1-Stop using customers as QA, 2-dev clashes as balancing reference and 3-missions as power-creeping

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EarlKonrad

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Oh yeah, that also the thing I dislike too. I dislike any game mechanics that AI can't make much use of. It's essentially player exclusive bonus vs the AI at this point (as if player even needed more bonuses vs AI). I think that AI can only clear the missions accidentaly? I mean, it would be fun to see Austria AI actively trying to PU other nations.

It is a bit more complicated than that. From what I understand the AI will absolutely go after permaclaims (a reason why permaclaims are good for the AI). It always complete missions as soon as it fulfill the requisites and it don't go after them. In a sense this is the same behaviour that they had with the old mission system but here it works much better because used to be the case that the AI would pick a mission and stuck with it until it was completed. Now it at least has more than one mission available at any given time.

I do agree that this is less than ideal and that it would be good for the AI to actively pursue its missions.
 
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Leoreth

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Glad to see this expressed about missions. Mission trees are somewhat of a Goldilocks feature for Paradox. They are an easy avenue for producing new "content" that they can sell DLC over, but at the same time they can use them to patch up systemic issues with the game without having to address their causes.

I think people like mission trees in the sense that the game is old and they have seen and done everything else, so coming back to a familiar tag with a new set of things to do is better than nothing. It also gives some morsels of RP material for people who care about history and would like tags to feel different from each other, and reflect history more.

The thing is, that should be systemically generated. I remember from the release of EU4 that they wanted to move away from strong historical guard rails and let dynamic systems produce diverse and historically appropriate outcomes, with events only there to add flavour. Mission trees are an admission of failure in that goal.

I am especially concerned about permanent bonuses given by missions. Permaclaims are one thing, but "until the end of the game" modifiers are very problematic. The fact those need to be there to entice players to care about missions says a lot. Conversely min maxers and multiplayer people have already started complaining about mission tree X not being as strong as tree Y and tallying them up with NIs and so on. Like is that really where we want missions to be?

I would be much happier if mission trees provided a set of interesting constraints and challenges and not just another collection of bonuses to stack. Bonus stacking has gotten way out of hand in EU4 game design and it really trivialises the game.
 
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