Since the promise of more transparency was used to calm the backlash to GC, I thought I'd compile some of the recent explanations for balance changes along with my reactions to show why they have been unsatisfactory.
1. On army movespeed change
All units previously moved at the same speed in EU4 so I'm not sure how historical data can be used when movement speed is already highly abstracted. The biggest impact of the change is that reducing movement speed drags out game length. Wars and campaigns now take longer not from new content but an artificial slowdown of the same activity. The reason for the change, that devs suddenly became interested in the historical accuracy of travel times, seems dubious considering the gameplay impact that was never addressed.
2. On the "too many territories" penalty
Oversimplification of a complex issue. The only land that provides immediate financial benefits are TCs, premium CoTs, and gold mines. Taking non TC territory before Absolutism was rarely worth it pre corruption change. The devs say they want more "forethought" but the penalty merely reinforces TC-only blobbing. There's less consideration and less choice to expansion than ever before. I have to believe that the devs unknowingly came up with a change that does the exact opposite of what it's supposed to. No further clarification was provided in the four months since.
3. On endgame tags:
This was never a problem until KaiserJohan used Otto -> Byzantium to win a dev clash. No explanation of what constitutes a "weird" formation and why it should be disallowed in a sandbox game. No clarification since.
4. On use of subjects:
Why is there a sudden interest in encouraging indirect rule when none of the AI issues with vassals have been addressed? Who comes up with these random dictations of how the game should be played? No explanation given since but vassal integration bonuses have been nerfed. Vassal AI is worse than ever.
5. On conversion in territories:
One sentence explanation that was added as an afterthought for perhaps the most important balance change from Dharma. It was reverted a patch later:
The original missionary change was apparently to address the "ease" and "arcade feel" to conversions. An appropriate follow-up would be to talk about what qualifies as "easy," for what religion, and why that's not okay. What decides whether or not conversion is too easy or difficult? History? Game balance with respect to the use of Humanist in WCs? There are 20+ religions in the game, most non-Abrahamic religions are not strong enough to mass convert with. Why are they judged equally? The quote says the piece of feedback that resonated was... that players who wanted to mass convert couldn't. Did this need to be pointed out?
Aside from the corruption penalty, most of the problem isn't the changes themselves but the arbitrariness and lack of logic behind them. I'm not asking for every balance change to be justified with an explanation, only for more consistency and better explanations for the big changes. Bad reasons are better than no reason. I cannot be expected to think that Minghal is suddenly not okay and that conversion is too easy because the devs say so; or that it's acceptable for devs to say they don't want to "punish success" when asked if blobbing is to be restricted, then completely flip-flop a few month later with a solution that does not address the problem, with no discussion of how their views have changed or what they believe the problem to be.
I would like for the important design decisions to feel well thought out, not made on a whim and reverted one patch later. I would like for devs to be more open about their thought process, to playtest their product, and learn more about how the game is being played outside of their offices. I hope the dev diary after GC can state clearly the team's plans without one sentence explanations predicated by arbitrary assumptions, and with perhaps a response to longstanding complaints about QA. I hope you guys are as tired of reading about the same issues week after week as we are posting them.
From Reman:
1. On army movespeed change
For one, we were discussing the movement speed of an early modern army and comparing it to the overall speed of our units in game. Our in-game armies were moving oddly fast compared to historical estimations and as such, we have reduced the movement speed of units from 1.0 to 0.7, but not without ways of increasing it. For one, a historical strength of the Nomads was their ability to cover great stretches of land quickly and as such have tied faster unit movement speed to those governments. Additionally, Army Drill will increase an army's movement speed by up to 20% at full drill, so a well prepared army will have a much easier time moving into position compared to green units.
All units previously moved at the same speed in EU4 so I'm not sure how historical data can be used when movement speed is already highly abstracted. The biggest impact of the change is that reducing movement speed drags out game length. Wars and campaigns now take longer not from new content but an artificial slowdown of the same activity. The reason for the change, that devs suddenly became interested in the historical accuracy of travel times, seems dubious considering the gameplay impact that was never addressed.
2. On the "too many territories" penalty
Expansion:
An issue in EU4 that we've long recognised is that conquest is almost always a good idea: you are able to immediately get a financial benefit from land, buff up your own forcelimit, size, trading potential, while at the same time denying your foes that land. We've been wanting to change this so that one has to consider what they conquer with a bit more forethought and with that we turn to your States.
Oversimplification of a complex issue. The only land that provides immediate financial benefits are TCs, premium CoTs, and gold mines. Taking non TC territory before Absolutism was rarely worth it pre corruption change. The devs say they want more "forethought" but the penalty merely reinforces TC-only blobbing. There's less consideration and less choice to expansion than ever before. I have to believe that the devs unknowingly came up with a change that does the exact opposite of what it's supposed to. No further clarification was provided in the four months since.
3. On endgame tags:
End Game Tags:
Preventing weird country formations, like Ottomans to Byzantium or Minghals or England to Mughals to Shan to Mughals to Japan is something we're historically not very good at. It generally involves a lot of different file changes and something usually gets overlooked. In script as of 1.26 we now have a scope known as "End game tags" which will prevent most cases of such nations forming other nations (Holy Roman Empire, Rome and Papal States are so special they trump this list, eg: Byzantium can for Rome, Italy can form Holy Roman Empire...).
This was never a problem until KaiserJohan used Otto -> Byzantium to win a dev clash. No explanation of what constitutes a "weird" formation and why it should be disallowed in a sandbox game. No clarification since.
4. On use of subjects:
Subjects:
In the interest in encouraging more indirect rule, holding a subject for a long time will gradually reduce their liberty desire. Subjects can now also gain trust with their overlord, instead of having it pinned at 50.
Force Limit Contribution from subjects now scales with the subject's own FL, minimum of +1 + 10% from vassals, +20% from marches.
Why is there a sudden interest in encouraging indirect rule when none of the AI issues with vassals have been addressed? Who comes up with these random dictations of how the game should be played? No explanation given since but vassal integration bonuses have been nerfed. Vassal AI is worse than ever.
5. On conversion in territories:
Your maximum number of States is now far more important: If you hold more territories than your state limit, you will face a yearly corruption penalty, currently +0.02 per territory (not per province). For example, if you have a State Limit of 15, you can have up to 15 States AND up to 15 Territories without penalty. Overseas Colonial Regions and Trade Charter Companies are exempt from this calculation. This corruption hit is halved in Easy mode, and entirely absent in Very Easy. Additionally sending Missionaries and cultural conversion are not possible in Territories. You must make them a state to do these.
One sentence explanation that was added as an afterthought for perhaps the most important balance change from Dharma. It was reverted a patch later:
Firstly, the removal of religious conversions in territories was by all measures a contentious one. It is certainly our ambition that religious conversion not come with such ease and arcade feel to it. None the less, one particular piece of feedback which truly resonated with me was that people who build religious focused nations whose goal is to combat heresy are unable to do the one thing they are setting out to do. To that end, in 1.27, there are two particular changes being made here:
We have other small changes in mind for conversions, but we'll be going into those in due time.
- Religious Ideas finisher allow for conversion in territories
- Territories have a -2% conversion strength
The original missionary change was apparently to address the "ease" and "arcade feel" to conversions. An appropriate follow-up would be to talk about what qualifies as "easy," for what religion, and why that's not okay. What decides whether or not conversion is too easy or difficult? History? Game balance with respect to the use of Humanist in WCs? There are 20+ religions in the game, most non-Abrahamic religions are not strong enough to mass convert with. Why are they judged equally? The quote says the piece of feedback that resonated was... that players who wanted to mass convert couldn't. Did this need to be pointed out?
Aside from the corruption penalty, most of the problem isn't the changes themselves but the arbitrariness and lack of logic behind them. I'm not asking for every balance change to be justified with an explanation, only for more consistency and better explanations for the big changes. Bad reasons are better than no reason. I cannot be expected to think that Minghal is suddenly not okay and that conversion is too easy because the devs say so; or that it's acceptable for devs to say they don't want to "punish success" when asked if blobbing is to be restricted, then completely flip-flop a few month later with a solution that does not address the problem, with no discussion of how their views have changed or what they believe the problem to be.
I would like for the important design decisions to feel well thought out, not made on a whim and reverted one patch later. I would like for devs to be more open about their thought process, to playtest their product, and learn more about how the game is being played outside of their offices. I hope the dev diary after GC can state clearly the team's plans without one sentence explanations predicated by arbitrary assumptions, and with perhaps a response to longstanding complaints about QA. I hope you guys are as tired of reading about the same issues week after week as we are posting them.
From Reman:
On Republics:
As someone who loves republics I was very excited for the government reform changes, but then they made switching to a republic nuke all your reforms, and made republics have 10 reform levels (with increasing costs for each one) so switching to a republic would never let you get the absolutism from the final reform by the end of the game. One patch later, they gave a whopping -50 base absolutism penalty on republics, with the reasoning that the final reform was "overpowered". When I responded to the dev by indicating the final reform was impossible for 99% of nations, I didn't get a reply.
Truce change:
Truces used to be 5 years long, then got their +10 year scaling in a patch. The dev's reasoning for this change was "to discourage total war". This is mathematically wrong, as taking 50% warscore will give a 10 year truce, or 5% warscore per truce year, while taking 100% warscore will give a 15 year truce, or 6.66% warscore per truce year. When someone on the forum pointed this out, they didn't receive a response.
Tariff income:
It's well known that colonies are weak compared to trade companies. This has been true for a long time, and yet in the latest patch the devs decided to slash tarrif income in half. This was so poorly communicated that it wasn't even indicated in the patch notes. Many members of the community thought it was a bug until a dev came along and said otherwise. There has still been no response on why the devs thought colonies needed a nerf, especially with how trade companies are currently.
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