You need to stop derailing the conversation into 'what is fun'.... for some it is WC and for others it is the other aspects of the game.
I find this idea that peace is boring and just waiting ridiculous, peace is the most interesting part of the game. In peace you analyse the map and your situation to decide what to do. In war you are doing all the waiting.
In war you are just sitting there waiting, there are no decisions to be made.
Waiting for siege 'mana points' to accumulate.
Waiting for the war % 'mana points' to increase.
Waiting for the enemies morale 'mana points' to decrease.
So stop with this arrogance that war is the most interesting and 'real' part of the game. Honestly I always have a vassel just so I can do the least fighting possible, it's just tedious.
Also, the game changed, deal with it, accept the challenge.
Anyway... as I said before, I think there needs to be a separate mechanic for rapid expansion. EU4 is obviously aimed at simulating the careful political environment of the Ancien Regime, which the core mechanic describes well. But there were times and people when this system was ignored and they just went for it... conquering like crazy.
What if the core cost was lowered by your aggressive expansion points against you by the old owner of the province?
Or if power projection lowered coring costs?
I think this would simulate the 'steamroller' effect that rapidly expanding (And rapidly coring) countries had that others did not.
I agree fun does not necessarily equal painting the map. But I would disagree that fun doesn't come from the final objective. As one might have varying objectives; forming Italy, surviving as Prussia in the 7 years war, being the largest colonel power, surviving as a OPM or conquering all of Africa.. And people can have the same amount of fun from achieving any of these objectives.
I have never done a world conquest game (closest was all of Eurasia in eu3) the required effort and time to grind out the game is not 'fun' to me.
Yes the journey is half the fun and to me the difficulty/fun of a game comes from figuring out the strategies that will work. However, if in your analysis of the situation you end up with “Need to wait till my mana pool grows” to implement it then the game is slowing down your fun (Increasing the time it takes for you to reach YOUR objective). Especially if this occurs after you have already minimised your other mana pool spend by being behind tech/low stab/got the correct cbs/etc
To make the journey more fun there needs to be more strategic options.Ideally I want to see is the introduction of new tools that can be used to make the game more complex (thus increasing the time it takes to work out the optimal strategy and the fun level). Such things could be:
- Trade coalitions, work to get a group of ‘enemies of my enemies’ together to curtail the trade power of the dominant nation
- New rebel support mechanics
- Give everyone access to the espionage idea group abilities
- Bring forward the custom Vassals to start of game. (even a create a custom free nation would be enough)
- Some type of dynasty management
But until the time comes when these in-peace strategies become more viable/complex/numerous for stop slowing down conquest as it is still the most engaging part of the game.
There is a lot more resource management involved in executing wars of expansion than in economy management.
In most cases there is generally a mathematically defined solution to optimal infrastructure builds (in some respects Common Sense makes this easier, since it practically tells you where you should be developing). When you're at the point you can fight multiple wars, there's almost always something you can be doing better in terms of expanding faster. It is (in my opinion) the true test on understanding game mechanics.
Fun could be measured as being proportional to the attention needed to playing the game. I can manage peace at speed 4 but not war (speed 2/3). So peace is not as engaging as warfare. Until it is then on a in-game day basis war is more 'fun' than peace.
Of course paradox has the problem that peace mechanics don't stop with a war so cant overload peace with stuff.
In
large muilty player games this is fine because you need to deal with other people and that in itself is interesting.
In
small muilty player games and single player you will find your self upping the speed from 2 or 3 to 4 or 5. Why? Because, at speed 2/3 you have sufficient time in peace to work out the strategies needed (the fun part) to defeat an opponent but won’t have enough monarch points to implement it (Thus reducing the amount of fun per minute).
Keep in mind that speed 4 is unviable in Muilty Player because you can’t fight big wars at that speed and there will always be someone in a fight.