Do you have ideas how to make eu4 'taller and less blobby'?

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SubTachyon

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The general consensus seems to be that once you get to that stage where you've out-blobbed your rivals the fun peters out. Paradox knows this too and they have been trying to make blobbing more difficult - with limited success. The truth is though that right now territorial expansion is the meat of the game, it makes you larger, wealthier and your opponents weaker. Just making blobbing more frustrating with no other changes would just be making the game less fun overall.

So I was wondering what people's ideas were for adding in more options for 'going tall'?

I would wager that whatever they are they would have to in part include going to war; Unlike what we currently have as an option for going tall with monarch point sink in the form of development. War is fun and the stakes are high. Everyone who gets a few long regencies in a row realises how vital war is to a fun game. But you need rewards other than territory. There are things like trade wars and forced conversion but in their current state these are usually not good enough to motivate one into a larger war.
I think the HRE & Austria play style, mechanics and events are as close to 'blobbing-free' content as you're going to get at the moment. Austria is motivated to go into multiple wars to stop member states from blobbing too much and to force them to convert. And you are rewarded with IA which can be used to progress your nation forward and make you more powerful. You get a sense of progress without necessarily gaining a single province. Of course this example is not perfect since ironically all of this culminates in you becoming the ultimate blob. ;)
Anyway: What are your thoughts on this topic?
 
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Benghi Bon

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Well, they need to make it so that staying at peace is worthwhile if you want to grow tall, so warring is less important I suppose. Going tall also needs to rely on something other than monarch points or monarch points as well, because those points are needed for idea groups and technology. But it all ties so much into going to war.
 
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grommile

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The single biggest reason we can blob so hard is that the AI is not as good at the game as us. If every gameplay agent is equally competent, blobbing is much harder than if one gameplay agent is vastly more competent than the others.

Unfortunately, the scope to make the AI more competent is limited by the development resources available at Paradox, the computing resources available on your desk, and the need to keep the game fun for players spanning a wide range of ability and intensity.
 
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Clausewitz_

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The biggest thing that should change about war IMO besides from naval overhaul and fort shenanigans is it should be really really expensive. Especially if you war for a long time. Countries and rulers went deep into debt to fight wars, with long lasting consequences(Spain/France being the most famous examples). Loans are something you get if you are forgetful, not a neccesity to fight long wars. I would like to see that change. Also having country to country loans be the main type of loan, as it was historically.
 
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Benghi Bon

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The biggest thing that should change about war IMO besides from naval overhaul and fort shenanigans is it should be really really expensive. Especially if you war for a long time. Countries and rulers went deep into debt to fight wars, with long lasting consequences(Spain/France being the most famous examples). Loans are something you get if you are forgetful, not a neccesity to fight long wars. I would like to see that change. Also having country to country loans be the main type of loan, as it was historically.
Surely this would just encourage people to go big nations to avoid being bankrupt just declaring a war?
 
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ZomgK3tchup

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My first thought was autonomy.

Geographically remote provinces (deserts, jungles, mountains…) should be have a minimum autonomy modifier that makes them more difficult to govern. Compound that with maluses from wrong culture and wrong culture, and expansion would start suffering from diminishing returns. In other words, once you have expanded in every direction, such as what happened with the Ottomans, you will notice your faraway frontier provinces are not producing the same as the first ones you conquered.

It replaces arbitrary limitations such as “You expanded into too many provinces!” with “The only neighboring provinces available to you will not be nearly as profitable, and you will suffer diminishing returns from here out!”

My second thought was a colonization rework.

The settlement of Latin America worked so well because the Spanish built atop the Aztec and Incan Empires, but Northern America did not have civilizations like that. In other words, English, Dutch, French, and Scandinavian colonists built settlements from the ground up. For that reason, there should be some technological limitation (as well as a timed one to represent the depopulation of Northern America) that prevents immediate colonization of the continent.

In addition to proposed blocks on (or maluses to) colonization of Africa and Australia before certain thresholds have been reached, this should slow colonization down significantly.

My last thought was balance of power, which has already been mentioned:

The single biggest reason we can blob so hard is that the AI is not as good at the game as us. If every gameplay agent is equally competent, blobbing is much harder than if one gameplay agent is vastly more competent than the others.

There are some other considerations like the introduction of a Chinese tributary system that would limit expansion into East Asia. At least on paper, conflict against or between Chinese tributaries was arbitrated by the Chinese Emperor.

This too:

The biggest thing that should change about war IMO besides from naval overhaul and fort shenanigans is it should be really really expensive. Especially if you war for a long time. Countries and rulers went deep into debt to fight wars, with long lasting consequences(Spain/France being the most famous examples). Loans are something you get if you are forgetful, not a neccesity to fight long wars. I would like to see that change. Also having country to country loans be the main type of loan, as it was historically.
War was expensive, which is difficult to simulate without crippling the AI.

In short, there are a lot of factors that prevented historical expansion, many of them related to geography and geopolitics, that are not represented to the degree they could be. If these could be balanced while not making the game feel like it's punishing you for succeeding, I think that they could be great improvements.
 
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andersonm

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I feel like there should be a bonus to Admin and Diplomatic monarch points during peace and a malus while at war. On the flipside, there should be a bonus to military points at war and penalty while at peace.

Might not help with "tall vs wide" per se but at least makes logical sense so that being at perpetual war (and getting the Power Projection bonuses) isn't always better than being at peace. In theory your nation should prosper more when not at war.
 
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SubTachyon

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I feel like there should be a bonus to Admin and Diplomatic monarch points during peace and a malus while at war. On the flipside, there should be a bonus to military points at war and penalty while at peace.

Might not help with "tall vs wide" per se but at least makes logical sense so that being at perpetual war (and getting the Power Projection bonuses) isn't always better than being at peace. In theory your nation should prosper more when not at war.

That's not a bad idea, it would also make investing into development more feasible. My only concern is that this alone won't make for a very fun game.
 
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Xara

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I think they need to stop adding mechanics that are layered on top of already existing systems and that everyone has to deal with - things like Estates, Favors, Autonomy, and now more ridiculous crap like States and Corruption.

Individual systems getting fleshed out - things that are discrete - these are good additions. Things that you can optionally use - that don't come into play for everyone, everywhere. Things that enhance regions, nation groups, cultures, etc.

Adding unique mechanics to Hindu, or Tengri, or Nahuatl; giving Merchant Republics a unique ability to create trading posts; expanding Poland's Elective Monarchy; adding the League Wars; the upcoming revamp of Africa; Colonial nations - I think these are examples of things that actually add content and depth.

The entire game basically comes down to land acquisition - but when you increase the density of, say, the India region by tripling the provinces there or whatever it was, that makes a WC harder but it does deepen the content. Adding longer truce timers, removing the ability to take provinces you can't (immediately) core, removing / nerfing old functions and putting upgraded ones behind DLC paywalls - these don't improve the game because they make conquest take longer, they just spread the same content over a longer timeframe. People point out something like "But Horde in Cossacks were doing WC at record speed!" Yeah. And Horde got nerfed pretty hard after that, too. That's even more shady to me - make the highlight of your DLC overpowered, everyone gets it (well not everyone..) and then you nerf the OP back out.

Development in Common Sense was supposed to be peacetime gameplay - it's really not. In fact I find it fits with a lot of systems that have been added on - they're really pretty shallow a lot of the time. There's really not much involved in a lot of these things, even when they are flavor - so you get Parliament - it's just slap some Seats around your nation, pick an issue, bribe the seats to pass the vote. There's nothing very interesting about it. Colonizing is, let's be frank, rather boring. They've had a lot of opportunity to really dive in and make these mechanics interesting... but they don't.

And that's why everything keeps coming back to conquest. Because planning the wars, preparing for the wars, making alliances and deals, executing the wars, claiming your gains, and trying to hold onto them - it's what makes it fun to play.

I just don't see them: A. coming up with something B. being able to produce it C. having the engine allow it
that would truly let a non-war option - to make a "tall" nation - come into play.

You can't really do it with the Technologies... we just have 3 straight lines and everyone either plays catch-up if they're behind or get penalized if they're ahead - forcing everyone into a narrow band. Ideas are a great way to customize yourself to BE a tall nation - but there isn't any gameplay involved in it, you just sit there on speed 5. I doubt we will ever get anything for managing our ruler / dynasty - that's mostly CK2's gig - which is a shame, because there is too much I didn't like about that one that I wish was a little more streamlined and put into EU4 instead of other additions we got.

but, bleh, I'm going to endlessly rant if I keep going. I have enjoyed the piss out of EU4 but I didn't get the last DLC and from the looks of the latest diary I won't be patching any further either.

TLDR : I think we are long past the point where this requested gameplay is even feasible, much less actually going to be pursued by the Devs, who continue to force these multiplayer-based 'balances' junk on a bunch of irritated single-player gamers.
 
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YuriiH

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What makes war and peace times different in EU4?

Most of time when you are at war — you stay at speed 2-3 (unless war against a meatbag-country)
This is mostly because you need to:
a) move your troops / ships,
b) watch for enemy's movement
c) purchase additional troops (mercenaries) in strategic provinces, to reinforce your main troops
In other words, you need to concentrate on visual model movement (like in chess) when at war.

However, when you are at peace — you stay at speed 4-5 most of your time
Instead of acting as a player moving visual models, you act as a machine operator who controls and adjusts values during a production process.

Obviously, to make a player more involved in the process during peacetime, a developer would need to create some visual models to actively move and watch thismovement.

FOR COMPARISON, what makes CIV5 (this is the most recent example, but applies to all the series) so applying for a peaceful gameplay:
(1) Until complete world discovery, you almost always at every turn move your troops to open map of the World——manually or automatically, but you watch this movement.
(2) You manually guide your settlers to build cities, planning their movement and best position to have the most number of luxury resources——again “visual model movement” aspect of the game
(3) You guide the army of your workers to build infrastructure——more “visual model movement” aspect of the game
(4) Same with missionaries, inquisitors, and other great people, whom you use for dominating with your religion——even more “visual model movement” aspect of the game
(5) You manually guard your trade routs (I do hate Sid for not making an automatic mode for caravan/tradeship guarding)——the worst “visual model movement” aspect of the game
(6) You manually defend against barbarians——rather “neverending war” aspect of the game, but still involves you in moving visual models
(7) You switch between your cities, adjusting food/production/culture/money/science for your own current purposes——this involvement comes less with “visual model movement”, but still you click an have a visual response, not just a number.

So, most likely, EU4 also needs some active gameplay mechanics with visual response (player-controlled models that are moving in peacetime) instead of even more once-a-year-click numbers.
Maybe, Paradox will understand this and avoid falling into the same trap of numerical values.

P. S. Do not get me wrong, I like the concepts of estates, development, etc., and presented corruption + states, but their implementation could be much more player-involving.
The Forum already has various propositions of such implementation, so I won't explicitly name some over the others.
 
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LWE

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Nice overviews, YuriH and Xara! I do sometimes wonder whether the basic Europa Universalis model can be improved to satisfy "immersive peace"-mongers at all. What are you going to do, make civ-style building trees in every province?

Another question I wonder about: is it harder to make involved peaceful gameplay in RTS than in TBS?
 
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paulatreides0

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My simple proposition:

Differentiate cores into two types: De Jure cores and De Facto Cores. De Jure cores are the official lands of your people, where your fellow countrymen live and you have a nationalistic right to. De Facto cores are just any land you've cored that are not De Jure cores.

Forming cores and everything else works exactly as it does now, the only difference being the direct differences between De Facto and De Jure cores.

De Jure cores only apply to cores you own of your primary culture (or, alternatively, accepted cultures, but I feel this would be much less consistent and could lead to things shifting around a lot in the middle of a game, which many would find rather annoying, myself included) and, for empires,. the primary culture group. These grant extra benefits on top of normal cores. They are much cheaper to develop during peace time, thus allowing you to counteract the wideness of empires with tallness to a large degree, without giving you a ridiculous discount to development in all cores, which would only encourage even more playing wide as you'd want to expand to have more land that is cheap to develop (especially for trade). The length of war and peace time countdown modifiers can be varied based on the type of war: aggressive wars cost the most, aggressive call to arms cost less, defensive call to arms even cost less, and defensive wars cost the least. This reflects a nation having to mobilize for long war or letting its economy settle down for peace time expansion.

Conversely, it is much cheaper (warscore and dip-wise) to release nations in De Facto lands, and it can be taken more cheaply in by nations that could make said De Facto land into De Jure land. This would serve two purposes: one it would make large De Jure Empires more stable, as they are much harder to break up by releasing nations. It would also make large De Facto Empires less stable and much easier to break up, as one can now release more land in way of nations in a single peace deal. This would encourage making more costly De Jure Empires over De Facto ones.

Also, a change that I think a lot of people would appreciate: Increased Coring Cost ideas would only apply to De Jure land, so no longer can a Kingdom or even an Empire make all of Europe permanently 50% more expensive to core by conquering and coring the land once. They must core and conquer the land and, if it is not De Jure, make it De Jure. It keeps the ICC traditions and ideas and make them a unique hazard to go over while keeping it from being the huge pain in the rear that it is currently. It hugely stifles tons of land suddenly becoming prohibitively expensive.

Since culture conversion already has a built in limiter in that you must wait for separatism to tick down before you can do it, it also prevents you from simply immediately conquering tons of land, and then suddenly making it all De Jure.

Furthermore, countries that can make De Facto land into De Jure land have more incentive to wage war for that land and not just blob everywhere, as they will benefit far more form that De Jure-capable land. SImultaneously, it will make players want to convert their De Facto land into De Jure land. What is meant by this?

Example #1 - De Jure land and Power said:
Russia is an Empire with Eastern Slavic as a it's primary culture group. Thus Byelorussan land can become De Jure land for them. Lithuania, however, is Western Slavic and cannot make Byelorrussan land into De Jure cores without converting them or culture flipping. Thus, Russia is incentivized to take the Byelorussan land (even if it has no mission for it) over the Lithuanian land. Conversely, Lithuania is encouraged to convert the Byelorussan land to both make it a a De Jure core and to make it less attractive to Russia.

Example #2 - De Facto land and Releasing Nations said:
Lithuania is Western Slavic, so Byelorussan land cannot be made De Jure land. Say Kiev is Byelorussan (not sure if it actually is, but amuse the thought for the sake of argument). Releasing Kiev in a war would cost X% less to release (say, 50%) than a Western Slavic Nation that is in Lithuania.

Example #3 - Peace and Development Cost said:
The Kingdom of France fought a war that lasted longer than a year, and must pay normal development costs. Five years pass, and now France can now develop any land of Francien culture (it's De Jure land) for X% less (say, 50%). France goes into war with Aztecs to get some gold and it only lasts 8 months - during the war, France gets no development bonus, but after the war ends, it gets them back immediately. However, a year later, it goes to war with Austria and is at war for a year and two days. It not only pays normal development costs for the year and two days it is fighting, but must also pay normal development costs for the next five years, assuming no more major wars break out.

If, however, France was dragged into the war against Austria by an ally's call, then it gets the bonus back immediately since the war lasted less than two years. However, in this case, if the war lasts two years and a day, then France must way five years to regain the bonus.

Example #4 - Increased Coring Costs that Actually Makes [I]SOME [/I]sense said:
Morocco expands and swallows up half of Spain. The land will not cost 50% core unless it is made into Berber Culture, thus making it De Jure for Morocco. Thus France could beat Morocco back and take the land back for the normal cost.

If, however, Morocco cores the land, converts it and makes it De Jure, and France takes it, France has to pay the extra coring cost. If Aragon then beats up France and takes that land from them, then they too have to pay the extra coring cost.

This also means that you are encouraged to be at peace if you want to play tall as you only get the drastically cheaper development cost if you are at peace, making constant war, or even often war less appealing. Even more interesting, would be having a minimum peace timer, so that the cost reductions only apply after you've had peace for a couple of years since the last "major war" (war that lasted more than X months). So, for example, you'd have tow wait two years since the last war that lasted a year or more, or five years since the last war that lasted six months, or any other combination of numbers the devs feel is sensible. This would also mean that you could still have relatively short wars to grab some money or transfer trade and so on.

An added idea is that De Jure cores can reach a minimum of zero autonomy and suffer no autonomy maluses from estates, thus giving you only plain bonuses that you can pick and chooses depending on the province in question. De Facto cores, on the other hand, can only reach a minimum of 25%, plus any modifiers that increase it above that (e.g. estates could increase it above 25% to, say, 50%, or 75% for horde tribes - smaller maluses are also an option if people feel these are too extreme).

Now, one could say, this itself causes a problem, because with this system one is encouraged to just plop down all their estates in De Jure cores and face no penalties. Well, there are multiple avenues by which to solve this, which I think should be taken together:

Explanation # 1 said:
1) Estates demand a minimum amount of De Jure and a minimum amount of De Facto lands, thus you can't just plop them all down in your De Jure provinces and get plain bonuses.

2) Estates in De Jure land get double the influence bonus when granted, and suffer twice as much of a loyalty penalty when revoked - making you have to be cautious about both handing out and retracting titles in De Jure land on a whim.

It would solve multiple problems, in my opinion:

Explanation # 2 said:
1) it would make wonton expansion less attractive, as it does not really balloon in effectiveness until much more land is claimed due to much higher inherent autonomy.

2) It would make you far more inclined to convert people over to your primary culture, thus both making more use of cutlure conversion (to get more of the far more profitable de jure land)

3) It would make development (especially in De Jure land) something you do much more proactively and try to incentivize instead of just being an afterthought or a dump for monarch points when you get close to max level.

4) It would make estates, imho, both more interesting. Not by much, but every little bit helps.

5) Encourages peace-time play

6) Encourage dismembering large, unstable empires

7) Since you now get less direct benefit from just taking all land in sight, you are more inclined to be more diplomatic and have long-lasting allies, instead of the game just devolving into a handful of ultra-powerful blobs. France and the PLC can be friends for a long time now. Stretching from one end of Europe to another, while still possible, is less alluring.

8) Some portions of it would be relatively light on AI burden (although some less so), meaning that, at least in part, this would not require a huge AI overhaul, or maybe even an overly large one

9) Somewhat of a fix to the ridiculous and annoying Increased Coring Cost mechanic

10) It would give you an indirect method of both influencing and implementing a balance of power, as well as a reason for wanting a balance of power instead of just being a large blob

Possible expansions on the system would be to make super-culture groups (e.g. Eastern and Western Slavic are part of the Culture Supergroup), and converting cultures within a culture super group is a bit cheaper for an empire, than normal. Thus, empires can still expand beyond their normal culture groups to a degree. So you can truly unify India to make it one unified, De Jure state, but unifying India and Persia into one large, De Jure state would be more costly.

This should, hopefully, appease most parties, and also not draw huge accusations of "badwrongfun".

Further refinements could be made in terms of expanding peace-time play through use of expanded trade and colonization mechanics, which I will go into if people wish me to, but otherwise, not.
 
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The problem is, as others have said, the only real deep gameplay eu4 has is war. Everything else is incredibly shallow, and often very unrealistic. All the real world problems that kept France from conquering Europe in this time frame aren't in the game. So since the only thing eu4 really does is war, and there's none of the real world downsides, that's all we really do.

If they keep nerfing conquest, they're just making the game lame because they've never managed to make trade, exploration, and colonization interesting or deep.
 
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The problem is, as others have said, the only real deep gameplay eu4 has is war. Everything else is incredibly shallow, and often very unrealistic. All the real world problems that kept France from conquering Europe in this time frame aren't in the game. So since the only thing eu4 really does is war, and there's none of the real world downsides, that's all we really do.

If they keep nerfing conquest, they're just making the game lame because they've never managed to make trade, exploration, and colonization interesting or deep.

Honestly, that's not a problem. Having gameplay centered around war isn't necessarily a bad thing, and wars were very common during the period. What is really being examined is blobbing vs building tall and making tall vs wide more viable.

War need not be about blobbing nor conquest. It can, and should, be about many things that advance the interests of your state by increasing your relative power. Sometimes you may just want to break up a nation because breaking it up may grant you more benefits than taking land from it - the current state of EUIV, for example, does not encourage this. Also, because of how disproportionately expensive development is compared to coring, it makes no sense wasting admin you could spend on coring on development. If, however, development can be made more viable so that it is, at least up until some upper bound, more attractive than just tons of conquest, then this would help balance the system out more.

War should have multiple benefits, the further acquisition of land can be an aspect, but not the only real benefit that makes any sense. The game could, and should, be built in such a manner that even with a focus in war, sometimes it's better to just wage a war for gold, reparations, or to break up a large opponent instead of making taking huge swaths of land the only really logical choice due to the disproportionate bonus it gives. If you could make developing land more worthy, and encourage less blobby wars, then the game would, imho, be better off.
 
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Some sort of population mechanism as well as literacy rate and population type?

Would be nice but would probably require far too many resources to run on anything short of a super computer. At least not without changes so massive to the base game that it would become a completely different game. Also, a lot of the stuff that would need to be changed would probably be hard-coded stuff.

Also, none of those would really make the game any more entertaining or engaging over the current system, nor encourage playing tall over playing wide. In Vicky 2 it makes sense due to the shift of industrialism and the technology systems showing a transition towards enterprise and discovery of inventions - whereas during the EUIV period technology is far more stale and slow and pops don't really add much. Consider that more changes in the first 50 years of VIcky 2 than during the entirety of EUIV.

It simply doesn't add that much to EUIV in the same way it wouldn't add much to Hearst of Iron. It works great in Vicky, but that's because Vicky has an entirely different focus, in an entirely different era, with entirely different resource considerations at play.
 
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Ask yourself what would be left if EU4 didn't have war. The answer is: basically nothing. If you removed war, EU4 would be a HORRIBLE game. None of the peace-time mechanics are remotely compelling as actual gameplay, they just serve as checkboxes/sliders/buttons/etc. to express your strategic choices to help prepare for future war.

Because of this, you can't have war to further some other objective. The reason you go to war is to get stronger so that you can win more wars. War is the fundamental gameplay, and your actions are ultimately in support of war.

In order for there to be some motivation to play tall, or avoid blobbing, or whatever, you have to have some actual compelling gameplay that isn't war. Then you could go to war in support of that other mode of gameplay. If trade management were an actual game, rather than just placing a merchant, you might want to go to war to further your position in the trade game. As it is, you might go to war to expand your trade, but it's ultimately so that your trade will enable you to win more wars in the future.

EU4 was designed from the ground up as a war game. It would take a huge overhaul to change that fact. I'm very doubtful we'll ever have real non-war gameplay or an engaging reason to pursue objectives other than war.
 
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I feel like there should be a bonus to Admin and Diplomatic monarch points during peace and a malus while at war. On the flipside, there should be a bonus to military points at war and penalty while at peace.

I think that's a good (and realistic) first step. It's strange that you can essentially be at constant war for 380 years without your nation collapsing.

One possibility would be to reduce a nation's Monarch Points when their Manpower is low. So at 75-100% manpower, your base MPS=3 (like the current default). At 50-75%, MPs=2. At 25-50%, MPs=1. And at 0-25% Manpower, base MPs=0. This would have the added benefit of making max manpower a positive thing, instead of the negative it currently is (since max manpower means you're wasting the monthly influx). And it's realistic, as a nation's development is dependent on its workforce (manpower).

The issue then would be how to improve peacetime gameplay. One big thing would be a large set of new events that only trigger when at peace, giving you the chance to interact with other nations in ways other than stabbing them in the face. Things like attempts to assassinate their rulers/heirs, or just throw political backing behind a pretender. Being allied to two rivals could give events that let you try to mediate relations between them and end the rivalry. A lot of interesting things have happened throughout history that did -not- directly involve war!

Another big area that could improve peacetime gameplay is trade. Trade should be tied to diplomacy. It makes no sense that you can just pull your goods through dozens of hostile nations to your doorstep. Making wealth through trade should require a combination of sword AND pen. Perhaps the goal of better peacetime gameplay could be the thing that finally gets us the trade overhaul the game has needed since day one. :)
 
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