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Thread: Plans for Dilemma Overhaul?

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  1. #1
    Semisalis
    Join Date
    Jun 2013
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    Rheinland
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    Default Plans for Dilemma Overhaul?

    Some "Dilemmas" are pretty good, even with extended decision making over 2 turns. If it was possible for the DeI Devs to make more and better Dilemmas, it would make for good atmosphere ingame. At the moment, some Dilemmas are pretty unlogical: a woman claims that one family member has a child with her, now when you make him a family member, he possibly is older than the father (it shows who is meant). Overall the dilemma created generals most of the time are 35 years old, too old to be logical for most random dilemmas. A simple "fix" (even though not a 100% fix) would be to make them younger (16 for example). It would also encourage taking them because they would live way longer than most other family members and you could make up some good story. I wished there would be a proper system, where it records who the father is etc.

    One good way to make the game hard later in game would be to create dilemmas that cause quite some public order penalties in random provinces (like with slave unrest, the vanilla dilemma).

    So, do the devs have eye on dilemmas, like they have eyes on missions and trait overhaul?
    Last edited by Alu10; December 22, 2014 at 12:26 PM.

  2. #2

    Default Re: Plans for Dilemma Overhaul?

    Yes we hope to get to dilemmas and also the incidents (events). I am not sure if this will be for 1.1 or a later version, though.

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  3. #3
    Matmannen's Avatar Ordinarius
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    Default Re: Plans for Dilemma Overhaul?

    It's good to know that they might change in the future, currently the dilammas lack any campagin map connenction...

  4. #4

    Default Re: Plans for Dilemma Overhaul?

    Quote Originally Posted by Matmannen View Post
    It's good to know that they might change in the future, currently the dilemmas lack any campaign map connection...
    Not only dilemmas, but overhaul of all the events, their durations and effects are needed. Especially since I think most of us use 4tpy, and the effects either need to be permanent, or much longer durations to have campaign effects that force the player to think carefully, like say for the Pirate Hunting event. To continue the example; if choosing the option to pirate hunt, it should drastically reduce the penalties, but increase the cost of all ships as resources are going into pirate defence etc., boost their effectiveness after the pirate event is done to simulate they have learned a thing or two about combat. Similar bonus and penalty could be said for the cavalry event etc.

  5. #5
    Semisalis
    Join Date
    Jun 2013
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    Rheinland
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    402

    Default Re: Plans for Dilemma Overhaul?

    Thats true, often its 4 turns long, its way too less for you to bother. And offtopic: missions are bugged, some simply "cancel" the moment you succeeded the mission like destroying an army or attempt an assassination so you gain 0.0 from this.

  6. #6

    Default Re: Plans for Dilemma Overhaul?

    AS Clever said, I also wouldn't mind seeing dilemmas that force you to choose a BAD event, thus causing you to actually think about what you're doing. I also wouldn't mind these maluses being quite big. For instance, I've seen several times a dilemma asking about what research or economic strategy we should focus on, and a corresponding bonus. What I wouldn't mind seeing is:

    A) Choices like this which give a malus if you choose one (For instance, if you give the civil focus in the research choice for +10% researcs, have a malus of -20% for military techs)

    B) Dilemmas in which all the choices give a malus [For instance - Pannonia is acting up, what do? Choice 1: Ignore it (-10 public order, 20 turns), Choice 2: Concessions (-5 public order, -10% tax rate, 12 turns), Choice 3: Send in the Rods! (-20 public order, -5 Growth Rate, 4 turns)].
    Last edited by Alfonzo over Innsmouths; December 23, 2014 at 07:41 PM. Reason: I am the Master of reading the comments before mine.

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