Contrary, Victoria was a mess. A lot of micromanagement made it frustrating. Playable but not fun.
Since when is frustration not fun
Contrary, Victoria was a mess. A lot of micromanagement made it frustrating. Playable but not fun.
There's the frustration of "this is a lousy interface" or "this is pointless makework", and the frustration of "my competitors keep thwarting my plans".Since when is frustration not fun? That's one of the strongest appeals of video games for me.
I think the upkeep idea is a very good one, and I'm surprised no one (including me) gave this idea. It only makes total sense. There is however an option that lack, if it's the case : what about a "destroy building" buttin? I still think money should be more focused on instead of magistrates, that I would simply scrap and instead I would represent adequatly the diversity of each country (by making semi-autonomous countries that won't go away in a minute), but if upkeep was here (as it is for missionaries and colonies) and if it was possible to destroy a building, I would like that.
Um, you can already destroy buildings.![]()
:glare: I guess I never found an utility of doing so because buildings once build cost nothing (except maybe RR for some of them). But how do we destroy them, if you can teach me that?
But how do we destroy them, if you can teach me that?
And I don't see any obvious way of extending that to lower-level buildings. It would be trivial to write some province decisions to remove buildings though if there was a reason to destroy them.I had a closer look at them - turns out it's it's only for level 5 and 6 buildings... so I guess it's tied to only being able to have one. But you'll see a red (x) next to the buildings line in the province overview when it's possible, same for manufactories btw. Never noticed actually until anubisfike told me.
Same. The game is still not complex enough. Trying to play in a realistic sense. As in not dominating the map by 1500 requires you to sit back and stare at the map for a long time. I'd kill for more things to do in peace time.To answer the topic of this thread, no, I don't.
-Pat
Same. The game is still not complex enough. Trying to play in a realistic sense. As in not dominating the map by 1500 requires you to sit back and stare at the map for a long time. I'd kill for more things to do in peace time.
Came up with the idea of upkeep of building while reading this thread, realized how great an improvement this would be if implemented after reading posts of others who also came up with the same idea through this thread~ Gonna start a suggestion thread~
I'll agree that one major benefit of "Magistrates" in the system, is that it acts as a control on blobbing. A large blob can NEVER be as efficient as smaller, fully built-up nations. I think there should be checks on large nations, and this sort of check is a good one. I wouldn't mind seeing it scale less a bit, so maybe 10 province nations get +.1 magistrate per turn, 20 province get +.2 per turn, just to help mitigate some of it. As a 500 province colonial Holland(My last game), I definately felt the "pinch" on magistrates. (Still, all had forts, most had trade buildings)
Other buildings than trade and production matter too. For example, suppose you have some sort of size restriction (say, it's multiplayer and people get nervous if you blob too much); someone with level 6 trade buildings may have a nearly limitless supply of money, but they'll be crushed by someone who built naval bases and conscription centres everywhere. Money is nice and all but eventually other resources become much, much more important.What do you mean by efficient and antibloobing? The magistrate system is not restrictive enough for players and if you are talking about AI, it's stupid and doesn't know how to use magistrates. I even use magistrates for building forts lvl 3 and 4. With constitutional monarchy you are skyrocketing (my max was 6.8 magistrates per year). So you are in 1650 (170 years till the end) and you will make 1156 magistrates by 1820. Let say you need 14 magistrates per province (2 forts, 6 trade, 4 tax like you didn't build any building by 1650). That means that you can fully provide required magistrates to 82 provinces!!! That is not antibloobing system. Or 82 provinces is not a bloob. Then add 250 years (1399-1650) and 1.5 magistrates per year in worst case and you have additional 26 provinces fully built. That's 108 fully efficient provinces.
Other buildings than trade and production matter too. For example, suppose you have some sort of size restriction (say, it's multiplayer and people get nervous if you blob too much); someone with level 6 trade buildings may have a nearly limitless supply of money, but they'll be crushed by someone who built naval bases and conscription centres everywhere. Money is nice and all but eventually other resources become much, much more important.
Well, all agent gains in EU3 are independent from country size, so you can´t fault Paradox from being consistent. Also, while larger empires have more manpower, it also requires a larger bureaucracy to run. Finally, as mgistrates IMO represents governmental influence, you could argue that a smaller nation´s central government has an easier time meddling in local affairs than a global empire.I agree with the OP. There is something bizarre about giving an OPM the same number of magistrates as a major power.