Jim-NC wrote:There is also a question of if certain countries have higher or lower NM base points at certain times. In our game, Prussia was able to form the NGF and Germany during the middle of the wars. So for example, the NGF is in a war with Japan at this time (1870). During the war, the chain fires for German Unification. This causes the NGF to consume the last 3 minors, and to form Germany. This may or may not have had an effect on their NM or the base level.
My question Is: Is the base line NM for all nations the same at all times (ie 100)? I know that when a minor is absorbed by the major, the major gets it's stuff (diplomats, money, raw materials, etc.). Does it get change to it's NM, war weariness?
A secondary question is: Does government attributes effect NM changes? Thus if I am a full autocracy vs. a liberal democracy does this effect the changing of NM? What about regional power vs. global? Or maybe conscript army vs. professional?
Could these or other factors explain how a major country can keep NM high for years (above 150)?
Code: Select all
// War resilience, a compensatory mechanism triggering for some nations, they are very difficult to beat except if hammered fast
if Faction.HST_IsAtWar and (Faction.Morale < 100) and (Faction.Morale <= Faction.MoraleLose * 1.5) then
begin
for i := 1 to Faction.NationResilience + Faction.FM_GetFacModValue(_fmdWarResilience) do
if Dice(100) > Faction.Morale then
begin
Faction.Morale := Faction.Morale +1;
Faction.History.ChgOverTurnsData(_hisMoraleResilience, GS.cuTurn, 1);
end;
end;
Pocus wrote:I have changed the code though, this should help significantly maintains a reasonable morale. Before, you had a chance equals to (Morale-100) % to lose 1 NM, per turn. Now this test repeats itself until it is failed, so it will lead to the loss of several points a turn sometime.
Jim-NC wrote:So in theory, you could go from 199 NM to 100 in 1 turn if the "dice rolls" go bad. And you should expect to always lose several points this way. This seems harsh to the player who just won something.
Pocus wrote:I understand that, but we can't really and realistically rebalance what all objectives give, plus it would not affect ongoing games.
I have changed the code though, this should help significantly maintains a reasonable morale. Before, you had a chance equals to (Morale-100) % to lose 1 NM, per turn. Now this test repeats itself until it is failed, so it will lead to the loss of several points a turn sometime.
bjfagan wrote:If the chance of dropping 10 NM in one turn is very low, then there is no problem in coding a cap on the number of dice rolls possible. Vezina is correct, the possibility of a big drop is present, so a limit to the amount it can drop in one turn is justified. Cap it at 10 NM points in one turn.
Jim-NC wrote:I say cap it at 10/turn during war time, but not during peace. Otherwise, you could be winning the war, and then all of a sudden lose all your NM gain from a single bad turn.
And if you need an example of a bad turn, ask the British of our MP game what happened in Smyrna! The "chance of surrender is so low, that we don't have to worry about it" surrender took everyone by surprise, and was not repeatable after several attempts by different people to explain the results.
Jim-NC wrote:I say cap it at 10/turn during war time, but not during peace. Otherwise, you could be winning the war, and then all of a sudden lose all your NM gain from a single bad turn.
And if you need an example of a bad turn, ask the British of our MP game what happened in Smyrna! The "chance of surrender is so low, that we don't have to worry about it" surrender took everyone by surprise, and was not repeatable after several attempts by different people to explain the results.
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