How HRE alone shows how broken this game is/ An appeal to the developers.

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IVM.Firefly

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I know this is no secret to many of the more active, experienced people who had played this game over the many years this game has existed. What I find peculiar, however, is the very fact that the PDS devs and possibly some of the more casual players do not recognize this: the game is broken beyond belief.
Now, I know what reputation negative threads of this kind have. Let me assure you, I have 4.5k hours in it by playing and modding alike, and while there are many people who would beat me in both playtime and skill, I believe I can claim a degree of knowledge in the mechanics of the game.
I could spend a lot of time complaining about my dislike of mana, age mechanics and etc., but such complaints are rather well known, so I shall divert my attention to diplomacy within the HRE, a small part of the game, which alone makes the game unbearable to play.
Suppose you are playing in the HRE and become the emperor. As I am trying to get some of the rarer achievements, I found precisely in such a situation, playing as Mulhouse.
Imagine that a fellow HRE member attacks another and you want to stop it. In fact, you are incentivized to, as it will ensure the number of HRE nations does not decrease, which you are supposed to work towards. You as a player have been granted with a diplomatic option to enforce peace, so all is good, right? I truly wish it were so. Firstly, the very option is strictly limited by relations. These conditions are somewhat relaxed in the HRE. Yet it would be foolish to anticipate that every nation in the HRE likes the emperor and as such, regardless of the imperial strength, the emperor finds himself unable to enforce peace. He is the bloody emperor, he has every right to at least try to do that, regardless of who likes him.
And yet, we can overlook this issue. Suppose you, as the emperor find yourself trying to enforce peace while defending a friendly nation, one that you may have just released by a peace treaty. Such a nation likes you and thus the Enforce peace option is available. Still, the game finds a way to implode before your eyes. Almost irrespective of your strength, the attacker, HRE member or not, is extremely unlikely to accept it, as the AI finds the apparent prospect of victory more important than the fact that the entry of a powerful emperor into the war will cause their complete downfall. You may think that it is a little issue. After all, if the player emperor is strong, and by entering the war, he can restore the status quo. Oh how I wish it were so. You see, emperor or not, after entering the war, you will find yourself as a mere war ally. This means that the defending nation will be able to do whatever they want at the peace treaty, and as a result will likely take multiple provinces from the attacker if they manage to occupy them, leading to the same situation as to what would happen if you ignored the war, except the roles are reversed.
And yet, suppose that the attacker, or the defender you aided took some provinces off of each other. You would think you are all good, as you can demand unlawful territory to restore the status quo. Well, in theory yes. In fact, the AI is somewhat likely to accept. If it does, it is likely that the returned province will go to someone completely different! I may for example crack down on a tag that had conquered Saxe-Lauenburg in order to ensure that Saxe-Lauenburg exists once more. In fact, that is very much what happened. Firstly, I had a war with Lubeck, forced them to release Saxe-Lauenburg (which was by now their core) and convert (damn heretics) and soon found the newly released Saxe-Lauenburg to be under attack by Mecklenburg. Immediately, I wanted to aid Saxe-Lauenburg, but if I had enforced peace, Mecklenburg would refuse and bring me to a war, which, if I had won, would result in Saxe-Lauenburg taking some Mecklenburger provinces. Thus, I opted for Saxe-Lauenburg to be annexed in order to be able to demand unlawful territory off of Mecklenburg. Technically, that happened. However, Saxe-Lauenburg was returned... to Lubeck!
And yet, we can overlook that and imagine that the province will be returned to the proper country. Lets take a look at a different example. After cutting Brandenburg down to a more manageable size, I was happy with the situation in HRE for a moment. The moment ended when I realized that Saxony had invaded Brandenburg as the latter had no army anymore and AI considered it to be a good target. Once again, enforcing peace will cause Saxony to refuse and commit suicide, making Brandenburg stronger. So, I waited for Saxony to make peace in order to demand unlawful territory. I asked for the province of Brandenburg and they accepted. Yet, another problem has risen... Saxony took several provinces and are willing to give me only 1. The clearly ill-implemented diplomatic option only allows for 1 province to be returned and if you ask again, the AI will refuse, because it will add a huge modifier to the chance of giving you another province, even though you wanted all of them in the first place. Hell, I am not asking them for my own sake balance is not at stake here. Well, suppose they refuse because of this foolish modifier. After asking them for the province number 2, I can go to war with them. Or can I? If they are my ally or have truce with me, I will have to commit suicide by stability and AE just to declare it. And even if I declare the war, crushing Saxony may lead to yet another nation, like Bohemia taking a hit on Saxony, thus repeating the cycle. What an unbearable and absolutely not fun of a situation. The enforce peace and demand unlawful authority options are, in the grand scope of things, completely broken. I know that developing a game brings many hardships and I would not dare insult the devs. Still, the game is 7 years old and this is just one tiny area of the game that is completely broken and unfun. I respect the PDS for making such unique games, but EU4 plays like a game that is actively trying to make you infuriated. Hell, I have spent at least 2k hours of my game time on modding alone. If that is not the proof of my affection to the game, I do not know what is. Still, it is utterly broken on many levels. I wanted to exemplify this, in order that, if not this game, the future EU games will make good on what the EU franchise can really be. EU4 does not cut it. Never for a moment do I want to whine or insult the devs, but I must nevertheless state my view that the game is deeply flawed. Too flawed, in fact, to be fixed by patches or even by payed expansions, which there were plenty of, anyway. I wish for EU to live up to it´s potential just like CK is arguably doing. CK3 is great. CK2 was an amazing game in it´s own right. My great hope is that my mod Project Parabellum to which I gave much of my time will find a better home in a future EU game. I would not want to go off topic, yet currently, the level of detail I bring to it is proving harder and harder by the game to manage. I am literally unable to enlarge the map by any meaningful way without the devs making impactful, probably time-consuming changes to the game code. I know I am not the only modder with this issue. Yet, I dream of a time when PDS will put "Grand" in the Grand Strategy game for EU franchise. I truly hope and wish the devs good fortune. I wish for my mod and all others to have a more optimized, moddable game to work with.
I hope I did not sound off as too cocky, this thread is but a small-scale pouring of frustration that has been building up throughout the time I have been playing this game. I could go on and on for ages, with the multiple issues this game has and had for ages, yet I believe my point is made. I hope my hope is not in vain and wish PDS good luck with it´s efforts.
 
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Arizal

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The devs created the "enforce peace" and "return unlawful territory" features having in mind that a player shouldn't be completely blocked in his expansion by them. EUIV IS a map painter. Your problem with it seems to be that you don't find those mechanics realistic or fun.

In my eyes, this is an example of the devs favoring limited mechanics over the possibility of more comprehensive and difficult to implement mechanics, which would make possible a power struggle without an open war.

I don't have a perfect roadmap on how this could be done, but what if every demand of unlawful territory started an imperial incident, making potentially the Emperor lose influence in the HRE and forcing the player to keep it cool with the other imperial princes? Then they would have to add some kind of warning that if you take too much territories in a war in the HRE, you could be alone defending your conquest against an Emperor who would be backed by the princes.

As for the enforce peace mechanic, it has always bothered me that you can't come help a country that hates you. How is it his business that you want to help him? Why on Earth would he refuse? Well, actually he could, but only in exceptional cases. All in all, diplomacy should be more fluid in the game. Alliances should not last 200 years, but at the same time in the name of predictability they shouldn't change overnight (even though stuff like this happened historically).

It's a delicate balance, and I hope the next expansion or the next game tackles it. Because for me diplomacy is at the heart of EU.
 
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AndrewPiano

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Agreed the HRE is a broken aspect of the game. It really needs to be completely reworked from the ground up in another iteration of EU5 or whichever company is competent enough to do it and compete with Paradox.
 
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EarlKonrad

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The devs created the "enforce peace" and "return unlawful territory" features having in mind that a player shouldn't be completely blocked in his expansion by them. EUIV IS a map painter. Your problem with it seems to be that you don't find those mechanics realistic or fun.

In my eyes, this is an example of the devs favoring limited mechanics over the possibility of more comprehensive and difficult to implement mechanics, which would make possible a power struggle without an open war.

I don't have a perfect roadmap on how this could be done, but what if every demand of unlawful territory started an imperial incident, making potentially the Emperor lose influence in the HRE and forcing the player to keep it cool with the other imperial princes? Then they would have to add some kind of warning that if you take too much territories in a war in the HRE, you could be alone defending your conquest against an Emperor who would be backed by the princes.

As for the enforce peace mechanic, it has always bothered me that you can't come help a country that hates you. How is it his business that you want to help him? Why on Earth would he refuse? Well, actually he could, but only in exceptional cases. All in all, diplomacy should be more fluid in the game. Alliances should not last 200 years, but at the same time in the name of predictability they shouldn't change overnight (even though stuff like this happened historically).

It's a delicate balance, and I hope the next expansion or the next game tackles it. Because for me diplomacy is at the heart of EU.

Return unlawful is strange. As it stands it is a way of forcing HRE players to cozy up to the Emperor if they want to expand inside the HRE without creating a huge coalition after one war. It serves as a roadblock on the players way that can easily the manipulated if you know how it works (just stay at war while you core and good job you just circumvented a mechanic all together) while at the same time being confusing to someone that has no idea how the HRE plays. What do you mean the Emperor can demand that I give a province that I just took in a war back to the defeated nation or release it as an independent nation? The game never tells you beforehand of this thing, it is entirely unique to the HRE and one would most likely never discover on its own that if you befriend the Emperor he will turn a blind eye on you eating all the HRE.

Enforce peace is one of those diplo options that are 99% of the time useless and might as well not exist. Theoretically you could enforce peace but the restrictions are too, well, restricted and you have to go out of your way to create a situation where you can intervene instead of being able to use your size or diplomatic abilities as soft power.

All in all the HRE still suffers from having a bunch of mechanics that only exist for them, aren't explained anywhere in game, requires you to play in a certain way and teaches you this by beating you down until you learn, obfuscate essential information (who will vote for the Emperor/reforms and why) and doesn't really offer any meaningful change on the diplomatic aspect of the game (which you think it would given that it is the bloody HRE).
 
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Maxxie42

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I remember my game as Mulhouse, going after the same achievement as you, as the most frustrating experience I ever had with this game. Maybe that's just resentment talking, but I feel that the new HRE mechanics implemented in 1.30 were thought of with Austria in mind, and definitely not an OPM rising to power in the HRE. When playing as one, you will become emperor much later, meaning the number of tags will likely have dwindled by then, the Reformation will be out of hand... And then good luck getting any meaningful amout of Imperial Authority.

Of course, it doesn't help that I dislike the kindergarten minigame that is the HRE, and so I hate that PDX took away the possibility of ignoring that minigame altogether and instead getting IA from adding provinces to the HRE. But even for someone who doesn't mind spending 150 or 200 years of the game babysitting facepalm-worthily dumb AIs, the game just doesn't give you the right tools for it.

I think 1.30 brought many excellent changes to the game (number one in my opinion being Estates), but the HRE rework is not one of them.
 
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Lee Saxon

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My main complaint about Unlawful Territory would definitely be the weirdness of AI nations starting wars just to take a province they know will get the demand, then immediately accepting the demand. We see it a surprising amount. Why even start that war?

Usually I suppose this is just a weird thing going on in the background but when the AI is my vassal, I really think it ought to be up to me at that point.
 
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Alyosha

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On the HRE babysitting, perhaps a function to call a Diet for say 10IA to grant a temporary internal peace for the remainder of the current Emperor’s life.

All HRE states with a given relation of say 125 with the Emperor would accept and get a truce with all other princes. Those without that relation would have no truce.

One would have to be very strategic in pushing for the Diet. A ruler couldn’t be too old and the cost to IA would necessitate some real number crunching about when to deploy the peace. However, it would allow for a breathing space to consolidate the gains of an Emperor before the traditional internal peace.

Numbers above for discussion purposes.
 
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Eruth

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[/QUOTE]
The devs created the "enforce peace" and "return unlawful territory" features having in mind that a player shouldn't be completely blocked in his expansion by them. EUIV IS a map painter. Your problem with it seems to be that you don't find those mechanics realistic or fun.

In my eyes, this is an example of the devs favoring limited mechanics over the possibility of more comprehensive and difficult to implement mechanics, which would make possible a power struggle without an open war.

I don't have a perfect roadmap on how this could be done, but what if every demand of unlawful territory started an imperial incident, making potentially the Emperor lose influence in the HRE and forcing the player to keep it cool with the other imperial princes? Then they would have to add some kind of warning that if you take too much territories in a war in the HRE, you could be alone defending your conquest against an Emperor who would be backed by the princes.

As for the enforce peace mechanic, it has always bothered me that you can't come help a country that hates you. How is it his business that you want to help him? Why on Earth would he refuse? Well, actually he could, but only in exceptional cases. All in all, diplomacy should be more fluid in the game. Alliances should not last 200 years, but at the same time in the name of predictability they shouldn't change overnight (even though stuff like this happened historically).

It's a delicate balance, and I hope the next expansion or the next game tackles it. Because for me diplomacy is at the heart of EU.
I think the OP was saying that the mechanics are good in theory but they don't work because the AI is too unlikely to accept them and they often have unpredictable or counterintuitive results.
 
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Me_

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Long, unreadable rant
There should be a crime against not putting empty lines in a wall of text on the forum. Rant posts are bad enough without being unreadable.

I don't have a perfect roadmap on how this could be done, but what if every demand of unlawful territory started an imperial incident, making potentially the Emperor lose influence in the HRE and forcing the player to keep it cool with the other imperial princes? Then they would have to add some kind of warning that if you take too much territories in a war in the HRE, you could be alone defending your conquest against an Emperor who would be backed by the princes.
Imagine 95% of all incidents being about unlawful territory. I do not presume many people would like that.

Not to mention the metagaming strategy of only expanding during other incidents to avoid the unlawful territory incident.
My main complaint about Unlawful Territory would definitely be the weirdness of AI nations starting wars just to take a province they know will get the demand, then immediately accepting the demand. We see it a surprising amount. Why even start that war?

Usually I suppose this is just a weird thing going on in the background but when the AI is my vassal, I really think it ought to be up to me at that point.
I have that gripe as well. This is not a new feature. There were many patches to make AI take unlawful territory into account properly. It's not as common as it used to be, but it still happens.
 
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swagmeister

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I think the OP was saying that the mechanics are good in theory but they don't work because the AI is too unlikely to accept them and they often have unpredictable or counterintuitive results.
[/QUOTE]
This. The fact that the little shits can't figure out that you will kick their teeth in when you join the war is the most annoying part about enforce peace. It almost seems like it is hard coded for the AI to refuse no matter how small and weak they are.
 
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Arizal

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Help like USRR "helped" Poland in 1939.
Well, if you intervene agressively towards the other country it’s rather a three way war.

What I meant was that with the current way the game works, there would be no reason for a country to refuse such an intervention. That’s because historically those actions would create an expectation (favors), if not an outright control from the intervening country on the original country.

I’m not sure I can really use this example, but the way the Austrians took control of Hungary might be the result of such a “benevolent” intervention.

In game, allowing such situations could be very frustrating as it would blur the realm of diplomacy and it would have the potential of making every small war an international crisis.

That’s why I can understand, absent more powerful tools to correctly assess a player’s real diplomatic situation (meaning who is susceptible to attack him or to defend the attached countries) why the devs nerfed the hell out of enforce peace.

Great powers intervention is also an example of uncertainty. It might be fun, but we have to be able to interact more with it, for example by placating the potential opponent who would intervene in our war.
 
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love sweden

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Emperor really fixed none of the issues the HRE had previously like the one OP posted and others like the HRE feeling more like Wack-A-Mole where you roll a dice in the hopes of being able to even be physically able to wack the mole. Along this the new way to gain IA makes it 50 times more tedious since you need to add more and more moles to wack to even gain IA without having your Emperor die. Now combine this with the Reformation and it´s not worth it to try to Revoke the Privilegia as anyone who isnt Austria or Bohemia(why you would not become Hussite as Bohemia is a different question) since everyone else can use the time they would spent on Revoking the Privilegia on Ruina Impera and just conquering Germany in 1/10th of the time. Also Im very disappointing at Emperors revision of the HRE namely the Imperial Incidents are really boring and uninteractive for everyone but the Emperor since you cant change anything and are just a voice in millions. Also leaving the League Wars untouched ,wich were always a static and unfun mechanic (espacially now that you cant start them as the Catholics), was a mistake.
 

Arizal

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@love sweden I sadly agree. Emperor was marketed as the DLC to solve everything, many including me thought it was the last EUIV DLC and it aimed to rework how the HRE worked. In the end, it made many changes, but the core experience isn't that much more engaging or fun. In reality, THE thing I like from Emperor is the new estates system, and the worst are of course the mercenaries. Many other things are meh.

But well, more to the point, I really think to make the HRE engaging we need more and more profound diplomatic tools. For example, give us an ability to influence votes, so placate other countries so that they don't vote against you.

But as I'm saying in this thread, for PDX it's a bit like squaring the circle. You want the player to feel powerful as the Emperor and as the small country in the HRE. You can't have the HRE too static, but you also can't have it too fluid. At the same time you can't (or shouldn't) make mechanics that work for the player only because the AI can't handle them. And the reverse is also true : you don't want to make a mechanic that is so obscure or difficult to use (mainly because it would be too repetitive or without sufficient presentation) that the AI is better to use it as long as the player isn't constantly on pause.

So, where does that leave us? Like the OP says, with a deeply flawed game that we love despite all of that and would like to improve.
 
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