So, apparently Jake is looking for feedback on idea group changes.. finally..
Twitter link here:
https://twitter.com/DDRJake/status/1056839617603887105
Spam your suggestions.
Gonna start:
1. My first one is - skim through all the threads in forums - there's a number of threads with various good suggestions.
Conceptual:
2. I believe there are too many groups to balance well - and we can only pick so many of them - do smth about it?
3. Connecting with #2. Is it possible to open 4th group category.. besides admin/diplo/mil to throw in there hard to balance groups.. Call it "tradition" groups or smth like that - and throw in there innovative, naval, espionage etc.. so that these group don't compete with superior groups like administrative.
Current balance issues:
Admin:
Administrative - well defined role, overall good group, balance wise too strong
Economic - well defined role, good group, good balance
Humanist - well defined role, good group - too strong group.. but its good that way since you need to fix rebels
Religious - well defined role, good group, good balance
Expansion - role? expand in africa, asia? not doing good job, currently useless group,- big problem, depends heavily on exploration otherwise you cant use colonist - does not have colonist/coring range extensions - full of weak ideas; CB should be a lot stronger - you can't core far away before colonizing... impractical useless
Innovative - badly defined role, its ok-ish, usable, but weaker balance-wise to other groups - this group is all over the place, jack of all trades.. saves some monarch points, some but not that much.. administrative is better for points, economy for money.. has 2 quite useless ideas - inflation reduction and leader upkeep
Diplo:
Diplomatic - well defined role, good group, good balance
Influence - well defined role, good group, good balance
Trade - well defined role, good group, ok-ish balance - there are way too many merchants in game !!! from colonies and trade companies
Espionage - well defined role, ok-ish group, weak balance wise - there's big problem with "Rebel support efficiency" crap - remove this thing completely from group and policies are poisoned with this modifier - if the group would focus on helping player and not harming others it could be much more usable; ideas could be more concrete.. they give some benefits its all so edgy.. make this into good anti-rebel group in our own empire and it will be picked
Maritime - well defined role, ok-ish to bad group, bad balance - this could be usable, but basically needs much stronger economic impact - 10% ship cost to -33% ship cost; give trade goods bonus, trade efficiency bonus; remove sailor maintenance crap; there are plenty of ideas; if groups would combine some naval power (has now) + some money gains (missing) it could be picked since its in diplomatic branch... competing with trade which has no naval power
Exploration - well defined role, good group, balance wise - too strong - meaning it kills Expansion completely and thanks to bad AI gives player total dominance over colonization - Quest for new world - should be also in Expansion idea group .. smth needs to be done about that
Military
Offensive - well defined role, good group, good balance
Defensive - well defined role, good group, good balance - morale maybe too strong
Quality - well defined role, good group, good balance - problem with this group is that it kills Naval group completely
Quantity - well defined role, good group, good balance
Aristocratic - well defined role, ok-ish group overall, weak balance - group nice for that siege bonus - but this group lacks specialization - everyone things its for cavalry nations, but then it should buff cavalry more, those −10% Cavalry cost to -25% cost; othwerise Offensive is always better pick; Diplomat is nice touch but you have there useless absolutism and avaialble mercenaries to ruin the group
Plutocratic:
- - well defined role, ok-ish group overall, ok-ish balance - just need slight buffs, i mean 2.5% bonus to discipline.. whats that ?!? give 5% like a man... also that +10% Institution spread is useless.. give 20% and 20% discount
also to emrbacing
Naval - now this group can't be described normally - first, its mostly useless thanks to naval not being important enough. If we want naval power - we pick Quality - thats second issue. Then you overbuffed its naval bonuses to hell. Its probably used in MP because of that and its irritatinh. Honestly, I'd remove this group from the game it just has no place at all.
Twitter link here:
https://twitter.com/DDRJake/status/1056839617603887105
Spam your suggestions.
Gonna start:
1. My first one is - skim through all the threads in forums - there's a number of threads with various good suggestions.
Conceptual:
2. I believe there are too many groups to balance well - and we can only pick so many of them - do smth about it?
3. Connecting with #2. Is it possible to open 4th group category.. besides admin/diplo/mil to throw in there hard to balance groups.. Call it "tradition" groups or smth like that - and throw in there innovative, naval, espionage etc.. so that these group don't compete with superior groups like administrative.
Current balance issues:
Admin:
Administrative - well defined role, overall good group, balance wise too strong
Economic - well defined role, good group, good balance
Humanist - well defined role, good group - too strong group.. but its good that way since you need to fix rebels
Religious - well defined role, good group, good balance
Expansion - role? expand in africa, asia? not doing good job, currently useless group,- big problem, depends heavily on exploration otherwise you cant use colonist - does not have colonist/coring range extensions - full of weak ideas; CB should be a lot stronger - you can't core far away before colonizing... impractical useless
Innovative - badly defined role, its ok-ish, usable, but weaker balance-wise to other groups - this group is all over the place, jack of all trades.. saves some monarch points, some but not that much.. administrative is better for points, economy for money.. has 2 quite useless ideas - inflation reduction and leader upkeep
Diplo:
Diplomatic - well defined role, good group, good balance
Influence - well defined role, good group, good balance
Trade - well defined role, good group, ok-ish balance - there are way too many merchants in game !!! from colonies and trade companies
Espionage - well defined role, ok-ish group, weak balance wise - there's big problem with "Rebel support efficiency" crap - remove this thing completely from group and policies are poisoned with this modifier - if the group would focus on helping player and not harming others it could be much more usable; ideas could be more concrete.. they give some benefits its all so edgy.. make this into good anti-rebel group in our own empire and it will be picked
Maritime - well defined role, ok-ish to bad group, bad balance - this could be usable, but basically needs much stronger economic impact - 10% ship cost to -33% ship cost; give trade goods bonus, trade efficiency bonus; remove sailor maintenance crap; there are plenty of ideas; if groups would combine some naval power (has now) + some money gains (missing) it could be picked since its in diplomatic branch... competing with trade which has no naval power
Exploration - well defined role, good group, balance wise - too strong - meaning it kills Expansion completely and thanks to bad AI gives player total dominance over colonization - Quest for new world - should be also in Expansion idea group .. smth needs to be done about that
Military
Offensive - well defined role, good group, good balance
Defensive - well defined role, good group, good balance - morale maybe too strong
Quality - well defined role, good group, good balance - problem with this group is that it kills Naval group completely
Quantity - well defined role, good group, good balance
Aristocratic - well defined role, ok-ish group overall, weak balance - group nice for that siege bonus - but this group lacks specialization - everyone things its for cavalry nations, but then it should buff cavalry more, those −10% Cavalry cost to -25% cost; othwerise Offensive is always better pick; Diplomat is nice touch but you have there useless absolutism and avaialble mercenaries to ruin the group
Plutocratic:
- - well defined role, ok-ish group overall, ok-ish balance - just need slight buffs, i mean 2.5% bonus to discipline.. whats that ?!? give 5% like a man... also that +10% Institution spread is useless.. give 20% and 20% discount
also to emrbacing
Naval - now this group can't be described normally - first, its mostly useless thanks to naval not being important enough. If we want naval power - we pick Quality - thats second issue. Then you overbuffed its naval bonuses to hell. Its probably used in MP because of that and its irritatinh. Honestly, I'd remove this group from the game it just has no place at all.