So what issues do we generally face when new province is taken?
Core - represents if government control is established over target province. Uses MP. Base, deeply-integrated mechanics.
Overextension - represents how many provinces lack government control and brings additional global negative modifiers for this. Fully artifical anti-blob mechanics.
+ there is 100% threshold value going after that means serious troubles. So number of provinces you can take at once is virtually limited not only with warscore cost.
+ there is Hostile core creation cost on us modifier, which brings additional one time troubles while coring these countries.
Coalition - artificial mechanic which plays preferably versus human players. Implemented to simulate AI diplomatic cooperation preventing fast expansion like between players in multiplayer. Clear stub, anyway workarounded and abused actively by experienced players.
Separatism - simulates population resistance to aggressor, can be varied with ideas/personalities. Linked with culture. Well integrated feature on its place.
Different culture - simulates population difference in culture, brings unrest if province culture isnt accepted. Well integrated, representitive.
Different religion - orthogonal to culture, also well integrated and representitive.
Religious Unity - opposite to local province religion, its global parameter which represents... what? It wasn't globalization era, people didn't travel a lot in 15th-18th centures. How sunni Granada can affect unrest in catholic Madrid? So its parameter which punishes you globally for having too much bad religion provinces. Fully artifical anti-blob mechanics.
Local Autonomy - represents how well government control is established over target provinces... wait. What is the difference with core mechanics? That should be said, LA is more representitive, as its flexible and scales from 0% to 100% instead of binary has_core flag. Generally good representitive province parameter.
Looted - represents local war effects on target province: population and infrastructure loses. Absolutely cut off from base tax value, so fully looted province loses no base tax/development at all, which looks like a gap.
Corruption - represents how well government control is established over all country... Parameter over autonomy with even harsher effects (increased MP costs). Pure semantic clone of Local Autonomy.
Devastation -represents local (okay, semi-local as it takes a few procinces into account) war efects on target province: population and infrastructure loses. Pure semantic clone of Looted modifier, also cut off from base tax/development level.
Lack of States - represents if government control is established over target province...once again! In addition to MP limitation for cores, we have limitation for provinces we can core at all. Works via local autonomy. Another semantic clone.
Militarization/republic tradition penalty - represents if government (of special form) can control its provinces effectively. Another artificial limit to railroad playstyle/nerf special government forms.
Сonclusions:
I understand that we want more complexity and, which is more important, more sales. But why don't reuse/extend base mechanics which are already presented in game instead of creating new clones over the top of them and, as a result, accompanying bugs and balance issues? It doesn't even bring the ability to separate old code from the new one and save some LOE on regression.
I also understand that its too late to change the way game goes now, but would like to know what are the purposes for each of modifier above in game in terms of grand strategy.
Core - represents if government control is established over target province. Uses MP. Base, deeply-integrated mechanics.
Overextension - represents how many provinces lack government control and brings additional global negative modifiers for this. Fully artifical anti-blob mechanics.
+ there is 100% threshold value going after that means serious troubles. So number of provinces you can take at once is virtually limited not only with warscore cost.
+ there is Hostile core creation cost on us modifier, which brings additional one time troubles while coring these countries.
Coalition - artificial mechanic which plays preferably versus human players. Implemented to simulate AI diplomatic cooperation preventing fast expansion like between players in multiplayer. Clear stub, anyway workarounded and abused actively by experienced players.
Separatism - simulates population resistance to aggressor, can be varied with ideas/personalities. Linked with culture. Well integrated feature on its place.
Different culture - simulates population difference in culture, brings unrest if province culture isnt accepted. Well integrated, representitive.
Different religion - orthogonal to culture, also well integrated and representitive.
Religious Unity - opposite to local province religion, its global parameter which represents... what? It wasn't globalization era, people didn't travel a lot in 15th-18th centures. How sunni Granada can affect unrest in catholic Madrid? So its parameter which punishes you globally for having too much bad religion provinces. Fully artifical anti-blob mechanics.
Local Autonomy - represents how well government control is established over target provinces... wait. What is the difference with core mechanics? That should be said, LA is more representitive, as its flexible and scales from 0% to 100% instead of binary has_core flag. Generally good representitive province parameter.
Looted - represents local war effects on target province: population and infrastructure loses. Absolutely cut off from base tax value, so fully looted province loses no base tax/development at all, which looks like a gap.
Corruption - represents how well government control is established over all country... Parameter over autonomy with even harsher effects (increased MP costs). Pure semantic clone of Local Autonomy.
Devastation -represents local (okay, semi-local as it takes a few procinces into account) war efects on target province: population and infrastructure loses. Pure semantic clone of Looted modifier, also cut off from base tax/development level.
Lack of States - represents if government control is established over target province...once again! In addition to MP limitation for cores, we have limitation for provinces we can core at all. Works via local autonomy. Another semantic clone.
Militarization/republic tradition penalty - represents if government (of special form) can control its provinces effectively. Another artificial limit to railroad playstyle/nerf special government forms.
Сonclusions:
- Cores, territories(states), corruption, prussian monarchy & trade republics limitations are semantic clones of local autonomy. Their local effects can be clearly represented by various local autonomy modifiers. Their global effects can be represented by average autonomy value, which is already in game (see The Dacke War conditions http://www.eu4wiki.com/The_Dacke_War for example).
- Religious unity, overextension, number of states are artificial limitations and semantic clones of each other, which can be also represented by average autonomy.
- Looted modifier, devastation and also raid coasts, scorched earch are semantic clones of each other and also cut off from the base mechanics which represents population - base tax/development. Province devastation should be reevaluated and integrated into development mechanics.
I understand that we want more complexity and, which is more important, more sales. But why don't reuse/extend base mechanics which are already presented in game instead of creating new clones over the top of them and, as a result, accompanying bugs and balance issues? It doesn't even bring the ability to separate old code from the new one and save some LOE on regression.
I also understand that its too late to change the way game goes now, but would like to know what are the purposes for each of modifier above in game in terms of grand strategy.
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