Mundia: Small salt exporting city state on the horn.
I doubt these changes will be in the build for tomorrows DevClash though (but you never know) so I wouldn't be too worried![]()
and it’s main effects
This dev diary has me a bit worried. Aggressive expansion is critical to balance correctly. Expansion looks to be Imperator's main gameplay loop, and AE ties into it at every level. Yet the devs seem to be making massive balance changes to this feature when we're only about a month from release. The broad strokes should have been hammered out early in development, and other features designed around this with balancing only being lightly tweaked as necessary.
I'm wondering why the devs didn't essentially just copy EU4's AE system since it's one of the best features of that game. It certainly took the devs of EU4 a long time to get to a point where it works well. And while a system unique to Imperator may have advantages, I feel like Paradox is reinventing the wheel here.
This dev diary has me a bit worried. Aggressive expansion is critical to balance correctly. Expansion looks to be Imperator's main gameplay loop, and AE ties into it at every level. Yet the devs seem to be making massive balance changes to this feature when we're only about a month from release. The broad strokes should have been hammered out early in development, and other features designed around this with balancing only being lightly tweaked as necessary.
I'm wondering why the devs didn't essentially just copy EU4's AE system since it's one of the best features of that game. It certainly took the devs of EU4 a long time to get to a point where it works well. And while a system unique to Imperator may have advantages, I feel like Paradox is reinventing the wheel here.
Besides the fact that EU4's AE system barely makes sense in the early game (Large scale coalitions against a single expansionist state don't start until 18th century) the idea that it works WELL is laughable. There are substantially better ways to control expansion that are far less gamey, of course this rework is needing tweaks (as would any) but actually making attempts to improve the mechanic are good, rather than just c/p it.
AE in EU4 doesn't make sense from a historical perspective, but it works well for a strategy game. At least, the entire process of AE, OE, and coring costs work well to constrain player expansion while providing a steady stream of interesting strategic considerations.Those systems have a few problems, but they're the best set of slowing mechanisms I've ever seen a strategy game implement. The only system I've seen that gets to a similar level of quality is Civ 4's city maintenance costs.AE in EU4 is nonsensical and easily gamed. It's hardly its best feature.
Doesn't that risk them just using that money to raise more troops?Grant Stipends: By generously increasing the pay for a certain family you can increase the loyalty of the head of that family. Very handy if a scorned family has raised an army against you.
Some mercenary companies wouldn't stab their employer in the back for more gold. Is that represented?Attempt to Buy Off Mercenary: Sends an offer to a mercenary company for a sum of money for abandoning their current employer. The employer will be allowed to surpass your bid.
This dev diary has me a bit worried. Aggressive expansion is critical to balance correctly. Expansion looks to be Imperator's main gameplay loop, and AE ties into it at every level. Yet the devs seem to be making massive balance changes to this feature when we're only about a month from release. The broad strokes should have been hammered out early in development, and other features designed around this with balancing only being lightly tweaked as necessary.
I'm wondering why the devs didn't essentially just copy EU4's AE system since it's one of the best features of that game. It certainly took the devs of EU4 a long time to get to a point where it works well. And while a system unique to Imperator may have advantages, I feel like Paradox is reinventing the wheel here.
Doesn't that risk them just using that money to raise more troops?
AE in EU4 doesn't make sense from a historical perspective, but it works well for a strategy game. At least, the entire process of AE, OE, and coring costs work well to constrain player expansion while providing a steady stream of interesting strategic considerations.Those systems have a few problems, but they're the best set of slowing mechanisms I've ever seen a strategy game implement. The only system I've seen that gets to a similar level of quality is Civ 4's city maintenance costs.
AE in EU4 can be gamed but there are many strategic considerations in doing so that keep it interesting.
Whew! I was worried that your only (kinda) real rival would explode before you even fought!I doubt these changes will be in the build for tomorrows DevClash though (but you never know) so I wouldn't be too worried![]()
AE in EU4 can be dealt with by:No there aren't, and that's why the system isn't good. It adds no real strategic choices once you look on wikipedia and check out the formula for it. At its core, it's a gamey mechanic that barely brushes with what it intends to do (give diplomatic repercussions for threatening powers).
AE in EU4 can be dealt with by:
And much more. All of those are strategic choices I regularly use in my games. The topic of truce juggling alone is enough to fill a ~20 minute video.
- Waiting
- Truce juggling
- Selectively improving relations
- Taking idea groups (or otherwise stacking modifiers)
- Making tributaries
- Making specific allies
- Having troops in excess of the enemy coalition
- Biting the bullet and just fighting the coalition
- Attacking multiple fronts
- Waiting for the religious situation to change
- Dismantling AE blocs (HRE, alliance networks)
The assertion that EU4's AE doesn't have strategic choices involved is wrongheaded.