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TheMeInTeam

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AE and coalitions are fun in the way that death is fun in an RPG or FPS, and that crashing is fun in a racing game.

They're not fun. It's the work required to mitigate and avoid them that is fun.

No. Those analogies do not work. You do not die in RPGs from doing too much damage. You do not crash in a racing game because you're half a lap in front of the opposition.

Coalitions are much closer to rubber-banding (IE AI cars getting a speed boost when behind, but losing it when they get close again) and have no true correlating element in RPGs whatsoever, unless you want to count NG+. Unfortunately, rather than rubber banding when the player is in the lead, they currently rubber-band when the player advances from last place to middle of the pack...and rubber band less the further you get out front.

You'd be looking for dormant cores and low-AE means to expand constantly, and take risks when it's worth taking: do you vassalize the Hansa in their 1444 border, just because they joined the wrong side of the war and take the AE? ...or do you let the Hansa grow, take extremely rich coastal cities and try to dismantle it province by province with infuriatingly high war scores and AE later?

Problem is, with the gridlock given right now, you don't have a choice. You just avoid coalitions all day every day until you're ready to chain them for breaking truces w/o penalty. People list *the* strategies for avoiding coalitions, and they're static: start with wars that minimize AE, like tearing out Styria, Burgundy (if inherited), French minors, Sweden/Norway after integration. Then, you're too powerful to stop and can just chain everyone else alive to death. That is, as Jomini says, "strategically bankrupt". Virtually every nation in Europe will do the "return core feed + colonize or let vassals colonize" in SP. Even in the Muslim world, that's how it goes unless you're a horde, or the Ottomans where you basically start able to hammer through coalitions right around the time where you get the full-annex mamluks mission.

I'm OK if the coalitions stay. Sure, you can argue that the mechanics could be more fluid, more interesting to work against rather than around. And those points are probably valid in many ways.

Creating the conditions for coalitions or not is a choice. Currently, it is a false choice unless you want to use them to break truces for free. Dynamic gameplay elements offer actual choices, not shoehorn linear progression. Coalitions do the latter.

IMHO it's better to stick to one less-than-ideal-but-working design than to go bipolar.

They are not a working design. Most people claim them to be an anti-blobbing mechanic, but that only applies (and only sort of) to small nations. They are a punishment mechanic, and a poor one with easy workarounds. They would function a lot more as the old school "dogpile the runaway player/nation" mechanic, and it's notable that that is EXACTLY how they used to function with size scaling, though it led to some wonky stuff. Their current format of only punishing small nations in any material way is an abomination.

The coalition mechanic exists to slow down player rate of expansion, and to provide more challenge for successful players. Without coalitions, and even with them for easy-mode nations like the Ottomans, it's currently possible to faceroll your way to world domination with most nations by 1700. Coalitions provide a threat to players (and sometimes to the AI) who expand too aggressively, and forces them to consider the impact of their actions beyond whichever country they currently happen to be dismembering. Even then, it's perfectly possible to avoid coalitions provided that you don't expect to be able to directly annex vast territories in a single war.

Well, the part about being able to faceroll is accurate, as is the last sentence, but the rest of this paragraph is not.
 

Jomini

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If you don't find money useful, then I assume you already have three +3 advisors.

Anyway, money is not the only thing you can get for 0 AE. You can also revoke cores, return cores, release nations, cancel vassals and cancel treaties. Breaking down big countries like France or Russia in multiple small countries is quite satisfying IMHO.

People who just want to paint the world map should probably play Hearts of Iron instead.

Generally, yes being a major means I have all the +3 advisers I want; it is not uncommon for me to be running +2s or +1 for the bonuses (e.g. diplomats and statesmen can handily trump most anyone else, even with the point penalty), likewise, I can get a lot more out of various advisers - like theologians, inquisitors, and the like than the points are worth.

Military, well, if I'm western and large, I basically end up hitting ahead of time penalties and tech can get really low (HRE, ideas, and the odd event); fortifications are barely worth it in frontier, wrong religion provinces and once you get big enough and transition to heavy mercenary use manpower buildings become a lot less useful (though I try to have a few provinces with the full line and recruit all my regiments from those). Carrying extra generals is useful ... but only up to a certain point (one admiral/explorer, one conquistador, and maybe two generals). Harsh measures and rerolling generals are useful, but I often just end up with heavy surpluses that make investing in better mil advisers useless. Certainly in war adviser type trumps point gain - morale can put me over the top for automatic stack wipes (particularly with mismatches), discipline can allow me to more quickly burn down enemy manpower, recruitment speed works wonders when I'm doing a Russian war, etc.

Is money the only thing? Of course not. As I've already noted, releasing nations (e.g. Styria) and returning cores are useful. Removing cores is laughable, from a strategic standpoint you want pretty much every core in the game to last as long as possible. Why would I have France Revoke cores if I can break them by releasing nations, make them my vassals, and then feed them back their cores? All of these are usefl if and only if the cores are there and viable. But not everyone is well supplied with useful cores as France and Austria in the early game. Denmark, for instance, has only Gotland. Muscovy has only one minor it its starting territory. Castille has just Galacia. Portugal has none and England just three provinces as two minors (excluding their French holdings which naturally go over to France and Burgundy pretty much instantly without player intervention). Even in the defunct core rich states, like France, the late game leaves piss all to hurt your rival if the AE timer isn't in a favorable position.

For instance, say I'm Austria in 1600 and I took some Italian land, now my AE within the empire is high. France gets itself into some trouble (it loses its Ottoman ally and goes to war with Spain when the Fronde breaks out). They are my biggest rival. How do I hurt France without driving all the HRE minors into coalition (as they get decent AE from France)? By 1600 virtually all the cores have expired. Taking trade power is a joke - I don't share in the main French nodes and the ones where we share (Antwerp and Genoa perhaps) are not ones where I collect (most often). If France is collecting in the colonies, I don't even hit their trade income hardly at all. Gold? Don't be daft, France has just spent all of its gold on raising mercs (like the AIs do when they face wars and rebellions). Release a nation? Can't be done. Cancel an alliance? Well let's see, if I'm not truce breaking or abusing game mechanics the odds that alliances will reform are pretty high, but more importantly why do I give a damn? If I've just declared on France and beaten them I have also beaten all their allies willing to defend them. Outside of a few esoteric cases, when I can declare on my rivals and beat them, I can also beat their allies, and mucking around there doesn't really change much.

There really is no way to actually hurt your opponents once the land they own lacks external cores - unless you spend AE. Hence why AE ends up trumping every other strategic concern once you get big.

Homer2101:
The coalition mechanic exists to slow down player rate of expansion, and to provide more challenge for successful players.

Slow down, sure. Challenge? Don't make me laugh. Coalitions make the game easier for successful players. The AIs become completely predictable and the unified truce timer (along with a dozen other mechanisms) turn coalitions into a giant blob protection method. Given the ease with which coalitions can be avoided by big states, this "challenge" isn't.

Now I have a question about slow. Let's say you are playing the game and you make 1000 strategic decisions over the course of the game, everything else is an automatic reaction to those decisions. Why is it preferable to spread those 1000 strategic decisions over 4 hours of gameplay instead of 2?

In my estimation, we should want as much actual strategy (rather than button pushing to implement our strategies) in as little time as possible. Certainly there are a large number of ways that slow down the game that haven't worked in the past. E.g. in EUIII we had the merchant mini-game, the repetitive send diplomat to butter up/vassalize/annex game, click forever to build buildings and the like which really slowed down gameplay ... but we've, to much acclaim nerfed those systems for automation so I make the strategic decision - send the merchant & light ships here, and then I'm done. Likewise, one of the least controversial requests on the board is to have some sort of "upgrade" button that stops the player from needing to micro ships to delete, build new ones, and then reassemble their fleets. This would again, speed up the game.

What is desirable about a slow game? If we aren't increasing the strategic depth of the game when slowing it down, is this really an improvement?
 

TheMeInTeam

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What is desirable about a slow game? If we aren't increasing the strategic depth of the game when slowing it down, is this really an improvement?

The strongest case there is a dark one. Skill equalization sells. When you have a trumping, simplifying mechanic in a game such that you slow the progress of a skilled player relative to an unskilled player, the unskilled players perform more comparably to the good ones. As a result, they like skill equalization and will argue in its favor, as it is statistically more likely to benefit them. In most cases, players doing this don't even realize it's what is happening. It got really, really bad in Madden for example, with all the scrublets arguing in favor of a 3x more-frequent-than-reality dropped interception rate (otherwise there would be "too many" they said ^_^) while in the same breath defending the (luck-based) higher-than-reality fumble rate. Throwing into coverage vs not was skill based, while fumbles barely had any correlation with play choices at all. The "you need to play better to overcome this" garbage that gets spewed here resembles the arguments in favor of that crap precisely, even to the extent of missing the point of the argument. Of course, this same human filth (yes, I will go that far in this case) would turn around and come down on you for "playing unrealistically".

The arguments against people "expanding too fast" in a game that is expressly about expanding (per the developers) provide the best evidence, and when combined with arguments against "gamey" tactics, exactly fit the pattern I highlight in Madden. It's hard to watch someone conquer into a superpower with an OPM when someone else picks a major and fails to do it, so punish that guy who expands too fast! Let's all expand slower! Suddenly, pushing the margins of manpower, economy, relations, and balancing them with diplomacy all stop mattering as much. To the skill equalizers, they will not use "gamey" tactics like deconstructing + rebuilding France as a vassal or conquering Connaught, while hypocritically calling others who don't like skill equalization out as needing more skill to overcome challenges.

And thus one of the biggest jokes in game discussion (weak players arguing to skillful ones that they need skill to overcome deliberate skill equalization) finds its way into EU IV.

But, if you're a designer and think about your audience, which population is larger? The skilled players or those who lack it? I am starting to think long and hard about the *actual* goal of coalitions, especially with a game purportedly balanced for MP to an extent.............
 
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Hummer

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Sometimes coalitions don't matter. I am currently playing a Brandenburg > Prussia > Germany game.
Every coalition that has formed against me and a started a coalition war has been obliterated by me.
This includes fighting Russia, Denmark and France at the same time with the rest of the coalition. :)
 

TheMeInTeam

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Sometimes coalitions don't matter. I am currently playing a Brandenburg > Prussia > Germany game.
Every coalition that has formed against me and a started a coalition war has been obliterated by me.
This includes fighting Russia, Denmark and France at the same time with the rest of the coalition. :)

Yes, now kindly tell us if you were able to get more, or less from that war than you'd have got if you fought only Russia. Then explain how that fits from a logical, historical, game design, or any other perspective that does not boil down to "punishment" or "skill equalization".