Originally posted by satan
Would it be that complex to add a maintenance/garrison cost for occupied provinces? I think it would be a fairly elegant solution. (though obviously not as simple as removing the limit altogether or changing the limit)
It may or may not be easy to implement. But software development is a process that has "phases" where the approach to what is or is not done is very predictable. Sorry, I am looking for words that are not jargon, as I've been immersed in software development from being a programmer through being a manager (and in general overall guru

) for 23 years.
When EU II was announced, Paradox had already established the features that would be in it, and how those features would work. However, it was possible that some really good ideas might get adopted. Similarly, if things were not working right (even though they were programmed to the design specification), then certainly ideas would be acceptable. This marked the phase of development that occurred until shortly before going gold. Throughout the whole process, but definitely shortly before going gold, the reasoning of the developers (Paradox) changed to only make changes that can be delivered to have an acceptable gold version. Now that it is gold, there might be more acceptance of ideas since the new deadline is the major release for early next year. This paragraph is solely my interpretation of what policies Paradox probably followed, based on the way all software development projects work. No one from Paradox has said this any of this.
In this context, a few very good ideas have been incorporated into EU II from this forum. Similarly, some good ideas have been put into EU II from the beta testers. In fact, several beta testers have done incredible work in developing some great events that have been put into the game. But, even though Paradox may be more open to ideas right now, "new" features are very unlikely to be adopted. So to the problem being discussed, solutions that are very close to how the game already works are much more likely to be adopted than solutions that are "new", regardless of the apparent effort required to code the solution.
Blah, blah, blah. I know that I am droning on. Something new also requires more effort in evaluating it compared to its affect on the whole game, and much more testing to make sure it really is compatible to the whole game. It comes down to risk. Change is evaluated by how much risk is involved in making the change. Right now, only low risk alternatives will be considered.
End, of endless software development mantra rant.
