It was also the case in EU4 until it was simplified in one patch.Anybody remember that each province in EU3 was (for example):
36% plains, 20% forest, 14% farmland, 12% hills, 9% marshland, 9% mountains
... and you never knew exactly where the battle was going to take place. Generally (it seemed) the defender would get favorable terrain, but not always.
And the terrain map was made (graphically depicted) accordingly. In EU4, every province is practically 100% forest, or 100% plains, whatever. It doesn't look as good/realistic, it's less sophisticated, and less fun I guess. But yeah, somebody spent a lot of time deciding what all those %'s should be. It's as if they 1) made the map as realistic as possible, 2) cut it up and made provinces, then 3) looked at each province, and identified it's specific topography.
Of course, I could sit here and reminisce all day about EU3, but hey. Thanks for bringing it up.
I sure remember that from EU4 as well, and the whinging on the forums about the randomness of terrain modifiers on combat. Not strategic they said, bad game design they continued.Anybody remember that each province in EU3 was (for example):
36% plains, 20% forest, 14% farmland, 12% hills, 9% marshland, 9% mountains
... and you never knew exactly where the battle was going to take place. Generally (it seemed) the defender would get favorable terrain, but not always.
And the terrain map was made (graphically depicted) accordingly. In EU4, every province is practically 100% forest, or 100% plains, whatever. It doesn't look as good/realistic, it's less sophisticated, and less fun I guess. But yeah, somebody spent a lot of time deciding what all those %'s should be. It's as if they 1) made the map as realistic as possible, 2) cut it up and made provinces, then 3) looked at each province, and identified it's specific topography.
Of course, I could sit here and reminisce all day about EU3, but hey. Thanks for bringing it up.
If tripling the provice development instantly breaks your immersion you should just refrain from doing it.![]()
There are already several events for increasing/decreasing development. I don't know how much anything but chance affects them, though.My biggest complaint about the current system is that dev only increases if you manually do it, which is uninteresting, rather then increasing through good governance and prosperity (and conversely decreasing in very bad scenarios).
You conveniently forgot to mention how negligible was the impact of population growth on the game.And for the population level, growth had an impact (over time) on production income & taxes. And the rate of POP growth was effected by things that made sense.
It is so unbelievably negligible that I have never once noticed it in over 1400 hours of play (not sure how much of that was after they introduced development, but you get the idea).There are already several events for increasing/decreasing development. I don't know how much anything but chance affects them, though.
@Topic: I didn't play much EU III (20h or something like that) but I somewaht liked the population there. I didn't really figure out how to influence them but I realized that I can influence them and that this has some effect on taxes and stuff. I liked the idea.
/edit: But I wouldn't go as far as saying that I "miss" them...