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

  • 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.

paulatreides0

Lt. General
95 Badges
Jul 7, 2014
1.210
2.656
  • Crusader Kings II: Jade Dragon
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Crusader Kings II
  • Sword of the Stars
  • Sword of the Stars II
  • Age of Wonders III
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Sengoku
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Majesty 2
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III: Their Finest Hour
  • March of the Eagles
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • King Arthur II
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Teleglitch: Die More Edition
  • Pillars of Eternity
  • Europa Universalis IV
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • War of the Roses
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
But are Vicky's internal politics really that richer to compensate for it? Vicky certainly feels more flavourful, but this may be just a loose impression.

To a degree, yes. But in truth no. Vicky is a much shorter game. So diminishing returns in terms of enjoyment and un factor affect you a lot less per playthrough. On average, a Vicky II game will only last a fraction of a EUIV game, because it covers a quarter the time span, even if there is more to do in that quarter of time.

As for the politics themselves? I'd hesitate to call the politics of Vicky interesting, really. If you have an election, you can't really control it much, especially as a larger nation. As a monarchy you can appoint whatever party you want. And even then different parties don't have an overly huge effect on how you play - the only place they really make a crucial difference is in industry and economics. I once played a warmonger game as the US, and went the majority of the game with an underfunded army and still managed to eat up all of Great Britain (the isles, that is), China, and France (coalitions formed, but they just died...fast under my massive, overpowered armies).

In Vic2 SP, if you form Großdeutschland in any remotely timely manner you are functionally invulnerable, partly because of the defective design where releasing a same-
culture-group OPM as your satellite when you're a culture union cancels five points of infamy.

Ahh, I did not know that. I don't really use satellite states, tbh :p

Although, to be fair, you don't even really need that. Greater Germany is already capable of taking on France and Russia by itself and winning. I once got involved in such a war and the only reason I was losing was that I was fighting a fully formed Italy, and France, and Japan, and Russia, and many other regional powers in a massive Great War (I owned the vast majority of Africa though). The UK was my only ally...and the bastards didn't send a single troop to help.

I'm pretty sure I still could have won though, if I'd mobilized my population and focused my troops on specific fronts instead of spreading them out - but by that point I was pretty much bored of the game anyways so I stopped.

But yeah, greater Germany OP, especially if you form it with all Czech/Hungarian lands at the earliest possible date that tech allows (which is what i did). :p

I did once go a greater Germanygame. Similar thing, except I took all of China too. Farmville was harder than that game.

And back to the population mechanic / population density ... This could be made to cater to this aspect, I believe.

Population mechanics would add comparatively little to the game for far too much of a hardware cost.

I would have to partially disagree on this one. Whilst indeed making AI smarter would help balance between player and AI it's not necessary. Paradox keep trying to keep EU4 as both a wargame and historical sim, and as such we have Ruler personalities for the AI. If you were to set all of them to always warlike, than wars between player and AI would bee far less one sided. Problem with this is historically nations didn't try to expand everywhere all the time, like players do in game, and making this change would lessen the history sim part of the game.

The rulers doesn't really have much to do with historicity as much as not everyone being aggressive. If the AI were just constantly aggressive that would be as bad or as silly as all AIs in Civ being equally and constantly aggressive.

P'dox has made it impossible to mod this for a long time with the combination of overextension and an AI that breaks if it cant core. But the state mechanic might mean that modders will finally have a backdoor to address this with. Just limit all nations to 0 states and all new cores will be "colo/nial cores"

I feel that's a bit too punishing though :p

Make development cost gold instead of monarch points

That's a terrible, terrible idea. That would so very disproporionately favor wide empires. It would also mean that you could never in a million years challenge Ming, England, or the Mughals as by 1600 they'd all their land being 99 development provinces. Any system that transfers cost from gold to MP just disproportionately tips the system in favor of large nations.

Maybe, I've never blobbed in this game though, it's hard (maybe i just dont know how to exploit the game's weaknesses?).

Just start up a game as the Ottomans or Ming and then start one up as...say...Brandenburgh. If development were based no cash, Ming would reach 10k development by the end of the game and poor Brandenburgh wouldn't survive the PLC mosnter for more than a couple decades.

I just think it's really unfortunate that they added something like development, but with such poor execution. It doesn't really work they way it should (just my opinion, i know). The fact that it costs monarch points makes it a "never ever ever do unless it has an incredible benefit and you're already ahead on tech and maxed out on monarch points" type thing... I feel like most players probably don't even develop because their monarch points are so precious to them.

That it costs monarch points isn't the problem, it's that it costs *too many* monarch points in almost all cases. Thus conquering land is comparatively a more efficient and effective way to expand.

If, however, there were a way of making it much cheaper, then expansion would be much less attractive, as why core when I can increase basetax? Or take unjustified land when I can increase production?

That being said, I think they should decouple costs in different categories, or at least reduce the increase across the board substantially so that increasing admin dev increases the next admin dev more than the next dip dev.

Developing lands shouldn't be able to make you fall behind in technology... If anything, shouldn't development be the thing that determines technology? Or at least influence it somehow?

Why not? Growing wide can hold you back in tech too. Coring can be extremely expensive and if you aren't careful it can easily drag you behind in admin. Hell, in my Ottoman games I usually just conquer back my cores ASAP and then spend the rest of the time waiting for Admin - Coring Cost idea, and Millets because it's just so much more efficient. I just go and make a few vassals in the mean time (usually start off with Iraq/Persia and try to get Crimea as well).

Development should just cost gold. Development should also somehow contribute the amount of monarch points you receive... Higher development would mean a larger bonus, low development would be smaller bonuses, maybe even a penalty if low enough?

No. Making development depend on gold would just skew the game even more towards large nations. Under that system, the Mughals, Ottomans, and Ming could each beat every country in the world combined without ever expanding past their De Jure lands because of the massive amounts of money they bring in.

Making development give you more MP on top of that would only skew things in Blobs' favors even more, as it gets rid of the only really limited resource that they actually have to worry about.
 
Last edited:
  • 3
Reactions:

GAGA Extrem

Per Ardua Ad Astra
External QA
121 Badges
Mar 19, 2004
11.469
5.041
  • Semper Fi
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Hearts of Iron III
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Hearts of Iron IV: No Step Back
  • Darkest Hour
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • A Game of Dwarves
  • Dungeonland
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
There are two great ways to promote "tall" or "non-blobby" gameplay - and both were part of EU3:

(1) Magistrates:
A limited resource that did not scale with empire size, but instead was depending on your tech level and type of goverment, modelling the transformation of a medieval nation into the modern centralized state. They were needed to max out building levels in provinces and to unlock powerful special edicts. In my opinion, they were one of the best ideas in all of EU3, making a tall approach viable without making expansion pointless.

(2) Scaling Tech and Stability Cost:
In EU3 you used gold to improve technology, stability or mint money for use. Obviously more provinces equaled more income. However, each province did also increase tech AND stability cost, so taking over a piss-poor region (e.g. conquering Norway as Netherlands) meant that your tech rate would suffer AND that it took significantly longer to regain stability (amplified by the fact that the stab cost increase by a province was significantly increased by wrong religion or culture).

This made expansion a trade-off: You gained more land, which meant you could mint more coins (= more gold for investment and upkeep) and gain more manpower, but your empire became less stable and (usually) a bit slower in terms of tech rate. I still remember a MP game where it tool me a decade to regain a single stab point with a significantly overexpanded (and thus underdeveloped) Spain. That feeling of being vulnerable despite owning all of middle and South America was amazing. Just like the feeling of slowly developing all the colonies and catching up the smaller nations, but now with the ability to raise 100k more soldiers if needed and a +100 ducate bigger income that you could use freely (when not recovering your stab).
 
  • 6
  • 1
Reactions:

Freudia

Field Marshal
43 Badges
May 24, 2014
4.873
3.363
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
There are two great ways to promote "tall" or "non-blobby" gameplay - and both were part of EU3:

(1) Magistrates:
A limited resource that did not scale with empire size, but instead was depending on your tech level and type of goverment, modelling the transformation of a medieval nation into the modern centralized state. They were needed to max out building levels in provinces and to unlock powerful special edicts. In my opinion, they were one of the best ideas in all of EU3, making a tall approach viable without making expansion pointless.

(2) Scaling Tech and Stability Cost:
In EU3 you used gold to improve technology, stability or mint money for use. Obviously more provinces equaled more income. However, each province did also increase tech AND stability cost, so taking over a piss-poor region (e.g. conquering Norway as Netherlands) meant that your tech rate would suffer AND that it took significantly longer to regain stability (amplified by the fact that the stab cost increase by a province was significantly increased by wrong religion or culture).

This made expansion a trade-off: You gained more land, which meant you could mint more coins (= more gold for investment and upkeep) and gain more manpower, but your empire became less stable and (usually) a bit slower in terms of tech rate. I still remember a MP game where it tool me a decade to regain a single stab point with a significantly overexpanded (and thus underdeveloped) Spain. That feeling of being vulnerable despite owning all of middle and South America was amazing. Just like the feeling of slowly developing all the colonies and catching up the smaller nations, but now with the ability to raise 100k more soldiers if needed and a +100 ducate bigger income that you could use freely (when not recovering your stab).

Neither of those make 'tall' or 'non-blobby' gameplay interesting. They just punish wide play. That just results in neither option being ideal.
 
  • 3
Reactions:

Incompetent

Euroweenie in Exile
56 Badges
Sep 22, 2003
8.813
7.343
  • Surviving Mars
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Horse Lords
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Nemesis
  • For The Glory
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
Not sure about that since it takes something off the trade-off between developement and other stuff such as tech/coring/etc.
However, if, then I would want to see, that you can decide upon hitting the develpment button to
  • either pay development in monarch points in full (as in the current system) OR
  • pay half of the current cost in monarch points and the other half in gold * the privious development of the province OR
  • pay half of the current cost in monarch points and the other half in manpower (in hundreds) * the new development of the province in the respective dev. category

Or just make it cost a mix of MP and money for everyone. This would put a stop to 1/1/1 OPMs magically becoming great cities just because they have nothing better to do.
 

Monphat

Captain
15 Badges
Aug 26, 2014
380
1.040
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
There are two reasons why everyone is blobbing:

1) There is nothing else to do;
2) There is no opponent smart enough to stop you.

First issue would require complete redesign of the game to be solved, and that simply won't happen.
Second issue may be solved by significant changes to the AI and that is probably not going to happen as well, although that would be an ideal solution. Developers may just handicap all of the AI nations by boosting their income and manpower (scaled by difficulty settings) to achieve comparable results, though.
 
  • 1
Reactions:

GAGA Extrem

Per Ardua Ad Astra
External QA
121 Badges
Mar 19, 2004
11.469
5.041
  • Semper Fi
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Hearts of Iron III
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Hearts of Iron IV: No Step Back
  • Darkest Hour
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • A Game of Dwarves
  • Dungeonland
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
Neither of those make 'tall' or 'non-blobby' gameplay interesting. They just punish wide play. That just results in neither option being ideal.
If done right they can add a lot of decision making for empire development. I still remember pondering how I should use my last few Tier V slots as Netherlands - for 10 straight minutes before I came to a conclusion.

The next step after a basic balancing of tall vs wide is obviously to add actual mechanics (like a faction or pop system) that adds internal simulation and management.

The natural disadvantage of wide empires as the fact that the government could not control every corner of the empire and that factions and interest groups meddled with politics everywhere. But in EU4 you are a god-like being controlling king and country. Which is actually a secondary deisgn problem: In CK2 you play a character, in HOI you can argue that you play something like the military branch of your country, but in EU you play... the country itself? If you think about it, that concept is quite awkward because it doesn't really allow you to model internal stuff without taking away the player's total power.
 

andersonm

Coastal Elite
103 Badges
Aug 14, 2009
792
771
  • 500k Club
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Europa Universalis IV
  • Hearts of Iron IV: Colonel
  • Imperator: Rome Deluxe Edition
  • Crusader Kings III
Neither of those make 'tall' or 'non-blobby' gameplay interesting. They just punish wide play. That just results in neither option being ideal.

That's kind of a strange argument since the consensus right now is almost universally is that wide play in EU4 is massively more powerful... so you call it punishing wide play others might call it not making wide play strictly better. Right now there is essentially no downside to having a large but poorly developed Empire, in fact development is much cheaper when you can spread it around to more provinces. I believe that the concept of "average development" (total development/# of provinces) should play some role in either making tech cheaper like in EU3 or perhaps providing efficiency bonuses.
 
  • 1
  • 1
Reactions:

Freudia

Field Marshal
43 Badges
May 24, 2014
4.873
3.363
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
That's kind of a strange argument since the consensus right now is almost universally is that wide play in EU4 is massively more powerful... so you call it punishing wide play others might call it not making wide play strictly better. Right now there is essentially no downside to having a large but poorly developed Empire, in fact development is much cheaper when you can spread it around to more provinces. I believe that the concept of "average development" (total development/# of provinces) should play some role in either making tech cheaper like in EU3 or perhaps providing efficiency bonuses.

How is it a strange argument? Development could cost almost nothing compared to expansion and it'd still make playing tall boring as hell. I can get behind making tall playing better if it comes alongside making it interesting, but the game isn't designed for that. The meat and potatoes of the game is in invading other people and taking their land, not sitting on your hands and clicking a button occasionally. A game where the winning move is to sit on your hands and do nothing outside of click a button occasionally is a bad game, as it only tests your patience, nothing else.

The person I had quoted had suggested two things from EU3, neither of which improve the whole 'playing tall is a test of patience and not of strategy' thing. Naturally I'm going to be against that when I feel the biggest problem with tall gameplay is that it's boring as hell.
 
  • 4
Reactions:

GAGA Extrem

Per Ardua Ad Astra
External QA
121 Badges
Mar 19, 2004
11.469
5.041
  • Semper Fi
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Hearts of Iron III
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Hearts of Iron IV: No Step Back
  • Darkest Hour
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • A Game of Dwarves
  • Dungeonland
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
For the record: The fact that EU4 has so much less empire management and long-term decision making compared to EU3 (alas, poor sliders!) is the main reason why I can't even bring myself to play the game anymore. Thank you, but no thank you - I think I'd rather play Vicky 2. :/

Either way, there is a big difference between balancing tall vs wide and making tall vs wide a fun game mechanic. The latter is not possible with the current state of EU4. As I stated above, you'd need complete new mechanics to make that happen. And you can't really make these up "on the fly".
 
  • 1
Reactions:

Freudia

Field Marshal
43 Badges
May 24, 2014
4.873
3.363
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
For the record: The fact that EU4 has so much less empire management and long-term decision making compared to EU3 (alas, poor sliders!) is the main reason why I can't even bring myself to play the game anymore. Thank you, but no thank you - I think I'd rather play Vicky 2. :/

Either way, there is a big difference between balancing tall vs wide and making tall vs wide a fun game mechanic. The latter is not possible with the current state of EU4. As I stated above, you'd need complete new mechanics to make that happen. And you can't really make these up "on the fly".

I feel that's the better problem to fix, though. In a game where hypothetically tall vs wide is balanced, but tall is boring and wide is engaging, players are still going to go wide. There's no incentive to go tall if tall is boring. I feel that should be where developer time is spent when tackling this problem, not just putting bandaid after bandaid on the game trying to hamstring expansion players while not addressing the fact that there's no game if the player isn't expanding.
 

SubTachyon

Recruit
28 Badges
Jun 6, 2012
5
55
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Magicka
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Darkest Hour
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Third Rome
I'd like to reiterate what I and many others have said: There is a difference between making going tall viable and making it fun.
Making it viable is easy -> just fudge the development mechanic a bit & make expansion related penalties worse. But that doesn't make for a compelling game play, does it? You are just going to be sitting at speed 5 the whole game.

This may indeed go deeper than I've anticipated. For a compelling tall nation you need significant revamp both in terms of internal politics and in terms of war. War needs to be able to secure you advancement in more ways than just territory. Trade power transfer, forced religion, dynastic shenanigans are all good ideas, they're just not good enough in their current state. Internal politics give you something to do in peace time that can be complex enough to not let you speed 5 all the time (think CKII) and it can also be a source of internal armed conflict (i.e. war, the fun part of eu4!). The larger your empire the more tricky internal challenges you face thus also combating blobbing in a non-arbitrary way.

Alas I don't know how dedicated Paradox is to perfecting eu4. We might have to wait for eu5, but it's fun theorising how that could look like given the lessons of eu4! :)
 
  • 1
Reactions:

Vinipac

Map-Staring Expert
44 Badges
Dec 27, 2013
96
297
  • Crusader Kings II: Legacy of Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Prison Architect
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
I think a better tech system would greatly help those issues. That being said, I dislike tech penalties by expansion. IMO techs should be gained by tech points (still separated in 3) and should work more like a tech tree-ish rather than linear. You could spend money or MP to boost research for a short time, though.
 
  • 2
Reactions:

grommile

Field Marshal
66 Badges
Jun 4, 2011
22.451
38.867
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Shadowrun Returns
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • March of the Eagles
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Prison Architect
For the record: The fact that EU4 has so much less empire management and long-term decision making compared to EU3 (alas, poor sliders!)
Unless you were playing a mod, both the Policy and Monthly Budget sliders were dull as deionized water.
 
  • 4
Reactions:

Thrownman

Corporal
72 Badges
Oct 26, 2013
29
84
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings III
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Imperator: Rome - Magna Graecia
  • Hearts of Iron IV: La Resistance
  • Stellaris: Distant Stars
  • Stellaris: Lithoids
  • Cities: Skylines - Parklife Pre-Order
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Victoria 2
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
I feel like map painting is the only way to get any sense of achievement to get of this game. If I'm not working toward getting bigger, then what am I doing? Everything is built upon expansion, be it estates, development or trade. This game is suppose to be sandbox, but in reality its very one dimensional. Get big so you can get bigger(not inherently wrong). What IS inherently wrong is that once your big, there really no point in playing anymore since the challenge is usually gone after the first 100-150 years. I've never finished a game all the way to 18-whatever year this game ends. There's got to be made some sort of incentive to either stay small or create a challenge for large empires that isn't waiting for truce timers to cool off and coalitions to go away.
 

sr999

Colonel
78 Badges
Nov 15, 2009
1.005
408
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Warlock 2: The Exiled
  • Sword of the Stars II
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Pillars of Eternity
  • Darkest Hour
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Rule Britannia
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
So I was wondering what people's ideas were for adding in more options for 'going tall'?
How about putting Monarch Points into peace negotiations? Say a demand for transfer of 2 monarch points (any kind or multiple kinds) for each point of warscore sunk into it?

It might be rationalized as a variety of things. For example, "permit your religiously oppressed artisans to emigrate to my country to increase its development/culture". Or the cultural as well as financial looting Venice did to New Rome in 1204. Etc. Very colonialist!

The effect would be you could act like a vampire on your neighbors, weakening them and growing stronger yourself, without actually expanding territory. Like a less OP version of razing but without having to take the territory.
 
  • 3
  • 1
Reactions:

GAGA Extrem

Per Ardua Ad Astra
External QA
121 Badges
Mar 19, 2004
11.469
5.041
  • Semper Fi
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Hearts of Iron III
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Hearts of Iron IV: No Step Back
  • Darkest Hour
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • A Game of Dwarves
  • Dungeonland
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
Well, considering that the game became a lot more "arcady" when jumping from EU3 to EU4, it seems quite unlikely to me that the problem will be fixed any time soon.
I mean, heck, the basic combat mechanic was carried over from Vicky 2 - and EU is a WARGAME. Even CK2 has a better feel to the combat system than that... :/
 

raikaria

Field Marshal
42 Badges
Dec 20, 2014
2.748
1.319
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
However, when you are at peace — you stay at speed 4-5 most of your time

I can think of many situations at peace when you don't want to be staying at speed 4~5. The most common of those is you are watching your neighbours or rivals who are already in a war and seeing if it's time to strike or not.

Maybe it's just me when playing minors, but if I'm a minor and at peace and ready for war I'll go speed 3 usually and watch my neighbors; as well as any majors fighting each other nearby. You need to know the balance of power and when you can strike.

Timing is key for war declarations, especially on a minor.
 
  • 1
Reactions:

GAGA Extrem

Per Ardua Ad Astra
External QA
121 Badges
Mar 19, 2004
11.469
5.041
  • Semper Fi
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Hearts of Iron III
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Hearts of Iron IV: No Step Back
  • Darkest Hour
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • A Game of Dwarves
  • Dungeonland
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
Unless you were playing a mod, both the Policy and Monthly Budget sliders were dull as deionized water.
Well, obviously I was playing my Balance Improvement mod. Where sliders (yes even centralized) were actually a choice.
 
  • 1
Reactions:

Hexapuma

Recruit
40 Badges
Apr 16, 2012
4
2
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III Collection
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Necroids
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Cossacks
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
[...]
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.

Not much of an advanced player here, and new to the forums, but I thought I'd weigh in.

The dev diary on the revamp to espionage fired up my imagination. I want to see how it plays out in actual gameplay, but if the reception's at least reasonably positive I think it could be expanded into a lot of different areas of gameplay. Basically, it has me envisioning CK2's five agents and the missions they can be sent on, both internally and externally - that was a system of administration I really enjoyed, even if I was abysmal at every other aspect of that game. Long story short, I'd like to see at least the Magistrate/Administrator/Governor agents reintroduced, but instead of just spending them like resources they get their own missions that cause effects on the country or region level (especially important with the upcoming State system).

Deploy them within your own country to stabilize high-revolt areas, make development cheaper, buy bonuses for yourself or your provinces, and things like that. Deploy them in other countries to destabilize enemies, bolster allies, or diplomatically work over countries that you aren't so invested in yet. I think that "Network Power" function has a lot of potential for all of these things, and with the introduction of opportunity cost and physical models like YuriiH was talking about it can make the peacetime game at least feel a lot more interactive.

Furthermore, making it clear that they come with random bonus events (and failure events) like their CK2 parallels can add another level of strategic thinking, similar to the argument that Religious ideas are great for all of the free +stab events or that certain Merchant Republic and Celestial Empire factions are best in certain circumstances for their events as well as their actual effects.

Here are a few examples of the types of networks and events that could be added - note these are all pretty much brainstorms at this point, without much thought put into balance or how they conflict with Estates except where it's way too obvious even to me.


Diplomat: Foreign Country: Diplomacy
Passively boosts relations over time and speeds up negative modifier decay as long as the diplomat is present. Strengthens Spy Network at, say, 10% the rate of Diplomatic Network, letting you occasionally use Spy's powers too. Can cash in Diplomatic Network strength and money or monarch points for an immediate relations boost, an alliance, trust and favors (if already allied), trade, loan and subsidy treaties, and maybe even some other potential features like defense pacts, tech sharing, and mercenary recruitment. It also could allow you to buy or demand a claimed or cored province with or without the Threaten War option.

Diplomat: Foreign Country: Spy

As advertised in the dev diary, maybe expanded in the range of effects you can demand based on how it works out in practice - but it also strengthens the Diplomatic Network power at a small rate, and comes with a different set of events that may or may not be what you want to have happen.

Diplomat: Subject Country
Again, passively boosts relation and strengthens spy network (since allied, this boosts the Spy Defense of the friendly country). Can exchange network strength and money or points as applicable for relations, liberty desire reduction, or diploannexation progress. Diploannexation might even be adjusted to a stepwise thing - pay 100% network strength plus appropriate diplo power to annex all adjacent provinces - though I think just pumping monarch points into periodic progress towards the target is simpler and easier to handle.

Missionary: Own Country: Capital
Builds Religious Network strength and provides a small passive prestige or prestige decay bonus while the missionary is active. Full network strength boosts TTF, and can be exchanged for the standard religious bonuses - stability, missionary strength (more on that in a few lines), tolerance of other faiths, immediate prestige, and maybe even a discount to building costs or free temples and cathedrals. I'd also consider Monastery or Religious School province buffs (your choice of tiny tech or idea cost reduction, province goods produced, fort defence, extra tax, something like that, at the expense of money, upkeep, autonomy, and/or monarch points) but I think those would overlap too much with Estates.

Missionary: Own Country: Wrong-Religion Province

Builds Missionary Network strength and Administrator Network strength at 10% the rate in the province and all adjacent provinces (network is basically tied to the active missionary rather than the location), or alternately to a selection of provinces near it Army Template style, or to some preset region/state/area/other geographical factor (network tied to the location after all). This is where Missionary Strength still matters - it accelerates the rate at which this sort of network gains power. 100% network strength can be exchanged to insta-convert a province of your choice, while there is a moderate chance to convert other provinces by event. There should also be other things to spend the power on, keeping the provinces wrong-religion longer in exchange for temporary bonuses to not just productivity but maybe tech or tolerance (as in, not the same things Estates would give you in the same provinces).

Missionary: Foreign Country

Builds Missionary Network and Spy Network strength in the target country, network can be spent to convert random individual provinces, to encourage (but not force) an AI monarch to convert (maybe a relations boost, cash deposit, or other diplomatic offer to encourage human players to consider it too), or - more positively - to build missions and provide fairly direct support to a friend (or buffer zone between you and a rival, or a potential vassal...). These can give them tech discounts, manpower (or maybe Condottieri, if my hunch about that little tease is right), development cost reduction, and/or fort defense, at the cost of being able to convert those provinces more easily in the future and building Missionary Network in that country more quickly too, or even exchanging network strength and diplo power for a free claim. Events can boost or cripple diplomacy with the targeted country even if you're trying to be nice to them, so use this network with caution!

Administrator: Own Country: Province

Boosts Administrative Network and Religious Network (the capital-specific one). Like with "active" missionaries, this network would either affect every province adjacent to the target, selected nearby provinces, or some geographic area - I'd prefer the smaller focus, but it may not be possible or practical to balance. The passive effect is reduced development cost scaling with network strength (say, Strength/3% discount, capping at 33% off at a full-strength network). Can be spent to buy development for money and network strength instead of MP, or to provide varying durations of trade power, tax or production efficiency, goods produced, or massive dev cost discounts in single provinces. Larger projects providing less straightforward province bonuses that last much longer - for instance, a replacement for the old Road Network building, boosting move speed through the provinces - would also be possible. Events can provide similar bonuses in affected provinces, or cause revolts and income or autonomy penalties, maybe even loss of stability from corruption and haphazard enforcement.

Administrator: Allied Country
Counts vassals and other client states - essentially, this builds a network around their capital that can be cashed in to give a friend similar boosts to development and economy, or even to build them a building if you've got the cash and high network power to spare. Events happen to them instead of to you, though, and negative events come with a relations penalty or a corresponding event that gives you a diplo-rep hit, so it can backfire.

Administrator: Hostile Country
Builds Spy Network strength, of all things, with a different set of events mostly related to tech theft and occasional little bits of sabotage - temporary reductions to goods produced, strengthened Siege Ability against the target specifically (if possible) or reduced Fort Defense in an unlucky province otherwise, a few ducats of bribes and gifts sent home to your treasury every so often, and similar small but potentially vital acts of sabotage.


I'm not certain how I'd want to change Colonists or Merchants, or if they even need to be changed to go with this system, but I think I would appreciate a trade game that involved a bit more dynamism in building and maintaining your foreign contacts and trade routes rather than placing fire-and-forget merchants until the flow of profit shifts dramatically enough to warrant a change.

Honestly, as the El Dorado exploration expansions have shown, even having some extra random events for flavor can go a long way towards breaking up the flow of peacetime gameplay; if I had the ability to pick what sort of events I wanted to deal with in other fields and stack modifiers to make them happen more often, I think peace would be a lot more interesting.

Note that this doesn't address the viability of tall or wide gameplay, and it's not really meant to. There are lots of other suggestions for constraints or bonuses to play around with that, this is much more an attempt to take a (soon-to-be) existing system and generalize it into something fun. If it turns out that the Spy Networks are a painful slog to deal with on the giving or receiving end...well, some of these might still be viable parallels anyway, but I really will need to see how it turns out in live gameplay before I can really advocate this idea. For now, it's just an idea for something more to do beyond pressing buttons for profit when not at war.
 
  • 2
Reactions: