How does the community genuinely feel about mission trees?

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Rudolf Nechvile II

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I'm not looking to start a discussion on Paradox's DLC policy or whether it just makes for "lazy content", because whether or not that is true is a separate discussion. I just genuinely am curious as to how the community as a whole feel about mission trees as mechanic, and potentially with respect to the inevitable EU5.

On the forums you often get a genuine sense that they are hated and negative posts often receive lots of agrees and few disagrees. However; based on the reception of Lions of the North, there's clearly a market for them (otherwise they wouldn't do them). If you go to the workshop, you also see that Missions Expanded is one of the most popular mods to date, whereas I'm not sure there's even a "Missions Removed" mod, or at the least, it's not nearly as popular.

Now personally, I am pro mission trees. One of the biggest arguments against them is obviously railroading. This argument has a few of offshoots, namely railroading of the AI and railroading of the player. I think the I:R mission system, with some adjustments, addresses both issues, and is quite close to a perfect mission system.

I'll try to address AI railroading first. Now this topic is actually immensely complex, but in brief, there are two extreme camps: people who want things to play out exactly as history did when you don't touch anything and those that basically just want a sandbox battle royals with 1444 start map. Most people obviously fall somewhere in between with either extreme being utterly ridiculous and the former being impossible as soon as the player does something. I fall somewhere closer to the first camp, where I could play out my alt-history fantasy, shaping the way things played out and the AI reacting accordingly. Many people in this camp believe that instead of mission trees that the game should instead model the underlying reasons and motivations for a certain course of action, with which I agree. My contention is that it's not possible to model everything, especially over centuries, since it's a game and it would quickly become unfun. Some things like historical ambitions stemming from before the game start hard to model too. How does one model the Iberians' motivation to explore West and East, or some insane events like Aq Qoyunlu beating Qara Quyonlu? If one looks at CK for example, as soon as you press unpause, the map becomes unrecognisable and never approaches anything resembling history ever.

In regards to player railroading, one could simply choose not to do the missions. There's always the min-maxing argument of it being suboptimal play, but I would argue the majority of players don't min-max anyway, since it's simply an unfun cakewalk. I do agree that power creep is real though and that bonus modifiers should be toned down, kept local or entirely removed.

Finally I want to discuss why I think the I:R mission system is fantastic. The fact that you can chose between different sets of missions (and different branches within a set) at a time is fantastic for some alt-history ambitions, but also removes the railroading. New sets can become available based on previously completed ones and you can make era specific ones too. The generic missions were great too as it always gives you/AI something to strive to and more or less adapts to the reality of the map, e.g. a conquer Illyria mission if you bordered Illyria, which gave a bit more of an organic experience. I don't think the bonuses were too extreme either iirc.

For me and I think many new players too, missions are fun because they give you a direction and goal to strive towards. Along with country specific events and DHEs they also make the countries more unique, instead of just being start position A and start position B. I personally would rather envision an I:R system like a path where you could choose to follow different branches, choose to just walk onto the grass altogether, instead of a railroad. For those who absolutely dislike them I think gamerules could solve this easily, where you could just turn them (and DHEs) off entirely, or have the AI choose not follow them (ahistorical mode basically). I think gamerules are a way to make the most people happy.

Sorry for the long rambling post. I'm sure many will disagree, but please, I'd also like to hear why.
 
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krokobone

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I also like the mission trees, mainly because they give some nice goals to achieve and they help give the game some kind of narrative that somewhat resembles historical events.

What I like most about mission trees is that through these each nation feels much different to play as, which makes each playthrough much more unique and enjoyable. This is what I miss the most from Victoria 3 for example, that there is really not much difference between playing as a European or an Asian country. I'm not saying that Vic3 should have the same mission system, but some more flavor and historical events are definitely needed to improve that game. As for EU4, I think this mission system does a good job of making each playthrough feel unique, and I think that is the reason that these flavor packs sell quite well.
 
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Rudolf Nechvile II

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What I like most about mission trees is that through these each nation feels much different to play as, which makes each playthrough much more unique and enjoyable. This is what I miss the most from Victoria 3 for example, that there is really not much difference between playing as a European or an Asian country. I'm not saying that Vic3 should have the same mission system, but some more flavor and historical events are definitely needed to improve that game. As for EU4, I think this mission system does a good job of making each playthrough feel unique, and I think that is the reason that these flavor packs sell quite well.
I certainly think it's really good for flavour and uniqueness and it's probably easier to code AI to pursue the missions rather than code unique ambitions for every single tag. It also let's there be a bit more unpredictability. I also like the events that they can trigger and it's sometimes a fun way to learn about some of the country's history.

On a side note, I think Journal Entries is just a different approach, which I think suits Vicky3 fine since it's a much shorter time period and I'm sure they'll expand it more.

I love the concept but I don't like that some of them make some nations insanely OP. Maybe some modifiers could be toned down a little.
Yeah for sure. Power creep is a huge issue, especially in new missions. I think Imperator had a good approach and think that if they're going to add bonuses at all, it should rather be regional (specific to a single province/area) or toned down a lot.
 

grommile

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I think mission trees would be 100% fine if they were pure flavour – basically a behavioural guide for the AI / prompt system for players.

They're not, so they aren't.
 
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Wenla

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I don't like mision trees and I very seldom 'do' those. For me those try to 'push' you to go to direction where you don't propably otherwise go.
 
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InvisibleBison

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I have a bit of a mixed opinion on missions. On the one hand, I do agree with the idea that they provide goals for the player and that they are generally fun to pursue. On the other hand, I tend to prefer a more simulation-like approach to grand strategy games, and in particular I feel that tag-dependent phenomena are a bad idea. So on the whole I'd say that while I enjoy missions in EU4, I hope they aren't in EU5.
 
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necro84

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I like mission trees as quide how to develop your country. Some rewards are nice bonuses e.g. changing trade good in Como or Valencia to silk
Some bonuses are too OP, especially when you stack them and get -90% diplo annexation cost, +20% admin efficiency etc.
 
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EarlKonrad

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I love the concept but I don't like that some of them make some nations insanely OP. Maybe some modifiers could be toned down a little.

Pretty much this. Some trees are so wildly weaker or stronger than others that it isn't even funny. Generally speaking, trees from before Origins gives you a lot of 15/25 year modifiers and claims while trees made after Origins have all sorts of permanent buffs.

Then you have Wing's tree which is all about trying to make an awful mechanics, MoH, palatable.
 
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Id say its a good idea to railroad AI into certain behaviour and its also good idea to present some kind of goal set for people that dont like setting their own grand goals. It should really be something more akin to steam achievements, just less funky, and completing big mission trees should probably earn you a steam achievement.

The problem with missions across Paradox games is that they provide unreasonable "material" gains that just make "flavoured" nations more powerful and then devs balance it out by giving other powerful missions to other nations and it ends up with infamous powercreep. Missions should be all about "spiritual" gain, like prestige, power projection, missionary strenght, estate loyalty, claims (but not cores), morale etc.

I'll also be cool with the idea of selectable missions ala imperator. Especially if there was abillity to proclaim some grand destiny of your nation (e.g. uniting an empire), to which AI can react (banding together to block your progress or voluntarily vassalize themselves).
 
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RaccoonCity

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I love them. They are one of the few things I like from the DDRJake EU4 development period.

Unfortunately, they went too crazy and added too OP missions rewards for some countries with the Personal Union's casus belli.

But overall, I love the system. It also makes the AI expand in a more historical and interesting way.
 
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Cosmonaut15

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I love them. I don’t mind having an OP mission trees as long as they are fun and give me reasons to try some new countries, and certainly new playstyles. Replayability is the strongest selling point for EU4, and mission trees compliment that well.

As I observed, AI never pursue that many OP missions so it’s not a problem at all.

In multiplayer, that OP mission would certainly becomes a problem but I’m not into the MP play. Not sure can it be disabled in MP?

Hope this voice reach the dev team. Let the community vote for what features they would like to see first in the EU5. I, for one, would vote for the mission trees.
 
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Rudolf Nechvile II

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Unfortunately, they went too crazy and added too OP missions rewards for some countries with the Personal Union's casus belli.
This is kind of an aside, but perhaps a cool solution to PU CBs would be if rivals would intervene akin to a succession war. If you lose, you lose the war, you lose the CB too. It would be kind of realistic too, since nobody is just going to sit around and watch you PU the largest nation in Europe. It also brings back an underutilised mechanic and definitely makes it riskier as the CB is single use only with a time limit.

I would maybe add some limitations to it so that it's not too unfair on either side. Firstly, I would limit interventions to being of the same religious group, this way you won't have the Ottomans intervening every single time and I'm not sure if other religious groups usually participated in succession wars anyway. I would also limit the time it allowed until intervention to say 1 year, so that it wouldn't be too frustrating that after a long war that you've nearly won, someone intervenes and your warscore drops a lot. So basically you'd have a red notification that sits at the top of your screen for a year. I would also maybe make it so that allies are less likely to join on the offense and more likely to join on the defence. Perhaps I would lastly make it possible to take land as a sort of cutting your losses time thing, akin to the war of the Spanish Succession (for Austria), but you'd obviously lose the CB afterwards too.

This would obviously be a solution for EU4 as it is now. But what do you think? Because perhaps I'll open a new thread for it specifically.
 
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C.N.

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I love having them, and playing with them.

I hate that introducing them turned EU4 into an unfinished game that still need 2 more DLCs to feel complete.

I think they are a bad idea for future games, since partial implementation of such a feature is bad.
If mission trees are added to a future game, there needs to be a way for the game to generate them dynamically based on things like geography, culture, religion, government form, and other such nation features. (Imperator did try, but the implementation was bad.) This would avoid nations getting split into haves and have nots.
 
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egolend

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I love them for solo - they make games with different countries even near each other different.

I can see why some might like to be able to switch them off / generic missions for multiplayer.
 
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merilessj

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I miss how there was originally dynamic random missions you would have. I think they should still exist but more tailored to what tag your playing. I find mission trees tend to railroad play too much. Even worse some buffs make some strategies just simply better than others like purposely culture switching or the like.
 

grommile

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Terixis

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I like mission trees for the flavor and variation they give to tags, without them it's mostly just ideas and starting position as differentiators. Branching mission trees are fantastic, particularly for Teutons and Livonia where they have multiple options and are a lot of fun.

The power creep is real, but I'd rather have fun powercreep trees than older "new" trees that are mostly just a chain of claims ending with nonsensical conquest of China.
 
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strqfzd911

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The problem is that Mission Trees, especially some of the newer ones, have more become an extension of your National Ideas in terms of modifier gains, as opposed to just goals or ambitions for your nation to achieve. If Mission Trees instead represented your National Ideas, and every country with unique ideas was replaced with their own mission tree, I think they'd work. The problem is that not every country has Mission Trees, and some are horribly outbalanced compared to the newer ones, and every new patch paradox releases just makes this outbalance worse.

I've said this before in another post, but the way these mission trees are coded simply make most of them impossible for the AI to achieve. I've seen plenty of mission trees that say something like: "Gain 30% privateer power in X node" reward = 20% heavy ship combat ability or 10% trade efficiency until end of game. The AI simply does not understand triggers like this, and never bothers to attempt doing it locking them out of a reward a player could get easily. Of course, if this mission was on top of a "chain" then every other mission in that chain will be locked out for the AI until they complete it (never). There should no reason why the AI is locked out of a missions like this, content designers need to consider these questions when adding any mission tree into the game:

Can the requirements be achieved by the AI? If not, should I add an alternative trigger that is reasonably comparable in difficulty to the player's?

Do we want the AI to be completing missions like this anyway? Do we want to give them these rewards? If not, maybe we shouldn't give them to the player as well.

Are these mission triggers sufficient enough in justifying the reward? Should I really be giving 15% Infantry combat ability from building to forcelimit and hiring an advisor?

By an extension, if this mission can be completed in under a year or two from game start, should it really be a mission, or maybe I should tone the rewards down?

How will completing this mission affect regional balance? Will this give the nation a significant advantage over its neighbours? Do I know the strength of the modifier I'm giving? If not, I could ask colleagues, or look in the game files to see how often this modifier occurs already, or I could test it in game during war etc.

Finally, how does this mission tree compare to other existing mission trees in the game? If i bloat it too much, then the playerbase will probably expect this standard for every nation in the game that lacks mission trees, making more work for myself in the future!
 
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