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Shams

Corporate Paladin
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I don't even know what you're asking.

You want us to listen more to community ideas? We do that all the time.

change the map? We do that all the time.

You don't like how the map works? mod it.

What's eating you gilbert grape?

/shams
 

Shams

Corporate Paladin
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Shams, sorry, but how can we mod the core mechanics of the map if we don't have access to the code?

/quote



What I was trying to say is: the new IP of Paradox was not received well, this is because it lacks depth. As compared to other Paradox games who already have a following. This lacking of depth is due to the fact that you can only do so much with the current core mechanics, which are limited to a province map and lots of spreadsheets giving modifiers. Spreadsheets might be the wrong name, but the game has a lot of data, but not many ways to influence that data.

For example, can't we create a map that is based around cities. Where the cities are represented as dots which use vectors to create an province/area around them. This way you can conquer up to the Rhine as France without actually having to take the land on the other side, create natural, historical borders. Using this you can get rid of the boring combat system and use actual military tactics like stationing around bridges or garrisoning on a hill. Not to mention you could use these dynamic provinces to show the progress of occupation, where occupation is not something that can be interrupted by moving the troop inside the province for one day and thus resetting it (who thought of this?).

The whole game is limited by the map that is currently uses.

I don't know how the engine works, because you do not share older versions of it. Which, if you did, might actually help you create more content. You're creating games that gain their value from the depth of the game, something that can't be done with a single design team.

I'm sorry but it sounds like you're after a completely different game - a game we're not chiefly interested in making. We really like type of games we do and make the games as moddable as possible for the community to take them farther. If that's not enough...well I'm sorry if you feel that way. The vast, vast majority agree with us.

We get a lot of requests for cool, but very niche, directions we could take our games - settings, mechanics, features etc - they're mostly all fine but ultimately not for us.

Hope you manage to have fun with the games anyway.

/shams