Bigger nations must have more problems!

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inreadible

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I'm saying when I eventually take the mandate I obviously play the whole tributary game, but I remember one game going rather terribly because I took the mandate far too early, so since then I barely bother with it at all. I can't say I find the whole mandate system very compelling. If you take it early enough to assist in a rapid and easy conquest and China you'll probably create more problems for yourself, but the rewards for having it barely matter once you're big and it's mostly just annoying flavor at that point.
I'll have to admit that I haven't played as Emperor of China so I might be wrong here BUT:
This sounds to me that you avoided exactly what's being asked in this thread. Internal problems and challenge. So if it isn't fun getting screwed by mandate why would it be any more fun getting screwed by some other anti-blob mechanic.
 

bly08

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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...

What do you think is worth more? The land that can be taken in 20 years, or the 300 mana every 20 years? I don't find this to be a difficult question even for novice players.
 

iquabakaner

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I'm not sure why just because I think there should be more mechanics on internal management seems to automatically put me on the "anti-WC" side. I don't hate WC. I merely think the current internal mechanics, especially for large empires, are insufficient. What I envisioned is not something that aims at stomping down all WC attempts, just make large empires less stable in an interesting and immersive way. And if you are such skilled and passionate on WC as you have claimed, I'm sure you will find a way to do it anyway.
 

Shinkuro Yukinari

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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.

No, not really.
Yes, if you stack military ideas your military is more powerful 1v1, but blobs have a lot more manpower to spare, and on average more gold too(unless the small one is Netherlands, Venice etc. those are special cases) thanks to more territory, more states and trade companies being a thing.
Plus professionalism inherently nerfs Mercs, therefore your own manpower matters more. Who will slacken first?

Whilst the spike in difficulty may be annoying at first, it will in the end improve the AI, which no one really minds. I managed to beat back the English with 2 more morale than me and the French 5 times as Aztecs this game because of the AI being dumb and not sieging my only fort in the entire country, not to mention France landing in the same spot 3 times and losing 70k troops in the process
 

bly08

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And your point is? That the choice is easy? Great. But you would not have both option like you have now.

My point is your suggestion would have no effect on the cost/benefit of blobbing, thus making it a suggestion that fails to achieve its intended effect. My conjecture is that you seem to not have played enough of this game to understand the mechanics blobbing relies upon. I would think it's better to understand first the mechanic you are trying to change before spamming the forum with impotent suggestions on how to change it.
 

Jules Brunet

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My point is your suggestion would have no effect on the cost/benefit of blobbing, thus making it a suggestion that fails to achieve its intended effect. My conjecture is that you seem to not have played enough of this game to understand the mechanics blobbing relies upon. I would think it's better to understand first the mechanic you are trying to change before spamming the forum with impotent suggestions.
I admit that I have only over a thousand hours of play, which isn't that much for this game. But I think that you missed my goal by a miles.


I do not like blobbing, true. But I do not want to make it really harder by any means or to stop it. And my later idea, as some of you stated, do not really make it harder. It is more to give a ''sweet'' spot of dev, vaguely base on history, where you will get the better of your development. Sure, you can pass that point and blob all your way to WC if you want, in your game. But in my game, I will know that my small kingdom have some advantage over the twice my size empire a few province away, that I could, for example, milk more easily my estate for Mana, minister or anything else than him or that lots of his lands aren't stated, making him not that frightening.
 

Bearjuden

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Rubbish. Firstly, you're completely misunderstanding the distinction between a 4x and a GSG. Secondly, that the ability to WC is by design is a fact. It's been stated by the devs, and heck they even put in an achievement for it. It's not debateable. That's not to say that WC is the purpose behind the game, but the game as it actually exists was designed with WC in mind.

Here are the 4 x's that make up a 4x game:
  • Explore
  • Expand
  • Exploit
  • Exterminate
You mean to tell me you don't think EU4 maps really well to those? I don't care if they intended it as one or not, I'm telling you EU4 fits the definition of 4x game to a t. Grand Strategy is just strategy at a high level, so sure, I suppose they're not incompatible, but I gotta' tell you, if they intended this to be a 4x game from the getgo, it would have been really friggin' nice of them to tell us upfront. Stellaris was openly advertised as a 4x game, there were no surprises. I've been waiting for this game to become what I thought it was supposed to be working towards for years now. Glad to know I can toss those hopes in the trash, at least.

So what to do for 350 years? Playing speed 5?

If all the game had to offer was what it has now, then yes. Fortunately, we have a dev team so kind as to still be offering us new features. Mayhaps they could give you something to do so that your country feels more like a country.

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.

Well, in the context of what I said earlier in this comment, hearing that he's said that is legitimately disappointing. I'd sort of hoped they'd have more respect for history than that.

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.

Honestly, I feel like that would make for an incredibly interesting game.
 

bly08

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I admit that I have only over a thousand hours of play, which isn't that much for this game. But I think that you missed my goal by a miles.


I do not like blobbing, true. But I do not want to make it really harder by any means or to stop it. And my later idea, as some of you stated, do not really make it harder. It is more to give a ''sweet'' spot of dev, vaguely base on history, where you will get the better of your development. Sure, you can pass that point and blob all your way to WC if you want, in your game. But in my game, I will know that my small kingdom have some advantage over the twice my size empire a few province away, that I could, for example, milk more easily my estate for Mana, minister or anything else than him or that lots of his lands aren't stated, making him not that frightening.

Let's say you're getting 100 mil mana/20 years, and the empire twice your size doesn't. 100/20 = 5 mana/year. The empire that blobbed probably has 50+ power projection while you do not. Having 50+ projection gives +1 mil mana/month, or 12*20 = 240/20 years. The empire is also richer and can afford better advisors.

What advantage have you gained over the empire with your suggestion?
 

inreadible

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Honestly, I feel like that would make for an incredibly interesting game.
Ha! Maybe it would, maybe it wouldn't. I'm fairly certain it would make for a frustrating game. Of course that's all subject to who's playing. But me, I don't really enjoy RNG in games, and having a lot of things out of the player's control just seems like I might as well watch a movie instead of trying to play. I feel the same for some of the anti-blobbing proposals that a nation should implode due to some random events.

Let's take another "realism example". Let's consider that your ruler dies without an heir. Two neighboring nations split your lands between them and the game ends.
 

Shinkuro Yukinari

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Ha! Maybe it would, maybe it wouldn't. I'm fairly certain it would make for a frustrating game. Of course that's all subject to who's playing. But me, I don't really enjoy RNG in games, and having a lot of things out of the player's control just seems like I might as well watch a movie instead of trying to play. I feel the same for some of the anti-blobbing proposals that a nation should implode due to some random events.

Let's take another "realism example". Let's consider that your ruler dies without an heir. Two neighboring nations split your lands between them and the game ends.

Reminds me of CK2
 

Jules Brunet

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let's say you're getting 100 mil mana/20 years, and the empire twice your size doesn't. 100/20 = 5 mana/year. The empire that blobbed probably has 50+ power projection while you do not. Having 50+ projection gives +1 mil mana/month, or 12*20 = 240/20 years. The empire is also richer and can afford better advisors.

What advantage have you gained over the empire with your suggestion?

Well, it is more like 15 mana/ year, especially since you can rebalance your mana with national focus. So, it is around one month worth of mana per years that you get over the big one.

For the PP: why would the big empire could have it and not you? Seriously, it is quite easy to get over 50PP, even without any conquest... 2 rivals, 2 embargo, some privateer, some age objective and bingo...

And can he really afford better advisor? Milking the estate means that you can have more easily half price advisor, and if you play tall chances are that you have better economic idea than the one playing wide... And someone who wants to play tall will probably not take some Horde or some Russian, but some country that fit this style by their position and their idea so....
 

bly08

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Well, it is more like 15 mana/ year, especially since you can rebalance your mana with national focus. So, it is around one month worth of mana per years that you get over the big one.

For the PP: why would the big empire could have it and not you? Seriously, it is quite easy to get over 50PP, even without any conquest... 2 rivals, 2 embargo, some privateer, some age objective and bingo...

And can he really afford better advisor? Milking the estate means that you can have more easily half price advisor, and if you play tall chances are that you have better economic idea than the one playing wide... And someone who wants to play tall will probably not take some Horde or some Russian, but some country that fit this style by their position and their idea so....

Where are you getting 15/year from? The national focus is a flat -1/-1/+2 redistribution that has nothing to do with the base gain. The PP gained from those actions wouldn't stay above 50 over 20 years if at all.

Ignore the advisors point then.
 

TheMeInTeam

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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.

I feel similarly, but you would still have incentive to blob as much as possible within the constraints of military picks, at minimum until your reach state limit in good land but quite likely taking territory upstream also.

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.

I refuse to acknowledge the idea of "immersive experience" because players find immersion form different sources and I'm not willing to assert one person's immersion > other person's immersion, or imply that by attempting it as a justification for my position.

If people don't want to blob they don't have to do so, but that was never the real issue in this thread.

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).

He isn't either, mathematically. The only way this outcome is possible is via trade companies with 0 LA floor...you'll notice I'm not alone in mentioning how strong those are. Without those, 1000 dev mostly at 25% efficiency will not beat out 500 dev at 100% efficiency unless that one state has > 250 dev or something. Of course this assumes 500 dev nation has no LA of its own.

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.

Those blanket exceptions don't cover what you think they cover. There's a good reason to be explicit with these things; when it's programmed and put in the game it must be explicit or it won't happen.

Yes, if you stack military ideas your military is more powerful 1v1, but blobs have a lot more manpower to spare, and on average more gold too(unless the small one is Netherlands, Venice etc. those are special cases) thanks to more territory, more states and trade companies being a thing.

Influence, diplomatic, and administrative are not common picks in crowded MP settings...also known as games where opponents play more efficiently. Why do you think that might be?

Well, in the context of what I said earlier in this comment, hearing that he's said that is legitimately disappointing. I'd sort of hoped they'd have more respect for history than that.

The only issue with "respect for history" is how some people are portrayed in the game.

No matter how you make the game, you must break from history at some point. Otherwise finishing 377 years in a matter of hours won't happen. People might prefer the line gets drawn at differing points, but what's not happening in this thread is any credible basis for preferring one person's line to another's.
 

Bearjuden

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Ha! Maybe it would, maybe it wouldn't. I'm fairly certain it would make for a frustrating game. Of course that's all subject to who's playing. But me, I don't really enjoy RNG in games, and having a lot of things out of the player's control just seems like I might as well watch a movie instead of trying to play. I feel the same for some of the anti-blobbing proposals that a nation should implode due to some random events.

Let's take another "realism example". Let's consider that your ruler dies without an heir. Two neighboring nations split your lands between them and the game ends.

Games are only frustrating if they're designed poorly. Pretty much any idea can be run with and made fun if done right. And a lot of things are outside of your control right now. You control a single country in a wide world of them. Your vassals aren't really under your control except diplomatically. Your allies aren't. And of course all the neutral countries of the world aren't. The events you receive aren't. (that being said, I have never and will never propose that events should blow up countries; events are instantaneous occurrences, and any system that allowed countries to blow up a bit would have to be a system, because those things never happen instantaneously. Almost anytime someone proposes using events for things, it's because they don't know what the proper system should look like and are using events as a bad workaround).

To your next example, that might have happened in the middle ages, but by the time of the Renaissance, we already have in game what would happen: a personal union. The more disloyal parts of the nobility in that country would probably seize the opportunity to take some land and influence from the monarch who is no longer there, but countries themselves no longer dissolved themselves quite the way that they did earlier (to the extent they even did earlier).
 

iquabakaner

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Ha! Maybe it would, maybe it wouldn't. I'm fairly certain it would make for a frustrating game. Of course that's all subject to who's playing. But me, I don't really enjoy RNG in games, and having a lot of things out of the player's control just seems like I might as well watch a movie instead of trying to play. I feel the same for some of the anti-blobbing proposals that a nation should implode due to some random events.

Let's take another "realism example". Let's consider that your ruler dies without an heir. Two neighboring nations split your lands between them and the game ends.
Ming had a famine caused by the Little Ice Age and just broke apart by peasants and the Manchus historically. I would have loved to see it implemented and find a way out of it, but well, looks like some people think it would make for "a frustrating game".

Reminds me of CK2
tbh I love CK2 more than EU4 as a game, even though I loved the history of the EU4 time period more. EU4 has too many gamey stuff in it, and even though I enjoyed it a lot, it's hard to roleplay and find it immersive sometimes.
 

Jules Brunet

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Where are you getting 15/year from? The national focus is a flat -1/-1/+2 redistribution that has nothing to do with the base gain. The PP gained from those actions wouldn't stay above 50 over 20 years if at all.

Ignore the advisors point then.


You can milk all 3 mana each 20 years, so 300 points. The national focus redistribution make it possible to ''send the 100 paper mana and 100 bird mana'' into sword mana, if need be.

Without any tactics, you can get a floor of 35 pp (15 from rivals, 10 from embargo, 10 from privateer). Insulting give 5 and by getting to the 8th spot of the Great Power gives you 10, so 50. You can also grab some age objective for +3 each (in exploration, '' A large city'', ''Embrace Renaissance'', ''discover America'' and ''present on 2 continent'' aren't difficult to get for a tall play (+12). Age of reformation can be trickier if you do not go for Protestant. If so, 3 objective are easy to get. And the ''Unify culture'' isn't that hard, depending of the starting culture (Korea laugh in nuclear). The third age is probably the hardest to get (only one is really easy) and for the last one there is 4 that aren't that hard to get (powerfull subject if you have colonies, and the rest shouldn't be that hard to get with the right idea).

And all that without wars. But, it isn't because you play tall that you do not go in war against your rivals.
 

bly08

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You can milk all 3 mana each 20 years, so 300 points. The national focus redistribution make it possible to ''send the 100 paper mana and 100 bird mana'' into sword mana, if need be.

Without any tactics, you can get a floor of 35 pp (15 from rivals, 10 from embargo, 10 from privateer). Insulting give 5 and by getting to the 8th spot of the Great Power gives you 10, so 50. You can also grab some age objective for +3 each (in exploration, '' A large city'', ''Embrace Renaissance'', ''discover America'' and ''present on 2 continent'' aren't difficult to get for a tall play (+12). Age of reformation can be trickier if you do not go for Protestant. If so, 3 objective are easy to get. And the ''Unify culture'' isn't that hard, depending of the starting culture (Korea laugh in nuclear). The third age is probably the hardest to get (only one is really easy) and for the last one there is 4 that aren't that hard to get (powerfull subject if you have colonies, and the rest shouldn't be that hard to get with the right idea).

And all that without wars. But, it isn't because you play tall that you do not go in war against your rivals.

The mana is a one time flat boost, what does that have to do with your monthly generation?

The PP you gain from those actions would decay too quickly, you would not be able to stay above 50 as a tall minor. There are other methods that may be possible but you didn't list them.

I don't understand why it's so hard to see that taking away however much mana from estates every 20 years is nothing.

You're welcome to show me some screenshots of staying above 50 PP with those actions you listed over 20 years. Otherwise this is pointless.
 

Jules Brunet

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The mana is a one time flat boost, what does that have to do with your monthly generation?

The PP you gain from those actions would decay too quickly, you would not be able to stay above 50 as a tall minor. There are other methods that may be possible but you didn't list them.

I don't understand why it's so hard to see that taking away however much mana from estates every 20 years is nothing.

You're welcome to show me some screenshots of staying above 50 PP with those actions you listed over 20 years. Otherwise this is pointless.


The first part was to show that, let's say, you want to put all the 300 mana into sword mana, it is doable in time (after 100 months) with the national focus.

For the later: Rival, Embargoing, Privateer, Age objective and Great Power rank are all static number: they do not decay. In the good condition you can get +15 from rivals, +10 from privateer, +10 from embargo, +10 from 8th spot in great power (normally, this is around the dev of a tall play), and in average +6 from Age objectives in static number. So, we are at +51 of static bonus, without insulting, war, supporting rivals opponent, etc... It isn't that hard.
 

TheDungen

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For being an RP crowd you sure lack a lot of creativity.
I'm sorryu how is any of that creative? it's just gamey, and RPers hate that, it ruins emersion, I am creative enough to know that ortodocism taking voer all catholicism wouldn't have prevented the reformation, in fact it would have made a much more massive split inevitable. The issues that created the reformation were worse in the orthodox world.

Color me confused then. Why is the WC achievement fulfilled by such a small percentage of the player base yet it seems this forum is filled with players who find it too easy?
It's not that we find it to easy it is that it is to easy for out tastes. It is to easy because we think it should be impossible, because guess what? It was impossible! And before you say realism and gameplay, I counter with immersion, it beign possible ruins my imemrsion and from the fact that CK2 is still more popular I would say that is the general consensus. People in general prefer realm management to a blobbing on timetrail

Are you implying that those people are assuming owning an entire continent is the same in regards to difficulty as owning the whole world?
We are implying we don't care. In fact owning an entire continent should be about as difficult as WC is right now. Actually a bit more difficult seeing as some people can do WC before 1600.

No, thats why we need a different game.
I like playing stuff like city builder and other management simulators and im allways looking for new ones.
But not at the cost of the current EU4.
That's what you want and we've heard that, but just because you want that doesn't invalidate us wanting something else, you cma here to our thread and started tryign to shout us down, complaining about us asking for what we think would make more enjoyable to us, and qyuite franlky the majority are with us.
Quite frnakly the only reason I even play eu4 these days is because it is a step between Ck2 and vic2 for the full paradox run. Except that it is just a less enjoyable game of Risk.

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.
Actually that sounds pretty awesome if done well. But no we're not talking realism for realism's sake we are talking realism for immersions sake. And if that does not sound immersive for you then that's fine but that does not invalidate the fact that it does to us and we get almost no immersion out of what the game currently is.

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.
Except it does not have to be, the neatherlands "did nothing" during ww1, do you not think they were more at risk than the US was despite the US was proavtively meddling. Inf act I would say doing nothing does put you in a vulneralbe postion. But one that in reality comes with great rewards, Sweden did nothing during ww2 and they walked out of the war as one of the richest countries in Europe because they still had their infrastructure and industry intact.
In the eu4 period England/Britain also had a more hand sof approach never tryint to rule Europe but instead just trying to keep it divided, and it worked out very well for them they were very much the winners of this period.
And as for doing nothing, it is only doing nothing by the mechanics that are in the game right now that's what we want to see change.

Reminds me of CK2
Which is their best selling game of all time, which is the game which took them from being a small studio in Sweden to at least a AA studio. Because the powergamers are always a minority and catering to them is rarely a good idea. Yeha they ware loud and obnoxious, just look at this thread, but they represent a mere fraction of the gamers.

I refuse to acknowledge the idea of "immersive experience" because players find immersion form different sources and I'm not willing to assert one person's immersion > other person's immersion, or imply that by attempting it as a justification for my position.

If people don't want to blob they don't have to do so, but that was never the real issue in this thread.
Well that is nice to know, but totally irrelevant, this thread is about what we find immersion is, you have stated where you find yours ok that's fine we'll agree to disagree.

Games are only frustrating if they're designed poorly. Pretty much any idea can be run with and made fun if done right. And a lot of things are outside of your control right now. You control a single country in a wide world of them. Your vassals aren't really under your control except diplomatically. Your allies aren't. And of course all the neutral countries of the world aren't. The events you receive aren't. (that being said, I have never and will never propose that events should blow up countries; events are instantaneous occurrences, and any system that allowed countries to blow up a bit would have to be a system, because those things never happen instantaneously. Almost anytime someone proposes using events for things, it's because they don't know what the proper system should look like and are using events as a bad workaround).
In fact there is actually not much need for RNG, there is very few random things in real life, randomness in games represent the unknown. In games made unknowable while in reality they would just be unknown. If the game actually hid more stuff away and allowed us to get information only more indirectly like a ruler in this era would then there would be less need for RNG while still making the game less predictable. I am reminded of heroes 3 (and perhaps later heroes game haven't played any) where instead of knowing the strength of an army you are given a ballpark word, scores of hydras, legions of pikemen and so on. That is good use of that idea, and another example is HoI where how much you know depends on your spying. And the same thing could be used for EU4, it would give you something to guess about, it would make espionage actually useful (Not sure if it's still useless but it was for a very long time), and it would be an interesting mechanic that would give you something to do in peacetime.
And no events is only bad design when they are sort of a paintjob on mechanics that are all the same, of events were better integrated in the game then they would be much more interesting. And that goes even more for ck2, hence why I suggested a quest generator for that game ages ago, where you drew events from a deck of possible event chains and they evolved depending on your circumstances, sort of a modular procedural story engine.

Oh and I originally came to post this, some of the brighest mind in the buiness things that having the game difficulty change over he course of a game and other hidden effects is a good thing:

Call it punishing success all you want it makes for better gameplay than snowballing does.
 
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