You can't really remove a conspiracy theory with facts, people believe in conspiracy theories because they want to believe in them and ignore absolutely any facts to the contrary.
Which particular changes is it that you want explained? Mind you, I'm not going to go in-depth on our whole design process because it is not my job to explain every single decision I take as a project lead.
I didn't say that. I just said that rather than it being discontent with rational people and conspiracy theorists it would just be conspiracy theorists on the most part. The problem is that the discontent is sort of united and it's easy for a group of people to hate the same thing even if it's for different reasons.
You don't need to go in depth. Just a basic summing up for the reasons of particularly significant changes as you've done here with looting and the direction you want to take the game in, this way you can get more direct feedback on what your goals are. Still though, you might want to consider it being your job or someone's job because I think it would do much for your PR, especially if you do start getting competition. I don't play it that much but look at how Riot explain their changes in League of Legends.
A loot bar counting down while you siege might be an alternative to just getting everything on siege victory. I'll be honest and say that I don't consider looting an important feature though, so it's not high up on my list of priorities.
This would be an improvement sure. The thing I want to know is 'why' you don't consider looting important and what you do consider important in its place. I think a lot of the discontent within the community is those very priorities. I don't recall anyone making a thread on looting being too strong. I mean, I don't use looting that often myself, but it is an alternate layer of strategy, a different way to win the war.
The old looting system had the following issues:
- It was extremely powerful, you could repeatedly 'farm' large countries like Ming for crazy amounts of money.
- It was very poorly understood and explained, most players didn't know how to use it at all (lots of players didn't even know it existed).
- It was very difficult to defend against because all units move at the same speed.
- The AI could not use it (and believe me, if I *had* coded the AI to use it the system would be universally loathed as your entire country would be getting looted in every single war).
- It was a micro-heavy system, and we have been moving away from micro-heavy systems in general.
Calling it historical/realistic is complete bunk, if you think a thousand men stealing the entire tax income of China every six months is historical or realistic then you need to reconsider the meaning of those words.
Thank you!
To be fair though any historical argument in this game is bunk for as long as Europe can transfer its entire army to the Americas without a single complaint amongst other things. But alright. Let's get under way.
Firstly, Ming is a special exception being a huge country but weighed down by inward perfection. It's not exactly a fair example because Ming despite these penalties is still the strongest power in the region, especially in human hands. Also the fact it punished large countries more than small ones was perceived by many to be the entire point of the mechanic and gave smaller powers a way of overcoming a giant if the giant was not up to the task. The giant should not get it's hand held but all too often it does. Mechanics like coalitions help larger nations much more than smaller/middle nations but that is another mess entirely.
The fact it was poorly explained or understood applies to a lot of mechanics in this game. The interface constantly lies to the player about diplomatic power costs which can only be found out through trial and error. Tool tips on a regular basis give outdated or even in some cases information that has never been correct. Another example is the amount of threads talking about 'being unable to manually' explore. A tool tip upon trying to explore TI with a single boat and an explorer would tell players immediately what was wrong.
It being difficult to defend against is a fair point against it which is why the 'loot over time' idea from CK2 would work a lot better.
The fact the AI can't use it isn't a fair point. There's quite a few things the AI can't use properly yet it gets quite a few bonuses in compensation (not counting lucky here of course). Also the game is meant for the human to have fun not for the AI. I mean sure I suppose you can argue that 'the AI should be challenging in order to be fun' but when it already relies on quite a few notably crutches to put itself on level with a player it looks sort of goofy. Especially when the exact nature of how it cheats isn't exactly known, despite a certain thread and when someone called you out on the AI cheating regarding natives attack colonies you just said 'incorrect' rather than saying the chance was significantly reduced. I understand the need for AI Cheating and in fact endorse the trope 'the AI is cheating' but the AI in this game does fall more under the far more common trope of 'The AI is a Cheating Bastard'.
Micro heavy? Yeah, I'll grant that one too. Still it's a matter of trade offs here. You can't remove too much of the micro considering how much of it there is else you aren't going to have any strategy left at all.