Fabricate Claim unlocked by technology in 1.17

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TheDarkMaster

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One thing that might work for this is to have tech speed the rate that you can fabricate claims or lift restrictions from fabricating.

EX:
  • Until dip tech 7, fabricating a claim takes 4-10 times longer than it currently does.
  • Until dip tech 12, you may only have 1-3 fabricated claims at a time.
  • Until dip tech 7, fabricating a claim always gives the AE it would have given if it was discovered.
 
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TheMeInTeam

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One thing that might work for this is to have tech speed the rate that you can fabricate claims or lift restrictions from fabricating.

EX:
  • Until dip tech 7, fabricating a claim takes 4-10 times longer than it currently does.
  • Until dip tech 12, you may only have 1-3 fabricated claims at a time.
  • Until dip tech 7, fabricating a claim always gives the AE it would have given if it was discovered.

What goal are you accomplishing, what problem are you fixing?

"Until dip tech 15, you can't use development"
"Until ADM 23, you get 50% less AE"
"Until dip tech 17, boats move at 1/4 speed"

So many possible changes we can toss into the game. So, what reasoning are we using to separate one from the others? Is it consistent?
 
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TheDungen

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I would like it to be later, but that would make Deus Vult from religious even better. I don't know what you guys might have planned for that, but unless there are alternatative cbs it seems to force most players into taking religious first just to expand early
Well Deus vult beign stronger is not really a problem since most nations at the borders between religions are pretty large which means that blobbing will require hard fighting anyway.

I wouldn't mind as long as a replacement CB gets implemented to attack your neighbors in early game. It could give you lower warscore cost for neighboring provinces, just like the claim CB does. The only thing fabricate claim really does is lower the coring costs a little bit.
Then you'd pretty much have what we have today. And coring is already to cheap in the game.

I am sitting here and scratching my head. You should explain your reasoning behind this Johan. I wouldn't call slowing down early expansion an improvement. It's already slow in many parts of the game at the start.
You wouldn't? Well I would, it would push the expansion the in the game towards more realistic levels. It's alreayd way to quick in many areas of the game, like the HRE and ROTW (central africa basically unites in any self contained area in less than a century, in reality they never did before the europeans colonised them).

@Johan i`m not sure that this will be the best solution for upgrading the dip tech.
As i suggested on twiter - tie the cost reduction of coring to dip tree. Something along the lines of 5-10-15-20-25% (which was the old reduction) 3-7-12-18-24 tech level. All tech below 3 get just the CB but not the bonus.

This way you will still have mechanic that gives player the means of declaring war without gimping his economy + foreign relations.
Only if you increase it by the same amount without the tech form how it is now, cheaper coring is the last thing this game needs. It's already way to blobby.
And guess what, plenty of countries did gimp their economies by waging stupid wars.

I concur. Giving the player a replacement cb would alleviate my concerns. And I'm actually open to the fabrication mechanic being reworked.
But if the rework means simply making early game cb's yet more sparse, I'd be royally ticked off, pout and then wait for a mod to be made.
There are plenty of early game CBs, for an example trade conflict cb, that never gets used today because of how much better the conquest cb is.

This IMHO is the main reason why people don't want to lose the chance to fabricate claims early game.
And the main reason they should.

Nonsense. It's changing/tweaking existing features. Fabricating claims is not broken last time I checked.
Then may I reccomend new glasses, and then give me one exmaple of a fabricated claim in real hisory for this mechanic which basically drives the game of EU4.

I don't think I am alone in growing tired of DLCS going out very 'unpolished' to put it mildly. And general chopping and changing from one patch to the next. I love the game and I think it I getting better over time, but I think it's getting a bit bloated. Look at how the Great Lakes and Congo trade nodes are not being treated as inland. A small oversight but I think it's a good example of how big the game is getting, when the devs themselves overlook details like this.
Here I can agree with you, the EU4 team needs to stick to their guns more, if they want to take the game in a certain direction then they should. The less time they waste listening to rants about how they ruined the game the more they can work on making implementations as great as possible.

Better pacing on what standard? It seems like the constant theme is that strong players are getting past the point of AI competition too early in your mind, but is that actually a problem? You don't heap the kinds of bonuses to the AI that Civ does for example, not even on hard (not even close), and yet players often win the game outright long before they run out of time, and could flatten the largest maps even with all victories turned off. Maybe it's not such a big deal if the full timeline isn't meaningful to everyone.
I'm guessing a historic standard. Paradix base their games in history more than any other strategy game maker, and their games have even been used as an educational tool, something that they are increadibly proud of, it's no wonder they want to reign in the aspects of the game that has gotten a little to far from what would have been historically possible, and chief amongst these is blobbing.

Making players wait it out isn't fun. Take away conquest, and players will find another way to do war or have nothing to do in too many cases. What benefit does this confer?
You're not forced to wait you will almost always have the trade conflcit CB against your rivals, that allows you to make war and take money and trade concessions, jus tnot provinces, and guess what money and trade concessions were part of peacedeals a lot more in reality than land was. A very common practice was to take trade centers or important forts of your enemies and then ransom them back to him. Money makes the world go around not blobbing.

Conquest is easily one of the least useful CB methods in the game already. It's worth doing if you don't have better things for diplomats to do (improve relations, annex vassals, building spy network for other uses) but carries more AE and/or much less flexibility in what you take. Nerfing this option comes off as...bizarre.
It's not the best fix ever but then again fabricating claims are almost unheard of in real history.

- Special CB for consolidating culture (e.g. France should be able to go to war to annex other French culture provinces)
That's the nationalism CB it's unlocked about at the same time in history that nationalism actually became a thing. Before that sucha concept didn't exist.

Stability isn't the problem. It's AE.
No AE isn't a problem it's doing it's job. It could actually stand to be even harser for taking provinces you don't have claims on.

Forcing down 'tall game-play' by removing claim fabrication from the start has got to be one of the ****** ideas to-date.
Tall play is playing afree city, playign as a nation and only adding a few provicnes per century is not tall it's realistic amounts of blobbing.

That is incredibly unfair. No, not "instant haters" more like "EU4 lovers" and we do not want to see such a massive, negative change. Maybe try being a bit more objective and not simply worshipping the ground that PDX walks on eh?
What makes it negative, to me it seems like an effort to reign in EU4 in stuff that's no longer working as intended.

You do not design the game how YOU want it to be played but instead how the gamers themselves play it.
Try designing streets how YOU want people to drive instead of how people actually drive.
Software interfaces which emphasize what YOU want people to do versus persons natural inclinations or what they want.
Telephone answering systems: Ever call one trying to get to X place/person but instead go through the maze the company want you to? Often its because they don't want you to get to your desired destination without lots of in between steps but yet how do you feel as the caller? Tell people what to do - often resentment and rebellion - give people tools - they think of what they can and cannot do with them.

Best recent history game example: Minecraft. It went so far beyond what the designer originally conceived/thought of how people would play it. But instead of lecturing them and locking it down to only how he thought it should be played he kept it open and malleable.
No you design a game based on what you want it to be to cater to the market that you are intrested in. If not every RTS would be the same trying to sell to the largest demographic there is, which is the casual social gamers if you're intrested so be carefull what you wish for.

Supply and demand is important ofcourse but your custommer can't desire things before they exists and they don't have the skillset to see what has the potential to exist, I think Steve Jobbs said somethign along those lines.

Why, exactly, do we need early expansion to be slower? We already have expansion ramp up with later tech due to ADM efficiency, and there is still nothing to do in this game except expand. Development is not a mechanic of fun - you click a button, a number goes up, woohoo! It isn't the same as wars. If you aren't colonizing, you have to go to war, and so you'll either have everyone no-CBing, or beelining for the idea groups that give CBs. Which reduces strategic thinking - we're given a massive new point sink (stab hits from basic war dec), so large that it's a no-brainer to prioritize solving it over almost all other concerns.
Again you are getting wars and expansion mixed up. Most wars werenät fought for expansion, atleast not as the primary goal, nations expired for wealth they did not expand for expansions sake. Alteast not until imperialism.

Why is nerfing one of your weakest options possible and squeezing monarch points further considered desirable?

If stacking with corruption this just lengthens the timer, it doesn't add any new decision-making to the game. If the goal is to simultaneously make the game easier and slower, this is a good way to do it, but I struggle to conceive why someone would set that as the goal.
Because world conquest is still possible in a game about an era where european conquest really wasn't.

Yes, with 20 AE right off the bat, which means you probably can't even take a single province without a massive coalition.
And that's a problem why? That coalition wonät last a long time and most real wars just took a few provinces unlike wars in eu4 right now that take half a country.

Expansion will not be harder, it will be slower.

This is always harder on the AI than on the player, unless the timers are relaxed on the AI over the player. And then all the difficulty coming from it would be from making the player wait longer between doing interesting things.
You could still wage wars with the trade CB, what you couldn't do is expand. I udnerstand you wanting to wage war, but this doesn't prohibit that only blobbing.

Tech 7 as the earliest option?? That will sure make the first 50 years of the game incredibly boring
You stil usually have the trade conflict CB against your rivals. Sure you can't take provinces but you cna wage war just fine.

*make the first 100 years of the game incredibly boring (if you're in RotW)

That's the biggest problem with this. It is making expansion take much longer in the RotW than in Europe, while in real life, you saw more blobbing in the RotW than in Europe.
Yeah ROTW could use their own CB. SOme like Japan already do. Aside form that you do have the trade conflict CB again. And ROTW is way to blobby in places right now, every time I discover the great lakes region there is only one guy still standing.

What goal are you accomplishing, what problem are you fixing?

"Until dip tech 15, you can't use development"
"Until ADM 23, you get 50% less AE"
"Until dip tech 17, boats move at 1/4 speed"

So many possible changes we can toss into the game. So, what reasoning are we using to separate one from the others? Is it consistent?
Fixing the fact that the game as it is now is a blobby nightmare.
 
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richie05

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i think its funny, the same exact people that claim time and time again that diplo tech is useless, are blaming pdox for trying to make it slightly less useless.
I think its a good change, i dont think random opms in the middle of sibera should be the basis for which game changes are based on.
Corruption and states made MP alot more competitive then before, and i welcome changes to keep improving that.
 
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TheMeInTeam

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Then you'd pretty much have what we have today. And coring is already to cheap in the game.

Citation needed.

There are plenty of early game CBs, for an example trade conflict cb, that never gets used today because of how much better the conquest cb is.

Elite players used it to the point it got nerfed, so statements like this show a pretty significant disconnect with reality.

I'm guessing a historic standard.

I'm looking for a rational reason, not self-inconsistent selectively applied stuff. A historic standard in this context is impossible.

It's not the best fix ever but then again fabricating claims are almost unheard of in real history.

So, are you calling for a massive overhaul to gameplay mechanics in general to align with new history to the point of an engine rework, or are you cherry picking when history matters to you for the purpose of slowing down gameplay for players who understand the game? I'll wager the latter.

Tall play is playing afree city, playign as a nation and only adding a few provicnes per century is not tall it's realistic amounts of blobbing.

More than one nation in this period conquered land area comparable to half of Europe or more. I'd rather play the game than do nothing. If you want to do nothing in the game, you can easily do that right now.

Because world conquest is still possible

That's long been stated as WAD, by the very person you were asking to not listen to "the majority". Yet here you are, arguing against that design decision while advocating the same designer ignore other opinions.

Of course, if anybody really felt the developers shouldn't listen to community input on this kind of stuff, it would be hypocritical to post regarding this topic at all...

And that's a problem why?

Oops, suddenly history doesn't matter again.

i think its funny, the same exact people that claim time and time again that diplo tech is useless, are blaming pdox for trying to make it slightly less useless.

If you want a credible argument, reconcile why that is and argue against it rather than ignoring the arguments and taking the ad hominem route.
 
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i think its funny, the same exact people that claim time and time again that diplo tech is useless, are blaming pdox for trying to make it slightly less useless.
People are objecting to the notion of tech-gating this particular espionage function. Other than that, most people seem to be broadly in favour of the rest of the espionage/DIP tech changes for 1.17 (simultaneously making Espionage Ideas less of a troll choice, and DIP tech more important).
 
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i think its funny, the same exact people that claim time and time again that diplo tech is useless, are blaming pdox for trying to make it slightly less useless.
I think its a good change, i dont think random opms in the middle of sibera should be the basis for which game changes are based on.
Corruption and states made MP alot more competitive then before, and i welcome changes to keep improving that.
its a bit more nuanced than that, of course diplo tech has value now, the way in which it provides value does not lend itself to interesting decision making.

say you can't fabricate claims until dip tech 23, you just end up making first idea group a false choice, because guess what everyone with close access to different religion targets is going to pick as first idea?

It's not too hard to adapt, hell even under the ridiculous constraints of release day corruption me and Florry were theorycrafting ways to destroy your economy when you wanted to pay down corruption. Doesn't mean it lends itself to particularly good gameplay.
 

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Your belief that making a bad CB less accessible would somehow make the game better has been challenged. The notion that it would make the game harder has been challenged. Some of the strongest players in the game point out why that is the case.

Good players don't throw away monarch points. No-CB is something done out of necessity or inordinate opportunity precisely because it has a heavy ADM cost. Doing it routinely, the equation becomes "take as much per war as possible to lower the number of declarations", not due to AE but because six wars will cost you two admin technologies under good conditions, the functional equivalent of making territory cost more than adaptability currently reduces it.

You talked about meaningful decision-making but the only decision you even discussed is warring. There's plenty of decisions to make in regards to estates management, development, colonization, ideas, money management, buildings, etc. If your only goal in playing this game is to achieve world conquests and wage/win wars then fine, I realize that war is the only meaningful decision for you and this makes the game less enjoyable, but realize that Paradox isn't obligated to approve every decision with your niche group and that they'll be more interested in the broader base of players.

Anyways I don't know why this turned into a discussion of player skill where if you've achieved 3 world conquests that means your input is more valuable than everybody elses. I just made an objective, non-targeted statement that if the game is too hard you can turn down the difficulty and someone just had to pipe up and say "OH WELL I CONQUERED THE WORLD TWICE BY 1499 AS THE GREEK PANTHEON RELIGION AND I DISAGREE" like I made some personal attack on them. I do however find it ironic that some of the supposedly "strong" players who have achieved things that are very difficult are suddenly quaking in their boots at having to be more selective with their early-game warring. We see this with all games really when major patchnotes are circulated, especially in major competitive multiplayer games where actual prize money can depend on fine details of game balance and players have an actual legitimate stake in how the game is balanced. The developer proposes a set of rule or balance changes and players freak out. Some guys main race or class got nerfed, this other guys strategy is no longer viable, some other guy becomes overpowered, etc. What we see in these situations is that all the "strong" players who only experienced success through cheesy tactics and abuse of game mechanics fade away because they spent so much time perfecting their special strategy that they never learned how to really play the game, so they can't adapt. The truly strong players, the ones that really understand how the game works and how to play well, they might have reservations at first as well, but they shut up and adapt, and succeed in spite of change.
 
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I don't use Twitter but would vote NO. This needs be in from the start. This is already not the game I bought.
 
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grommile

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You talked about meaningful decision-making but the only decision you even discussed is warring. There's plenty of decisions to make in regards to estates management, development, colonization, ideas, money management, buildings, etc.
Which happen at nothing like the time density that they do in warfare.
 
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It only takes about a minute to create an account.
a) you have to do something -> so discouraging
b) not everybody wants an account with everything - esp stuff he usually does not use
c) not everbody has or knows how to use "throw away" emails to register "throw away" account - not to mention that its getting harder to use them with many places

Conclusion:
Twitter is a bad idea for having a vote on a game when you want a high player-voter turnout.
 
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ABookshelf

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Which happen at nothing like the time density that they do in warfare.
I dunno about this claim. Can you support this with something concrete? I mean I could argue war is just moving troops around into advantageous battles so the time density of meaningful decisions involved with was is rather low as well.
 
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richie05

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its a bit more nuanced than that, of course diplo tech has value now, the way in which it provides value does not lend itself to interesting decision making.

say you can't fabricate claims until dip tech 23, you just end up making first idea group a false choice, because guess what everyone with close access to different religion targets is going to pick as first idea?

It's not too hard to adapt, hell even under the ridiculous constraints of release day corruption me and Florry were theorycrafting ways to destroy your economy when you wanted to pay down corruption. Doesn't mean it lends itself to particularly good gameplay.

yea your partially right,
But i think people are getting over concerned thinking its gunna be like diplo tech 18 or something ridiculous.
As for getting a CB, how hard is it to get missions to conquer border territories? Incredibly easy,
You mentioned they are adding in further changes to diplo tech, im gunna assume there will still be plenty of ways to declare war.
Everytime there is a major change like this people freak out over nothing (coring costs, developement, forts, corruption, states, the list goes on) But there are always ways to become great.

In my current MP game as an example, I started off as timirids and i formed mughals, i own almost 2k developement, having the most ideas, highest mil tech, biggest and most balanced army, and its only 1570.
 

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You talked about meaningful decision-making but the only decision you even discussed is warring. There's plenty of decisions to make in regards to estates management, development, colonization, ideas, money management, buildings, etc.

All 100% available alongside the diplomacy, planning, execution, and opportunism of war, and thus all 100% irrelevant to the reality of decreasing # of meaningful decision points per time.

If your only goal in playing this game is to achieve world conquests and wage/win wars then fine

Straw. Please address the points made against the change.

I realize that war is the only meaningful decision

Straw

Paradox isn't obligated to approve every decision with your niche group and that they'll be more interested in the broader base of players.

Straw

I just made an objective, non-targeted statement that if the game is too hard you can turn down the difficulty

The problem is that the arguments levied against this mechanic have nothing to do with difficulty. It's a strawman argument, insulting because it both implies that elite players arguing against it can't somehow adjust regardless (an absurd notion overwhelmingly against evidence) and that you are not willing or able to acknowledge the points they actually made.

In a way, you have made generalized attacks multiple times. You have alluded to a record-setting player "cowering" at a change, all while ignoring what those kinds of posters have said. You instantly do it again in this same paragraph. You are substituting out their argument and in its place mocking them for "quaking in their boots".

We see this with all games really when major patchnotes are circulated, especially in major competitive multiplayer games where actual prize money can depend on fine details of game balance and players have an actual legitimate stake in how the game is balanced

Not a relevant example. First of all, this game abandons pretense of balance from "go" and everyone accepts that. Second of all, balance changes in the games you describe make heavy use of statistics from data-mined outcomes. When "x" option gets nerfed in a game like that, it's because "x" is definitively winning more often than alternative actions in an environment where x is supposed to be situational.

EU IV has no parallel to that. There's supposed to be balance between Zerg and Protoss. Even you would point out that there is *not* supposed to be balance between France and Wichita.

Balance has only tangential relevance to this thread in the first place (proposed change buffs blobs/strong nations).

What we see in these situations is that all the "strong" players who only experienced success through cheesy tactics and abuse of game mechanics

More ad hominem.

The truly strong players, the ones that really understand how the game works and how to play well, they might have reservations at first as well, but they shut up and adapt, and succeed in spite of change.

You mean like the players who have posted WC on every major DLC release since the start of the game, adapted to all of the rule changes, and can still WC today that you just handwaved as cheesy arbitrarily? Those players?

Not all changes are good. If I advocated for a 90% reduction in core cost across the board and mocked your inability to adapt if you said you didn't like it, how would I be any different from what you've done?
 
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You talked about meaningful decision-making but the only decision you even discussed is warring. There's plenty of decisions to make in regards to estates management, development, colonization, ideas, money management, buildings, etc. If your only goal in playing this game is to achieve world conquests and wage/win wars then fine, I realize that war is the only meaningful decision for you and this makes the game less enjoyable, but realize that Paradox isn't obligated to approve every decision with your niche group and that they'll be more interested in the broader base of players.

Anyways I don't know why this turned into a discussion of player skill where if you've achieved 3 world conquests that means your input is more valuable than everybody elses. I just made an objective, non-targeted statement that if the game is too hard you can turn down the difficulty and someone just had to pipe up and say "OH WELL I CONQUERED THE WORLD TWICE BY 1499 AS THE GREEK PANTHEON RELIGION AND I DISAGREE" like I made some personal attack on them. I do however find it ironic that some of the supposedly "strong" players who have achieved things that are very difficult are suddenly quaking in their boots at having to be more selective with their early-game warring. We see this with all games really when major patchnotes are circulated, especially in major competitive multiplayer games where actual prize money can depend on fine details of game balance and players have an actual legitimate stake in how the game is balanced. The developer proposes a set of rule or balance changes and players freak out. Some guys main race or class got nerfed, this other guys strategy is no longer viable, some other guy becomes overpowered, etc. What we see in these situations is that all the "strong" players who only experienced success through cheesy tactics and abuse of game mechanics fade away because they spent so much time perfecting their special strategy that they never learned how to really play the game, so they can't adapt. The truly strong players, the ones that really understand how the game works and how to play well, they might have reservations at first as well, but they shut up and adapt, and succeed in spite of change.

War is the only thing that provides an actual challenge. Everything else is just sitting on your ass and clicking a button once every few minutes, usually in a pattern that is trivially easy to determine.

Development? If I hit the mana cap, or if I really need a new building in a province, or if I'm extremely poor and own a gold province, or if I'm doing a meme run where I'm trying to see how well I can do just by developing (hint: it's always significantly worse than if I was conquering) are the only times I'll ever click the button.

Estate management? Just make sure they have the minimum required to be happy, and then game them for monarch points when the timer on that button runs out.

Colonization? Leave a few men in a province (if I didn't take the no-native-attacks policy), and wait 10 years for it to finish.

Ideas? It takes 400 points to buy an idea. Even if I was putting all my mana towards ideas, that's still years and years between buying them.

Money management? Mostly important insofar as it relates to having a military.

As Johann himself has said, EUIV is fundamentally a war game. People aren't quaking in their boots over a new challenge - on the contrary, most people would like a good new challenge.

People are complaining because they see the game getting more boring. Challenge isn't about sitting on timers, it's about making difficult choices that aren't immediately obvious. 90% of the time this occurs in EUIV as-is, this is during war, because so much of the peacetime game is just sitting on your ass clicking buttons every few minutes in an obvious order. And fundamentally, that's all peacetime will ever be in EUIV - Johann and other devs have time and again implied that complex peacetime mechanics are not meant for Europe Universalis.

So, the way to make the game difficult is to reduce the time that we are forced to sit on our ass, and to keep the AI challenging as a wartime opponent for a longer part of the game. Making expansion harder (in terms of mana drains and rebellions) works against both of these goals. It causes the player to sit on their ass doing nothing for long stretches of time, and it means that the AI, compared to the player, has a much harder time expanding... because every feature that limits expansion for the player is even harder to manage for the AI.
 
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TheDungen

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Citation needed.
TheDungen 2016-04-21. Jokes aside, because people are makign worlkd conquests somethign they listed as a design goal when they developed a game to make impossible.

Elite players used it to the point it got nerfed, so statements like this show a pretty significant disconnect with reality.
I meant it as it is now, and quite frankly it should always have been like this. I think it's great CB now, most wars in the pre imperialism world were about wealth rather than land.


I'm looking for a rational reason, not self-inconsistent selectively applied stuff. A historic standard in this context is impossible.
Rational reason? You do realsie this is a game, everythign about it is subjective and nothing is rational. And no it's not. Historicity is something that should awlays be kept in mind.


So, are you calling for a massive overhaul to gameplay mechanics in general to align with new history to the point of an engine rework, or are you cherry picking when history matters to you for the purpose of slowing down gameplay for players who understand the game? I'll wager the latter.
Hello reductio ad absurdum. Well yeah I'd love massive overhauls and that but that stuff costs money while this is the issue we are discussing now, get back to me when they have asked out opinion on any other issue where the game is ahistorical. I suggest you search the suggestion forum for my name, I have written quit e a few suggestions to how the game can be improved in these aspects, most of them are for EU5 though.


More than one nation in this period conquered land area comparable to half of Europe or more. I'd rather play the game than do nothing. If you want to do nothing in the game, you can easily do that right now.
Yeah because all land are ain the world is exactly the same, there are no diffrences in population terrain culture and so on. You are playing the game is the game is on, and like I said you can prety much always wage war on you rivals using the trade conflcit CB, you don't want war you want blobbing so stop pretending otherwise.


That's long been stated as WAD, by the very person you were asking to not listen to "the majority". Yet here you are, arguing against that design decision while advocating the same designer ignore other opinions.

Of course, if anybody really felt the developers shouldn't listen to community input on this kind of stuff, it would be hypocritical to post regarding this topic at all...
Well apperantly he has changed his mind back to his earlier standpoint. And he shouldn't listen to much to the crowd, he knows the game better than I do, I know which direction I would take the game in, and lately he and I seems to be thinking in the same directions but I udnerstad that at the end of the day he makes the decisions not me, and he probably knows more and thinks more about them than I do, because it's his legacy and what puts food on his table.


Oops, suddenly history doesn't matter again.
Yes it does, I used it as an argument. Most wars never saw more than one or a few provinces change hands. Because again wars in the early eu4 era was about money not about land.

If you want a credible argument, reconcile why that is and argue against it rather than ignoring the arguments and taking the ad hominem route.
That wasn't ad hominem. And he's right. I they want to make diplo tech better they can either make if give the players new buffs making the game even easier as you go along or put existing buffs or mehanics behing a tech wall. I prefer the latter. If nothing else it's a mechanic that new playes wonät have to worry about right away thus making the game more approachable at the start of the game while more difficult to do the hard stuff like world conquest for the experienced players. That pretty much defines good pacing, and good game design.
 

TheMeInTeam

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I dunno about this claim. Can you support this with something concrete? I mean I could argue war is just moving troops around into advantageous battles so the time density of meaningful decisions involved with was is rather low as well.

At minimum, so long as war has meaningful decisions at all, it *necessarily* has higher meaningful decision density because none of those things you listed are blocked during war (in fact some, like resource management, are more complex). As such, no you can't make that case, no matter how shallow war is in theory (though in this game most of the design is on war + prep for war).

Challenge isn't about sitting on timers

This is the crux of the issue. The mechanics are insufficient (for some yet-unstated reason), so there's this unjustified notion that putting more timers in the game makes it better.
 
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What would be ideal is a poll integrated into the launcher - everyone who plays it in online mode will see it, and I imagine most will respond to it, given that they'll see it as something affecting the game that they're about to start playing.
 

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What would be ideal is a poll integrated into the launcher - everyone who plays it in online mode will see it, and I imagine most will respond to it, given that they'll see it as something affecting the game that they're about to start playing.
Again why is it relevant, does the avarage player really know enough about game design to know what makes for a good mechanic? Do even we here on the forums? Perhaps some of the people on the suggestions form does but doubtful.

They should have implemented what they thought were a good idea and then watched suggestions there for creative feedback how to make it work better.