And do keep in mind that a real life 700+ development Byzantium DID buckle under constant corruption... As large empires tend to do.
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Exactly this!I've never had any issue with corruption, I don't think it has ever went over 2, let alone got me into bankruptcy.
The thing here in EU4 is that being large in itself doesn't make you corrupt, expanding makes you corrupt. It's the opposite of real life, where expanding nations were usually not very corrupt, while nations who stopped expanding and instead started developing their economy and culture did become corrupt, stagnated, and eventually collapsed or were invaded by a foreign power. Like a ton of other mechanics in EU4, corruption works the exact opposite of how it did in real life. As someone above said, it's nothing more than another success tax, and has nothing to do with "corruption".
I definitely like (2) - it provides wider range of challenges. If the range is too narrow the problem is that because developers have to make strongest nations strong enough so that newcomers can play them, weakest nations become too strong to present a challenge for the more experienced players. I am on the fence regarding (1). It is kind of good in a sense that it makes playing nations in ROTW somewhat more challenging, unfortunately, the bigger problem in ROTW (the ease of conquest) largely negates (1). (4) is definitely a bad property of corruption - it makes the optimal expansion strategies even more superior than they were before. (3) is disappointing, but I suppose it's better than nothing. Overall, I think corruption would work much better if it has addressed (4).Here are some points nobody ever accounted wrt corruption:
1. It penalizes a lack of monarch points with fewer monarch points. This kind of spiral goes against trend changes to other mechanics.
2. In the relative sense, it buffs the strongest nations and nerfs the weakest nations.
3. It offers minimal, if any, non-trivial decision-making.
4. It doubles down on making the same areas more valuable than ever. They were already extremely valuable.
completely agree!The thing here in EU4 is that being large in itself doesn't make you corrupt, expanding makes you corrupt. It's the opposite of real life, where expanding nations were usually not very corrupt, while nations who stopped expanding and instead started developing their economy and culture did become corrupt, stagnated, and eventually collapsed or were invaded by a foreign power. Like a ton of other mechanics in EU4, corruption works the exact opposite of how it did in real life. As someone above said, it's nothing more than another success tax, and has nothing to do with "corruption".
I definitely like (2) - it provides wider range of challenges. If the range is too narrow the problem is that because developers have to make strongest nations strong enough so that newcomers can play them, weakest nations become too strong to present a challenge for the more experienced players. I am on the fence regarding (1). It is kind of good in a sense that it makes playing nations in ROTW somewhat more challenging, unfortunately, the bigger problem in ROTW (the ease of conquest) largely negates (1). (4) is definitely a bad property of corruption - it makes the optimal expansion strategies even more superior than they were before. (3) is disappointing, but I suppose it's better than nothing. Overall, I think corruption would work much better if it has addressed (4).
I don't think it's a realistic option. From commercial point of view, Paradox has to keep stronger nations easy enough to play, so that new players can have moderate success with them.I would rather see stronger positions dragged down than weak ones wrt #2. Right now, unless playing on very hard it's still a scenario where you eclipse competition relatively soon.
It's not difficult to make large size less dominant - it was already working in EU3. Developers might be avoiding going in that direction because they fear user pushback. Let's say the game has been changed that way and now player determines that any further expansion will be detrimental to his position. Where is the gameplay now? I am not saying that it doesn't exist, but my deep suspicion is that a large percentage of players simply likes to paint map in their color with minimal obstruction.Diminishing value of more size >> penalizing small nations in this fashion, especially if taking a game to 1821. Stopping player eclipsing AI is less practical than making the large size less dominant.
I am not sure if this interpretation of their changes is correct. My guess is that they are doing it to preserve somewhat historical map as the game progresses.Spirals are something the development team tries to get away from (see: 15 year truces, revanchism, unconditional surrender, nerfed scorched earth/attrition cap), so #1 is out of place.
I don't think it's a realistic option. From commercial point of view, Paradox has to keep stronger nations easy enough to play, so that new players can have moderate success with them.
It's not difficult to make large size less dominant - it was already working in EU3. Developers might be avoiding going in that direction because they fear user pushback.
I am not sure if this interpretation of their changes is correct. My guess is that they are doing it to preserve somewhat historical map as the game progresses.
Can you explain what you're talking about here? My understanding is let's say as Ottomans I first pick Genoa as my rival knowing that they'll not be eligible to be my rival anymore in a few years and I can get free PP by eclipsing them and then move to the next weakest eligible rival? I never had a chance to try this strategy (if it is what you're talking about) because I just began my all time second game and still trying to figure out how to play this game and also survive the massive world-wide coalition.New players don't have the requisite skill to eclipse competition in such a way even now, they're the least likely to notice the difference of diminishing marginal utility of large development values like 2k+. New players can't even trace a path of what getting there looks like.
Many probably can - the simple strategy of annexing everything that dares to border you works fairly well for most major nationsNew players don't have the requisite skill to eclipse competition in such a way even now, they're the least likely to notice the difference of diminishing marginal utility of large development values like 2k+. New players can't even trace a path of what getting there looks like.
I don't think there is much pushback against forts besides people questioning their strange ZoC behaviour in some edge cases. Most players probably aren't even noticing it because they conduct the war in a simple manner of advancing the front. I suspect that corruption doesn't significantly affect majority of players either (from the forum posts it appears that few people play above 100%OE and at that level corruption isn't a huge factor - meaning one can play without paying attention to it). In comparison in posts in EU3 forums where people would complain that they have conquered *insert suitable large chunk of land* and now they can't regain stability and their nation is in disarray. I think there is an intuitive perception that the conquered land is a reward for winning a war, so people don't like when this newly acquired land becomes a liability.Yikes! I can't imagine it would be much worse than with forts or this version of corruption. My suggestion is to make additional expansion increasingly less useful, not to make it negative. The idea is to narrow the gap between 1000 and 10000 development, but not have a point at which 10000 is worse than having 1000. That way your diplo decisions matter throughout the game.
I totally agree with this on a personal level, but if you look at the state of the gaming industry in general, there are many popular games that reward tedious and repetitive gameplay. I suppose "tedious and repetitive" can be subjective...Painting the map without obstruction as a late-game runaway is a gruelling process, and not because it's difficult in the traditional sense in-game. It's not THAT which corruption harms, either.
Unlike Vic2 EU4 doesn't really have a simulation model that drives the world, so getting results that would match common sense is far from trivialThey haven't stated "historical map as game progresses" as a goal and I hope that's not one. It would be awful design. The game should be true to its own form of causality, even if ignoring historical causality. Events without causes are nonsense. It would also run afoul of the unparalleled freedom aspect of advertising, not to mention historical events without their causes are ahistorical!
In some patches there was a tendency for some nation to get destroyed and then everybody piling up which would often create a strange result because some minor who happened to siege defenceless nation first would unexpectedly grow into a large nationBesides, the logic given for revanchism and unconditional surrender in discussion about those mechanics did *not* evoke history from the development team. They didn't like the idea of someone getting camped to die to rebels or chained out of existence and said as much. I have posted arguments against those statements that were never really answered, but the goal there was still clear at least.
Can you explain what you're talking about here? My understanding is let's say as Ottomans I first pick Genoa as my rival knowing that they'll not be eligible to be my rival anymore in a few years and I can get free PP by eclipsing them and then move to the next weakest eligible rival? I never had a chance to try this strategy (if it is what you're talking about) because I just began my all time second game and still trying to figure out how to play this game and also survive the massive world-wide coalition.
Many probably can - the simple strategy of annexing everything that dares to border you works fairly well for most major nations![]()
Unlike Vic2 EU4 doesn't really have a simulation model that drives the world, so getting results that would match common sense is far from trivialI don't think that there's an issue with restraining freedom - player can still create any kind of weird maps, but every time there's a version where AI has a tendency to create Oirat Western Europe or something like that Paradox takes an action to stop it happening.
In some patches there was a tendency for some nation to get destroyed and then everybody piling up which would often create a strange result because some minor who happened to siege defenceless nation first would unexpectedly grow into a large nation
I think that new players generally take more time to complete the war and then to recover from it, so they don't encounter coalitions often (unless they play in HRE) because they don't conquer fast enough. But at that point they are not aware that they are not expanding "fast".You or I can coalition chain using truces. That's not a "normal person" approach, and it's not easy for people with <100 hours to execute typically, unless they're the rare person who's made a concerted effort to improve quickly. Most players who try that die to coalitions in a blaze of 20 year glory.
In general, those are not too different and both lead to the problem of where is the gameplay when further expansion becomes impractical. Ideally, it would be some system which would allow to make meaningful additions to the large empire, but made it challenging to create circumstances when such option exists.I agree that conquered land = liability even when cored/etc is not intuitive. I'm not advocating that, but I am advocating 1000 development giving you less FL, manpower, and merc at 11000 development than 1000. There should be at least some intuitive sense that "punch above your weight" is hard for large empires.
I don't know if it's necessary, but it probably goes with maintaining the game theme and immersion (which are probably part of the game design goals). They just want strong France, England, Castille, Russia, Ottomans etc to exist in most of the games from the start to the end (unless the player gets involved). I think that 'lucky nation' mechanism is mostly for this purpose. At the start of the game most major nations are already blobs, so "blob protection" is kind of working towards this goal.My point is that I don't see why it's necessary, especially because it's not happening even so. Let causality within mechanics rule.
Happens now as much as ever because the AI piles more consistently now than year+ ago, abusing the "knows target ally will dishonor" the moment such is available. I use that to my advantage often too. The mechanics I mentioned are blob protectors, not historical-outcome-encouragers.
And what is wrong with that?... but my deep suspicion is that a large percentage of players simply likes to paint map in their color with minimal obstruction.
I don't agree. I think your exception (HRE) is the rule. Many new players start as France and conquer Burgundy, get coalition and decide game is too hard (happened to me).I think that new players generally take more time to complete the war and then to recover from it, so they don't encounter coalitions often (unless they play in HRE) because they don't conquer fast enough. But at that point they are not aware that they are not expanding "fast".
Best response in this thread honestly. You explained the problem with this mechanic better than I could have. So we can combat inflation by being ahead of tech in diplo and admin points but to even get there is being hurdles by corruption. This is how it creates a viscious cycle and debt traps. Now I understand why in my game, Lithuania and Moscowy went bankrupt and killed themselves even though they weren't fighting any losing warsHere are some points nobody ever accounted wrt corruption:
1. It penalizes a lack of monarch points with fewer monarch points. This kind of spiral goes against trend changes to other mechanics.
2. In the relative sense, it buffs the strongest nations and nerfs the weakest nations.
3. It offers minimal, if any, non-trivial decision-making.
4. It doubles down on making the same areas more valuable than ever. They were already extremely valuable.
In hundreds of posts in previous threads, these points were dodged when players supporting the mechanic mentioned reasons why people don't like corruption as a mechanic. They will likely be dodged again, with players giving anecdotes of "just make fewer monarch points and you're still fine for the achievements". It's true, you can still get even the hardest achievements with corruption, but it misses the point of why it's a terrible mechanic.
My unfortunate estimation based on past experience is that these points will be handwaved or ignored again, blocking any real hope for meaningful discussion. Perhaps I will be surprised.
Happens now as much as ever because the AI piles more consistently now than year+ ago, abusing the "knows target ally will dishonor" the moment such is available. I use that to my advantage often too. The mechanics I mentioned are blob protectors, not historical-outcome-encouragers.