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unmerged(7580)

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EUIII has a myriad of problems. Paradox games always do. Propitiously, Paradox is famously dedicated to their titles & customers, and most problems will be ironed out eventually.

Thus the small problems and complaints do not give me pause when considering the purchase of this game. That lack of history in the game does. As currently construed the game, in my opinion, shades too much Civ-school of generic, interchangable nations. In EUIII one can currently choose the same Nationa Ideas, the same governments, and recruit the same troops as virtually any nation. The only difference between nations is tax base. This is not what I expect from the Europa Universalis series.

Fortunately I believe these issues can be fixed with but two changes to the gameplay. The first is to make National Ideas goal-based. Meaning that instead of all Ideas being accesible from the start, the player would have to accomplish an in-game goal (to simulate a nation's dedication to that Idea) before the Idea is unlocked. For example, a Grand Fleet National Idea would require something like building a fleet of 100 ships. Thus National Ideas are not just bland inter-changable bonuses, but a recognition of an in-game drive and commitment of resources to that Idea. Ideas could also be added by either random or scripted events.

My second suggestion is to restrict the recruitment of certain troop-types to certain nations. For example, under such a system, only the English and Scots could recruit longbowmen. Any nation could hire such units as mercenaries for the increased cost. This would pour some of the rich history back into the game, and add much-needed dymanism in warfare.

I believe that the implementation of this type of historically-driven gameplay will have a large, and positive, impact. As it is now all European nations differ only in their shield, with is anything but historical. And history is why I buy games from Paradox.

What do you guys think?
 
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unmerged(56271)

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KlevesWarrior said:
My second suggestion is to restrict the recruitment of certain troop-types to certain nations. For example, under such a system, only the English and Scots could recruit longbowmen. Any nation could hire such units as mercenaries for the increased cost. This would pour some of the rich history back into the game, and add much-needed dymanism in warfare.

That's already the case isn't it? I thought when I was playing Scotland and conquered England that in some provinces I could build longbowmen and some I couldn't.
 

Belissarius

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KlevesWarrior said:
EUIII has a myriad of problems. Paradox games always do. Propitiously, Paradox is famously dedicated to their titles & customers, and most problems will be ironed out eventually.

Thus the small problems and complaints do not give me pause when considering the purchase of this game. That lack of history in the game does. As currently construed the game, in my opinion, shades too much Civ-school of generic, interchangable nations. In EUIII one can currently choose the same Nationa Ideas, the same governments, and recruit the same troops as virtually any nation. The only difference between nations is tax base. This is not what I expect from the Europa Universalis series.

Fortunately I believe these issues can be fixed with but two changes to the gameplay. The first is to make National Ideas goal-based. Meaning that instead of all Ideas being accesible from the start, the player would have to accomplish an in-game goal (to simulate a nation's dedication to that Idea) before the Idea is unlocked. For example, a Grand Fleet National Idea would require something like building a fleet of 100 ships. Thus National Ideas are not just bland inter-changable bonuses, but a recognition of an in-game drive and commitment of resources to that Idea. Ideas could also be added by either random or scripted events.

My second suggestion is to restrict the recruitment of certain troop-types to certain nations. For example, under such a system, only the English and Scots could recruit longbowmen. Any nation could hire such units as mercenaries for the increased cost. This would pour some of the rich history back into the game, and add much-needed dymanism in warfare.

I believe that the implementation of this type of historically-driven gameplay will have a large, and positive, impact. As it is now all European nations differ only in their shield, with is anything but historical. And history is why I buy games from Paradox.

What do you guys think?

I think that it has some merit but at what point do you provide a given national idea? One of the great things about the game is that you can take a nation that wasn't a naval power and make them one. Some nations don't have the support limit to build a 100 ships but they might want the advantages of a larger navy/stronger navy.

I do agree with the notion of restricted unit types. I would say a restriction to the culture and neighboring cultures people learn from what they fight.
 

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screwtype said:
That's already the case isn't it? I thought when I was playing Scotland and conquered England that in some provinces I could build longbowmen and some I couldn't.


They are restricted by tech group, as far as I can tell. I have recruited Longbowmen as Bavaria and Gallolaigh Infantry as Provence.
 

unmerged(76687)

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Actualy restriction is made by core on province. If some high tech nation has a core on the province you control you will be able to recruit its units, no matter what your technology level is.
Imagine the surprise of the english general when he, leading two regiments of infantry toward province of Choco, was encountered by 10,000 Incas playing bagpipes and wearing kilts slaugthering his men. ;)
Oh, and then France got a core on my province too, so I could recruit tercio infantry.
How nice of the French. :)
"historical simulation with 250 playable historicaly accurate nations", right... :mad:
 

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The first is to make National Ideas goal-based. Meaning that instead of all Ideas being accesible from the start, the player would have to accomplish an in-game goal (to simulate a nation's dedication to that Idea) before the Idea is unlocked. For example, a Grand Fleet National Idea would require something like building a fleet of 100 ships. Thus National Ideas are not just bland inter-changable bonuses, but a recognition of an in-game drive and commitment of resources to that Idea. Ideas could also be added by either random or scripted events.
This has already been fixed. In Napoleon's Ambition, you can make national ideas have triggers on them that you must fulfill before being able to choose that idea. For instance, you could set a trigger for the humanist tolerance idea so that you need to be relatively innovative to be able to get humanist tolerance.
 

unmerged(76311)

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While I don't mind at all that EUIII is not historical, nor that it allows nations to evolve into any direction so that after a few years every nation could be a copy of another bar taxes,
I do like your idea of national idea triggers.

Still, I think it shouldn't be static triggers, as that kind of thing usually leads to exploits. (You want national bank because you cower from inflation, a logical trigger for national bank would be ... ah, let's say getting bankrupcy at least once - just to prove the point - and what do you get, players deliberately going bankrupt at the start just for triggering it)

Rather, I'd like to see triggers that are random, but that have a probability based upon gameplay.

So let's say every year, the game checks if you get a new national idea. There's a 10% chance you get Grand Fleet. But for every 100 ships you built, you get 10% more. As such, the game will 'generally' represent your style of play in its NIs but without making it exploitable.

Of course, I'm just giving examples and numbers that I pluck out of my hat or such, but the principle 's there :)
 

Francech

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but i do not see the point, if you want a grand fleet ni is because you want to build a huge fleet. So does it really matter to get it before or after? If you get it after it seems that you do not need it anymore.

And it is also true that you first plan to have a grand fleet and have to plan every necessary thing to do so. Not you build a grand fleet then some silly ppl at your court say: sir! you got a grand fleet!
 

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KlevesWarrior said:
Thus the small problems and complaints do not give me pause when considering the purchase of this game. That lack of history in the game does.

Forget about history when it comes to EUIII. The designers decided to create a free style empire build game that just differs from others using the EUIII time frame and starting conditions.

Regards

Thorsten
 

unmerged(83762)

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It might be better to link them to your land and navy tradition values - anyone with high navy tradition gets a better chance at getting any connected NI.

Finance ideas should be linked to your wealth - some poor desert peoples are hardly likely to have a national bank.
 

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simexdude said:
It might be better to link them to your land and navy tradition values - anyone with high navy tradition gets a better chance at getting any connected NI.

Finance ideas should be linked to your wealth - some poor desert peoples are hardly likely to have a national bank.

Or something better might be to have a COT and a monthly income at a certain level.
 
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