- Dec 14, 1999
- 18.436
- 39.143
This is a bit of a rambling of my thoughts, take them as you like.
My definitions are, and I hope you can agree with it enough to use it in this thread.
I guess we can all agree that abstract currencies solves quite a few gamedesign problems, but they worked better in Eu4 than in Imperator.
What worked well with "abstract currencies" in Imperator
- Some decisions between short term and long term decisions. I personally liked how you could promote, convert and assimilate pops manually, but it was insanely cost inefficient but quick, and the other option was the policies over time that was far slower, but far more cost efficient.
What did not work well?
- Most of the usage were instant, making the game feel less like a world, but more like a boardgame.
- Not enough major choices between what to spend your currencies on. Some you use way too much, some you just stockpile for your next tradition.
- Gold to Power was a stupid design decision.
We are currently talking lots about this, but I am not happy with the current situation, and while I believe abstracted currencies makes for a better game-design, they need to become realistic currencies for a great design to become a great game.
thanks for listening to my rant.
My definitions are, and I hope you can agree with it enough to use it in this thread.
- Abstract Currency - Monarch Power in EU4, Imperator
- Agent Mechanics - Council in CK2, Diplomats/Colonists in Eu4
- "Realistic" Currencies - Gold, Stability, Manpower.
I guess we can all agree that abstract currencies solves quite a few gamedesign problems, but they worked better in Eu4 than in Imperator.
What worked well with "abstract currencies" in Imperator
- Some decisions between short term and long term decisions. I personally liked how you could promote, convert and assimilate pops manually, but it was insanely cost inefficient but quick, and the other option was the policies over time that was far slower, but far more cost efficient.
What did not work well?
- Most of the usage were instant, making the game feel less like a world, but more like a boardgame.
- Not enough major choices between what to spend your currencies on. Some you use way too much, some you just stockpile for your next tradition.
- Gold to Power was a stupid design decision.
We are currently talking lots about this, but I am not happy with the current situation, and while I believe abstracted currencies makes for a better game-design, they need to become realistic currencies for a great design to become a great game.
thanks for listening to my rant.
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