I have been away from Paradox for quite some time but the announcement of EUIV got me excited again. While the new trade system certainly looks promising, I'm afraid that we will again be disappointed with respect to population. However, for me a meaningful population mechanism has always been the single most important missing feature because once this would in so many other systems could be linked to it. Of course, this also means that adding population is an extremely complex task (mostly because population needs to be dynamic over time). On the other hand I don't think it would raise complexity from the players point of view and should thereby be in line with Johan's vision of not making things more complex. Also the relevance of population is so intuitively clear to anybody that implementing it should exactly create the intuitive consequences to the player's decision that Paradox strives for according to their vision.
Here is short and incomplete list to illustrate how population would tremendously increase the depth of the game without necessarily making it more complicated for the player:
For me the war related implications of population would be a real game changer. Without making things any more complex the decision to go to war would suddenly become much more consequential, which is what strategy gaming should be all about in my opinion. Of course, population could have implications for other aspects of the game as well, like Colonization for example.
Let's use this thread to brainstorm about what population would bring to the game. Maybe we can eventually convince Johan that it'll be worth the hassle. Fire away, I'm looking forward to read your take on population!
Here is short and incomplete list to illustrate how population would tremendously increase the depth of the game without necessarily making it more complicated for the player:
- basic model: income is tied to population (and modified by other factors like geography, technology).
- armies should be drawn from population, thereby creating a mechanism to make war more costly long-term.
- wars create casualties in the domain they are fought (raids, diseases...). First, this would create another mechanism to make war more costly long-term (think 30 Years war, civic casualties are really the most important cost factor of all long-term). Second, for the first time it would matter were fights happen. No more defending on home-ground because of lower attrition. If you want to spare your population from the trouble that comes with war you'd better bring it to your enemy.
For me the war related implications of population would be a real game changer. Without making things any more complex the decision to go to war would suddenly become much more consequential, which is what strategy gaming should be all about in my opinion. Of course, population could have implications for other aspects of the game as well, like Colonization for example.
Let's use this thread to brainstorm about what population would bring to the game. Maybe we can eventually convince Johan that it'll be worth the hassle. Fire away, I'm looking forward to read your take on population!