We should also rename the game to Monarch Universalis Points.
And EU4 players could all be MUPpets.
We should also rename the game to Monarch Universalis Points.
You're taking my analogy way too far (and IMO your counter-analogies are not entirely accurate). The point is that poker is a game with a skill component and a random (luck) component, whereas chess is a pure skill game. The best multiplayer games strike a good balance between rewarding greater skill, but at the same time not frustrating lesser skilled players. The optimal balance is not at all at the "all skill, no luck" mark.Poker is not random in the traditional sense. You are making decisions with incomplete information, but it's not like the value of your bet is forced up or down randomly. Having your bets randomized in varying capacities is a good analogy to what EU IV and many other MP games do that they shouldn't be doing. The probabilities of the cards is a known quantity and you make odds-based decisions given other factors. The name of that game is specifically to manage those decisions. However, if the game made your decisions less important, by randomly altering your bets or forcing you to fold regardless of your hand, then you'd have a situation comparable to monarch points/other EU nonsense.
If you bet up on the better hand than your opponent, you will always win in poker, but sometimes your opponent outplays you and you get caught making a bad decision due to incomplete information/misreading. That outcome is very different from losing money at random or randomly being unable to play certain hands.
The point is that poker is a game with a skill component and a random (luck) component, whereas chess is a pure skill game. The best multiplayer games strike a good balance between rewarding greater skill, but at the same time not frustrating lesser skilled players. The optimal balance is not at all at the "all skill, no luck" mark.
And EU4 players could all be MUPpets.
Here's an interesting tough choice: "Can I convert the provinces in my nation or not?"
Interesting Tough Answer: "Nope, sorry, you're playing in the ROTW. You need those points for tech."
You know, it wasn't terribly long before the game when the arabs swept half the known world and converted them to islam. It was less than two centuries before game start when entire steppe tribes converted to islam en-masse. Arguably, the game doesn't let you convert *fast enough*. The issues with conversion time being too fast are entirely unique to christianity, based on structural issues like Rome being a control freak, and using that as a basis to punish the rest of the world on conversion speed is ludicrous.
The Ottomans controlled Orthodox territory for centuries without all that much of it converting to Islam. Islamic countries also held Hindu territories- same thing. And the Europeans... well, the Europeans controlled everything at one point or another and much of those lands did not convert.
Is there an argument contained somewhere in here? I assume you're inferring that a lack of conversion meant that it was difficult/costly/impossible?
As for the Ottomans, the more accurate conclusion may be that there was little incentive to convert the populace (were there ever christian rebellions?) or that there were incentives to not convert the populace (non-muslims paid higher taxes, devsirme, etc.)
Understanding why inter-faith conversion didn't always happen is the way to go about determining how to model it in the game, rather than "it didn't happen, so make it hard/expensive".
yes there were lots of religious rebellions. also the non Muslim population of the empire for a long time outnumbered the Muslim population. trying to forcibly convert all of them to Islam would have shattered the empire. its not easy to make people change their religion, especially if they don't like you.Is there an argument contained somewhere in here? I assume you're inferring that a lack of conversion meant that it was difficult/costly/impossible?
As for the Ottomans, the more accurate conclusion may be that there was little incentive to convert the populace (were there ever christian rebellions?) or that there were incentives to not convert the populace (non-muslims paid higher taxes, devsirme, etc.)
Understanding why inter-faith conversion didn't always happen is the way to go about determining how to model it in the game, rather than "it didn't happen, so make it hard/expensive".
I would like to see other use of missionaries...:wub: after converting everything they are uselessmaybe to lower unrest or convert foreign territory (with strength penalties) or sth