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unmerged(17523)

People before principle
Jun 9, 2003
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Let me first state that this all based on the demo and I hope that the full game/patching/modability will change some stuff. Also I can imagine lot's of stuff being suggested already by betas, but since I can't check that I'll post it anyway. I considered making seperate threads for the suggestions, but I didn't want to spam the forum, might still make seperate threads if people like to discuss a suggestion in detail.


EU3 demo review list

The good:

- The new message system is a vast improvement
- Alert system is very convenient
- Starting from any date is uber-cool and then a bit cooler added
- Self reenforcing armies are very very convenient
- Contextual events are very nice as historic events are still possible through mods like AGCEEP.
- Nationalism/revoltrisk makes more sense now
- Dishonouring an alliance now has meaningfull consequences
- Modability and map modability
- More advanced/realistic culture system
- Enhanced role of the ruler (still miss CK a bit though) :)
- Military tradition/leader/ruler system
- Advisor system
- Easy to use interface
- HRE is more fun now
- Very stable
- Very good demo approach, people can really get a good feel for the game.


The bad:

- Rebels are still not effectively targetting their oppressor, they still wonder off to foreign countries in stead of trying to overthrow their ruler.
- Relations still seem to play a minor role in DoW deciscions of AI countries.
- Still very little “fuzzy logic” in diplomacy. The only “fuzzy logic” in diplomacy is the very welcome addition of likelyhood of proposals, but really to whole art of diplomacy is missing because there is no sensing of foreign intentions. All declarations of war just fall out of the sky there is no diplomatic “pushing and pulling” beforehand.
- Very little improvement in the trade system it simply seems to be missing a strategic dimension. To me it is an micromanging “check and click fest”. Although keeping it simple is attractive to the target group, the lack of dynamic trade routes is a pity.
- Little enhancement in the badboy department. For badboy gain it still doesn't seem to make a difference if you DoW someone with honourable or extremely bad reputation.
- Shouldn't a nation which you are in a personal union with be quite likely to support you when DoWed?
- In general missing significant improvement over EU2 in strategic depth in several aspects.




In general I'm slightly dissapointed seeing the level of improvement on some aspects 5 years after EU2 (although one can see there is lot's of new technology behind the scenes). Most improvements relate to the interface/graphics and comparably little improvement seems to have gone into strategic gameplay and behind the scene models (is understandable considering game market conditions). If I now look at both Vicky and EU3 I see a complex/realistic game with much micromanagement and a comparably simple game with little micromanagement. I really had hoped EU3 would have been the best of both worlds, a complex/realistic game with little micromanagement.

Perhaps patches and mods will add a degree of complexity/realism to EU3's gameplay, but after playing the demo I'm sad to say I'm not really sure about buying EU3 anymore. Don't get me wrong I'm not saying it's a bad game, it's very good. Just saying that after 5 years I find the improvements over EU2 in aspects I found most important relatively small.


EU3 suggestions:

Trade:

- Give a relation hit to the countries who just competed on a merchant slot. Severity of the hit depends on mercantilism/free trade slider, where full free trade is 0 hit and full mercantalism hit is 10 (or 5 whatever). This is to simulate trade wars.
- Please please please, autosend merchants

Events:

- Add a 3-level event trigger. First level is targetted at nations with 1 province, second is 2-5 provinces and third is 6+. First level events are more detailed and more regional, 2nd level are international and 3rd even more so. This is intented to make the game more fun and realistic at the same time, rulers of large empires didn't meddle as much with small local disputes like smaller nation rulers did. Currently running a 1 province nation is rather eventless if you are not interested in war or the clickfest trade system and you can do much building or spying, cause money is very sparse (might be adjusted with 1.1).

Revolt risk:

- Different culture same culture group is +1 (or 0.5), different culture from different group is +4 (or 2).

Diplomacy:

- Let player choose wether or not he wants to involve an ally into a war.
- Let nation choose between 2 ways of entering an alliance, one with and one without entering an ongoing war.
- If a new country forms relations with other countries shouldn't be 0, but a certain value based on the same factors as the monthly relations change (for instance starting value is 10x monthly change). If a new nation forms after a rebellion, countries that would be natural allies can't help it quick enough because relations are still 0.
- Enable nations to demand making peace to a 3rd nation in peace negotiations.

War:

- Allow leaders to be assigned more easily (I don't seem to be able to assign leaders if I'm in uncaptured enemy territory since I'm either travelling or sieging.
 
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