Disclaimer. I have been playing this game intermittently since its inception. I am extremely respectful of the developers, I understand that the main concept of the game is determined by them, and not by a forum of disgruntled fans. I am happy with the development of the game, and how the game I play now differs from the one that was many years ago.
But sometimes there are questions. What the hell is going on?
Usually developers talk about balance. But it seems to me more and more that they are just trying to complicate the life of the players to the maximum. I understand this in games like roque-like, where a glorious death is the goal of the game. But in strategies, it seems to me that the source of fun from the game is a little different. It is clear that the strategy must be complex and overcoming complexity is the goal. But overcoming obviously artificial difficulties smacks more of a masochism. The game is certainly good, but sometimes you look and think, but this is how and where, and most importantly why.
But sometimes there are questions. What the hell is going on?
- Why are most bonuses so small? Favorite figure is 5%, sometimes 2.5%, occasionally 10%. Why, for example, not 20%.
- I've been playing with the government reform tree for the monarchy and for the republic, and the question arose why all bonuses always come with minuses. And with a limited choice, you have to choose from minuses, not pluses. I can understand that at the beginning of the game, getting a bonus that is balanced by a minus gives an equal start, but why is this necessary during country development?
- Why estate privileges most often go as 5 to loyalty and 10 to influence. This leads to rare complexity when these privileges need to be taken away. Those. Not only is -20 loyalty, but you can't take it back for decades.
- Why the tasks that can be obtained by calling diets at the beginning of the game are most often simply impossible.
- What the heck, asking to raise money means not an amount, but a percentage of annual income. As the development progresses, the income increases, the amount also increases, and when you collect the ordered, it turns out that this is not even half the way.
- Why mock at republican traditions like that? Strengthen government grants only 3 (three) tradition points per 100 mil mana. 10 legetimasi and only 3 republican traditions. But they have the same stable sources of income. And there are no others.
- Why does the Italian Signoria have the same minus for re-election as the rest of the republics. On the one hand, it seems that 3 times 4 is the same as once 12, but this is not so. During this time, an ordinary republic gets +3 to each attribute, and Italian Signoria only +1. A one-time 30 drop to 70 (at best), it's not a consecutive drop of 3 times 10 in 4 years.
- Why is the country with which you are in an alliance, having a much smaller army and size, suddenly turns on the domination mode.
- Why does a neighboring country suddenly want your province (one) so much that it gets minus -100 to the attitude, and breaks the alliance. Let me introduce the Pope, the evil Pope from Rome.
- Why at the beginning of the game the Pope manages to invest 180 (!) points into his re-election and how.
- Why does the emperor HRE, having no real allies, first support the idea of taking away the lower lands from the joint formation of France-Burgundy, and then go alone to take them away. It seems that in the latest iterations, the AI was a coward, but not suicidal. And it seemed to me that if the princes had already voted for the resolution, then this crowd would go to implement it. But it turns out you can also fight for France against the emperor.
Usually developers talk about balance. But it seems to me more and more that they are just trying to complicate the life of the players to the maximum. I understand this in games like roque-like, where a glorious death is the goal of the game. But in strategies, it seems to me that the source of fun from the game is a little different. It is clear that the strategy must be complex and overcoming complexity is the goal. But overcoming obviously artificial difficulties smacks more of a masochism. The game is certainly good, but sometimes you look and think, but this is how and where, and most importantly why.
- 35
- 5
- 1