Which is why it has to be fun. I already stated that in the criteria.Umm this isnt a history simulator its a game with historical flavor
Which is why it has to be fun. I already stated that in the criteria.
It's not really a majority who are into blobbing, more like a *very* vocal minority, as evidenced by how many people have actually done a WC. If we include non-Steam users and exclude those who do not support the mechanic it should round out to 1%
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There is more than "adding more rebels" when you make a mechanic to control blobs. The current rebel mechanic is useless anyway.You can't see how adding more rebels to slow down blobbing would make the game less fun?
There is more than "adding more rebels" when you make a mechanic to control blobs. The current rebel mechanic is useless anyway.
Internal mechanics is not just "adding more rebels", even though making rebel mechanic more interesting in itself would be a good option, for example like in CK2 where you can actually interact with disloyal factions within your realm (it's an example, by no means am I suggesting to put CK2 exactly into EU4). The aim was not to make WC totally impossible, but to make internal management interesting and, to a certain extent, more realistic. You can WC in CK2 as well, but you have to constantly manage your internal problems just as much and probably more as you grow, and there is a huge chance of everything breaking apart if you do it wrong (sometimes even if you do it right, e.g. your character suddenly died), instead of in EU4 where you pretty much only need to care about unrest in recently conquered provinces, and where you are about to conquer.That is an interesting opinion, could you expand on why the current mechanic is useless, as well as what "more than 'adding more rebels'" refers to?
Internal mechanics is not just "adding more rebels", even though making rebel mechanic more interesting in itself would be a good option, for example like in CK2 where you can actually interact with disloyal factions within your realm (it's an example, by no means am I suggesting to put CK2 exactly into EU4). The aim was not to make WC totally impossible, but to make internal management interesting and, to a certain extent, more realistic. You can WC in CK2 as well, but you have to constantly manage your internal problems just as much and probably more as you grow, and there is a huge chance of everything breaking apart if you do it wrong (sometimes even if you do it right, e.g. your character suddenly died), instead of in EU4 where you pretty much only need to care about unrest in recently conquered provinces, and where you are about to conquer.
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.
I wish I had a very freshed out idea, but I can only tell what's wrong with the game and point out there have been alternatives present in other games so far.Do you have a specific suggestion in mind from this thread that would both improve internal mechanics and be fun to play? I do not have CK2.
You have rebels on recently conquered territories, you have occasional event spawned rebels, all who simply cared about a small area with extremely predictable (and lame) movement. but nothing that really threaten your "heartland" like in CK2, where you could basically have more than half of your country turned against you, with concentrated troops similar to your size, that works like an independent country.I find rebels difficult to deal with and impossible to avoid. We must see the game very differently.
Perhaps a new kind of estate should be created for everyone to something similar like the dhimmi exist for the Ottomans, something that would exemplify a semi-autonomous self government for any non-accepted culture you have in your empire, and if they are not granted this recognition they might try to create a new tag?
Estates were one of the things I have thought about too (even though it's not very freshed out). I would like to see the Dutch revolt connected to the disloyalty of the Dutch nobility.Eh, that sounds too complicated; one of the things I'm worried about with what I already proposed is that that would put you up to six or seven estates already; this is I'd imagine close to the very uppermost limit of what I'm comfortable with (I'd say eight could work at least for what I proposed earlier, but no more). You're now proposing even more than that - technically, an unlimited amount. That sounds way too complicated to me.
On a related note though, I think I've floated the idea before of letting your accepted cultures be determined by what land the estates hold, though. If you are BB and hold your endgame historical territories, the way to get all those cultures (off the top of my head Saxon, Prussian, Pomeranian, Silesian, and Polish) to be accepted would be to give sufficient land of those five cultures to your estates that those cultures felt represented as a part of your government. (This isn't really on topic with what the thread is discussing, but is just related enough to our little sub-conversation that I figured I'd mention it). Related to that, having an unaccepted culture and/or religion should be a huge deal, which it...well, isn't. It's unfortunate, but it's hardly a reason not to take land.
I would also have shift absolutism to be something that diminishes the influence of whatever factions you're facing while offering other downsides - loss of faction loyalty, unrest, etc. It should, in a perfect world, free you from the burden of having to play nice with your nobility and estates, with all the consequences that entails. There are reasons why absolute monarchies didn't prove to be a long term government model despite the convenience they offered (as well as serving as an example of what I mean when I say mechanics should have upsides and downsides to them).
I wish I had a very freshed out idea, but I can only tell what's wrong with the game and point out there have been alternatives present in other games so far.
You have rebels on recently conquered territories, you have occasional event spawned rebels, all who simply cared about a small area with extremely predictable (and lame) movement. but nothing that really threaten your "heartland" like in CK2, where you could basically have more than half of your country turned against you, with concentrated troops similar to your size, that works like an independent country.
CKII is much easier to blob in early game, and late game you have vassals that are blobbing hard in every direction. If you keep big vassals happy and try to split apart their titles it is very painfree to blob.I see, is this the implicit assumption when the posters in this thread say blobbing is too easy, as in, relative to CKII? CKII sounds like a superior game with optimal difficulty level.
yeah, because if they make France conquering Europe hard for me it becomes impossible for 99% for the playerbase.I wish EU4 hadn't gone down this path, but it appears the game is already too far gone to salvage, from a development point of view. The game is tailored to a ridiculous degree to never surprise you, the only allowable setbacks to the player are ones they allow to be inflicted upon them. Rebels broadcasting when they will rebel, years in advance, with exactly how many troops they'll have and the balance of troops, matching discipline and all? 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. Because historicity no longer informs these people, why should the task of conquering Europe be a challenge? So we've reached a point that the standard for being good at the game means that if you start as a strong nation, owning the entire planet in 3 centuries should be a given. Now the developers can't walk it back, and every attempt at getting more of your money means they add new ways to give yourself more advantages to conquer everything.
yeah, because if they make France conquering Europe hard for me it becomes impossible for 99% for the playerbase
like I always notice the same antiblob people also happen to complain about ming being a challenge to fight. The country that takes 50% more morale damage when confronted with a stiff breeze!
You don't even know what challenge is!
CKII is much easier to blob in early game, and late game you have vassals that are blobbing hard in every direction. If you keep big vassals happy and try to split apart their titles it is very painfree to blob.
CK2 did internal mechanics better, less so in some other parts. The difficulty to blob comes when you're extremely small and have to look for CB and the possible expansion route, and in the lategame where you need to manage extremely strong vassals. The mid-game though is not as challenging.I see, is this the implicit assumption when the posters in this thread say blobbing is too easy, as in, relative to CKII? CKII sounds like a superior game with optimal difficulty level.
Conquering Europe should be impossible, there is no plausible world in which that occurred. France in real history got about as close as you could possibly expect, and even then it was with a healthy dose of client states as opposed to direct control, and they still had tons of unconquered territory.