Europa Universalis IV dev diary 2 –The purge & all cards on the table

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flame7926

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This DD is a huge disappointment for me. Getting rid of magistrates, spies is bad enough but removing the Damiyo system means that EU4 will become even more Europe-focused than EU3 was before. It is really a shame that they decided to do so...
And I can't stop thinking about MMtG. I'm sure you had enough of that already, but seeing where EU4 is going so far, it just makes the pain worse and worse.

Removing features that don't work well is an important thing in game development. The opposite of that would be the feature bloat of some other games, unwilling to remove or cancel any features. Getting rid of two tiresome things who's effects will be replaced doesn't seem bad, and if they do something in place of that broken Daimyo system, it will be good.
 

NapoleonI

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Most of the things mentioned can simply go and some do not even need to get replaced with something else. But removing Domestic policies? Seriously? It is one of the best features in EU. You better replace it with something good, or you will really hurt the game!
 

AtreyuAtreides

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Cuts cuts cuts, are you Johan or David Cameron?

Eu4 - The tory government :mad::laugh:

I can't believe no one else laughed at this, it made my morning.

On topic however, it's nice to see you guys at Paradox opening up to us and letting us take a look at what you're going to cut. It's also nice to see some innovative thinking and not another clone sequel. In regards to the map, the graphic designer has done some excellent work with the color hues as it is extremely pleasing to behold.

Thank you guys, i'm looking forward to another great game (including East vs. West and March of Eagles haha).
 

Evie HJ

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Some events are just that - one little flavor event with not too much influence on gameplay. But the War of the Roses is more than that.

Oh, definitely. I completely agree that there should be simple flavor events. But yeah, my point was that I felt there should be more significant events too. Glad to hear that's the case, though I never really doubted it.
 

k_merse

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Removing features that don't work well is an important thing in game development. The opposite of that would be the feature bloat of some other games, unwilling to remove or cancel any features. Getting rid of two tiresome things who's effects will be replaced doesn't seem bad, and if they do something in place of that broken Daimyo system, it will be good.
Well, I loved both the damiyo and the spying system in the stock game. And the Magistrates were one of the best features in the hands of the modders. They were a group of envoys who could have been cleverly used for many aspects of the game, making them more or less an important factor and so through them influence your whole gaming style (by making them essential for reforms for example and so you're forced to make steps to gain more of them monthly etc.)
 

wolfing

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I didn't like the Japan (Shogunate sytem) and Chinese (whatever it's called system) because they felt like 'add-ons' and didn't seem natural to me. I'm not against 'add-on' systems like those, but imho they should be more generic, and depend on country characteristics rather than country names.

As for the sliders, I'm not against sliders, but to me they should represent options where you'd want to push one way or the other depending on what you want for your country, so both ends would be viable for different purposes, but some of the sliders in EU3 (like centralism) were not like that at all, they were almost 99% of the times better one way so in all games you'd most probably set it the same way. If it's replaced for something more organic, and which involves more real 'strategic' decision making from the player, I'm all for removing them.
 

flame7926

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Well, I loved both the damiyo and the spying system in the stock game. And the Magistrates were one of the best features in the hands of the modders. They were a group of envoys who could have been cleverly used for many aspects of the game, making them more or less an important factor and so through them influence your whole gaming style (by making them essential for reforms for example and so you're forced to make steps to gain more of them monthly etc.)

I feel the general consensus was that the Daimyo system didn't work very well, but I certainly hope they have something to replace it. The spy system seemed too arbitrary, and the magistrate system seems like it will be melded into the administrative points collected from the monarch.
 
Apr 17, 2011
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Domestic policies

I, too, at first, when I got my hands on EU3, thought that sliders were totally awesome.
And I, too, after having played it many times, realized that they were far too linear - each running linearly from -5 to +5, with one side clearly being better than the other - so once the player determined what role his empire would have (small trader, probably naval empire, or a land blob) all sliders would have a clear destination, and after that the player would simply start moving them in that direction.


I don't know how many of you have played Civ4, with or without expansions (or mods). But it had a system which was far better - 5 groups of policies with 5 entries each. While usually 3 of each category were clearly better than the other two, some combinations of these policies had a strong positive synergy, while many combinations had the opposite - a very weak, or even negative synergy. Thus about 3^5=243 policy combinations existed for the sane player, but of that only some 25 had a point (and c.a. 10 were actually useful for any one game, as the others emphasized features which weren't key to the particular playthrough).


So I really hope Paradox replaces the sliders with a set of laws, however laws that shouldn't be linear in their effects (as the laws of HoI3 and, to a large extent, Vicky2 are). But have a society policy (a single set of laws, basically one slider) allowing a choice between a society based on slavery/serfdom, a caste system, and a mobile meritocratic one. And the means of having such a society - creating it by raw power, bureaucratic entrenchment or religious system - should be handled in a different set. Obviously some pairings would work well, and be productive (in a way) and relatively stable, and others would lead to constant strife and unrest.
 

AlHasanAlbaghdadi

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I can't believe no one else laughed at this, it made my morning.

Maybe its becuse we dont get it... or at least thats the case for me

I don't see the horde mechanics here...

The horde mechanic is great, the only real problem I see with it is that it weakens eastern europeans which with the tech penalties and poor-big provinces they have makes them easy preys for Bohemia and such... should be fixable with more realisticness
 

KonradRichtmark

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I was also hugely surprised to read that sliders are gone (heck, I just made an argument in another thread that such abstract top-down representations about the state of a society are what defines the EU series). However, I will reserve judgment until I hear what else they have in mind to replace it, and I'm very eager and curious to hear what exactly it is.
 

vasziljevics

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sliders were good at that time, yes - but (as I see them) they had a huge drawback: the only good position for them is either -5 or +5 (well, maybe except the Land/Naval one. but then again, only that one. and only maybe.) there was no sense in being balanced while it was crucial for rulers at that time. this way the game favored extreme policy settings too much.

I understand people who say they would miss such a system gone but I'm entirely sure that Paradox has something better to replace it with. tbh I cannot imagine anything that would be worse...
:)
 

DrLulz

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sliders were good at that time, yes - but (as I see them) they had a huge drawback: the only good position for them is either -5 or +5 (well, maybe except the Land/Naval one. but then again, only that one. and only maybe.) there was no sense in being balanced while it was crucial for rulers at that time. this way the game favored extreme policy settings too much.

I understand people who say they would miss such a system gone but I'm entirely sure that Paradox has something better to replace it with. tbh I cannot imagine anything that would be worse...
:)

This is a good point - about the only good slider positions being the extreme ones, which admittedly was a defect in the system. On the other hand I thoroughly disagree that it is hard to imagine other systems being worse, the "laws" system of CK2 and "policies system" of Vicky2 is definetly worse.
But on a closing note I also think we have every reason for trusting Paradox to find a proper replacement.
 

Merrick Chance'

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Make the slider's negative aspects more intense et voila. My biggest issue was that centralization was always unquestionably better than decentralization in all cases, but the fact that some sliders are unquestionably better for certain types of countries isn't an issue to me, especially if it is replaced by a system where some laws are better for all types of countries
 
Last edited:
Apr 17, 2011
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I think the policies system of V2 failed mostly because it was too similar to the sliders - linear, thus the only 'proper' vales were either the highest or the lowest, with one clearly being favoured over the other in most of the games (the more modern).
Thus despite having many sliders, since each had only two possible really good values, the possible numbers of results was relatively low. And even then synergies are taken into account, leaving about 3-4 proper slider setups, or roles for the state.

So the system to replace them should have one defining characteristic - nonlinearity. Each policy set should have 3-6 possible values, but those should be scattered in multiple directions.
For example:
if the choices are:
  • +5 A
  • +2A +3B
  • +5B
  • -2A +7B
then it is strictly linear, thus there are only 2 real choices: if you value A over B, then the first; if you value B over A, then the last. (This is the slider system, and this is why it failed.)

If the choices are
  • +5A
  • +4A +2B
  • +3A +3B
  • +A +4B
  • -2A +6B
then it is still a linear setup, but the intermediate ones are now valid strategical choices. That is, if A>>B or B>>A, then still the extremities are the best choice; however, in the case A~B they are definitely the worst, with the middle ground being preferable. This means the system has more real choices, and thus is much better.

However, if a system gives the options of
  • +2A +3B
  • +7A -2C
  • +4A +3C -2B
then, due to the introduction of C into the choices (a 3rd dimension), even only 3 options give more strategic depth to the choice than there is with either of the above two.

And if there were to be policies with 4-6 options for each, and each particular choice affecting 2-5 values, then the depth or making a choice between them would be much greater than it is currently.
 

Closet Skeleton

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Sliders sucked. I'd rather they just gave us more national ideas.

Centralisation/Decentralisation the most obviously terrible. It implied that centralised states were automatically better than decentralised states and there really wasn't enough of a penalty for going beyond your government type's cap for it.

Aristocracy vs Plutocracy wasn't so annoying in concept, but kind of stupid since Aristocracy mostly just made stuff cheaper while Plutocracy gave you more money. Cavalry also sucked if you had western tech so you were generally better off with Plutocracy even if some countries kind of favoured aristocracy and the leader bonuses were nice.

Serfdom vs Freesubjects was almost as bad as centralisation, except it pretended it wasn't so one sided by giving serfdom cheaper galleys. Galleys were useless anyway unless you only fought in the Mediterranean and had enough coastal provinces to make 500 odd of them. But the real problem was the freesubjects actually have you better tech bonuses than innovative did so you would really never take serfdom, even if you really needed reduced stability costs it was better to just reach higher tech levels easier and more national ideas and government buildings so you could reduce stability costs way more than serfdom did.

Innovative/Narrowminded was actually sort of okay. The fact that you could make up for the tech penalties with freesubjects, the boost to colonies and just how hard it was to get missionaries otherwise actually made narrowminded kind of viable. But I still always went with innovative because at its heart this is another slider that basically says "do you want to be an idiot?"

Mercantalism/Free Trade was the worst one, though less obviously so than Centralisation. For most countries it literally meant 'wait 50 years before you can even thing about getting any trade income. You could get rich of mercantalism, such conquering every COT out there, but you were better off doing things the easy way.

Offensive/Defensive was actually not so bad. At first I just always picked offensive, but I think defensive is actually the better one. It isn't even really defensive, since it makes you better at siege in general and siege is such an important part of the offensive in this game.

Land vs Naval was kind of cool. But at the same time by not sucking as much as some of the sliders it showed how terribly the system was designed in general. But it was really probably another no brainer towards naval in the end, since unless you were Russia, you couldn't be a global power without a navy and EU3 is a game about becoming global. Naval also gave you more money so that made up for the more expensive land troops while land didn't even make every land unit type cheaper, artillery being covered by defensive instead and all.

Quality/Quantity wasn't offensive like free subjects or free trade but it wasn't really that interesting either. It was also kind of counter intuitive since small countries needed quantity more in order to make up for their weaknesses while large countries with low tech probably needed quality more to make up for their weaknesses. There was also a disconnect with all those events forcing you to go quality which made it seem almost like a centralisation no brainer style decision even when it wasn't.

I never tried doing a world conquest, so maybe the slider choices do change if you're doing that, but I find world conquests boring so the fact that they make sliders a harder choice just makes sliders more boring to me.

On the other hand I thoroughly disagree that it is hard to imagine other systems being worse, the "laws" system of CK2 is definetly worse.

How so? Crown Authority and Centralisation are basically the same. All the other sliders from EU3 would basically be meaningless in CK2, a game that has no naval combat or trade, little innovation and the going away from serfdom and aristracy would be shooting yourself in the foot but is at the same time better represented by your ability to create lord mayors and doges in your kingdom.
 
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