As the one who designed this scenario I think I can shed a little light on some of the questions here.
Fist I gotta say, hats off to Il Duce, you’re understanding of the trade system and it’s nuances is quite impressive, you’ve given me some ideas of things to try in my next game!
Second: Diplomacy. If you’re going to look at diplomacy, in particular with the WWIII or European Wars scenarios, you need to be playing at
normal difficulty . When playing on hard or very hard there is an automatic penalty to dip/civ values at the beginning of the scenario. There is no way to balance the scenario to get the right diplomatic settings at very hard for all regions since this penalty is only applied to human players.
I tried the scenario playing from France and was able to get an embassy treaty from Japan and Russia on the first day (cost me a token 100M). At normal difficulty, most regions have a few ppl who hate them and a couple that are ready for almost any deal. Playing at normal you can see the full potential of the diplomatic system.
radiatek wrote:
…AI seems not to take in account i'm offering him 10 variants of a low tech mech infantry…
Notes have already been made about this and will function better in the design for Supreme Ruler 2020 but this is always a tough one to get around since there are so many things to compare and weigh against each other.
radiatek wrote:
…i was wondering myself why France didnt have a SINGLE uranium mine built since we have some built irl…
I actually designed the France map as well and IIRC my research showed that all but one of the Uranium mines was closed and the last one was going to be shut down. Since it was a number of years in the future we decided the player would have to rebuild them from scratch. It’s not like France is a big producer of Uranium;
http://www.uic.com.au/nip41.htmradiatek wrote:
…but i find really unrealistic that if you do nothing, diplo and civilian rating slowy goes down, reaching a point everyone hates you…
This is the same issue, this only happens when playing on Hard or Very Hard. Whether it is realistic or not, that was how George decided to make it Hard or Very Hard for the player.
radiatek wrote:
…So i wonder what i'm doing wrong (not giving money to the AI? ), or what's wrong with the diplo model of SR2010 wich has the potential to be very powerful, but truly useless imo, at least for WWIII scenario. …
I would certainly suggest that you try the game on normal. I know that it means the AI military will not be as challenging, but that is the only way to really see the true balance of the diplomatic model.
Il Duce wrote:
…Deriving benefits from alliances is a nice thought, but I would certainly expect my ally to turn their back on me at the most treacherous and costly moment...
One thing I’ve not heard anyone report back on yet is the fact that the AI will break alliances if they hate you enough and the WWIII scenario should have a high potential for this. If the US gets allied with Canada, Germany and UK, then UK declares war on Germany (giving US some Belli towards UK) followed by US DoW on UK, you should see Canada get upset about it and cancel their alliance with the US. Again, you’d really need to be on normal difficulty level to set this up right.
Thirdly: Mutual Defense. This treaty is somewhat odd in how it works both for the player and for the AI and gets very weird at Hard or Very Hard. If you have Mutual Defense with region A then B declares war on A, you will get more of a belli increase towards B then if you did not have the treaty. However, if B had a very high belli towards A, you might only see a 10% increase towards B without MD and 15% with the treaty. If you started at only 20% Belli towards B then at best you now have 35%. If you DoW on B you will see all the penalties that go with DoW with only a 35% Belli despite having MD with A. Normally this isn’t a big deal, either A did nasty things to B to make their belli so high and you know why you’re not getting involved or then A and B would have similar Bellis and so would you so when B attacks A you’d have enough Belli to attack. The AI uses Belli as the prime indicator for when to attack. If you get attacked by region B and have MD with A
and this causes A’s Belli to go from 40% to 80% then it is very likely that A will declare war on B. The problem becomes that at Very Hard there are artificial pressures on Belli, Dip and Civ values so that whenever B declares war on you they have such high Belli that A sees no change in their Belli towards B and therefore has no justification to attack (and they don’t want to take the penalties just to honor their treaty).
There has been much debate among the team about belli, what affects it and how it game difficulty should relate to it but for SR2010, that is how the system works.