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AI's do make peace in certain circumstances, but getting out a of a conflict is, by design, not an easy thing.
Any suggestions for making peace with France as North Vietnam in Cold War?
That's not realisitc during a war. Why would they even want to stop? They're getting money from you while fighting you.
It's one thing to pay money to get peace, but giving them payments should not improve relations during the war itself.
Other than for a total war, there should be a purpose for the war. The AI can be set up to determine whether it is making satisfactory progress towards the goal. If not it can be set that after a randon period of time it will seek peace.
I agree, but the AI in this game seems to be way too primitive to determine this. Heck, the game engine itself doesnt even have warscore values like Paradox's Grand Strategy series.
They actually offered peace themselves some time back, and were willing to throw $ 117 m into the deal, but I refused, wanting to reclaim all of Manchuko first. Since then, they won't accept peace even if I offer them cash or other incentives, Yet they're in a far worse state than they were when they offered peace and war reparations.
The issue here isn't that peace should be easy to achieve, but that the AI is badly programmed. They have nothing to gain from continuing hostilities - and were already looking for an end to them - but have everything to gain. It would give them time to build up their land forces and depleted navy for instance. They're not going to win a war by sending individual mechanized engineer units to be slaughtered over and over again.
By not accepting peace after I reclaimed Manchuko, they've now also lost Korea as a result. If they keep refusing, they'll lost everything - I just need to get a fleet up and running to start taking their other holdings. The AI really shouldn't insist on continuing a war that it's already lost and previously wanted to end. That's not artificial intelligence, but artificial stupidity.
Over the course of the war, Japan (and its colonies) have lost about 4x as many units, have around 1.5 times as many casualties and over 1m square kilometers of territory.
(note that my treaty integrity is very high; of course they dislike me, and I dislike them, but pragmatism and realpolitik need to be considered more by the game)
What you said makes sense. The ai should be able to adapt and learn that continuing a hopeless war is pointless and make peace instead.
Although do take note that china refused to surrender just like in real life because one of the reasons was that they feared that the territories lost would be permanent. :P
If you can answer any of these questions with clear details that we can implement in the engine, then we can consider adding them.
I didn't know this game was still actively worked upon. I can really appreciate the dev dedication!
From what I remember from playing other games, there were factors/scores that determined whether or not a nation was succeeding or failing in a war. How many people they have lost, how many cities and towns are in enemy hands, how long it has been since they last saw success, etc.
For instance, in the scenario above, I, as North Vietnam, held the entirety of Vietnam under my rule for a decade, which was the entire goal of the war. To fight over the rule of Vietnam. Despite this, the France AI did not take this into account. There was no factor to say that "Vietnam is the goal of this war". Simply that a state of war existed.
To simplify it, essentially all that happened was France saw it was at war with Vietnam. In the eyes of the AI, it was more powerful. Furthermore, in the eyes of the AI, it had only made minor losses, for it still held the entirety of its mainland and the rest of its colonies. It didn't take the loss of hundreds of thousands of troops into account. It also didn't take into account that they were fighting over Vietnam. All that it recognised was a state of total war, which I think is a big issue with the game.
What I think would need to be implemented is the following:
-A type of war-goal system so that the AI and game itself can differentiate between full-annexation states of total war, and smaller wars, such as the Colonial wars of the Cold War (Vietnam is a big one. If Vietnam owned the entire South, France and the USA would not be involved for the war, for its intents and purposes, would have already been fully lost)
-A way for the AI to recognise its losses better and try to negotiate peace when things are not going its way at all.
If it is not possible to implement this with the way the engine and game is built, I understand, but I thank you for your considerations nonetheless.