Has it ever struck you that balancing according to this question also tends to make WC/hyperblobbing the only worthwhile thing to do from a challenge perspective?
Idea of ditching manual armies control was born out of frustration with mid-late game wars. When you have to move 3+ death stacks (even more stacks if you want carpet siege) and "wait for siege completion, click on next fort, rinse, repeat" while you know that you will win. At that times I wanted strategic warfare screen: draw some arrows, adjust priorities and just tell AI to go conquer me, say India.
Then sit and watch the destruction of enemies, marveling on your strategic genius![]()
Tick a box to put one of your armies under AI control and leave it to do its thing. Would make many of the mid to late game wars far less tedious.
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.
"Especially true"? Multiplayer and RotW are basically the only places where there is any temptation to seek additional sources of MIL power at all. In Euro SP, on the other hand, ADM/DIP penalties for being at war would be a massive disincentive to engage in wars with peer powers compared to roflstomping minors or opportunistically sniping a severely weakened major.This would just give more incentive to people to stay at war, leading to imbalance and more house rules to avoid exploits.
Especially true in multiplayer where everyone has to spam military ideas in order to stay alive.
The problem with punishing conquest, or making it less rewarding, is that there is pretty much nothing else to do in the game. Without adding anything else the only result is that people are going to be doing the same things more slowly and with less reward.
Hey guys, MEIOU and Taxes kinda solves a lot of these problems. Come join us, we're cool.![]()
There should be some type of penalty or cost to growing too big (and perhaps too fast).
Realistically having an empire of a few hundred provinces is difficult to control because of centrifugal forces (such as different cultures and religion the farther you are away from the capital and simply the further a province is away from the capital the more difficult it is for the central forces to control the outlying provinces).
The more provinces the higher the level of revolt and provinces breaking away.
It should be a hard struggle keeping a large country going with, constant maintenance required.
The outlying provinces would constantly be demanding more autonomy while the central capital forces struggle to keep the empire as one.
Corruption would be higher the farther away from the capital with less tax revenue flowing back to the federal government.
How so? Does it make peacetime gameplay enjoyable and engaging? Or does it just run conquest into the ground?
For that matter, does it even run smoothly? I remember both of the big conversion mods ran like ass when I tried them, and I don't exactly consider myself to have a 'low' end computer. Not high end, but not low.
This is just more of the same for what's been done so far : it is making conquest more of a grind without having any fun mechanics to balance it. At one point, people should come to terms with the fact that EU4 is and always will be a game about expansion and warfare, and to make that aspect of it more painful for bland and unengaging mechanics does not make it more fun, which is, you know, the only reason to play the game, having fun.
We do a lot to make peacetime be interesting and engaging, as well as many paths to developing your empire wide or tall with advantages and interesting tradeoffs for both. As to performance . . . that's something everyone needs to measure for themselves. Certainly we run slower than vanilla, but there's a lot less downtime and waiting, so slower isn't always a problem.
I just saw the thread and thought I'd drop in mention that we wrestle with exactly the same issues you're discussing in this thread, except that we can actually change things to resolve them. If that's enough to be interesting to some of you, come take a look, it's not like it costs money.
We do a lot to make peacetime be interesting and engaging, as well as many paths to developing your empire wide or tall with advantages and interesting tradeoffs for both. As to performance . . . that's something everyone needs to measure for themselves. Certainly we run slower than vanilla, but there's a lot less downtime and waiting, so slower isn't always a problem.
I just saw the thread and thought I'd drop in mention that we wrestle with exactly the same issues you're discussing in this thread, except that we can actually change things to resolve them. If that's enough to be interesting to some of you, come take a look, it's not like it costs money.
I'm not trying to make conquest more of a grind but make it more realistic and force the player to become more involved in the game so that every decision is important and every decision involves trade-offs. Every step should involve a decision or activity or event.
The purpose is to make the game more immersive.
We have an entire sub-forum for just that. Currently we don't have custom new world working, but custom nations are entirely enabled.