we want the principal focus tree menu to still be used
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Flaxbeard 25-Feb-21 04:12 PM
I do think keeping it for wars (maybe crises too) is for the best Benefits would be: - Can enable more than one tree at a time (tabs) - Doesn't screw up timing of domestic focuses Drawbacks: - Harder to code for than real focuses (may make a tool to make this easier) - Another thing for the player to manage It would have to serve a distinct gameplay focus (like wars) otherwise it's gonna feel weird
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Fetti (Lil Break) 25-Feb-21 04:12 PM
I would say focus on making it for proxy wars first
Then we can add it as we see potential
I feel a tutorial is more important than ever now, lmfao
I
Also feel at this point TT is due a new teaser
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Flaxbeard 25-Feb-21 04:13 PM
definitely need to get dev eyes on it too before we decide anything
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Fetti (Lil Break) 25-Feb-21 04:13 PM
It is functionally a different beast now
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Flaxbeard 25-Feb-21 04:13 PM
I just made it to see if it's possible not because it was approved
thatchernice
otherwise I'll sell it to the redux
or add to brazil
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The Spaniard 25-Feb-21 04:13 PM
no
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the 25-Feb-21 04:13 PM
@Flaxbeard how you made it so it's draggable
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Flaxbeard 25-Feb-21 04:14 PM
pain it's 2 guis, the outer one has 2 nested containers, Outer which is the size of the display (with clipping = yes) and Inner which is larger and can accommodate the entire "intervention tree" the second gui is set with parent_window_name = military_plans_view_container and draggable = yes and so it can be dragged in the bounds of the Inner container (but is only visible in the Outer container bounds) (edited)
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DocOverbuild3 25-Feb-21 04:15 PM
This could either be the greatest innovation ever if done right
Or the biggest over engineered pain in the ass possible
wertroll 6
Should be a fun journey.
Actually now that I think about it
@Flaxbeard whatโ€™s the difference in functionality between this and a decision mechanic
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 25-Feb-21 04:18 PM
endslide flashbacks
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DocOverbuild3 25-Feb-21 04:18 PM
Like, just to use an example that I know well
The SAW mechanic
Avatar DocOverbuild3 The SAW mechanic
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Flaxbeard 25-Feb-21 04:18 PM
Nothing really, it's just a fancy presentation
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DocOverbuild3 25-Feb-21 04:18 PM
Youโ€™ve got decisions to send guns, troops, give buffs, etc
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Flaxbeard 25-Feb-21 04:18 PM
we can add a timer to them, and also add prereqs
to make it more narrative based
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DocOverbuild3 25-Feb-21 04:19 PM
At that point though, like you said, itโ€™s just something else to pay attention to for narrative purposes and I donโ€™t know if the code cost is worth it
But thatโ€™s for later once it gets dtanderized and implemented
My follow up
I think using it for wars is going in the wrong direction
Might I suggest it be used for foreign policy instead
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Flaxbeard 25-Feb-21 04:20 PM
The reason we would want it for wars is because wars don't mesh nicely with the focus tree flow
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DocOverbuild3 25-Feb-21 04:20 PM
So we can finally have a way to not sacrifice taking a domestic focus to go down a FP tree
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Flaxbeard 25-Feb-21 04:20 PM
or at least that's a common complaint I've heard
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DocOverbuild3 25-Feb-21 04:20 PM
Yeah which is why we switched to using mechanics
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Flaxbeard 25-Feb-21 04:20 PM
foreign policy is more baked in to the traditional plot
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DocOverbuild3 25-Feb-21 04:20 PM
Rather, decision mechanics
My point mainly
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jesusใƒ„ - UwU 25-Feb-21 04:21 PM
if 2nd focus tree menu where to be used for foreign policy it could make the world more interesting imo
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The Spaniard 25-Feb-21 04:21 PM
what about a world map and every region a different focus tree
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Flaxbeard 25-Feb-21 04:21 PM
It's really not built to handle big trees, I've tried to polish it up but it's not as clean as the real focus system this is why I hesitate to use it for big FP trees
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DocOverbuild3 25-Feb-21 04:21 PM
Yes this gives more flavor, but itโ€™s mechanical usage isnโ€™t great when a decision menu could do it better through keeping things organized in one place, ease of use, not having to manage two different trees, etc. would it really be worth all the time and effort to make new faux trees that do a mechanics job worse?
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uglidoll 25-Feb-21 04:21 PM
actual in depth foreign policy narrative without detracting from domestic would be a lot easier with that
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DocOverbuild3 25-Feb-21 04:22 PM
And again, most of this is theoretical so this is just me thinking design wise
I personally think if this was FP based it would actually have a purpose, but as it exists now itโ€™s kind of over designing something that worked.
Especially with its lack of utility to be adapted to FP trees if thatโ€™s the case
Although, as you know, Iโ€™m not the boss anymore nor really even on the team. (edited)
So letโ€™s see what the devs say
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Flaxbeard 25-Feb-21 04:23 PM
The main impetus for trying this in my mind was to handle the various proxy wars that TT is introducing It would be too bulky to have a category for each proxy war, and this would let us add a bit of narrative to each without a response tree
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Targai 25-Feb-21 04:23 PM
You are on the team doc okbud
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DocOverbuild3 25-Feb-21 04:23 PM
@Flaxbeard Just have the same decision category with different scripted loc
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Targai 25-Feb-21 04:23 PM
Personally I think porting over ForPol stuff / Wars to this would be fucking wonderful but it's such a massive scope and feature creep I feel like we'd have to spend the rest of the year porting shit over
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Flaxbeard 25-Feb-21 04:23 PM
But there can be many active proxy wars
simulatenously
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DocOverbuild3 25-Feb-21 04:24 PM
Unless multiple can pop up at the same time
In that case, wouldnโ€™t this system have the seem issue? Multiple small โ€œtreesโ€ for all the various wars?
On top of managing everything else
Honestly
Hm
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Flaxbeard 25-Feb-21 04:24 PM
It might not be worth it yeah
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DocOverbuild3 25-Feb-21 04:24 PM
I want to say maybe proxy wars werenโ€™t the best idea but Iโ€™ll think on this more
Just got onto spring break so Iโ€™m in a designing mood
@Walker Of Chaos lmk when you have a minute, think we might need to reframe the problem
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uglidoll 25-Feb-21 04:25 PM
I think proxy wars are really worth it just to make the world feel alive and the cold war feel meaningful
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Fetti (Lil Break) 25-Feb-21 04:26 PM
Also it's a great way to do things while waiting focus after focus for some nations
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DocOverbuild3 25-Feb-21 04:26 PM
Also, apologies if I sound brash, this is all wonderful work Iโ€™d like to just make sure it goes to use.
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Targai 25-Feb-21 04:26 PM
I mean frankly the concept in general is probably way too beyond our scope
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Fetti (Lil Break) 25-Feb-21 04:26 PM
I know they aren't applicable yet, but for example
Iberia
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Targai 25-Feb-21 04:26 PM
I'll be frank it actually blew me away when I saw it
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DocOverbuild3 25-Feb-21 04:26 PM
@uglidoll Rather, proxy wars arenโ€™t the problem, but the way they are handled
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Flaxbeard 25-Feb-21 04:26 PM
they also appeal to my ooga booga me like war in hoi4 sense (edited)
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Targai 25-Feb-21 04:26 PM
But it's honestly probably just too much for TT
We're stretching scope as it is
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DocOverbuild3 25-Feb-21 04:26 PM
I would like to comment on that
And remind everyone that things that work great in a test environment will always need to be iterated
So what works well in concept and in game without being hooked up might actually turn out to be the wrong way to go. Simple fact of game development life.
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Flaxbeard 25-Feb-21 04:27 PM
My scope worry is the amount of work generated per-tag. Large overhauls won't take that much work imo (it's been ~2 days and production units are in), but anything that's going to need reworking for all tags is going to take WAY more manpower
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DocOverbuild3 25-Feb-21 04:27 PM
But thatโ€™s for testing to decide
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Flaxbeard 25-Feb-21 04:28 PM
Like, implementing the market is fine for scope but if it makes us have to go back and edit a lot of existing trees etc it's gonna be way worse
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Targai 25-Feb-21 04:28 PM
Exactly
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DocOverbuild3 25-Feb-21 04:28 PM
@Flaxbeard the systems in, integration with economy, power research, focus trees, mechanics, are not
Which was more my point
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Targai 25-Feb-21 04:28 PM
Making all foreign policy separate systems is genuinely a genius idea but it's also a shitload of work
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DocOverbuild3 25-Feb-21 04:28 PM
Or I might be behind and some of that stuff is done but the same general train of thought
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Targai 25-Feb-21 04:28 PM
Scoping it down to just Proxy Wars is a bit better for scope but it's still a lot of work
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Flaxbeard 25-Feb-21 04:28 PM
The prod unit system is at least somewhat forgiving since it leaves the vanilla mechanics alone and most effects can be moved over to just granting units
much better than a more invasive rework
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DocOverbuild3 25-Feb-21 04:29 PM
Basically, finish up the core systems first, make sure they work and are integrated perfectly, before we move on to further innovations
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uglidoll 25-Feb-21 04:29 PM
To be fair every major with foriegn policy is getting a facelift / rework with some update except the us
So that could be done gradually
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DocOverbuild3 25-Feb-21 04:30 PM
Yes, and I pity the fucker that had to port of Speers diplomacy to this new system
And thatโ€™s just one
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Targai 25-Feb-21 04:30 PM
My current opinion is that this is something that'd need to be done over several patches
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jesusใƒ„ - UwU 25-Feb-21 04:30 PM
porting over Russian diplo be like why
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Targai 25-Feb-21 04:30 PM
ie we integrate stuff to this system (if we even introduce it at all, or in TT) over various patches
with all it initially launches with being simple small proxy war stuff
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Flaxbeard 25-Feb-21 04:30 PM
I'd reiterate that I think porting fopo to a non-core hoi system like faux-us trees is IMO not a great idea reason I said wars/military ops is that it's smaller in scope
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Targai 25-Feb-21 04:30 PM
yeah
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DocOverbuild3 25-Feb-21 04:31 PM
With my issue being at that point itโ€™s a worse version of a decision menu
Why fix whatโ€™s not broken is what Iโ€™m trying to say
No matter how cool it is.
And I say that as the most anti tree person here
To the point where Tex and I tried to almost eliminate them completely in early Canada design (edited)
Well not completely but very limited interaction.
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jesusใƒ„ - UwU 25-Feb-21 04:32 PM
the HOI4 focus tree system is a blessing and a curse
nextlevelbreakingpoint
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Targai 25-Feb-21 04:32 PM
The most I'd say for this, in a dream world where we have a big team, is to port wars to this system entirely
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DocOverbuild3 25-Feb-21 04:32 PM
Most things in hoi4 are
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Targai 25-Feb-21 04:32 PM
and have the current focus menu be for political and diplo
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Fetti (Lil Break) 25-Feb-21 04:32 PM
don't really get the hate I love using them for narrative progression
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Targai 25-Feb-21 04:32 PM
and this new screen is war
But that's an actually terrifying amount of work and effort
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DocOverbuild3 25-Feb-21 04:33 PM
@Fetti (Lil Break) Itโ€™s not an effective work cost for what we get out of it
Is mainly my issue with it.
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Fetti (Lil Break) 25-Feb-21 04:33 PM
Hm
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DocOverbuild3 25-Feb-21 04:33 PM
Yeah, gives you a little extra narrative, but is it worth entirely reworking the tree system?
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Flaxbeard 25-Feb-21 04:34 PM
I really dislike decision menus for proxy wars but that's just me, they feel very lifeless There are a bunch of options in a list, they're difficult to parse, and they don't feel like you're actually meaningfully affecting the war, it's just making numbers go up or down I think this system has a lot of potential downsides (and I will only be a little hurt if we don't use it somehow thatchernice ), but I do think it does do a few things focuses don't: provide a sense of progression, provide a nice visual representation of what's going on in the war, and adds optional loc
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DocOverbuild3 25-Feb-21 04:34 PM
Well letโ€™s conceptualize a little bit
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Flaxbeard 25-Feb-21 04:34 PM
They "cover up the spreadsheet" so-to-speak
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DocOverbuild3 25-Feb-21 04:34 PM
How would the SAW work with this new system
Integrating the discontent, war wariness, war crimes stuff, with a tree?
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jesusใƒ„ - UwU 25-Feb-21 04:35 PM
if it were to be about proxy wars would it be possible for life if 2 were going on at once for there to be tabs to swap between either ๐Ÿค”
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Flaxbeard 25-Feb-21 04:35 PM
that's my thinking ye
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DocOverbuild3 25-Feb-21 04:36 PM
The reason I ask is because I don't think there's a way to do it
But I'd like to be proven wrong because if we can make it work it's a genuinly great system
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Flaxbeard 25-Feb-21 04:37 PM
That's a good question. I think there's a few options: - Don't do it for SAW, it's too important and pivotal - Move the focus tree portions of the SAW to the "military operations" GUI, leave the decision menu unchanged - Embed the decision menu stuff in a display as part of the operations GUI. We'd have to have some reusable buttons too, I'd guess
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DocOverbuild3 25-Feb-21 04:37 PM
The SAW tree was a relic of release that's on the chopping block anyway so that's a non issue
For the first, if you only want to use this for minor proxy wars, that's fine but then again, wouldn't a decison menu be much more cost effective and easier?
For the third, at that point you're redesigning this thing to fit a square peg in a round hole, again for a few more narrative tidbits
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jesusใƒ„ - UwU 25-Feb-21 04:38 PM
honestly if we had the team (and if its fully possible) it would be cool for internal stuff Eg Britain dealing with the state of wales/scotland post unification but this is just me dreaming (edited)
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DocOverbuild3 25-Feb-21 04:38 PM
And even if all those issues were meant, you're still left with the biggest one in my book
The reason why proxy wars are mechanical are because they're meant to be constantly interactive
Taking decisions, looking at what's needed and anaylzing the cost/benifit scenario of each, watching and looking for ways to minimize stuff like Discontent for the SAW or Popularity for the ICW
A tree takes all that away from you, because you're supposed to plod in a relatively straight line down
Under the current system, if you look back at South Africa and realize you might need a combat buff, you take the decision to authorize bombing runs and get a little discontent that you now have to manage
But under this, unless all the focuses are disconnected from each other (which takes away from the point anyway), what if that focus was 2 above the one you're on and all you can do is take a focus on holding a speech and lowering discontent when you need to beat the Nazis?
Yeah, it's got more narrative. You could have a great event about a speech that goes wrong or something, but in the effort to take away restraints from the player you're actually putting more on.
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Flaxbeard 25-Feb-21 04:41 PM
I think that the decisions do provide a good sense of emergent gameplay, it is satisfying mechanically, but I think lets us down narratively Focus trees provide narrative satisfaction but give the player little agency
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DocOverbuild3 25-Feb-21 04:41 PM
Which is why I feel if the system is used, it would be much better for foriegn policy so you can leave actual focuses for domestic
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Flaxbeard 25-Feb-21 04:41 PM
I think removing e.g. the SAW mechanic is a mistake, but I also think removing the SAW tree leaves it lifeless
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DocOverbuild3 25-Feb-21 04:41 PM
But as we've established that's a long, gradual, annoying road
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Targai 25-Feb-21 04:41 PM
In fairness a lot of TT is trying to make Proxy Wars not feel like minor things, and instead like the major events in the cold war that they are
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DocOverbuild3 25-Feb-21 04:42 PM
Which I feel this system would do
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Targai 25-Feb-21 04:42 PM
Again though, mine (and the devs I've talked to)'s main issue is how feasible this is. TT is already pretty massively feature bloated from the original plan
wertroll 2
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DocOverbuild3 25-Feb-21 04:42 PM
Personally I think that questions already been answered
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Targai 25-Feb-21 04:42 PM
Like, we want to get this patch out asap and adding another focus tree sounds really daunting
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DocOverbuild3 25-Feb-21 04:42 PM
Especially if you're worried about scope
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Fetti (Lil Break) 25-Feb-21 04:42 PM
To be fair the original plan was just bell and whistles for the system we already have which most players ignore
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Targai 25-Feb-21 04:42 PM
If this can be made to be easy and modular to implement I think it's a lot more palatable
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Fetti (Lil Break) 25-Feb-21 04:43 PM
And isn't AM being used as a filler patch?
So we can have more time for TT
That was my impression a while ago
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jesusใƒ„ - UwU 25-Feb-21 04:43 PM
AM+no expansion trees
iirc
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DocOverbuild3 25-Feb-21 04:43 PM
@Targai My question would then be what would this system be used for?
Providing smaller trees for the new proxy wars without making them actual focuses?
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Flaxbeard 25-Feb-21 04:43 PM
I can see how feasible it would be to make a tool for something like this Or even a focus tree converter if people are most comfortable designing using focus syntax ^ only worth doing the above if we think we can get some use out of the system though
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DocOverbuild3 25-Feb-21 04:43 PM
Beacuse if that's all it is I think it'll work fine, but I would caution against porting this to all wars/proxys without a heavy redesign
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Targai 25-Feb-21 04:43 PM
Yeah, I think that's the smartest way to do it for a more limited scope
A big complaint people have about current proxy war trees is that they don't let you do political stuff
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Flaxbeard 25-Feb-21 04:44 PM
My initial thought was that IF we used this system at all it'd only be for TT proxy wars
we could see if testers liked it, remove it at little investment if not, or expand it down the line in later patches if so
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Targai 25-Feb-21 04:44 PM
Obviously the intention there is that it represents shit like the Great Society being put on the backburner in favor of vietnam
but it didn't really come across in a fun way at all
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DocOverbuild3 25-Feb-21 04:45 PM
I think this could have a use for porting over the smaller foriegn policy/proxy war trees, considering that should be easy enough.
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Targai 25-Feb-21 04:45 PM
I think letting the player do both is a really good idea, and I think having this feature be something we implement incrementally across patches it's a lot smarter than just trying to do it all in TT
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DocOverbuild3 25-Feb-21 04:45 PM
But in terms of replacing all the mechanics entirely is what I'm worried about
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Flaxbeard 25-Feb-21 04:45 PM
again I had no intention of this being used for any existing proxy war (w/ mechanics and trees), certainly not for TT
well
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Fetti (Lil Break) 25-Feb-21 04:45 PM
I do like Flaxbeard suggestion, IMO.
This being more of an encompassing mechanic for Smaller scale proxy wars
With the big ones being story beats
And dealt differently
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jesusใƒ„ - UwU 25-Feb-21 04:46 PM
tbh this is coming from me testing as USA or any major i tend to ignore war trees since they just take my time
instead of doing the more important things
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DocOverbuild3 25-Feb-21 04:46 PM
@jesusใƒ„ - UwU Yeah, the only reason I didn't junk them is I felt obligated to include them
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The Spaniard 25-Feb-21 04:46 PM
Focus.autocomplete
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DocOverbuild3 25-Feb-21 04:46 PM
Since those were some of the original trees
Of course with this new system it'd be a million times better
Still keeping the underlying south african war mechanic intact, while moving the focuses you don't want to waste domestic time on to a new menu
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Flaxbeard 25-Feb-21 04:47 PM
I think that'd be ok, only concern then is just that the player has to toggle between the two
I guess if it's a popout not a tab you can have both up
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DocOverbuild3 25-Feb-21 04:48 PM
I mean, knowing how balancing and the AI is
Probably never going to have to take the war trees anyway
Since they just die before you even get to the good stuff
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Flaxbeard 25-Feb-21 04:48 PM
well, trees could even handle the pre-war stuff
or pre-volunteers at least
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DocOverbuild3 25-Feb-21 04:48 PM
Wym?
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Flaxbeard 25-Feb-21 04:48 PM
Sort of advisor stuff
sending supplies
especially with the TT proxy wars the motivations won't be as obvious
show why e.g. Japan cares about this native group, how they establish diplomatic ties, them sending advisers and g uns
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DocOverbuild3 25-Feb-21 04:49 PM
You mean like the motivations for backing each faction>
Could just do it through CIA/Japan intel agency whatever the fuck it is/RND reports if you wanted
2-3 events about tensions in the region, finding the guy you want and sending him some goodies to get started, then one right before the war explaining whats up
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Flaxbeard 25-Feb-21 04:50 PM
Yes
good point
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DocOverbuild3 25-Feb-21 04:50 PM
And that takes the need to constantly toggle back to the new panel away (edited)
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Flaxbeard 25-Feb-21 04:52 PM
Also valid
We could make it a popup, but that's still another GUI to juggle
I'm unconvinced of the need for something like this atm, but I figured it would at least spawn an interesting discussion thatchernice
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DocOverbuild3 25-Feb-21 04:52 PM
And at that point it's a why even go through all those hoops
Well you certainly did that lol
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Flaxbeard 25-Feb-21 04:53 PM
and I spent some time implementing it so I figured I'd force people to look at it
wertroll
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Fetti (Lil Break) 25-Feb-21 04:53 PM
Truly, far ahead of your time
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DocOverbuild3 25-Feb-21 04:53 PM
It's definetly got some use, just think it needs some more polish and purpose first
I do feel bad though
First I killed Volks dreams and now yours (edited)
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The Spaniard 25-Feb-21 04:56 PM
What a bad person ๐Ÿ˜”
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DocOverbuild3 25-Feb-21 04:56 PM
I'm like a tan grim reaper
Dousing water on every cool thing I see
Old pessimistic habits die hard
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jesusใƒ„ - UwU 25-Feb-21 04:58 PM
im just one of those weirdos that likes swapping through GUIs all the time nextlevelbreakingpoint then again that could just be me fiddling with stuff all the time
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Fetti (Lil Break) 25-Feb-21 04:58 PM
Got nothing to add that wasn't said panzersbreakingpoint
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The Spaniard 25-Feb-21 05:00 PM
The more cool GUIs the better
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OPAsian 25-Feb-21 05:12 PM
My god, imagine if you had the Bonus tree overlayed on a map of the borders
Then you could do like โ€œStrike Namibiaโ€ in case of the SAW, and get state buffs on it
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who? (break) 25-Feb-21 10:55 PM
https://tenor.com/view/fairly-odd-parents-super-f-fail-timmy-turner-crocker-gif-20309047 TNO members when they take their international geopolitics and econ exam before joining TT
Avatar who? (break) https://tenor.com/view/fairly-odd-parents-super-f-fail-timmy-turner-crocker-gif-20309047 TNO members when they take their international geopolitics and econ exam before joining TT
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Bamba 26-Feb-21 12:25 AM
Pinned a message.
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Walker Of Chaos 26-Feb-21 01:00 AM
@Fetti (Lil Break) plz slow down I can only give out tasks so fast You got a couple of options for tasks 1. Hit up @Oveja and split the remaining African proxies between the two of you 2. If you're up for it there is a US tree I'd want turned into a decision category 3. We're gonna want flavor events for each proxy 4. Victory events for each side in Angola notifying the superpower that their side won/lost and adding the candidate they backed to their economic sphere (edited)
for the later I'm working on some generic scripted effects that will provide other rewards (edited)
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Fetti (Lil Break) 26-Feb-21 03:45 AM
1. Yes 2.Yes 3.Yes 4. Yes
docyes 3
Avatar Fetti (Lil Break) 1. Yes 2.Yes 3.Yes 4. Yes
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Walker Of Chaos 26-Feb-21 05:12 AM
Alright feel free to tackle it in any desired order
Also @Toolbox Theory Development Report time. From now on we'll be collecting reports for this patch every week. You've got 24 or so hours to get them in. Don't worry too much about this week since we just started and all. Here is the report sheet https://docs.google.com/spreadsheets/d/105hObhmEWloxL-wMqqqT902y7uVmvd6ESe05ENplU5o/edit#gid=2048163745
26th of February 2021 you are entering the contrib zone Info Name(s),Status,Role,Subteam/ Project,Current Work,Progress,Completed Work,Notes/Thoughts Walker Of Chaos,Active,TL,Foreign Politics/Admin Lamounier,Contrib,Econ OPAsian,Contrib,Econ Oveja,Contrib,Foreign Politics Wendell,Contrib,Econ F...
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Fetti (Lil Break) 26-Feb-21 05:16 AM
@Walker Of Chaos what three you want converted into decisions btw
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Walker Of Chaos 26-Feb-21 05:17 AM
Indonesia
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Fetti (Lil Break) 26-Feb-21 05:17 AM
Did I say three
thatchernice
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Walker Of Chaos 26-Feb-21 05:18 AM
i gotcha
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Fetti (Lil Break) 26-Feb-21 05:18 AM
@Walker Of Chaos gotcha, will get to it
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Lt. Cmdr. Stingray 26-Feb-21 05:25 AM
Since not everyone can see tester chat, I'll put this here as well: the UBI policy is way too expensive atm. It's 1000$pp, which seems about right from a modern pov, but that's around 9000$ 1960 at 2% inflation.
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who? (break) 26-Feb-21 05:28 AM
@Fedacking
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Fedacking 26-Feb-21 06:42 AM
It's correct it's what mcgovern proposed
UBI should be a massive expense
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Lt. Cmdr. Stingray 26-Feb-21 06:43 AM
McGovern proposed 1000$ a year though
the current option is per month IIRC
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Fedacking 26-Feb-21 06:45 AM
nope, yearly
UBI is and would have been by far the biggest welfare expenditure
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Lt. Cmdr. Stingray 26-Feb-21 06:46 AM
still, the current implementation completely shreds your economy and you have no way of backing out of it manually
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Fedacking 26-Feb-21 06:46 AM
With RFK?
probably should give an option to not pass it
@Oveja
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Lt. Cmdr. Stingray 26-Feb-21 06:47 AM
yes, I passed it as RFK
I'm not sure is this is even intended to pass tbh
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Fedacking 26-Feb-21 06:47 AM
probably not, when I first put the number I didn't think anyone could get to it
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Lt. Cmdr. Stingray 26-Feb-21 06:48 AM
Large unemployment subsidies seem a lot more reasonable and fitting to the text of the events
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Fedacking 26-Feb-21 06:48 AM
also fun fact, it used to be twice as expensive
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Lt. Cmdr. Stingray 26-Feb-21 06:50 AM
I just checked back a few saves, I had gotten to Generous Unemployment Subsidies before somehow, then the Social Security Act pushed it up to UBI (edited)
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Fedacking 26-Feb-21 06:51 AM
yeah, this is Oveja's work. We should be really careful with the UBI thing, it should be for some very specific circumstances
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Lt. Cmdr. Stingray 26-Feb-21 06:52 AM
Alright, I figured it must at least be an oversight that you can actually get there, good to know
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Oveja 26-Feb-21 07:40 AM
Oh yeah the UBI thing is an oversight on my part, I'll cap it to the level bellow it
Also thanks for the report, will create the respective issues and go through it
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Oveja 26-Feb-21 07:41 AM
@AtomicFalco I still need to know who backs who, but it seems @Fetti (Lil Break) is handling this very well
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AtomicFalco 26-Feb-21 07:44 AM
I am finishing up the graph for West Africa
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Fetti (Lil Break) 26-Feb-21 07:45 AM
@AtomicFalco alright lmk when done atomicthumbs
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AtomicFalco 26-Feb-21 08:08 AM
@Oveja @Fetti (Lil Break) Here is the main graph for the West African crisis, with the main actor being Free France and Cameroon. The idea would be that the OFN would always back the Free French, and the Japenese would always back Cameroon. The only difference in the three scenarios are who are allied to these two (with the blue one having a third non-backed side)
It's a simplified graph of all of the paths West Africa can take of course, but for now it's more than enough to make the area feel more alive
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Fetti (Lil Break) 26-Feb-21 08:11 AM
Sounds good. I take all of this starts only after the African Anarchy lands are annexed, correct?
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AtomicFalco 26-Feb-21 08:12 AM
Pretty much yeah. I have specified the timeframe of each step in the text on most of them
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Fetti (Lil Break) 26-Feb-21 08:12 AM
Gotcha
Alright once I'm done with some assorted chore I'll get to it
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AtomicFalco 26-Feb-21 08:13 AM
Alright, if you have any question, or if you need precisions, I'll be here the whole day
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Fetti (Lil Break) 26-Feb-21 08:14 AM
๐Ÿ‘
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Oveja 26-Feb-21 08:16 AM
@Fetti (Lil Break) what will you work on btw
I can take the pro-cameroon gbeland (edited)
(And set up the initial conflict)
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Fetti (Lil Break) 26-Feb-21 08:19 AM
Gotcha, I'll take the Diplo Annex path
This seems to always happen in both times so will ya set that up or I?
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Oveja 26-Feb-21 08:20 AM
I can set it up
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AtomicFalco 26-Feb-21 08:20 AM
For the politicians btw, just keep the starting ones less there is a socialist coup, where you can just have it generic and I'll fill it up
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Oveja 26-Feb-21 08:20 AM
Aight sure thing
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Fetti (Lil Break) 26-Feb-21 08:21 AM
@Oveja will wait for ya to get the initial set up done then?
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Oveja 26-Feb-21 08:21 AM
Yeah, will get to it in 15 minutes
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Fetti (Lil Break) 26-Feb-21 08:22 AM
Godspeed
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who? (break) 26-Feb-21 08:35 AM
map for reference thatchernice
zarmaland and kayes not on here sadly
just imagine them both being split in two panzersbreakingpoint
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AtomicFalco 26-Feb-21 08:36 AM
Kayes and Mali should be at war with each other, same with Sokoto and Zarmaland
In both cases, if Mali or Sokoto looses to their counterpart, it falls on the status-quo West Africa
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who? (break) 26-Feb-21 08:43 AM
@AtomicFalco scenario one unfolds like this right? dont know what happens to yorubaland (both blues are OFN, red is japan) (edited)
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AtomicFalco 26-Feb-21 08:45 AM
Gbeland and Yorubaland stays neutral in that scenario (edited)
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who? (break) 26-Feb-21 08:45 AM
ahh
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AtomicFalco 26-Feb-21 08:47 AM
I misspoke, Ghana is with Cameroon
But otherwise yeah
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who? (break) 26-Feb-21 08:48 AM
this is too complicated can we make africa look like this
@AtomicFalco oh yeah what happens if FFR or cameroon wins
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AtomicFalco 26-Feb-21 08:57 AM
If FFR wins, they would put friendly governments in the beaten countries, and put them all in their faction. If Cameroon wins, basically the same but in red
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Flaxbeard 26-Feb-21 08:58 AM
no border changes/puppets?
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Fetti (Lil Break) 26-Feb-21 08:58 AM
Does De Gaulle dies?
why 2
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AtomicFalco 26-Feb-21 08:59 AM
The same as French victory I mean, Cameroon puts puppets everywhere
Avatar Fetti (Lil Break) Does De Gaulle dies?
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AtomicFalco 26-Feb-21 08:59 AM
Well, it's complicated. We could do that, it's not necessary, but we could
Avatar Fetti (Lil Break) Does De Gaulle dies?
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Fedacking 26-Feb-21 09:00 AM
no, degaulle loses a referendum on regionalism
wertroll 1
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AtomicFalco 26-Feb-21 09:00 AM
And if we do, since FFR dev is far away, we could just get away with putting someone like Jacques Massu to replace him
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who? (break) 26-Feb-21 09:01 AM
very fascinating
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Fetti (Lil Break) 26-Feb-21 09:01 AM
I mean on a Cameroon victory scenario
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who? (break) 26-Feb-21 09:01 AM
15 free frances proposal
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Fetti (Lil Break) 26-Feb-21 09:01 AM
FFR scenario I feel he just straight up soft-retires/pass away
8 monarchist FFR paths
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AtomicFalco 26-Feb-21 09:01 AM
Oh yeah, definitly
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Fetti (Lil Break) 26-Feb-21 09:02 AM
Could make a flavour for French State/OFN about his death, will keep it in mind
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Oveja 26-Feb-21 10:38 AM
@AtomicFalco should dice rolls ideally have one chance higher? or just 50/50
Also there's two mossilands in the country list vonsusen
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Oveja 26-Feb-21 10:59 AM
funnyclockman 3
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North China Unionist - ่ฎŠๆ€งๆฌŠๅˆฉ 26-Feb-21 11:02 AM
Goddammit-
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Oveja 26-Feb-21 11:43 AM
Hey btw @AtomicFalco, should free france or cameroon annex gbeland or something?
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Fetti (Lil Break) 26-Feb-21 11:50 AM
AMOGUS
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AtomicFalco 26-Feb-21 12:29 PM
No, just puppet
Avatar AtomicFalco No, just puppet
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Oveja 26-Feb-21 12:30 PM
Aight, btw another question
Apart from the West African Alliance, should Cameroon or Free France form their own faction?
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Oveja 26-Feb-21 12:43 PM
@Fetti (Lil Break) I'm about to push the setup
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Fetti (Lil Break) 26-Feb-21 12:48 PM
Push me off a cliff
Tô the pit
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AtomicFalco 26-Feb-21 01:06 PM
Yeah, Free France should be the "French Military Alliance", and Cameroon the "Pan-African Liberation Front"
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Fetti (Lil Break) 26-Feb-21 01:08 PM
@AtomicFalco @Oveja We could frenchi-fy the name, for flavour, like Alliance militaire de la France libre or Alliance militaire française
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uglidoll 26-Feb-21 01:10 PM
What language does Cameroon use as a pan african language
If any
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AtomicFalco 26-Feb-21 01:12 PM
It's actually something I have no idea on
I think they would speak French, as they did OTL (the movement I mean)
But yeah, it feels weird to have an anti-colonialist movement speak a colonialist language
But for now, let's say they speak French
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AtomicFalco 26-Feb-21 01:14 PM
Mmh, I feel like having them in their own language is reserved to majors
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Fetti (Lil Break) 26-Feb-21 01:14 PM
You could say FF is a Major on their zone of influence though. Makes it feel like the big conflict in their zone
Perspective and all
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Flaxbeard 26-Feb-21 01:16 PM
Pidgin english seems fairly common in cameroon?
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AtomicFalco 26-Feb-21 01:16 PM
That's a minor thing, let's just keep it in english for now
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AtomicFalco 26-Feb-21 01:17 PM
Yeah, and Cameroon annexed a big english speaking area, but the leadership is all French-speaking
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Fetti (Lil Break) 26-Feb-21 01:17 PM
Das fair
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Flaxbeard 26-Feb-21 01:17 PM
Yeah the areas of nigeria right
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AtomicFalco 26-Feb-21 01:17 PM
Yeah
I need to dig into it way more
It's something I want to figure out honestly
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Fetti (Lil Break) 26-Feb-21 01:48 PM
@AtomicFalco do you know where is the code that creates/expands the rest of the Anarchy? I managed to find some, but I wanna create a debug to make it easier to get the full picture and the tags
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jesusใƒ„ - UwU 26-Feb-21 01:51 PM
i still feel like the expansion into africa world event
isnt needed
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Flaxbeard 26-Feb-21 01:52 PM
Could be removed once the wars happen
still draws attention to west africa without being an event about... people migrating inwards?
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Fetti (Lil Break) 26-Feb-21 01:54 PM
Just spelunking trying to find when that happens witheredkovner
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Lamounier 26-Feb-21 01:55 PM
imo just remove the African anarchy blob
Have all states that spawn from it be already present from the start
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Flaxbeard 26-Feb-21 01:57 PM
nobody stands up for the ZZZ tag, always nerfed never buffed why (edited)
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Fetti (Lil Break) 26-Feb-21 01:59 PM
Fuck it
I'm gonna code it myself
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who? (break) 26-Feb-21 02:00 PM
i kinda just want it to be one big ass demilitarised zone
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The Xenophobic Fascist 26-Feb-21 02:01 PM
that'd mean ZZZ's leader bio would have to be rewritten since the loc mentions bombings in africa
then again it kinda needs a rewrite in the first place anyways because the same bio appears during nuclear war
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Lamounier 26-Feb-21 02:01 PM
Just
Don't have a bio
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Flaxbeard 26-Feb-21 02:02 PM
ZZ2 tag just for africa thatchernice (edited)
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who? (break) 26-Feb-21 02:03 PM
@Fetti (Lil Break) make sure to have a debug to have zarmaland and kayes pop up as well
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Fetti (Lil Break) 26-Feb-21 02:03 PM
Can ya give me their ids so I can do that?
Also
Guinea's tag is a curse
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who? (break) 26-Feb-21 02:04 PM
fuck if i know lol i just remember it because i did west africa iconsfunnyclockman
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Fetti (Lil Break) 26-Feb-21 02:04 PM
thatchernice
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Oveja 26-Feb-21 02:06 PM
world.22 and the first west african event
the crisis is setup through an african on_action
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Fetti (Lil Break) 26-Feb-21 02:06 PM
gotcha
these tags are killing me
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Oveja 26-Feb-21 02:13 PM
I didn't make them wertroll
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Fetti (Lil Break) 26-Feb-21 02:30 PM
There we go
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Lamounier 26-Feb-21 02:40 PM
@Toolbox Theory Development Just dropping by with a quick announcement: as part of my most recent push, the consumer_goods_factor and min_export modifiers are now deprecated - do not use them for anything anymore, ever, and comment any mentions of these modifiers you come across except for the one in the economy_multiplicative_modifiers_base idea.
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Fetti (Lil Break) 26-Feb-21 03:14 PM
@AtomicFalco
What exactly entails this, is it
Fuuta Fulbe vs Sokoto?
Or just Cameroon puppeting Sokoto
Just got confused
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Fetti (Lil Break) 26-Feb-21 03:58 PM
@Oveja I'm claiming west_african_crisis from 9 till 11
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Oveja 26-Feb-21 04:06 PM
Sure
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jesusใƒ„ - UwU 26-Feb-21 04:07 PM
god fulbe is such a bright colour
Avatar Fetti (Lil Break) Fuuta Fulbe vs Sokoto?
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AtomicFalco 26-Feb-21 04:07 PM
Sokoto is supposed to have waged war with Zarmaland already, and it's more traditional Sokoto vs socialist Sokoto
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jesusใƒ„ - UwU 26-Feb-21 04:07 PM
really off putting compared to the rest of west africa
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Flaxbeard 26-Feb-21 04:09 PM
fulbe eyesore wc
wait is this screenshot taking during the night
do people actually play hoi with the day night cycle on
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Fetti (Lil Break) 26-Feb-21 04:10 PM
I had to reinstall tno and forgot to deactivate that
panzersbreakingpoint 3
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OPAsian 26-Feb-21 04:10 PM
please make fulbe purple instead of eyeshattering blueThatchernice
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jesusใƒ„ - UwU 26-Feb-21 04:10 PM
one of these nations is not like the others
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Fetti (Lil Break) 26-Feb-21 04:11 PM
So, set up a faction in sokoto and make them get in civil war?
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AtomicFalco 26-Feb-21 04:11 PM
Yeah
But the socialist should always win for the proxy war to progress
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Fetti (Lil Break) 26-Feb-21 04:12 PM
Alright
I'll be hoping in 20 min for a while, but I'll just clean what I have and push
tomorrow or later I'll set up the tag and everything
The socialist Sokoto tag already exists or do I make it?
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AtomicFalco 26-Feb-21 04:13 PM
I don't think it exists
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Fetti (Lil Break) 26-Feb-21 04:13 PM
Gotcha
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jesusใƒ„ - UwU 26-Feb-21 04:15 PM
it still suprises me just how fast TT dev is going
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Flaxbeard 26-Feb-21 04:17 PM
for me at least it's cause I like destroying things and TT lets me destroy vanilla mechanics (edited)
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Fetti (Lil Break) 26-Feb-21 04:19 PM
I've literally been antsy to be put at work and it isn't a surprise to anyone (edited)
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Fillmore, Lord Goring 26-Feb-21 05:25 PM
Isnโ€™t Futa Fulbe a bad name for that place anyways
I feel like that was brought up a few months ago
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uglidoll 26-Feb-21 05:27 PM
Looking it up it was only mentioned a few times and the feedback was more about its leader than name
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Lamounier 26-Feb-21 05:29 PM
Messing with some UI changes to the influence gui
The empty space to the right was bothering me so I added another vertical column
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jesusใƒ„ - UwU 26-Feb-21 05:29 PM
greatest wales.....
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Fillmore, Lord Goring 26-Feb-21 05:35 PM
There were outside complaints about the name too
It was around the time we realized that someone made My Lai a VP
wertroll
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the 26-Feb-21 05:43 PM
the plus button over the flags looks ugly
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Lamounier 26-Feb-21 05:44 PM
It's just a button for debugging
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Fetti (Lil Break) 27-Feb-21 04:30 AM
@AtomicFalco Which of the breakaway from Sokoto should exist around 1966?
I know you said one of them, Zanarland I think? Is probably gone
Just wanna adjust the debug code
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AtomicFalco 27-Feb-21 04:32 AM
Fuuta Fulbe (FTF) would probably still be around. Something we could do to save one tag, is have them be the Cameroon-backed side of the Sokoto Civil War. Like, we can have Djibo Bakary take over FTF, and then declaring war on Sokoto to transform it into a socialist republic
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Fetti (Lil Break) 27-Feb-21 04:33 AM
Nah dw I already made the tag
I thought making it start on the border with cameron made sense
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AtomicFalco 27-Feb-21 04:50 AM
Yeah alright, nice
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Fetti (Lil Break) 27-Feb-21 04:51 AM
Check your dms I think I sent a link with possible leader
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AtomicFalco 27-Feb-21 04:53 AM
Yeah I saw that, I had in mind Boubou Hama but Djibo Bakary works as well
Bakary could allow me to have a kind of rivalry with Hamani Diori, which could be interesting
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Fetti (Lil Break) 27-Feb-21 04:54 AM
Oh, nice
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AtomicFalco 27-Feb-21 04:54 AM
And I have a portrait for Bakari ready
It should already be in the mod, under the FTF tag (since I didn't know where to put him yet)
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Fetti (Lil Break) 27-Feb-21 04:56 AM
Nice I'll add to him after I'm done tweaking something
For some reason the war with Sokoto isn't firing, but it's probably indentation shenanigans
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Fetti (Lil Break) 27-Feb-21 05:40 AM
@AtomicFalco how do I set politics to socialist with the subtype
Cause it's going default
Oh nvm it's working
just not reading the portrait
Still wanna set to the subtype but deets for now
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AtomicFalco 27-Feb-21 05:47 AM
atomicthumbs
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Bamba 27-Feb-21 05:48 AM
Oh my god Obama wowtno
/s
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Fetti (Lil Break) 27-Feb-21 05:51 AM
@AtomicFalco Which is the communist leader in Ghiana?
Or socialist leader, rather
nvm found it
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AtomicFalco 27-Feb-21 05:59 AM
Kwame Nkrumah
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Fetti (Lil Break) 27-Feb-21 05:59 AM
Gotcha, gotcha
I accidentally set the takeover to happen in Guinea
thatchernice
Looks like it breaks
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who? (break) 27-Feb-21 06:34 AM
@Fetti (Lil Break) this unironically looks cool
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Fetti (Lil Break) 27-Feb-21 06:35 AM
th-thanks heartscorza
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OPAsian 27-Feb-21 06:35 AM
๐Ÿ˜ณ
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who? (break) 27-Feb-21 06:36 AM
while we're at it can we integrate crisises since we have time
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Fetti (Lil Break) 27-Feb-21 06:39 AM
which crisis, ya mean the WAC with the Angolan CW?
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who? (break) 27-Feb-21 06:40 AM
i mean the diplo crisises
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Fetti (Lil Break) 27-Feb-21 06:41 AM
Call me really stupid but I'm not quite sure watcha mean. Integrate these crises before TT ya mean?
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OPAsian 27-Feb-21 06:41 AM
We are thinking of yeeting those/replacing those with another system
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Fetti (Lil Break) 27-Feb-21 06:47 AM
why is the portraits
for Ghana
using Gbeland pictures
thatchernice
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Fetti (Lil Break) 27-Feb-21 07:06 AM
there we go
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Fetti (Lil Break) 27-Feb-21 07:46 AM
Wolofia needs a port
how do i add et
Avatar Fetti (Lil Break) how do i add et
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Fillmore, Lord Goring 27-Feb-21 07:47 AM
Go the state file in the history folder (edited)
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Fetti (Lil Break) 27-Feb-21 07:47 AM
state fail
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Fillmore, Lord Goring 27-Feb-21 07:47 AM
File
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Fetti (Lil Break) 27-Feb-21 07:47 AM
and add a structure to it?
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Fillmore, Lord Goring 27-Feb-21 07:48 AM
Canโ€™t remember what the exact command is atm
But add a dockyard
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Fetti (Lil Break) 27-Feb-21 07:49 AM
gotcha
thanks
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Eternal Iberian 27-Feb-21 07:54 AM
Dakar should be on the coast
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OPAsian 27-Feb-21 07:55 AM
witheredkovner
mfw TT forces West Africa has to do frontending now wertroll
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Eternal Iberian 27-Feb-21 07:57 AM
I mean if Dakar of all cities is misplaced I fear for the rest of the capitals
Dakar is porbably the easiest west african capital to know its position (edited)
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jesusใƒ„ - UwU 27-Feb-21 08:00 AM
if in doubt blame the map projection
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jesusใƒ„ - UwU 27-Feb-21 08:08 AM
@Eternal Iberian
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Eternal Iberian 27-Feb-21 08:08 AM
thanks
ok dakar and Freetown are on the wrong position
both should be on the coast
Banjul too
Conakry too
Monrovia probably too
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Lamounier 27-Feb-21 08:10 AM
thatchernice
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Eternal Iberian 27-Feb-21 08:10 AM
bamako seems alright
at least its on the river
Abidjan seems to be inland instead of right on the coast
Ekó too
Niamey is supposed to be on the Niger river not in the middle of nowhere
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who? (break) 27-Feb-21 08:12 AM
what happened to fuuta fulbe
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Eternal Iberian 27-Feb-21 08:12 AM
Douala should be somewhat closer to the coast
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jesusใƒ„ - UwU 27-Feb-21 08:13 AM
@who? (break) this is just the debug command
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who? (break) 27-Feb-21 08:13 AM
ooohh
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Eternal Iberian 27-Feb-21 08:13 AM
Nema seems alright
Agadez too
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jesusใƒ„ - UwU 27-Feb-21 08:14 AM
still kinda funky that none of the expanding african nations dont get claims or anything on the land they take
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Eternal Iberian 27-Feb-21 08:14 AM
Ouagadougou seems fine
Nkran is Acra and shouldnt be that close to the river
Lome seems ok
almost every west african capital is badly placed (edited)
thatchernice 2
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who? (break) 27-Feb-21 08:16 AM
the germans bombed the cores out of them as well
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who? (break) 27-Feb-21 08:16 AM
nepmagic
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Eternal Iberian 27-Feb-21 08:17 AM
we need this icon
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jesusใƒ„ - UwU 27-Feb-21 08:17 AM
oh wait the expanding west african nations seem to get cores now
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Eternal Iberian 27-Feb-21 08:17 AM
oh wait its in
lmaoooo
Also uhhhhhh
why does west africa start under anarchy while west russia doesnt
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jesusใƒ„ - UwU 27-Feb-21 08:20 AM
you know can we just straight up remove the african anarchy in TT? (edited)
no real reason to be there imo
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Eternal Iberian 27-Feb-21 08:20 AM
west russia is probably receiving the majority of the bombing runs and the decision hides a sorta naive racism imo
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OPAsian 27-Feb-21 08:23 AM
@AtomicFalco Could we make it so that West Africa doesnt start under anarchy, but the ex-anarchy zones are demilitarized until the GCW? (edited)
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AtomicFalco 27-Feb-21 08:28 AM
I don't know, I never was fond of that idea for two reasons. First, because that would mean adding 2 years of content for all of these countries, which isn't nothing, and second, because in the lore I have right now, these nations were very decentralized, and the borders non-existent due to that. The idea was that the mayors of each cities would have to pledge allegiance to someone (or not, like in Kayes), which means that the concept of "nation" is too vague for it to make sense on a map. I know Russia does that and is in a similar situation, but I don't know, I'll have to think about it (edited)
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OPAsian 27-Feb-21 08:29 AM
๐Ÿ‘
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who? (break) 27-Feb-21 08:31 AM
@AtomicFalco @OPAsian compromise
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OPAsian 27-Feb-21 08:31 AM
funnyclockman
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AtomicFalco 27-Feb-21 08:31 AM
Where the fuck does that even come from
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uglidoll 27-Feb-21 08:34 AM
I just feel like it's an uncomfortable double standard that the african nations get a big anarchy blob while the west russian ones get content in that time frame and appear on the map
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Fetti (Lil Break) 27-Feb-21 08:36 AM
Fuuta Fulbe spawns a few hours after the command.
Because making it spawn all at once made it appear BEFORE sokoto did
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AtomicFalco 27-Feb-21 08:43 AM
Well, let me put it this way. Russia's narrative in the early game is mostly about how each warlord functions as small political experiments. The first two years, before the bombings ends, is mostly about that, how their ideology works, without much evolution until the bombings ends, and they can start expanding and developing outside of their enclosed bubble. They need these two years, because you need to have some time getting used to these wacky nations before entering the expansion phase. West Africa doesn't have the luxury of having as much possibilities as Russia has, mostly because between when Russia was made, and West Africa will be made, there have been huge narrative philosophy differences. To me, West Africa doesn't particularly needs these two years narratively, and even if we could fill this time with content about how their government works during the bombings, I don't think there will be enough material to justify the increased amount of work. After all, West Africa's main thing is a battle of spheres of influences, and before the GCW this can't really happen because both Cameroon and Free France are isolated, on top of a lack of meaningful foreign policy due to the difficulties of working with other nations in the area. All and all, it's not a problem of me wanting to portray the West African nations as well as Russia or not, but more a problem of "is it worth the increased work", which I don't think it is. The best compromise we could do, is having them appear after the attempted assassination of Hitler, but that's something that will need a longer discussion, and since West Africa dev is a long time away, it's not something we particularily need to focus on at the moment. (edited)
I might also add that I have lore for these two years before the end of the bombings, but while each nation have a somewhat different start, I don't feel like it's going to be different enough in the gameplay to warrant full content (edited)
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jesusใƒ„ - UwU 27-Feb-21 08:49 AM
@AtomicFalco so like if cameroon wins against FFR what would they do after ?
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AtomicFalco 27-Feb-21 08:50 AM
Well, theoretically they would continue to expand their reach into the Congo area, and try to silence the nationalist movements in West Africa
FFR would cease to exist, replaced by a friendly Côte d'Ivoire government
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Fillmore, Lord Goring 27-Feb-21 08:55 AM
Dakar is actually right on the coast in PW
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Eternal Iberian 27-Feb-21 08:58 AM
bruh
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jesusใƒ„ - UwU 27-Feb-21 08:58 AM
ye map changes are in all branches apart from TT
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Fetti (Lil Break) 27-Feb-21 09:00 AM
Hm, I was thinking if De Gaulle dies in the outcome of the Crisis if an event for the French player of a choice if they allow him to be buried there or not would be neat
But I digress
#toolbox-theory is just #discount_westafrica_dev
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The Restroom User 27-Feb-21 09:44 AM
@nexus #war crimes dev is errr Wallace on the test req doc?
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nexus #war crimes dev 27-Feb-21 10:04 AM
prob not
i dont have access to the doc
and i dont think walker requested
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The Restroom User 27-Feb-21 10:04 AM
ah. K
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Oveja 27-Feb-21 01:32 PM
thanks obama
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General Ambrose 27-Feb-21 02:01 PM
Is sokoto supposed to not have sokoto?
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Fetti (Lil Break) 27-Feb-21 02:03 PM
volkconfused
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General Ambrose 27-Feb-21 02:03 PM
Cause as of right now Sokoto the city is in the Cameroon African State
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Fetti (Lil Break) 27-Feb-21 02:11 PM
That's
Interesting
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General Ambrose 27-Feb-21 02:14 PM
Also irl Cameroonโ€™s capital is Yaoundé, not Douala.
Unless thereโ€™s a lore reason for why itโ€™s Douala, it should be Yaoundé.
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Oveja 27-Feb-21 02:18 PM
btw @Fetti (Lil Break) why do the placeholder events give political power
volkconfused
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Fetti (Lil Break) 27-Feb-21 02:18 PM
Because I used it to debug because it wasn't falling in any of it
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Oveja 27-Feb-21 02:19 PM
Ah aight
Will remove it if it's okay, just for a tiny bit of performance
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Fetti (Lil Break) 27-Feb-21 02:33 PM
Np
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Oveja 27-Feb-21 02:43 PM
@AtomicFalco For the peace deals, how much land should each faction per path take/puppets/etc
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Fetti (Lil Break) 27-Feb-21 02:45 PM
Sadawa should annex everything, being a civil war and all
Unless you mean the resolution of the Crisis
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Oveja 27-Feb-21 02:45 PM
Oh by the way on that regard, any peace deal text?
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Fetti (Lil Break) 27-Feb-21 02:45 PM
Winner faction from what I took establish friendly regimes on the states
Oh, absolutely, we can write a few
FFR should be a punch in the face
Despite the fact I find them imo the "villains" of the crisis
Even got a quote
Let us be firm, pure and faithful; at the end of our sorrow, there is the greatest glory of the world, that of the men who did not give in.
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Oveja 27-Feb-21 04:20 PM
@Fetti (Lil Break) @Walker Of Chaos @AtomicFalco uuh, this should go without saying, but we should probably add some form of flavor events/event that notifies and introduces the player to the Crisis
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Fetti (Lil Break) 27-Feb-21 04:21 PM
Don't worry there will be flavour, yeah
The actual events will be run by ZZZ while flavour events will pop for the player
I just want the entire house build, before we paint the walls thatchernice
Original message was deleted.
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Oveja 27-Feb-21 04:34 PM
Pinned a message.
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Oveja 27-Feb-21 08:31 PM
@Fetti (Lil Break) I'm handling the peace on_actions btw
Just haven't pushed them
Will have ready by tomorrow
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Fetti (Lil Break) 27-Feb-21 09:11 PM
Gotcha
Tomorrow I'll be a bit busier but I'll at least to tweak the second outcome of the WAC
Also I know it's proxy wars and all but will it get a super event?
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Walker Of Chaos 28-Feb-21 02:36 AM
@Oveja Yeah Iโ€™m planning for plenty of flavor
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who? (break) 28-Feb-21 02:38 AM
@Walker Of Chaos me when the two aircav divisions gets sent to africa again
while we're at it can we make CAR collapse a proxy war thatchernice
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Fetti (Lil Break) 28-Feb-21 04:41 AM
Would be USA be able to join the fray? Probs not
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trebeckey 28-Feb-21 04:47 AM
iirc westmoreland can try to reconquer the rest of car
leave behind effectively pliant vassal states if he succeeds (edited)
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Walker Of Chaos 28-Feb-21 04:48 AM
Unless @AtomicFalco wants to weigh in otherwise I donโ€™t think the CAR collapse works as a proxy war
The US already has forces there
Theyโ€™re the CAR
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Plowix 28-Feb-21 04:50 AM
Japan could support the rebels
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AtomicFalco 28-Feb-21 04:56 AM
I think it works as well, or at least not while the US are present. I'd say when the US decolonizes Africa, there might be room for conflicts between the US backed governments, and Japense backed rebels.
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Fetti (Lil Break) 28-Feb-21 05:38 AM
I have a formal complain about West Africa development
Everytime me and Oveja have to work with the country tag for Guinea we lose our goddamn minds
vonsusen 9
thatchernice
wertroll 10
Amogus 10
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Fetti (Lil Break) 28-Feb-21 06:55 AM
@AtomicFalco Sorry for the ping but who's Keita
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AtomicFalco 28-Feb-21 06:55 AM
The starting leader of Mali, who can both be AuthDem and Soc : https://fr.wikipedia.org/wiki/Modibo_Ke%C3%AFta_(1915-1977)
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Fetti (Lil Break) 28-Feb-21 06:56 AM
Ah, gotcha, Mali
thanks
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OPAsian 28-Feb-21 06:56 AM
please can we kill SUS tag funnyclockman
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Fetti (Lil Break) 28-Feb-21 06:57 AM
No
frick off
it's great
So, on the pro cameroon GBE path
Do I change the ideology of Mali to Soc?
Oh i do it's on the notes
I'm blind man
Oh boy here i go making another tag
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South China Confederate (break) 28-Feb-21 06:59 AM
sus
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Fetti (Lil Break) 28-Feb-21 07:17 AM
@AtomicFalco Sorry again for the ping, but is the Ghana civil war similar to the Sokoto that the socialists are guaranteed to win, or does the general war flares as the civil war in Ghana happens?
there's no dates there so i'm kinda confused
I take it 1966?
Like sokoto
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Bamba 28-Feb-21 07:23 AM
@Walker Of Chaos Are we doing a Research rework/expansion in the end?
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Bamba 28-Feb-21 07:30 AM
Becuase the Industry and engineering tabs are kinda outdated
and a tab for Nuclear stuff would be neat (edited)
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Eternal Iberian 28-Feb-21 07:31 AM
not having to click on 5 billion reasearches would be nice
it gets really tiring when you have to constantly keep finding new shit to research
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OPAsian 28-Feb-21 07:32 AM
also buffs are either super miniscule or downright broken in case of electronics vs industry (edited)
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Walker Of Chaos 28-Feb-21 08:06 AM
@Bamba @OPAsian Most likely. I was anxious at first but with the rate at which the econ part has been done I think research is doable
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OPAsian 28-Feb-21 08:08 AM
๐Ÿ‘
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AtomicFalco 28-Feb-21 08:11 AM
The civil war is a response to the alliance with the FFR (edited)
So late 64, early 65 (edited)
And let's say that both sides should have a chance, just to make the proxy war happen less often
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Fetti (Lil Break) 28-Feb-21 08:20 AM
gotcha, gotcha
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Fetti (Lil Break) 28-Feb-21 09:23 AM
@AtomicFalco Would Liberia be involved in any of the WAC crisis outcomes?
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Fillmore, Lord Goring 28-Feb-21 09:26 AM
Could be used as the USโ€™ access point to the region?
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Fetti (Lil Break) 28-Feb-21 09:27 AM
In all outcomes it doesn't join the war so unless it's guaran-
Hm.
Hmm.
@AtomicFalco Should a trigger for Liberia also get in the war be set?
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AtomicFalco 28-Feb-21 09:29 AM
Liberia is a complicated place, and I don't think they would involve themselves into the war
It's not really in the OFN, but it's courting them
But Liberia is also openly trading with Italy and the Pakt
So I guess for the sake of business they would like to stay neutral
Maybe the US could pressure them into joining
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Fillmore, Lord Goring 28-Feb-21 09:33 AM
To clarify when I said it could be the USโ€™ access point I didnโ€™t necessarily mean theyโ€™d fight, they could just be used to supply weapons and supplies to OFN backed nations
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Fetti (Lil Break) 28-Feb-21 09:36 AM
I'm thinking of a decision maybe to pressure Liberia
And adds a value, and once that value reaches a certain point
Liberia either does a half hearted help
Joins the fight
Or reinforces they won't do it
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Fetti (Lil Break) 28-Feb-21 09:45 AM
Also can we add a city here
So that the CPP doesn't get immediatly bodied by FFR
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AtomicFalco 28-Feb-21 09:58 AM
We could add Tamale
Here
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Fetti (Lil Break) 28-Feb-21 10:00 AM
Never added a city myself want me to do that or we can tweak that for later?
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AtomicFalco 28-Feb-21 10:01 AM
If you want to do it well sure, but it's not a pressing matter atm
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Fetti (Lil Break) 28-Feb-21 10:05 AM
Hmm, I wanna get the Indonesian thing done so I'll put a pin for now
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Flaxbeard 28-Feb-21 10:23 AM
Lamounier has already spitballed a nuclear tech tree I think
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jesusใƒ„ - UwU 28-Feb-21 06:15 PM
fix your decisions smh
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Oveja 28-Feb-21 06:57 PM
@Fetti (Lil Break) You're handling the Right path right?
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Fetti (Lil Break) 28-Feb-21 06:58 PM
I already finished
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Oveja 28-Feb-21 06:58 PM
I was busy today but I'll try to get the peace on_actions thru
Aight
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Fetti (Lil Break) 28-Feb-21 07:25 PM
@Walker Of Chaos @Oveja I wanna take tomorrow as a break from TT work to get to some university projects I'm really behind
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Oveja 28-Feb-21 07:26 PM
Yeah don't worry, you've done a great deal of work
๐Ÿ‘
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Fetti (Lil Break) 28-Feb-21 07:26 PM
Could do more
But yeah it's just
delivery it's at 3 of march and I don't got much
So tomrorow I wanna no life it and maybe after tomorrow if it still ain't done
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Oveja 28-Feb-21 07:34 PM
Don't worry, irl takes priority
I can handle stuff if you need me to
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Fetti (Lil Break) 28-Feb-21 07:51 PM
I appreciate but you got enough on your plate
I'll finish the Indonesia tree port when I'm gucci with the project (edited)
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