Objectives given without any ratio and sense
Moderator: Pocus
Objectives given without any ratio and sense
Hi,
I see that Objectives are assigned without any realistic sense. I am playing as a Roman and my objectives are always far away in the middle of nowhere. Not at all any sense with my current diplomatic situation. Also, they disappear and replaced by other (nonsense) objectives.
When i was playing with the 1.03 (actually just 1 game, 80 turns) the ruling party was giving me realistic objectives often in the nation i was at war with.
Is this working "as designed" ?
I see that Objectives are assigned without any realistic sense. I am playing as a Roman and my objectives are always far away in the middle of nowhere. Not at all any sense with my current diplomatic situation. Also, they disappear and replaced by other (nonsense) objectives.
When i was playing with the 1.03 (actually just 1 game, 80 turns) the ruling party was giving me realistic objectives often in the nation i was at war with.
Is this working "as designed" ?
Re: Objectives given without any ratio and sense
Agreed, the objective system is my only major gripe with the game. I actually stopped playing because objectives are crucial to the victory conditions, so I'm hoping they will be fixed.
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Re: Objectives given without any ratio and sense
It seems (to me) to have gotten worse with the 104 patch.
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Re: Objectives given without any ratio and sense
Yes, I was just playing as Rome. Not even controlling all of Italy I'm already getting objectives in places like Caledonia.
Re: Objectives given without any ratio and sense
Dynamic objectives were introduced in the 1.04 patch. Personally I like the change, you may have to decide to take a nearby objective quickly, before your fickle ruler changes his mind. Alternatively, if you get an objective in an inconvenient spot, you can just wait for it to change.
Prior to 1.04 objectives were pretty much fixed and if one popped up in an ally or client state, you'd have to make the unrealistic decision to go to war with them to get it. This new system is much better IMO.
Prior to 1.04 objectives were pretty much fixed and if one popped up in an ally or client state, you'd have to make the unrealistic decision to go to war with them to get it. This new system is much better IMO.
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Re: Objectives given without any ratio and sense
I second this. The dynamic nature is much better because now you are not stuck with something you don't want or can not do, which was the case before. It is a progress. I feel it is not done yet however, as sometimes IA still gives you largely unrealistic options (perhaps the mechanism can be slowly upgraded, we have time). Still better as you just need to mind your business your own way and ultimately the objectives will be reshuffled.
Re: Objectives given without any ratio and sense
So objectives are even more random now after the patch? I suppose, if that means e.g. Carthage doesn't need to conquer Syracuse to win the campaign it's a good thing. However, I didn't like having a random generator pulling me around by my nose - it felt wrong for a 4x game - and I suspect that's even worse now.
Re: Objectives given without any ratio and sense
I'd just like to chip in on this. 290 turns into a game with the new patch and have had some leaders give me objectives that were completely unrealistic but I just ignored them (you don't HAVE to go for them you know) and usually when a new ruler arrived they were changed for much closer and more attainable ones. I do think that the better leaders seem to give more realistic targets.
The most infuriating thing to happen was when I ground my way to being one region away from an objective, had to pause for a turn to get my army into shape again for the next battle and then the target changed. But on the whole I find the new way fine.
The most infuriating thing to happen was when I ground my way to being one region away from an objective, had to pause for a turn to get my army into shape again for the next battle and then the target changed. But on the whole I find the new way fine.
Re: Objectives given without any ratio and sense
Before the patch nonsense objective were assigned and they were fixed. Solution ? Let''s make them dynamic so there will be some chance to have some realistic objectives.
I think this is like hammering your finger to try to heal from a cut.

In my humbe opinion the solution to nonsense objective should have been the fix of the logic behind the assignement of objective. Before assign an objective check the diplomatic situation, check the distance, check, if any some, realistic "historical" conditions (for example the roman are more keen to have objective in Cartage , etc).
And if you want to add some salt, check the traits of the current ruler. If it is "Depravat" (or you can create a new one, like "crazy"

But not just make dynamic these objectives, transformin them in a kind of lottery without any control.
Disclaimer: I love this game, it is since i was playing War in the Pacific that I don't commit so much time in a game. Good job, now you just need to nail it a bit.

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Re: Objectives given without any ratio and sense
If I am playing as Carthage why would I want to capture Syracuse on my way towards Rome when I could grab a nondescript territory out by the Caspian Sea? 

Last edited by Bullseye500 on Mon Oct 07, 2019 11:21 pm, edited 5 times in total.
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Re: Objectives given without any ratio and sense
Yeah, same here, I now just ignore the unrealistic objectives. Before the patch I enjoyed having objectives set that were realistic to try and obtain, it added a degree of fun to the game. Now I just ignore objectives all together, none of them make any sense any longer.IainF wrote: ↑Mon Oct 07, 2019 5:48 pm I'd just like to chip in on this. 290 turns into a game with the new patch and have had some leaders give me objectives that were completely unrealistic but I just ignored them (you don't HAVE to go for them you know) and usually when a new ruler arrived they were changed for much closer and more attainable ones. I do think that the better leaders seem to give more realistic targets.
The most infuriating thing to happen was when I ground my way to being one region away from an objective, had to pause for a turn to get my army into shape again for the next battle and then the target changed. But on the whole I find the new way fine.
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Re: Objectives given without any ratio and sense
I tried to delete this post but the delete function is not working on this forum.
Re: Objectives given without any ratio and sense
Playing a new game, again as Rome and this time i started to get at least 50% of realistic objectives. I was quite satisfied when it happens a weird thing
Padus and Apulia were among my Objectives. At the start of the new turn the Padus objective is dropped in order to make space to a "new" one....Apulia again

Padus and Apulia were among my Objectives. At the start of the new turn the Padus objective is dropped in order to make space to a "new" one....Apulia again

Re: Objectives given without any ratio and sense
There will be some further tweaks on dynamic objectives in 1.05. They are only given if you are at war or really hate the guts of a given nation (like -50 rels or worse).
Then, a region from one such nation is picked, provided it has either a world wonder or a combination of 20 population and tier II/III buildings.
So indeed, it is possible to get an objective in Caledonia if you are Rome. If you are somehow at war with them and they have a decent region to be conquered. For the rest, getting a deserted Saka hamlet while playing Carthage, either we have a major bug or someone is a bit imaginative in his description
Then, a region from one such nation is picked, provided it has either a world wonder or a combination of 20 population and tier II/III buildings.
So indeed, it is possible to get an objective in Caledonia if you are Rome. If you are somehow at war with them and they have a decent region to be conquered. For the rest, getting a deserted Saka hamlet while playing Carthage, either we have a major bug or someone is a bit imaginative in his description

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Re: Objectives given without any ratio and sense
My example (near the Caspian Sea) was a figure of speech. I'm saying that objectives used to make some sense. Now they are so far flung that it is almost useless to bother with them. That takes away the sense of purpose from the game. Playing as Rome for example when I have a campaign against Carthage and Macedonia ongoing (for example) I suddenly get impossible objectives up near Denmark and Ireland.Pocus wrote: ↑Tue Oct 08, 2019 3:05 pm There will be some further tweaks on dynamic objectives in 1.05. They are only given if you are at war or really hate the guts of a given nation (like -50 rels or worse).
Then, a region from one such nation is picked, provided it has either a world wonder or a combination of 20 population and tier II/III buildings.
So indeed, it is possible to get an objective in Caledonia if you are Rome. If you are somehow at war with them and they have a decent region to be conquered. For the rest, getting a deserted Saka hamlet while playing Carthage, either we have a major bug or someone is a bit imaginative in his description![]()
I'm not trying to take anything away from your wonderful product, Empires/FoGII is an outstanding game (s) I'm just at a loss to understand such an unusual turn of events.
Last edited by Bullseye500 on Tue Oct 08, 2019 3:57 pm, edited 2 times in total.
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Re: Objectives given without any ratio and sense
In my opinion, dynamic objectives are a good thing, and with the tweaks coming in 1.0.5 things will be better. Having fixed objectives is going to make things a bit predictable and can alter replayability. Dynamic objectives with the factors mentionned by Pocus (Relations with the other nation, population, etc...) looks like perfect balance to me
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Re: Objectives given without any ratio and sense
(that interpretation is not what I am saying) I would like to see objectives that made some kind of strategic sense, maybe the changes that are being implemented (1.05) will help bring that back into focus.FrenchDude wrote: ↑Tue Oct 08, 2019 3:48 pm In my opinion, dynamic objectives are a good thing, and with the tweaks coming in 1.0.5 things will be better. Having fixed objectives is going to make things a bit predictable and can alter replayability. Dynamic objectives with the factors mentionned by Pocus (Relations with the other nation, population, etc...) looks like perfect balance to me
Last edited by Bullseye500 on Tue Oct 08, 2019 7:32 pm, edited 1 time in total.
Re: Objectives given without any ratio and sense
I'm not sure that objectives halfway across the world map are of any interest and they happen a lot when Rome decides to attack you.
The solution you've chosen seems to encourage declaring war on someone without taking their best province and waiting for it to become an objective rather than having another one on a far away continent.
Plus they move when you don't expect them to, which can ruin plans.
The solution you've chosen seems to encourage declaring war on someone without taking their best province and waiting for it to become an objective rather than having another one on a far away continent.
Plus they move when you don't expect them to, which can ruin plans.
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Re: Objectives given without any ratio and sense
Damn it, tried to edit and I quoted a post, sorry.
Re: Objectives given without any ratio and sense
If you get an objective halfway across the map, then that's from a country you are at war with or with which you have a relationships of -50 or worse. Given that the AI only declare war to neighbors, this seems surprising. If you have a saved game (the turn before in fact) where you get this kind of oddity, I can check.LDiCesare wrote: ↑Tue Oct 08, 2019 6:55 pm I'm not sure that objectives halfway across the world map are of any interest and they happen a lot when Rome decides to attack you.
The solution you've chosen seems to encourage declaring war on someone without taking their best province and waiting for it to become an objective rather than having another one on a far away continent.
Plus they move when you don't expect them to, which can ruin plans.
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