The other threads are getting long and bogged down with complaints and suggestions for mechanics that, frankly, are far worse than what we have in 1.8.0. Namely, most suggestions are additional kludges with blatant side effects and do not even address, let alone fix, the underlying problem. There are plenty of good ideas, and I will try to quote them here.
I caution against thinking that advocates special mechanics for special groups because these tend to be kludges and obscure underlying problems with the model. The game has gotten better in this regard. For example, the ‘many dimensions of inferiority’ of ROTW nations has largely gone away: no forts, crappy units, crappy governments, crappy religions are all mostly subsumed under the dichotomy less advanced-more advanced. Conversely, the advantages of western nations are simply granted by higher tech levels.
It is a good goal to model things organically, so that a large number of arbitrary mechanics are subsumed as the effects of applying relatively few first principles. Autonomy goes a long way in this direction, as overseas penalties and government efficiency can be explained quite succinctly, logically and historically as autonomy vs. centralization. However, ‘autonomy the first principle’ became ‘autonomy the mechanism underlying the same number of arbitrary policies’ because Paradox needed kludges to stopgap other fundamental design flaws.
Continents are used to model the human ability to govern. In reality, plate tectonics have no effect within the human time scale, excepting the occasional earthquake/volcano. This already gave rise to much silliness and kludges for ‘wrong continent’. The Canarias are made part of Europe so that Spain does not get overseas penalty on their historical territory. However, Morocco does get the penalty. The Canarias are about 40 km off the coast of Morocco.
The underlying problem with same continent colonization could perhaps be summarized as: Portugal received overseas penalty in Arguin, but Morocco could govern Cape and Somalia at 100% efficiency. This made the return for colonizing waaaaay disproportionate for natives of ‘empty’ continents. However, Paradox ‘fixed’ the wrong problem by creating equally illogical mechanics to offset existing flaws in the model.
If instead of ‘continent’ Paradox used ‘distance to capital’ and ‘maximum province count’ as the limiting factor for ability to govern, then several existing mechanics are naturally subsumed under this concept. There would be no need for colony autonomy floors because colonizing all of Africa as a Maghreb nation would have the same return as conquering all of Africa. Hell, conquering the Mediterranean would have the same return as conquering inland, whereas now half the Mediterranean coast is ‘overseas’ for any given country.
Colonial regions, protectorates, and even trade companies are, to various degrees, subsumed by applying this principle in that as the ability to govern decreases with distance, the point comes when the homeland can actually extract more value by creating an autonomous local body that provides a fraction of its revenues but governs without distance penalty. Again, this is currently enforced by a continent mechanic. Local representatives of foreign powers do receive the ability to govern without colonial/distance penalty because they are, wait for it, not distant. However, the kludges became logically confused and provincial autonomy floors were applied to the natives, instead of modeling the inability of natives to, wait for it, govern the entire western hemisphere.
Autonomy + governing distance/count could be so much cleaner as foundational concepts. Administrative tech 12: maximum province count +5. Diplomatic tech 15: maximum province distance +50, etc. Natives with low tech could not govern continents. Colonial nations with western tech could govern larger areas, hence their de facto advantage logically expressed as corollary of first principles. No having to check a tooltip to figure out if a province was colonized or if the original colonizer managed to herd an OPM native into the province. No weird start date anomalies that change the relative power balance of regions by arbitrarily gimping any province that happened to be empty at the specific start date used. No group-specific mechanics outside of tech group.
I caution against thinking that advocates special mechanics for special groups because these tend to be kludges and obscure underlying problems with the model. The game has gotten better in this regard. For example, the ‘many dimensions of inferiority’ of ROTW nations has largely gone away: no forts, crappy units, crappy governments, crappy religions are all mostly subsumed under the dichotomy less advanced-more advanced. Conversely, the advantages of western nations are simply granted by higher tech levels.
It is a good goal to model things organically, so that a large number of arbitrary mechanics are subsumed as the effects of applying relatively few first principles. Autonomy goes a long way in this direction, as overseas penalties and government efficiency can be explained quite succinctly, logically and historically as autonomy vs. centralization. However, ‘autonomy the first principle’ became ‘autonomy the mechanism underlying the same number of arbitrary policies’ because Paradox needed kludges to stopgap other fundamental design flaws.
Continents are used to model the human ability to govern. In reality, plate tectonics have no effect within the human time scale, excepting the occasional earthquake/volcano. This already gave rise to much silliness and kludges for ‘wrong continent’. The Canarias are made part of Europe so that Spain does not get overseas penalty on their historical territory. However, Morocco does get the penalty. The Canarias are about 40 km off the coast of Morocco.
The underlying problem with same continent colonization could perhaps be summarized as: Portugal received overseas penalty in Arguin, but Morocco could govern Cape and Somalia at 100% efficiency. This made the return for colonizing waaaaay disproportionate for natives of ‘empty’ continents. However, Paradox ‘fixed’ the wrong problem by creating equally illogical mechanics to offset existing flaws in the model.
If instead of ‘continent’ Paradox used ‘distance to capital’ and ‘maximum province count’ as the limiting factor for ability to govern, then several existing mechanics are naturally subsumed under this concept. There would be no need for colony autonomy floors because colonizing all of Africa as a Maghreb nation would have the same return as conquering all of Africa. Hell, conquering the Mediterranean would have the same return as conquering inland, whereas now half the Mediterranean coast is ‘overseas’ for any given country.
Colonial regions, protectorates, and even trade companies are, to various degrees, subsumed by applying this principle in that as the ability to govern decreases with distance, the point comes when the homeland can actually extract more value by creating an autonomous local body that provides a fraction of its revenues but governs without distance penalty. Again, this is currently enforced by a continent mechanic. Local representatives of foreign powers do receive the ability to govern without colonial/distance penalty because they are, wait for it, not distant. However, the kludges became logically confused and provincial autonomy floors were applied to the natives, instead of modeling the inability of natives to, wait for it, govern the entire western hemisphere.
Autonomy + governing distance/count could be so much cleaner as foundational concepts. Administrative tech 12: maximum province count +5. Diplomatic tech 15: maximum province distance +50, etc. Natives with low tech could not govern continents. Colonial nations with western tech could govern larger areas, hence their de facto advantage logically expressed as corollary of first principles. No having to check a tooltip to figure out if a province was colonized or if the original colonizer managed to herd an OPM native into the province. No weird start date anomalies that change the relative power balance of regions by arbitrarily gimping any province that happened to be empty at the specific start date used. No group-specific mechanics outside of tech group.