Hello.
Europa Universalis IV is, on her own, a great game; it relies on historical authenticity to create both equally engaging mechanics and content. While the Emperor DLC had a fair share of new mechanics and reworks of some older ones, it appears development of the game is focused pretty much on content right now, which is pretty obvious due to game's age. While this is not a problem by itself, as mission trees, for example, can handle nations' historical directions pretty well, I have noticed several issues with the game's mechanics that make its world much different from the real one's to a huge extent - and as in-game time progresses, the effects of those issues are worse and worse. It is most visible when playing the endgame, and converting the save to Victoria II using the community converter highlights them extraordinarily. One could argue that this is just a game, and its world should be different from the real one, to which I agree - but the nature of the issues I am about to talk some more is different, which will be proven by the following, I hope.
I would like to identify and list the "spiral" problems as well as solutions to them, in hope that the developers would be aware of them, try to solve them and that the game's development cycle is not too late. This thread's purpose is to share those problems and solutions, as well as wait for ones omitted by me and found by others.
Europa Universalis IV's spiral problems, from most important to least important
Europa Universalis IV is, on her own, a great game; it relies on historical authenticity to create both equally engaging mechanics and content. While the Emperor DLC had a fair share of new mechanics and reworks of some older ones, it appears development of the game is focused pretty much on content right now, which is pretty obvious due to game's age. While this is not a problem by itself, as mission trees, for example, can handle nations' historical directions pretty well, I have noticed several issues with the game's mechanics that make its world much different from the real one's to a huge extent - and as in-game time progresses, the effects of those issues are worse and worse. It is most visible when playing the endgame, and converting the save to Victoria II using the community converter highlights them extraordinarily. One could argue that this is just a game, and its world should be different from the real one, to which I agree - but the nature of the issues I am about to talk some more is different, which will be proven by the following, I hope.
I would like to identify and list the "spiral" problems as well as solutions to them, in hope that the developers would be aware of them, try to solve them and that the game's development cycle is not too late. This thread's purpose is to share those problems and solutions, as well as wait for ones omitted by me and found by others.
Europa Universalis IV's spiral problems, from most important to least important
- The game's colonization balance is terribly outdated. The bonuses over time are huge, and colonization speed is way too fast from the beginning of the midgame. Provinces' count in the New World was increased along with new ones in the old wasteland regions, but that did not result in more difficult choices over where to colonize - it simply meant the New World will now be colonized in its entirety. The income from the colonial nations was nerfed some time ago - but wasn't it done because of how rich colonizers could become, because of how fast they could have huge colonial empires? Then comes the problem of colonial nations' stability; I have observed in my gameplay that colonies of unstable states like Ming's would soon gain independence, while independence of colonies of Great Britain, Spain or Portugal stay loyal until the end of the game. Proposed solution: decrease colonization speed tremendously and increase the value of tariffs to balance it out (or maybe so they have any point of existing again). Make colonial independence movements threatening no matter how stable the empire is, but only under certain well-chosen circumstances.
- The technological disparity between European nations and the others is non-existent by the lategame. Some arguments are, that institutions are too easy to be embraced, that in lategame the monarch points are plentiful, and that it should be like this - otherwise the game is not fun. From the authenticity perspective the thing is most definitely a problem, but how to solve it is another matter. Proposed solution: Difficult to know. From my experience it is the institutions that matter in this case - the fact that pretty much everyone gets Global Trade and Manufactories evens out technologies all over the world in the XVII century. I would argue that hard-locking those two institutions to only appear as well as grow from 0 (which would mean they could spread by land and sea tiles as usual!) by provincial development, or better yet - to province production development - would ensure they stay in Europe a little longer.
I think the Emperor DLC broke China, which was working in good order since the Manchu update. Some of the Mandate modifiers, well described and anticipated in that update, are now gone if I'm not mistaken. I have yet too see Qing appearing since the Emperor premiere. I give no solution to this one, as I can't be sure - but the problem is worth the attention.As described in a reply, this is a visual bug.
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