Bigger nations must have more problems!

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Jules Brunet

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Do you know you can not give estate to territories? In term of % control of a country, the estates are looking at the statified provinces development. So you have to authorize estates on territories (but in that case, the 75% autonomy is nothing) if you want to go there.


And, why?

First: you will be looking at over 50 states by the end of the game, so it isn't like you do not have the territories to give them if you want to milk them.

Second: I am not talking about some ''horde'' mechanics. I am looking at the different ''give loyalty to X estate'' action. A big empire may well keep as easily everyone happy as now, but milking them will be harder.

Third: It will make keeping estate happy something of bigger interest. You will not be able to give 15 loyalty with one click when they go disloyal like smaller country.You will have to jungle more with province and stay over 40% if you want to keep their bonus.
 
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bbqftw

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I see. That sounds like an impressive run. You shouldn't underestimate how difficult it is for the average player to form Qing in the first place, let alone blob all the way to Europe given the mandate penalties. In fact I would say that without 1k+ hours of experience it would be impossible to own all of Asia as Qing especially post 1.24. Do you have a screenshot of the run?
lets be real, my pet octopus can do that
 
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FrogCrusher

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And, why?

First: you will be looking at over 50 states by the end of the game, so i isn't like you do not have the territories to give them if you want to milk them.

Second: I am not talking about some ''horde'' mechanics. I am looking at the different ''give loyalty to X estate'' action. A big empire may well keep as easily everyone happy as now, but milking them will be harder.
First: I am not forced to use all my available states (unless you want to force me if I'm not using it?).

Second: If you want to take into account the global development to make harder happy estates but can interact with only the statified development, it's a problem. With that logic, when I reach 8000 dev, I will have permanent non-loyal estate with my "poor" 200 states dev.
 

bbqftw

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What frog is perhaps nicely trying to get it is that your idea is a practical disaster once implemented because things like running on one state is viable this patch.

And if one state is viable then estate loyalty can permanently be kept at 90%.

In fact I rarely state core anything after 1500.

Lending money to friends in their wars, often against each other. Offering Condottieri in the conflicts, fomenting unrest if they weren't paying money back. It's interesting how many of the tools are already in the game for non strict conquest play styles, they just can't be used with the current AI.
setting money on fire, useless due to condo rents restricted to avail mercs modifier, useless...

Real internal management opportunities, do trivial things for no real gain. Then repeatedly do them.
 

TheMeInTeam

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When will you stop thinking they are just random punishments for taking land? Its how the real world works. Its how history works. No empire ever has managed to conquer the whole world or the government of the nation become easier as they get more and more massive. NEVER EVER. Quite the opposite. They all collapse. Anything else is fantasy. What game mechanics do I have in mind? There are plenty already. They just need to stop nerfing them to nonexistent.

Still no self-consistent criteria.

So when are you gonna start reading my posts properly? I already elaborated on that
It is almost 1am here so I'll hit the hay soon. We'll continue tomorrow if needed

I don't see the point, unless your stance on not wanting to play ball in the argumentative sense and make a self-consistent case changes. You plainly stated that you didn't feel that it is necessary, which I consider objectively incorrect. That impasse' won't change most likely.

By increasingly pretending to be a competitive game it has sacrificed immersion and depth. It's also sad to see the vitriolic community responses anytime someone suggests that maybe conquering all of Europe as France by the year 1800 should be a real challenge.

This is a flagrantly disingenuous representation of the arguments made in this thread so far.

Also, immersion still isn't > immersion.

Latecomer to the discussion. Here's just my two cents. If I would give the criteria to what new mechanics should be implemented, my take would be everything historical should be implemented, except for the following:
1. It's not fun. (e.g. the massive depopulation of Americas)
2. It's impossible due to engine restrictions. (e.g. massive overhauls, something that breaks performance)

I promise you, if you truly held to this you'd break the game. Things like war score, coalitions, colonial range, and more are not engine limitations. There was nothing stopping a nation in history from taking swaths of territory >> what war score allows for most of the game, 15 year truces virtually never happened, and the coring threshold is arbitrary. You can change all of these and more with simple define tweaks, and it will break how the game plays soundly.

It is basically impossible to create game incentives inconsistent with historical incentives then turn around and claim the decision-makers should make the same choices under obviously different scenarios/rules. Doing that instantly nose-dives the credibility of historical-based reasoning, because historical leaders made their choices for reasons that now don't exist.

The current rebel mechanic spawns only rebel stacks that are pretty much always inferior to your troops, and is simply too easy to deal with, and also too easy to avoid in the first place.

Try going to 400% OE without 80% CCR or more and tell me the rebels are easy to deal with. Even if you have 5000 development.

Expert players don't do that, and rebels are the dominating reason why they don't.

Because your statement is not true. People still refer to this as a GSG, despite it being right now a 4x in all but name. On some level, we all acknowledge that this is a distortion of what the game should be. If the purpose behind the game was to conquer the world, it would simply be called a historically themed 4x, not unlike a renaissance themed Civ game, and this entire thread would be pointless. But that's not the case.

Lead designer is on record saying WC should be possible to a top % of players, and the mechanics/patch changes 1.0 until now are consistent with it being intentionally possible. Present achievements reflect an approximation of that intent.

The odd part is the arguments that the game is somehow supposed to be something it isn't, and shouldn't be something it is, despite the evidence otherwise.
 
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bly08

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Every choice in EU4 from event decisions to diplomat and merchant assignment, to where each unit is moved to at any given time has an expected return. With perfect knowledge and without RNG mechanics there is always a better and worse choice between competing ones. The core mechanics of EU4 lead to the general set of choices that fall under "blobbing" to give the highest return. This is tied to the trade system, tech, monarch points, development, economy, and so forth. There would have to be a complete overhaul of the entire game, which would turn it into a different game, in order to introduce new mechanics with competitive choices to blobbing. There are also too many choices that favor blobbing to penalize effectively and in parts.

Players that favor blobbing usually, or at least in my case, only do so because it's the result of making the best choices in this game. In a different strategy game with different mechanics I would try to pick the best choices according to new sets of rules. The "playstyle" is only a result of this approach. If the mechanics in EU5 favor a "tall" style then that would undoubtedly become the favored way of play by the most dedicated players.

Most if not every suggestions that has been made thus far in this and every other thread that try to curtail blobbing would either buff it instead, for the reason that the AI is always worse than the player at crisis management, or are extremely misguided for its purpose due to what I can only assume is a poor understanding of the game. In addition, there seems to be an irrational hatred for the specific achievement of WC and the few players who can do it on a regular basis. I find this extremely annoying to read as it has recently flooded the forum in place of threads with useful information.
 
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Jules Brunet

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First: I am not forced to use all my available states (unless you want to force me if I'm not using it?).

Well, if you do so you basically have lots of land at 75% autonomy, making your empire punch under its weight.

Second: If you want to take into account the global development to make harder happy estates but can interact with only the statified development, it's a problem. With that logic, when I reach 8000 dev, I will have permanent non-loyal estate with my "poor" 200 states dev.

I still fail to see it. You do not need ''Seek Support of the Clergy'' to keep your clergy happy. You can just give them provinces, like they ask. Those action are use more to milk estate from their mana/ put them happy again after a random event. But, even for the later, they will return to their ''50%'' naturally...
 

bbqftw

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bly08

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And, why?

First: you will be looking at over 50 states by the end of the game, so it isn't like you do not have the territories to give them if you want to milk them.

Second: I am not talking about some ''horde'' mechanics. I am looking at the different ''give loyalty to X estate'' action. A big empire may well keep as easily everyone happy as now, but milking them will be harder.

Third: It will make keeping estate happy something of bigger interest. You will not be able to give 15 loyalty with one click when they go disloyal like smaller country.You will have to jungle more with province and stay over 40% if you want to keep their bonus.

This would have no effect. Having 1 state is better than having 50 states during a WC. If you do not understand this it may be wise to refrain from making suggestions regarding blobbing.
 

inreadible

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When will you stop thinking they are just random punishments for taking land? Its how the real world works. Its how history works. No empire ever has managed to conquer the whole world or the government of the nation become easier as they get more and more massive. NEVER EVER. Quite the opposite. They all collapse. Anything else is fantasy. What game mechanics do I have in mind? There are plenty already. They just need to stop nerfing them to nonexistent.
Realism is hardly an argument for changing gameplay. Or if it is, then we should all ask for players to only be able to see and control one army at a time (if your ruler is present there), and other armies with delay (possibly months, depending on the distance) as the messengers tell you where they are and what they have done. Because that's how it worked in the real world. Would make a hell of a fun game indeed.
 

Jules Brunet

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This would have no effect. Having 1 state is better than having 50 states during a WC. If you do not understand this it may be wise to refrain from making suggestions regarding blobbing.


Sure, and? The main problem isn't ''WC'', it is that playing Tall (or within an historical widest) do not have any advantage than a blob. It is, like someone else state here, that when you play tall, you will see neighbour blob without disadvantage and beat you at the finishing line.

In a ''normal'' game (one where the WC isn't the goal), you will core your territories to get the maximum from them, just like the IA. And if, in multiplayer, one decide to blob he will lose some advantage of the smaller one.

Because let's face it: those who do not like big blob do not play in the World Conqueror's campaign. They play single player with their goal in mind, or in multiplayer, where the change that I proposed have some impact.
 

FrogCrusher

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Well, if you do so you basically have lots of land at 75% autonomy, making your empire punch under its weight.



I still fail to see it. You do not need ''Seek Support of the Clergy'' to keep your clergy happy. You can just give them provinces, like they ask. Those action are use more to milk estate from their mana/ put them happy again after a random event. But, even for the later, they will return to their ''50%'' naturally...
@bbqftw and @bly08 give the right answers, no need for me to say more :)
 

TheMeInTeam

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Sure, and? The main problem isn't ''WC'', it is that playing Tall (or within an historical widest) do not have any advantage than a blob.

We're on page 11 without presenting a credible basis for why this is actually a problem.

Expansion is higher yield than doing nothing by design, because expansion is riskier than doing nothing. That is a good mechanic, it encourages engaging with the game while playing it, rather than something you can accomplish by spinning your chair 180 degrees and staring at the wall 50% of play time without damaging the position much.

Because let's face it: those who do not like big blob do not play in the World Conqueror's campaign. They play single player with their goal in mind, or in multiplayer, where the change that I proposed have some impact.

In MP if someone blobs out of control the blame is no longer on game design. If a player gets out of control, he outplayed the field.

@bbqftw and @bly08 give the right answers, no need for me to say more :)

Bah. I've been SNUBBED. I know they're better at the game than me but come on :p.
 

bly08

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Sure, and? The main problem isn't ''WC'', it is that playing Tall (or within an historical widest) do not have any advantage than a blob. It is, like someone else state here, that when you play tall, you will see neighbour blob without disadvantage and beat you at the finishing line.

In a ''normal'' game (one where the WC isn't the goal), you will core your territories to get the maximum from them, just like the IA. And if, in multiplayer, one decide to blob he will lose some advantage of the smaller one.

Because let's face it: those who do not like big blob do not play in the World Conqueror's campaign. They play single player with their goal in mind, or in multiplayer, where the change that I proposed have some impact.

In a "normal" game, do you imagine that when faced with your proposed penalties, they will 1. blob less, or 2. make less states? How well do you trust your understanding of the game to make these suggestions with confidence?
 

bbqftw

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I'm not even sure that the premise that tall play is weaker is correct.

For example, I think value of non tc wrong religion territories is minimal with humanism and net negative without it.

There is significant opportunity cost in army quality by taking blob supportive ideas like admin infl humanist. If I was asked to make the most militarily powerful country by 1600 off a given start I probably wouldn't pick any of those idea groups. As a result I would blob less.

This is a factor of the AI not ruthlessly stacking mil ideas to blow out people who don't take them, a big difference between SP/MP. Actually I wouldn't mind if they started doing this but I'm sure the immersionists would whine about every AI doing defensive econ quantity or quality econ offensive and picking all mil policies every game.
 

Shinkuro Yukinari

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@TheMeInTeam that is quite rude. I read all of your posts and you can't spare the effort to read mine.
Also, the two most reasonable proposals to nerf blobbing stated here are tweaking Admin Efficiency/Absolutism and increasing minimum autonomy due to distance. Let's focus on these two. If you are worried that you can't WC if these changed get implemented, you worry about nothing given that people achieved WC by 1600, before Absolutism becomes a thing
 

Jules Brunet

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We're on page 11 without presenting a credible basis for why this is actually a problem.

Well, it is more like you refuse the possibility that people do not want to play it the blobbing way, and would like to get some ''immersive'' experience. Like you said, it has been 11 pages about it... probably there is something here to understand?

In MP if someone blobs out of control the blame is no longer on game design. If a player gets out of control, he outplayed the field.

Sure. But if one player have a huge empire of 1000 Dev with only one state, he shouldn't be that more powerfull than one with 500 dev all stated. Which is, well, the goal here (sure, there is the Trading Company shenanigan but that, I hope, should be patch in the future).

In a "normal" game, do you imagine that when faced with your proposed penalties, they will 1. blob less, or 2. make less states? How well do you trust your understanding of the game to make these suggestions with confidence?

Well, like I said earlier: if they decide to blob instead of creating more state to keep high loyalty, good for them but their empire will be weaker and will punch ''under'' it's size. And if they core all their territories they will miss maybe 100 mana of each kind per 20 years...
 

iquabakaner

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I promise you, if you truly held to this you'd break the game. Things like war score, coalitions, colonial range, and more are not engine limitations. There was nothing stopping a nation in history from taking swaths of territory >> what war score allows for most of the game, 15 year truces virtually never happened, and the coring threshold is arbitrary. You can change all of these and more with simple define tweaks, and it will break how the game plays soundly.

It is basically impossible to create game incentives inconsistent with historical incentives then turn around and claim the decision-makers should make the same choices under obviously different scenarios/rules. Doing that instantly nose-dives the credibility of historical-based reasoning, because historical leaders made their choices for reasons that now don't exist.
Please tell me you read the exceptions that I listed instead of just the first part? What you are implying exactly contradicts the 1st one.
 
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