Like what?I wish united Pomerania had slightly better NIs, they seem a bit weak in comparison to the other regional formable NIs.
Like what?I wish united Pomerania had slightly better NIs, they seem a bit weak in comparison to the other regional formable NIs.
The mercenary contracts one could maybe be replaced with something else like galley or light ship combat ability, and 'Northern Ports' rather than trade steering could be inland trade power. The ideas aren't bad, and Pomerania is in the right place to benefit from them, I just feel that the other regional formables have better ideas. Still, you can form Pomerania more easily than some of the others so maybe that's why.Like what?
This is, why do i have a formal army, why i have traders, why i can protect trade, why there are not pirates of my own nation raiding other pirates or merchants of the nation itsel. Even if they make an anarchist agreement to respect each other why is it organized like a normal state. I feel like an horde of the sea more than a pirate.There's a significant disconnect between the EU 4 concept of "pirate republic" when compared to literally anything in history. You'd have to squint pretty hard to compare even the closest examples.
As a pirate republic in the game expands to hundreds of development, it becomes an incredible reach to still call that a "pirate republic". Unless, of course, you just have a really cynical view of government in general (there's a joke or two I can make here, but better for off topic).
Maybe pirate republics should have something like the old MR mechanics - ie. SERIOUS problems if you expand beyond ~20 provinces? (Except, in addition, all inland provinces should cause serious problems for pirate republics.)This is, why do i have a formal army, why i have traders, why i can protect trade, why there are not pirates of my own nation raiding other pirates or merchants of the nation itsel. Even if they make an anarchist agreement to respect each other why is it organized like a normal state. I feel like an horde of the sea more than a pirate.
Why people from a town into deep territory like middle nord-america/europe would participate in a nation like ship raiding (in the coast you only do coast raiding).
At least you should be able solve this problems through reforms, or missions/decisions, but you can't just start with that all of this, give at least sense to the gameplay evolution.
You wont get any allies as a PR though and the only thing saving you is the fact you're an Island.
It is really fun. Huge mission tree and starting between big nations.I didn't play it yet, but by reading dev diaries it seemed like Gotland with Lions of the North DLC would be the best pirate nation with a lot of content, including mission trees, so it might be worth a try.
If all pirates should have this religious apathy, it's probably better to put it in the tier 1 gov reform.By the way, one of the reasons why I think that nations that turned pirate should change their NI to Piratical is because of "Religious Apathy" - not only provinces that are not of your religion should not contribute to religious unity and don't give any penalties, but you also should be locked out of any interaction with religious mechanics: constant -100 to papal authority/church power/fervor/patriarch authority, at least for Christians. For muslims - I don't know, maybe constantly staying at 0 Legalism/Mysticism, for Buddhists - -100 Karma.
I mean, what priest would willingly deal with outlaws and give them blessings? Or better yet: what good is church attendance for outlaws? Except for grabbing some golden icons, knick-knacks and whatever.If all pirates should have this religious apathy, it's probably better to put it in the tier 1 gov reform.
What I was trying to say is, I don't know if I fully agree with the proposed mechanic (particularly for religions that don't have a large organisational structure), but if you wanted to implement a consistent mechanic for all pirates then it should probably go in the tier 1 gov reform instead of the national ideas. And this would have the added advantage of allowing pirate nations to have unique NIs, which usually makes for a more compelling playthrough.I mean, what priest would willingly deal with outlaws and give them blessings? Or better yet: what good is church attendance for outlaws? Except for grabbing some golden icons, knick-knacks and whatever.
Maybe you are right, but what national ideas for different pirate holdouts can be? What is the big principal difference between pirates of New Providence and Baltic corsairs of Rugen?What I was trying to say is, I don't know if I fully agree with the proposed mechanic (particularly for religions that don't have a large organisational structure), but if you wanted to implement a consistent mechanic for all pirates then it should probably go in the tier 1 gov reform instead of the national ideas. And this would have the added advantage of allowing pirate nations to have unique NIs, which usually makes for a more compelling playthrough.
YES! Should it be like an insult CB, protect trade or something completely new. I don't know if the devs would put in work for something like that.Even Gotland isn't wanted as ally as they are rivals in the coastal raiding game.
I think Pirates are fine as they are. They spring up in vital trading areas to cause a nuisance to all civilised nations in the area. They doesnt seem to be a CB to punish them though and that's an issue. The Pirates of Nassau ( New providence ) are just outside of the sea zones in the Caribbean requiring either a Florida colony or Best CB to punish them. Which the AI wont do.
We need a Punish Raiding CB for nations that get their coast raided. Should apply to the Maghrebi nations too.
Unless you take that admittedly tempting "privateer's way" government reform, which blocks allying non-pirates. Sometimes it's not worth it, but +1 RT and morale is pretty nice if you're not relying on allies to carry you or sponge AE.Pirate Republics get allies just fine. There's no alliance malus, unless the target coast was raided.
They get +75% gov cap cost in states, so they are already somewhat more challenging than regular nations to scale up in strength, at least at first.Maybe pirate republics should have something like the old MR mechanics - ie. SERIOUS problems if you expand beyond ~20 provinces?
Doesn't fit so well with all religion options though, and makes ones with limited mechanics/better "up front" bonuses just objectively better for pirates specifically, which is odd.I mean, what priest would willingly deal with outlaws and give them blessings? Or better yet: what good is church attendance for outlaws? Except for grabbing some golden icons, knick-knacks and whatever.
Galley vs ocean focus? Maybe some HRE/Protestant stuff, since it's Germany?Maybe you are right, but what national ideas for different pirate holdouts can be? What is the big principal difference between pirates of New Providence and Baltic corsairs of Rugen?
They get +75% gov cap cost in states, so they are already somewhat more challenging than regular nations to scale up in strength, at least at first.Maybe pirate republics should have something like the old MR mechanics - ie. SERIOUS problems if you expand beyond ~20 provinces? (Except, in addition, all inland provinces should cause serious problems for pirate republics.)
Civ 5 continues to be a blight on strategy gaming over a decade later.guess where I'm going with this is that it would be nice to have some nations in EU4 where a wide playstyle is actively discouraged.
??? there is no historical "sense" in a "pirate government" operating in the context of multiple provinces, period. The degree of organization required amounts to...well...a government. The kind with laws, bureaucracies, etc. Some effectively sponsored pirates, which I guess could then be called "pirate governments". But there was no ship captain on the biggest flagship ruling stuff the size of historical duchies. That's just not a thing in history, and it's not hard to reason out why it wasn't a thing.think it makes some kind of historical and gameplay sense for pirates to be strongly discouraged from going wide
I kinda agree with this thought. However, you seem to be saying that pirates shouldn't own more than one province... which kinda goes against your next point saying that forced tall play is anathema...??? there is no historical "sense" in a "pirate government" operating in the context of multiple provinces, period. The degree of organization required amounts to...well...a government. The kind with laws, bureaucracies, etc. Some effectively sponsored pirates, which I guess could then be called "pirate governments". But there was no ship captain on the biggest flagship ruling stuff the size of historical duchies. That's just not a thing in history, and it's not hard to reason out why it wasn't a thing.
I kinda agree that, for most EU4 nations, tall play is just wide but less. I think that's a little bit sad, but the changes that would be required to make it substantially different are wide-ranging (eg. make peacetime fun) and therefore unlikely to ever occur.Civ 5 continues to be a blight on strategy gaming over a decade later.
Games and their mechanics create incentive structures. In game environments where entities are competing over resources, an "exclusively tall" setup is toxic. The whole point is competition and tradeoffs. There's no functional reason to avoid going both tall and wide...but when you destroy wide, you get broken incentives. The "tall" entity is then incentivized to avoid engagement with others in the game. At best, it might be forced to defend itself...but everyone needs to do that anyway because you lose when you die in the game.
In the context of EU 4's design, a forced-tall nation is at best a "play the same game, but less" setup. We got away from this already with merchant republics being improved. Pirate republics have fairly unique interactions right now, and are fun if the player can get past their meme nature. I don't want more nations who are penalized or blocked from taking what would otherwise be the best option in their peace deals, and instead sacrifice big costs to do crap like destroying buildings and remaining weak relative to the rest of the field.
I'm saying that "pirate republic" was never a thing historically and the historically correct thing would be to have pirates be unplayable and act more like they did in early EU 4.I kinda agree with this thought. However, you seem to be saying that pirates shouldn't own more than one province... which kinda goes against your next point saying that forced tall play is anathema...
EU diplo breaks it. You're more or less suggesting something different from any of the other playable entity options on the map. Like a "play as the barbarians in Civ" type of mini game. But EU 4 doesn't have enough special mechanics for that, so it would require designing and implementing them. Or...we could just leave a functional/unique government as is and it'll be fine.The "loose confederation" part is difficult to model properly in EU4 (except perhaps via the OPM trade league mechanism?), which is why a tight restriction on number of provinces seems like a reasonable idea.
That's what makes EU 4 though. You can design games that model internal mechanics. In the context of EU 4's level of abstraction, however, asking for "tall emphasized or exclusive" gameplay is only a little bit less ridiculous than asking for "tall gameplay" in Mario Kart, Call of Duty, or Binding of Isaac.I kinda agree that, for most EU4 nations, tall play is just wide but less. I think that's a little bit sad, but the changes that would be required to make it substantially different are wide-ranging (eg. make peacetime fun) and therefore unlikely to ever occur.
Expansion by conquest and internal development of empires both pre-date Civ 5 by decades. However, prior to Civ 5's toxic nonsense, I do not recall any serious discussion about doing one to the exclusion of the other as a unique play style. Maybe it happened. Firaxis probably got the idea from somewhere. But it was not widespread. Players mostly went for whatever they thought got them closer to winning. Often, that was expansion, but when the empire could be improved more internally (either because expansion was not possible or the mechanics constraining expansion made the best cost proposition temporarily shift), players did that as well.I don't think that the desire for tall play is a civ 5 thing.
You can dominate the sea with Great Britain. Or with Luba, if you want.However, pirates could IMO be reworked into a true exception - a nation that's fun to play tall. There is potentially a whole different gameplay style in there, with raiding, privateering, tributising, seizing ports to extend your raid range, defending those ports against outraged conventional nations, maybe a way to get own coast naval bonus (to protect your precious islands), maybe a way to raid 3-4 sea tiles from home (instead of only 2), maybe an automated coastal raiding mechanism, etc. You're never going to conquer the world, but you can dominate the sea.