A strong defensive alliance to stop you is perfectly reasonable, a magic power to protect them from losing land to you because they are in that alliance is not reasonable.
I don't care if you triple the military power of a coalition member because of how scared they are you expanded, I care that you have no chance of losing, and even after you beat them completely you still do not win.
I agree completely. Coalitions as they stand are too impregnable. The ability to stomp on individual members and get them to drop out shouldn't have been taken away, it does make them feel artificial.
There are a few other qualitative design issues, as well as perhaps quantitative issues (I speculate cause I don't know those calcs well enough) that I think need adjusting. But arguming for adjusting, tweaking, changing or otherwise adapting the existing coalition system is different than simply arguing against it.
I don't necessarily think that the player should be given a "longer leash" when it comes to AE threshold. But certainly changes to the system seem warranted.
The reason I say that I do not think the player should be given more 'space' to expand: I've played the game by two distinct styles (all as France so it is comparable): 1) "AE be Damned!" and I conquer just like most gamers do in most grand strategy games; (2) A relatively 'balanced' conqueror/diplomat style in which I stop to consider who is more likely to get into a coalition if I annex A, or B province, how much effort to do I need to spend to ingratiate myself, and how do I sequence my diplomatic and military actions in order to achieve my goals effectively. In sum, for one of the first times ever in a strategy game, I am actually INCLUDING diplomatic thinking in my military thinking.
The end results of these two playstyles speak for themselves I think: (1) I get swamped by a coalition, or maybe I just barely manage to diffuse it before it grows, etc. (2) Coalitions may form, but they rarely grow beyond 2 or 3 members, often only 1, and even when they do grow to 3, my post-war diplomatic efforts almost always manage to diffuse the situation and within 5 to 10 years, I am right back to fabricating claims, and annexing provinces.
The fact that coalitions make this style of gaming an engaging and interesting if not requisite to attain high levels of accomplishment is all the reason I need to both applaud PI and plead for them DO NOT TAKE COALITIONS OUT OF THE GAME!
Adjust them, tweak them, redesign them but this dynamic adds so much to the game it is truly a revolutionary development in strategy gaming. I wouldn't say it is perfect yet, but it is innovative and promising.
The other thing that coalitions do is make wars less bland. Instead of every war resulting in effectively the same thing: cede a province, now the fact that doing this incessantly is untenable makes it worthwhile to engage in 'ancillary' or 'elective' wars for the purpose of gaining prestige, trade power, ducats, taking apart big AI kingdoms, transferring cores, etc., etc.
Without coalitions these other peace settlement deals would have much less 'value' and the war as diplomacy feel of the game would suffer tremendously.
I hope they work in coalitions, tweak them, perhaps come up with a "non-coalition mode" to satisfy those who just simply hate them, but if anything I hope that they expand on and model along with adjusting it.
If they can do it, I do think they would make a broad segment of players happy if they can include a "Tinman" mode in which Coalitions do not form, but otherwise the game is essentially the same.
I'm sorry if I offend the feelings of some folks here but that's how I feel about this game. It's just not fun anymore.
Part of me wants to play good ol' EU2 with MyMap-AGCEEP rather than EU4. That was the best EU experience I've ever had.
That is alarming. I do hope PI will try to bring the fun back into it for those who feel it has become unfun.
Is it safe to say that the coalition dynamic is the main thing that has made it unfun for you?