Reduce the expansion penalty and popularity drop rate

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    • Reduce the expansion penalty and popularity drop rate

      This has been talked about a lot in various places, but I want to bring it up again because I actually think it's important for the health of the game. For players that are happy to grind non stop on a game for weeks, these things aren't really an issue, but I'd imagine that the vast majority of players would enjoy the game more if they could have more control over when they devote large amounts of time to the game. If you expand, your popularity is going to drop, AI is going to start attacking you and your morale will drop. Once the AI start attacking, you can be tied up for long periods of time dealing with that. I don't want to be forced to deal with all these AI attacking. I would still like to expand when it seems strategically beneficial, but I dread the negative experience of having to scramble everywhere to handle AI and be penalized in the form of morale drop. In the game I'm currently in, I haven't done any fighting for days, because my popularity was getting near the tipping point, even though I'd only taken out 2 human and 2 AI countries. I would have prefered to have been continually fighting during this time, but the memory of the negative consequences of previous games just seems to ruin the game for me. It's not fun to sit there an do nothing and it's not fun to expand and then be required to scramble for long periods of time to keep things under control. I understand that the expansion penalties are intended to give new and less active players more of a chance, but I doubt if it works that way. The grinders are going to expand like crazy anyway, while the more casual player, who actually wants to remain active, but at a slower pace, is stuck between a rock and a hard place. This is just my perspective and perhaps I'm wrong in thinking there are a lot of players, or potential players, that would find the current mechanics off putting, but if I'm right there are probably a lot of players leaving the game for these reasons, players that are likely to purchase premium accounts and buy gold, since they don't have the time to micromanage 24/7.
    • I've wondered what things would look like if they dropped the capital capture boost from 10% to 5% (still enough to take newly-captured provinces out of revolt range) and then reduced things like the expansion penalties that contribute to long-term morale issues. No math behind this, just intuition, but I think it would help a bit with front-line revolts at late game while offsetting that with a small nerf to fast-expanding empires.
    • jubjub bird wrote:

      I've wondered what things would look like if they dropped the capital capture boost from 10% to 5% (still enough to take newly-captured provinces out of revolt range) and then reduced things like the expansion penalties that contribute to long-term morale issues. No math behind this, just intuition, but I think it would help a bit with front-line revolts at late game while offsetting that with a small nerf to fast-expanding empires.
      A 5% bonus would bring the newly captured provinces to 30%, which still has a small (3%) chance of revolt. Prov's need to be 31% or higher to be "safe".
      “A battle fought without determination is a battle lost.” - Josip Broz Tito
    • jubjub bird wrote:

      I've wondered what things would look like if they dropped the capital capture boost from 10% to 5% (still enough to take newly-captured provinces out of revolt range) and then reduced things like the expansion penalties that contribute to long-term morale issues. No math behind this, just intuition, but I think it would help a bit with front-line revolts at late game while offsetting that with a small nerf to fast-expanding empires.
      This is actually a good idea, and still somewhat weakens the bonus of expanding too much since you don’t as much of a bonus over other players for capturing capitals. I would be very happy with this if it meant I wasn’t constantly bombarded by those damn AIs.


      cycle9 wrote:

      Any reduction in penalties and punishments would be contrary to the marxist mandate to punish the successful individuals.
      Silence capitalist fool! Long live the great revolution and the motherland! You can’t hold the world in your greedy hands forever! Glory to Communism!!!!

      CarKing the 6th of the Abrahamic Caliphate
    • I've been thinking about this a bit more and I think the "Neighbors" calculation is actually a big part of the problem.

      As far as I know, the target morale calculation has the following components:
      - A Distance to Capital penalty, that seems to be approximately linear at a rate of -10 morale points for each day of distance from capital, maxing out at -30 once a province is 3 days or more from the capital
      - An Expansion penalty, that is related to the number of provinces owned (?) and maxes out at -35
      - A boost for Propaganda Centers (starting at +10 for a fully-built L1, scaling up to +23 at a completed L2, and then scaling up to +40 for a completed L3)
      - An Enemy Neighbors penalty, calculated as -5 morale points per bordering enemy province
      - A Neighbors penalty, which seems to be a variable number based on the current morale of neighboring owned provinces

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

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

      Here's an example:
      The selected province below is surrounded by 6 friendly provinces and one enemy province.

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


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

      I think there are a few obvious issues here:
      - A more central province will basically always have a lower morale than a coastal province, simply due to the fact that it has more neighbors, since the penalty is on a per-province basis
      - This Neighbors penalty creates a negative feedback loop that spirals all the provinces downward. Each province has lower morale due to its unhappy neighbors, those neighbors have lower morale as a result of this province, etc etc
      - When it comes to managing morale, at this point in the game it's not even worth it for me to attempt Propaganda Centers. I'm actually better off if provinces revolt because then the penalty is maxed at 5% per enemy neighbor rather than 6+% for unhappy friendly neighbors, AND when I recapture the province the morale gets reset to 25%--higher than it would have been if it hadn't revolted!

      I think there are a few principles that would make sense in a solution:
      - Don't penalize a province just because it has more neighbors
      - Don't allow a province's target morale to get so low that an L3 Prop Center can't prevent revolts--if we want Prop Centers to be a thing, it should always be possible to build your way out of revolt territory (even if that isn't usually the best use of resources)
      - An owned province shouldn't be hit with a larger penalty from owned neighbors than it does from enemy neighbors
      - We should try to reduce the negative feedback loop that causes things to spiral out of control

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

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

      Thoughts?

      The post was edited 1 time, last by jubjub bird ().

    • Clicking around I found one that blows my -6% and -15% examples out of the water. Look at this madness:




      A target morale of NEGATIVE THIRTY EIGHT

      And it'll get worse tomorrow if that province doesn't revolt, because all the friendly neighbors are at 25% (side note, it appears that 25% morale is the point at which the Neighbors penalty = the -5% Enemy Neighbors penalty). When those friendly neighbors' morale drops, the neighbors penalty in this province will get even bigger!

      The post was edited 1 time, last by jubjub bird ().

    • HAHAHA ok I garrisoned it so that it didn't revolt. Check this out. Imagine a target morale so low that even a fully constructed Level 3 Propaganda Center couldn't even take it into positive territory



      (Meanwhile 86 provinces revolted elsewhere, ugh this is going to take a while to clean up)
    • I agree that adjusting the neighbor penalties would be a reasonable way to modify the morale drop. There are other ways also, but the real issue is that Bytro has decided to make it really punishing to expand, especially quickly. If you expand more slowly, the neighbor issue is more manageable, because you can give the provinces time to recover before moving on. I assume Bytro has decided this is best for the game, presumably because is protects less active and less experienced players. I personally don't see this as helping very much in that way, and it probably does more harm than good by punishing active players for playing the game. It doesn't just lower the morale of the provinces, it lowers the morale of the players. In addition, for the average, more casual player, I think the distracting AI attacks are more of an issue than the morale penalties.

      Bye the way here are the neighbor penalties as a function of morale range:

      01-10 -7
      11-20 -6
      21-30 -5
      31-40 -4
      41-50 -3
      51-60 -2
      61-70 -1
      71-89 +0
      90-99 +1
      100% +2
    • Thanks, I didn't realize the exact numbers were known.

      I'm thinking more of an end game situation when expansion has slowed. Early in the game, before maxing out Distance and Expansion penalties, and while there are still capitals to capture, it isn't much of an issue. It's once your expansion slows down that the Neighbors penalty starts to hurt because of the negative feedback loop.

      There's just no way for me to manage some of these provinces with negative target morale other than to intentionally leave them ungarrisoned and clean up all the revolts.
    • Actually it is weird that the only way to beat a system which is designed to limit aggression, is being even MORE aggressive - because the only way to stay afloat is taking out a constant streak of capitals.
      When the fake daddies are curtailed, we have failed. When their roller coaster tolerance is obliterated, their education funds are taken by Kazakhstani phishers, and their candy bars distributed between the Botswana youth gangs, we have succeeded.
      - BIG DADDY.