I dislike the idea.
I don't know why are you people obssesed with sliders. Sure, they can be improved (anyone seen Crown of Glory?), in order to be more balanced and less exploitable - and I do know how that could be done, yet it's subject for another tread. But even in they current form they allow a player broad scope of possible settings without unnecessary complexity.
Ugh, and I prefer to have armies and navies in game, but not movable by humans. And some upgrades in provinces, but not buildable by players.
Putting some feature in game and denying a control over it is a bad design decision.
And goverments, not some Situational Events Engine, have made more or less conscious decisions concerning domestic policy.
Sure thing. But what you do, is to propose a system that is everything but dynastic. One world - primogeniture. I don't see nobles from Austria, France, Spain, Russia, whatever, thinking "Hmm, we have here that oldest son of our late king. But let's pick some other fellow instead".
There are exceptions, for which your system would work better - times of troubles for different countries - England or Russia, for example, or merchant republic, orders, elective monarchies. Neither of them can be seen as "dynastic".
No. Too deterministic. Situation changes, DP follows. People sometimes change their views, react to the changes in their environment. Not in your proposal.
Overall, what you propose add a lot of complexity (in different layers - first research for every single nation, that an incredible strain for AI - bunch of possible heirs for every single nation, other nations influencing the outcome etc. and finally - a lot of micromanaging for player). And I don't feel that it adds that much in terms of gameplay to be worth it.
Quift said:1, one of the ugliest, though practical features of EU2 are the horrible slidersettings which are unhistoric, ugly, gamey, highly artifical and who's only benefit is that they are practical from a gamebalance point of wiew. Now, imagine these arn't there.
I don't know why are you people obssesed with sliders. Sure, they can be improved (anyone seen Crown of Glory?), in order to be more balanced and less exploitable - and I do know how that could be done, yet it's subject for another tread. But even in they current form they allow a player broad scope of possible settings without unnecessary complexity.
Duuk said:Actually, I'd prefer to have DP sliders, but not have them modifyable by humans. I'd much prefer that the Situational Events Engine have events to move DP sliders based on your current situation in game.
ie: We have colonies overseas. We should get an event offering to move us 1 closer to naval for a price.
Ugh, and I prefer to have armies and navies in game, but not movable by humans. And some upgrades in provinces, but not buildable by players.
Putting some feature in game and denying a control over it is a bad design decision.
And goverments, not some Situational Events Engine, have made more or less conscious decisions concerning domestic policy.
Quift said:2, one of the main features of politics and alliances of the time was dynastic. There is a reason so many of the wars fought have the word succesion in their name. Imagine this included in CBs, Treaties etc.
Sure thing. But what you do, is to propose a system that is everything but dynastic. One world - primogeniture. I don't see nobles from Austria, France, Spain, Russia, whatever, thinking "Hmm, we have here that oldest son of our late king. But let's pick some other fellow instead".
There are exceptions, for which your system would work better - times of troubles for different countries - England or Russia, for example, or merchant republic, orders, elective monarchies. Neither of them can be seen as "dynastic".
Quift said:Every rules carries a certain domestic policy and different settings, together with different relations modifiers with surrounding nations/rulers, proness to different religions, and to the four groups represented by the parliament. (nobility, clergy, merchant and peasants). This together with the internal situation (how strong different groups are politicly).
No. Too deterministic. Situation changes, DP follows. People sometimes change their views, react to the changes in their environment. Not in your proposal.
Overall, what you propose add a lot of complexity (in different layers - first research for every single nation, that an incredible strain for AI - bunch of possible heirs for every single nation, other nations influencing the outcome etc. and finally - a lot of micromanaging for player). And I don't feel that it adds that much in terms of gameplay to be worth it.