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Vohen

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The issue in Imperator was much more pervasive than it is in EU4.
EU4 has other aspects that function largely independent of mana (diplomacy, trade, colonization, religion, etc), and you do have a way of influencing its generation (advisors, estates, focus).
In Imperator, pretty much everything was tied to mana, with their use being very imbalanced and you not having a way to influence the generation besides cash (which EU4 deliberately avoided doing in a unlimited fashion as to get a tighter design and avoid snowballing).

That said, could mana be implemented better in EU4? Most definitely.
In my opinion, the problem with mana isn't mechanical (they work fine as a system), but in abstraction.
I feel a great disconnect between mana generation and their use, as in "what exactly is going on to create this resource?", a resource I can use to both integrate a newly acquired province or raise stability.
It's hard to wrap my head around, it creates the situation of Schrodinger's mana, where you don't know what exactly the bureaucrats of the country were doing until they finish doing it and you observe the results (i.e. click core or raise stability button).
A much better system I can see is that of monthly investment, where you designate a X amount of mana per month to a task, with the time depending on how much you invest per month and the cost of that task (raising stability should take less time than getting an idea at the same investment, for example).
You'd only have so much mana to assign around (no need to change how it is generated), so the opportunity cost is there, but now the gap between generation and use is bridged, you're fully aware of what the bureaucracy is doing at any given time.
This wouldn't even change the balance of the game, as the rate which you gain mana is still the same, all that would change is that you'd need to commit long term to your spendings.

I feel that this might be a much bigger problem for role-players than min-maxers, and as a role-player myself, it really bothers me.

War weariness, inflation, and legitimacy being the main offenders in EU IV.
Don't forget stability, the worst offender by far.
It is absolutely appalling to me how you can be overrun by rebels, all estates disloyal and unrest through the roof, and still be sitting there at +3 stab.
This was one thing Imperator was correcting even before the mana changes, changing the value from -3-+3 to 0-100 and making the boost be gradual instead of instantaneous.
 

BugJr

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The difference between Imperator and EU4 is that in Imperator a lot of the thing involving mana were instant. Moving or converting population for instance was an instant action that you could do with the press of a button. In EU4 however, if you wanted to convert the culture of a province you had to spend the mana and then wait a long time, forcing you to think ahead to the future to see if you want to actually convert the province or assimilate the culture. Monarch points are also much harder to obtain in EU4 since you have to get the points over time and you can't buy them instantly as you can in Imperator. If you want mana in EU4, you have to plan ahead to manage how much mana you spend on certain things so you have enough to do everything you need to. Even buying advisors is only an exchange for mana over time, so you can't pay a lump sum of 1,000 gold to get 100 admin power instantly, and instead you would pay that 1,000 gold over the span of about 10 years to get the 100 admin power, forcing you to plan ahead and prioritize what power you need most in the future. If you need diplo mana for integration, then you would want a dip advisor or to focus on dip power(which you can only change your focus at minimum every 15 years so you really need to think for the future).

I feel like people only started complaining about monarch power in EU4 after Imperator removed mana, so I think that if it worked for the almost 30 patches so far, then it probably is mostly fine as it is.
 

el freako

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Split evenly between mana being ok an not but one thing struck me from Johan's post which I think would work well in EU4.
Specifically that fabricating a claim causes AE instead, I think that mechanic works better than what we currently have.
<remembers the justify war mechanic from Victoria 2>
 

Vohen

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Russglish21

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I never played Vic II (but if they make a Vic III I'm definitely coming on board) so maybe someone could shed some light on this. What was the "mana" system, if they had one, in Vic II? I hear many talk about Vic II as if it's the best designed/balanced system because of it's complexity, but I haven't heard anyone mention mana. I also just want to toss my hat in the ring and say I also don't see much wrong with the mana system in EU4. I understand the absurdity of buying down inflation, war exhaustion, and buying up stability and legitimacy, but overall I still feel like it's a useful tool and apart of resource management.
 

fr-rein

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I never played Vic II (but if they make a Vic III I'm definitely coming on board) so maybe someone could shed some light on this. What was the "mana" system, if they had one, in Vic II?
Pops are the key.

Pops make goods. All goods - from grain to airplanes, from timber to automobiles, from iron to steel.
Pops hold political opinions, (class) interests, religion, nationality, shaping up all politics - even for monarchies it means a possibility of revolutions.
Pops supply soldiers, bureaucrats, capitalists, farmers, etc. Their literacy and wealth limits them, so a poor farmer can't be promoted to aristocrat just for giggles.
Pops also enable trade by being the consumers of your goods. They buy things that are produced! Money come from pops, money return to pops as income, they spend it on goods, that is after taxes & tariffs the money you get - the perfect cycle of capitalism.
Pops migrate.
Pops breed.
Pops kill and die.
Pops are everything.
Pops!

P.S. also "diplomatic" mana which limited number of interactions, but that's not what people obviously like.

P.P.S. Money are the financial value of your empire, it buys only what it should, paying for what it should only, not buying abstract things.
 
Last edited:

holyvigil

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Mana itself is not the problem. Mana is the abstraction of things the developers decided not to expand upon. Of course there will be things abstracted in a grand strategy game.

The problem with Imperator is that too many things are abstracted. The player does not have enough meaningful choices. Instead it is spend mana get instant bonus. There needs to be time and more strategic choices. A good example of this was pre instutions westernization. It was a laborious process filled with decisions and requirements to finally become a nation with western tech.

Whether it is hammers, beakers, bird, sword, sun etc mana it will always be necessary until a game is created that is so complex that it combines Witcher 3 and EU4 together. Mana is not the bad thing. The bad thing is the lack of choices and pressure.
 

DerGrößteRitter

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Now that is the dream..
 

GundamMerc

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Mana itself is not the problem. Mana is the abstraction of things the developers decided not to expand upon. Of course there will be things abstracted in a grand strategy game.

The problem with Imperator is that too many things are abstracted. The player does not have enough meaningful choices. Instead it is spend mana get instant bonus. There needs to be time and more strategic choices. A good example of this was pre instutions westernization. It was a laborious process filled with decisions and requirements to finally become a nation with western tech.

Whether it is hammers, beakers, bird, sword, sun etc mana it will always be necessary until a game is created that is so complex that it combines Witcher 3 and EU4 together. Mana is not the bad thing. The bad thing is the lack of choices and pressure.
Please don't remind me of westernization...

Regards,

A SEA player.
 

aono

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This was one thing Imperator was correcting even before the mana changes, changing the value from -3-+3 to 0-100 and making the boost be gradual instead of instantaneous.
...and HoI IV had it already.
Returing to topic.
1. I do agree that mana is built into EU4 too deep and organic to be casually removed. It's require to rebalance, well, essentially everything. I do believe it's possible, and I think Paradox, with current developing model, can afford it (as they did REALLY major rebuild of Stellaris, essentially changing full economical system). It would take time, and it would be disastrous first patches, I can tell you this.
2. Still, I don't think "what is mana doing bad" is correct question here. My question is "what is mana doing good". Why do game need it? Just in case: not "what it's supposed to do", but "what's it doing good".
 

balmung60

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EU4 has many problems - disgustingly OP trade companies (that got buffed further), underpowered colonial nations (that got nerfed further), ridiculous territory corruption, a new missionary system that the AI has no idea how to handle, dubious zones of control on forts, republics nerfed into the mantle by huge innate absolutism penalties, and so on, but monarch points aren't one of them.
 

Josar

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...and HoI IV had it already.
Returing to topic.
1. I do agree that mana is built into EU4 too deep and organic to be casually removed. It's require to rebalance, well, essentially everything. I do believe it's possible, and I think Paradox, with current developing model, can afford it (as they did REALLY major rebuild of Stellaris, essentially changing full economical system). It would take time, and it would be disastrous first patches, I can tell you this.
2. Still, I don't think "what is mana doing bad" is correct question here. My question is "what is mana doing good". Why do game need it? Just in case: not "what it's supposed to do", but "what's it doing good".
What it does good, is removes total reliance on gold. I have played EU 3, which does not have Mana, and it's a much worse experience. You research new technologies by moving silders that spend more or less gold that slowly moves the technology to the next level over time. This creates an akward situation where the size of a country can immensely effect the rate of technological improvement. In EU4 you can use Mana to help generate gold, and vice versa. Having a second main resource is key.
 

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EU4 has many problems - disgustingly OP trade companies (that got buffed further), underpowered colonial nations (that got nerfed further), ridiculous territory corruption, a new missionary system that the AI has no idea how to handle, dubious zones of control on forts, republics nerfed into the mantle by huge innate absolutism penalties, and so on, but monarch points aren't one of them.

I wouldn’t say it is a problem as it stands, although it’s use as a crutch potentially could be a big problem (although I hope IR has taught PDX not to do this). But it could definitely be done better.
 

aono

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What it does good, is removes total reliance on gold.
Does it? I mean, it's doing this, true; does it doing it good?
It does limiting ability to buy everything by gold, which was a plague in EU3, where the basic limiter was agents. But I wouldn't say mana does this job good. As it's a resourse with stable, and essentially uncontrollable flow (and yes, I know about focuses, advisers and estates; still, mana flow isn't something that is changed noticable by player ability to play) it's essentially waiting.
Also it's creating a situation where becoming richier and more active diplomatically would mean weaker diplomatic technology, and active improvement in administrative system would mean
 

Josar

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Does it? I mean, it's doing this, true; does it doing it good?
It does limiting ability to buy everything by gold, which was a plague in EU3, where the basic limiter was agents. But I wouldn't say mana does this job good. As it's a resourse with stable, and essentially uncontrollable flow (and yes, I know about focuses, advisers and estates; still, mana flow isn't something that is changed noticable by player ability to play) it's essentially waiting.
Also it's creating a situation where becoming richier and more active diplomatically would mean weaker diplomatic technology, and active improvement in administrative system would mean
What exactly do you mean by being more active diplomatically means weaker diplomatic technology? Do you mean by going over your relations limit?
 

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Ok, so I don't commonly post on EU4's forum (I'm more of a lurker on CK2 and semi-frequent Stellaris poster), but I feel like chipping in my two cents here.

My opinion on Mana systems as a GENERAL rule: They are a boring and sometimes sloppy but highly effective mechanic for game balance.

In Stellaris, I will defend Influence (that game's one mana resource) immensely. It is a vital tool to prevent the early game in competitive MP (or just efficient-minded singleplayer) from turning into a game of Starcraft. Without it restricting all players (who start at exactly the same strength and size) to expand at the same rate, it would be a click-fest nightmare to expand as fast as you can, or a LOT of pausing to give orders. It does not prevent mega all-in wars lategame, since you do not need influence to conquer for the late game "total wars". It is effectively phased out once it reaches a point where a lack of it might get in a player's way. I think Stellaris has implemented mana perfectly. They COULD have gutted influence by now and just installed a cooldown on expansion, but influence is a much better way to visualize your ability to expand, and the different methods of gaining it (keeping factions happy, centralized governments, etc.) make it feel more like a real "political currency" and not just a "balance tool".

This is where I bring up the entire reason this thread exists: Imperator. Imperator Rome isn't entirely getting rid of mana: there will be just be one that comes from keeping your leaders happy. Sound familiar? Imperator Rome's problem is they attempted to use Mana for things that mana was both not necessary to fix, and also did not feel like it made much logical sense. In Stellaris, it seems reasonable I need to keep my political parties happy to get them to approve expanding to a new planet and add new votes to the senate. I need their support, but I can choose where we go once I have their approval. In Imperator Rome, there are SO many things that you spend mana on that it would seem you should either spend time preparing, or that it doesn't make sense to need to "build support" for. So much of what mana was used for in that game OTHER paradox games allow you to do WITHOUT mana! Mana was just a convenient mechanic that is VERY easy to balance, and so they relied on it (and apparently planned to for future games) because of that.

Now do I think EU4 relies on Mana too much? Well....frankly yes. Do I think it needs to be removed entirely? Nope!

And part of it has to do with the fact that EU4 is well KNOWN for it's mana system. People who stumble on EU4 and don't like it just say "well it's not the game for me, good if their community likes it" and moves along. Imperator was a new release. There is no "community" around it. New Paradox players and players from ALL of Paradox's games came to it. Honestly, I think the Paradox players MOST excited were CK2 players, and CK2 has effectively NO mana system that I can think of (maybe the society influence? Which would be like referring to papal influence as a "mana" system: yeah it is but you can also easily ignore it and not all countries use it). So combine a system that used mana solely because it's easy to balance plus a brand new set of players not familiar with why mana is used and a set of returning Paradox players who may not like Mana, and it's no wonder that Mana was the reason that game got such terrible user reviews.

But here's why Imperator Rome can get away with purging mana from it's system: it's brand new. No DLC to have to revisit, no community who enjoy or at least have accepted Mana, and they can pull the "early in development flaws" card.

If EU4 tried to remove mana, they'd have to not only balance the game as-is, but also make sure removing mana didn't unbalance something for EVERY SINGLE combination of active and inactive DLC! In addition, the EU4 community almost certainly has a lot of players who enjoy (or as some people insist, "brainwashed into accepting") the mana system, and they've be extremely upset.

So in conclusion, I think Mana is a poor mechanic. It should NEVER be a fundamental part of a game except in niche cases (again, I uphold Stellaris as an example of mana done right). I also think it is healthiest for EU4 to keep it's mana. It would be too much effort to make sure nothing becomes unbalanced as a result, and it would most likely break a lot of things since it would be a total overhaul. When Stellaris ripped out it's Tile system and replaced it with the Pop system, there were COUNTLESS problems and they STILL haven't fixed many of them! Stellaris isn't nearly as old as EU4 and wasn't nearly as centered on the Tile system as EU4 is on it's mana system.

For the upheaval it would cause, I would say removal of mana from Europa Universalis should wait until EU5 (should it ever go into development). Then a new system can be built from the ground up to NOT include mana, and it won't need to worry about juggling DLC or breaking so many systems, and it WILL need to worry about appealing to new players who see the "new release" tag and do NOT have experience with mana systems-and as Imperator Rome has shown us, are statistically unlikely to enjoy them.

TL:DR: I don't think EU4 should have it's Mana removed, even though in most situations I find mana to be a terribly blight on the game (and maybe even is one in EU4). It would be nearly impossible to juggle with how the swarm of DLC interact with eachother (or more accurately the LACK of a DLC), and it will likely break systems to the degree that it would need patching for months or years to bring it back to the same degree of functionality as before. The window of opportunity for a total overhaul has been long gone for EU4, unlike the brand new Imperator Rome and the relatively new (and let's be real, CONSTANTLY overhauled) Stellaris. The best way for EU4 to lose it's mana system is to wait for EU5.

I've ranted long enough. I'm going to go sulk that they're announcing a new grand strategy game, and they called out by name that Victoria3 isn't going to be it.
 

Treybor

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Yesterday Johan wrote that in 1.1 patch they will rebalance the game in a way that will remove monarch “mana” and purchases done with it. May there be a slight chance that 1.29 will bring this change to EU IV too?

You still have plenty of time to do this, since unannounced DLC is planned at the end of the year. This will increase the interest of players in game tremendously.

If Johan, the Godfather of EU IV, removed MP from Imperator, maybe it’s time to look at Imperator’s predecessor?

Mana is absolutely fine in EU4, it’s called an opportunity cost that is central to STRATEGY games

I don’t get the hate against mana

Yes, Imperator you literally can’t click any buttons without using mana and spend lots of time waiting for mana to generate but they shoulda tried tweaking numbers first instead of caving to this populist revolt

Also, Imperator campaign ends after only 150 years or something, so you don’t have as much time to just wait around as you do in EU4
 

Tanh

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In my opinion, mana is neither an inherently good neither a necessarily bad mechanic. Taking a guess I would say it is attributed to the fact that EU originally is an adaption of a board game in which mana simply represents action points per turn. For a board game that is fine, for a RTS game it depends on implementation.
The main benefit of monarch power is having a fairly natural and healthy limiting factor that prevents the player from steamrolling too quickly and at the same time is not entirely frustrating or makes the game too linear. In the Total War series for example the games are very much about the economy and if you can financially support a doom stack you can go from one to ten provinces in nine turns. Good implementations of monarch power usage in EU4 are in my opinion coring and culture converting as it takes time to reap the benefits of your investments. Bad implementations are cases in which you can store monarch power and seemingly retroactively obtain an immediate benefit. Examples here are buying up stability, buying down war exhaustion and buying technology. These are bad implementations precisely because they allow you to make problems disappear if you just wait long enough rather than actually having to plan ahead and having to deal with a problem. What is the point of having a decision that costs you five stability if you can just wait long enough and make the problem go away instantaneously? Imperator in my opinion is a game that has a lot of these bad implementations. As an exaggeration you could say in Imperator as long as you have monarch points you can do anything, if you don't, it turns into a waiting game. In EU4 some issues could be easily removed by introducing a cooldown: What if you could only buy up stab, buy down war exhaustion only once per year, buy technology only once per month in each category? Even better in my opinion would be mechanics that would force you to spend your power gradually. For example you could remove the option to reduce war exhaustion and instead put in a box you can tick to grant you a sizeable reduction to your monthly war exhaustion gain for say 4 dip points a month. Similarly you could have options "stability effort" and "work on technology". Being able to retroactively apply monarch power for an instantaneous benefit simply does not encourage strategy, it encourages waiting.
A more conceptual issue is the fact that the player has very little control over the most important resources in the game, whereas the RNG element is huge, especially in the early game. In the late game you can remedy monarch point shortage by promoting advisors to a high level if you have a good economy, but early on you just need to be lucky. Getting rid of heirs and praying that you get a better one or relying on save scumming are not good solutions either. It certainly is frustrating not being able to do much while playing well simply by being unlucky. I get the idea that the rulers of a country should have an impact on the quality of your government and that some RNG is needed so that campaigns play out differently, but it certainly does feel weird that in this case a strategy game does not reward you for playing stratecial. I would much prefer a system in which the RNG element is less dominant and the player is rewarded for doing well in certain categories. Here is an example:
What if ruler stats would only range from 0 to 3 in each category and the potentially remaining 3 points per categories could be earned by meeting certain criteria (1 point per criterium):
  • Military
    being at least at 75% of your force limit
    having high enough army tradition (depending on the age)
    have high enough prestige (which is mostly earned by winning wars)
  • Diplomacy
    having high enough navy tradition (depending on the age)
    having high enough diplomatic reputation
    having enough allies/subjects
  • Admin
    have less than 5 inflation and less than 10 loans
    have less average autonomy than say 40%
    something related to institutions or unrest
I am neither saying those criteria are perfect, nor that they are any good at all, but you get the gist of the idea. On the flip side you could also put in mechanics that cost you monarch power, like -1 monthly mil for losing a war, -1 monthly dip for dishonouring an alliance, -1 monthly admin for going bancrupt and so on. In a addition to encouraging the player to think ahead and rewarding him for doing well you could have more interesting tradeoff decisions as well: Do you want to invest in a larger army (which contrary to promoting an advisor has an actual benefit aside from monarch points) and get more military power or do you want to invest in your economy? If such a system is done well you could potentially even see differences between gameplay styles: A very expansion oriented country should do really well militarily and face problems with its administration and at the same time a "tall" country would have plenty of administrative power, but would have a harder time militarily.
Summing up, mana has a tremendous advantage in providing fairly natural bounds attributed to the power of your government/tag in a game that is mostly about expansion. At the same time it also has the potential to dull the game by encouraging waiting and limiting player influence. It all depends on the implementation.
 

aono

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What exactly do you mean by being more active diplomatically means weaker diplomatic technology? Do you mean by going over your relations limit?
Or integrating vassals/PUs. Or removing rivals. Or improving diplomatic idea sets.
But it's secondary, I'm not talking about realism here. Worst problem I see is you can't improve mana influx by playing better. Actions to improve mana flux are too limited and no-braining, so essentially it's just time.

I don’t get the hate against mana
It's not against idea behind mana. HoI IV has same mechanic as well, and hate against it is nearly non-existant.

Mana is absolutely fine in EU4, it’s called an opportunity cost that is central to STRATEGY games
My opinion on Mana systems as a GENERAL rule: They are a boring and sometimes sloppy but highly effective mechanic for game balance.
That's the very, very point, the core of my critique of mana. Yes, game balance is a noble goal. But would you honestly call EU4 BALANCED game?