The problem is not "little restrictions to blobbing". The mechanics are pretty challenging, if you push them.The problem is not in the AI agressiveness per se, but rather in little restrictions to blobbing and ease at handling large empires.
However, the consequences for losing get less and less relevant as nations grow. To the point where the only thing a player would lose is time, and it takes several wars slogging though dozens of forts (or to stack war score cost reductions) to get rid of enemies. Paradox has actually gone out of their way to further protect blobs in EU 4. Locked separate peace in coalitions, unconditional surrender, massive reduction in discount of demands for large nations are all examples of blob protectors.
Before we talk about yet another set of levers that constrain expansion when frankly most players don't adequately use the ones available, maybe it's time to consider that even the most massive empires in the world could be in figurative hot water, fast, if they lost a war really badly. And how that is a) not reflected in EU 4 and b) contributes to the "late game is a slog" complaint.
Edit: unconditional surrender is actually broken, with an implementation that's bugged for English versions of the game, and probably other versions of the game too. When a nation surrenders unconditionally to one nation, it can't negotiate with others at all regardless of occupations. It creates an extra war score cap, artificially. The reason I call this "bugged" is that the winning side might want to have each nation peace out using 100% score in sequence. Which is ordinarily possible, but impossible with "unconditional surrender". Almost as if a single peace deal is...a condition of "unconditional" surrender. That's not what "unconditional" means, and note that this only applies to large nations, since only those have more than 100% to lose.
Last edited:
- 4
- 1