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factor9

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Dont forget about manpower now, one of the most underused resources in the game. Use it for province development so tall and wide both complete for it.

It could represent employing unemployed people or something like that.

What about something like invest X amount of manpower in a province to gain Y pop type?
 

hcek

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This is amazing. What does it mean for the changes in last week's dev diary? For example, will marketplaces also no longer produce civilization/will you spend gold/political influence on things like business investment/setting up procurators etc?
 

Denkt

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What about something like invest X amount of manpower in a province to gain Y pop type?
It dont make much sense to be able to creat pops out of thin air. Instead manpower should be used in things such as build and development while armies could have a manpower upkeep in addition to their gold upkeep to represent replacement of old soldiers.

Currently both gold and manpower is too plentiful once you grow large and that should not be the case as plentiful resources lose their value.
 

MishaTX

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Wow! Now that's what I call a course change! Exciting times ahead!

Military Traditions would work entirely differently, in that you would unlock a new slot every 20 years. We talked about tying it to tech, but that would put us in the same situation as ideas were in EU4, that it would hurt barbarians way too much

Now, this is just a stray thought of mine, and it's possible that I'm reading too much into it, in which case disregard. I just want to ask you and the team to please be careful with this whole even playing field business. There's a reason that we all have to dig out the books when somebody mentions, say, the Atrebates (who? My point exactly), and none of us have to when another somebody mentions the Carthagineans.

And the reason isn't that all that stood between them and the thousand year Atrebate Empire was the lack of an inspired leader.

Please don't turn I:R into another "history optional" title to cater to MP or "fun". One of the many reasons I love and play your strategy titles is that they allow me to travel back in time for a bit and pretend to navigate the challenges of a distant Era.

Anyway, again, I may be all wet here, just saying, is all. :)
 

Cardolam

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It dont make much sense to be able to creat pops out of thin air. Instead manpower should be used in things such as build and development while armies could have a manpower upkeep in addition to their gold upkeep to represent replacement of old soldiers.

Currently both gold and manpower is too plentiful once you grow large and that should not be the case as plentiful resources lose their value.

This
 

Nicolas-

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The economy in 1.1 isn't quite the same as in 1.0. Though there is likely more work to be done still. With more actions using gold there is also more drain on the economy from the actions of the state themselves.

Would it be possible to add modifiers for tradition research instead of flat 20 years? Sort of like HOI4, "research time modifiers". That system is quite popular and still allows for research to be competitive.
 

Szarcas

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Wonderful changes :D
Now I really hope that the building system will be expanded as well. Building Baths, Aqueducts, a Forum, Universities and so on to increase the values of the cities or unlock new interactions (Civilization value, additional trade routes/goods produced, City/Pop growth, allow the construction of units, research rate, etc). Maybe add some great Building projects like Monuments that are really expensive and time consuming to build, but have Province/Region or nationwide effects (Maybe even add unique Models for them to Map ;)).
Just some ideas there are a lot of well thought out ideas already present on this forum, but nevertheless great step into the right direction. :D
 

Mcwynne

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Nice job! Hope your are not over working yourselves.

One question though: How will this affect character skills? Losing monarch skills effect on the game would be sad.
I guess you could keep traits with a slight rework, having traits/skills affecting war exhaustion/AE/stabilty tick speed could be an alternative perhaps.
 

curtadams

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Generally, these would be good shifts. I have three specific issues (one not addressed so I don't know what's being done).

First, I think the current system would be better for military traditions. Players like being able to influence things, and the current system, in which having more military skill in the government accelerates military traditions, would be more fun than just a flat every xxx years tradition.

Aggressive expansion for claims makes the tradeoff of generating claims to reduce AI very bland. There really needs to be some other cost as well. Many including me have suggested generating claims with the character system (e.g. exiles in your country can generate claims on the home country; nobles owning property in other countries can generate claims, etc.) and I think that's definitely the way to go. Perhaps it's a bit much for the patch but I think it's a good goal.

There need to be policy/law/economic ways to drive population movements. The game engine needs it, but clickwise moving thousands of pops would be ridiculous even if you could pay for it.

Very much like the idea of loyal ministers enhancing Political Influence. It's interesting to have more of a tradeoff than a simple decision, and now picking ministers is a 3-way tradeoff: skill vs. loyalty vs. the need to promote young people for marriages and children. It also fixes the weird situation where you stuff disloyal people into top ministerial posts because they don't hurt you there.

On a side note, while making the leader's stats less all-important, don't make them irrelevant!
 

curtadams

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Currently both gold and manpower is too plentiful once you grow large and that should not be the case as plentiful resources lose their value.
They wouldn't be if the AI didn't waste its manpower disbanding half its army after every war. If the AI built the armies it should, you'd need the money and manpower you have to match it.
 

Jean-Luc

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I don't have the anti-mana stance that many others do but I do respect willingness to tackle the problem in such a decisive manner and look forward to trying out the new gameplay.
 

Nussor

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I don't know if the saying with children and bathtubs is the same in English, but I'm a bit skeptical about this radical change, especially if nothing else is added in place of monarch points.
 

Gball

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The crybabies have won. Hooray.

I don't know if this is making game design really better. Some games in Early Access really suffered from this. Devs tend to just shut up the loudest fans, because humans in general want to hear only nice tings, but concentrate every time on the opinions that hurts them. 100 kudos don't count nothing against 10 "mana sucks".

I won't give Paradox flak for this, but they did the same move after the release of EU IV with functtions I liked. Just let me barf in peace.

Your opinions are bad and you should feel bad about having them.
 
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MasterPaw

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Generally, these would be good shifts. I have three specific issues (one not addressed so I don't know what's being done).
Aggressive expansion for claims makes the tradeoff of generating claims to reduce AI very bland. There really needs to be some other cost as well.
I think political influence (in addition to AE) would be coherent for extra cost, you can make claims if you have the support of your gouvernment and influence, otherwise nobody will care about your claim and consider it legitimize.
 

Hamadoda

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Regardless of where you fall on this debate regarding mana or the game itself, I think we have to agree on a couple things:

- The fact that Johan and the rest of the development team are actively looking for ways to enhance the game and fans' engagement with it is a very positive step, both for the devs who get to work on making an even better product, and for the fans who so cherish these games. No matter what, all of us are getting something better out of this.

- That it takes guts to face the overwhelming feedback the team has been getting, and to bring something positive out of it. Johan and the devs have shown that these are not business decisions, but that they have passion for their creations and care about them deeply.

- That Imperator has only stumbled out of the gate, not fallen, and with the devs continued support and the fans' engagement, we may well get another classic experience.
 
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