• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Trin Tragula

Design Lead - Crusader Kings 3
Paradox Staff
28 Badges
Aug 1, 2003
6.534
13.780
  • Victoria: Revolutions
  • IPO Investor
  • Paradox Order
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • 200k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • March of the Eagles
  • Magicka
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Crusader Kings II
In any dynamic world (a term which encompasses all games, including eu2) you run the risk of making it more unaccurate the more you create exceptions to the rules which govern it (events).

Every time there is an exception you create an anomoly which may or may not actually distort accuracy (even though the intended effect might just be the opposite). That said, I haven't even played eu3 and I'm sure some of the mods make it more historical. But in a way you are allways "weakening" a game with more events and special rules and such.

Not sure I made myself clear at all here actually :D But this is what I learned from modding civ 2 back in the day, there was actually a retro trend of leaving more and more up to the game engine after people tried to controll too much with events and exception rules.