with the Senate, and calling in special Senate sessions (instead of monarchy's war council) and so on. And especially a simple Cursus Honorum so that ministers like Quaestors, Praetors and such are elected by Senate (like in old EU-Rome) instead of always manually appointed.
Ixal, above, describes "accumulating mana points and then pressing a button" - points that are accumulated and an effect generated through a button click are 'mana' by that understanding of mana. So it isn't clear to me that it matters where they come from.Research points are mostly a function of your pop's literacy, on-map, so not mana. Suppression points are generated by bureaucrats, I think, so also not mana. Diplopoints are indeed mana.
It should be noted, however, that in Imperator, your citizens generate research, so while picking an invention costs mana, new inventions themselves are not generated by it.
Also, if you are going to add that interesting "power base" system and rebellion thresholds, how about finally adding a non-broken, functional and proper civil war system that doesn't end the game for no comprehensible reason
I don't like saying this but that incomplete civil war system is of the biggest complaints with this game for many people.
I would not label them mana per say, though they are in a similar vein. I also don't call diplomats mana.Vicky 2 has diplomatic points to conduct diplomatic actions, which I'm pretty sure is 'mana' by anyone's definition.
No mana as the forum so loves to point out constantly is usually referring to "Abstracted values used as currency generated by RNG from the current ruler." That makes it quite clear what is and is not mana. And many issues with Mana are yes accumulating because many systems run on Mana forcing the player to slow down arbitrarily.I'm not going to assume what your definition of 'mana' is, but when people criticize it they usually state the problem as something like 'accumulate mana and then click a button for an effect'. That's basically currency so arguably money is also 'mana
Both are influenced by the player actions and are really only used for creating Kingdoms it's not a cost to fabricate per say more of a penalty of doing so. Even then it's so rarely used it doesn't matter.Similarly, in CK2 both prestige and piety function as currencies, which are, again, arguably mana that can be used to do things like fabricate claims.
You mean the like the dozens of threads and steam reviews constantly bringing up reasons it's bad such as Strategic failures in the system and the bad ways of implementation. These threads keep popping up as well so it's not like these complaints aren't seen often.So I kind of feel like the issue isn't so much 'mana' as the fact that it is an abstraction. I don't disagree with that, but I do think it is important not to misrepresent the problems with 'mana' systems by just saying 'mana is bad'
Ixal, above, describes "accumulating mana points and then pressing a button" - points that are accumulated and an effect generated through a button click are 'mana' by that understanding of mana. So it isn't clear to me that it matters where they come from.
This is clearly different than your definition of 'mana', so I'm curious what that is. (Also, I'm not sure what the difference between currencies generated by pops, like money or suppression points, and currencies generated by characters, like monarch points, really is in your estimation).
Agreed.On steam u guys laughed that Stacey said in what magical way did that happen. Well this is firsts ''historical game where her point was really true. u guys are so oppressed with mana system that it really was magical. dozen of unnecessary mechanics what effect things what sometimes are hard to even follow. there is just too much small unnecessary modifiers tied to everything. And if that wasn't enough u guys also are heavily focusing on multiplayer competitive balance what is totally bad idea. Not only my previous statement already says that game cannot be balanced for it because of too many random mechanical modifiers tied to game but quite a lot of them come from random events or your starting nation what complete ruins competitive plays. But that's how it should be because in history nothing was balanced. FFS advanced civilizations were multiple times brought to they're knees like barbarians in rome or even better kagans versus civilized world like ERE. And because you guys are so heavily focusing on these mechanics u basically ruin Role playing fun and realism. basically every reason i started paradox in firsts place and why i only play CK2 and stellaris and Knight of honor in these days. Even though this time period is so full of opportunities u guys messed it up following EU4 example.
Stellaris: Influence (especially since Cherryh), and since Megacorp I'd also count the market herePeople really have to stop this crap argument, one paradox game uses mana that's Eu4. Stellaris, HoI4, CK2 and vic2 all of those have some form of abstraction but none of them use that abstraction for literally everything.
Patronize the Arts - Spend Civic Power to gain Primary Culture Happiness and Civilization Increase over time.
I completely agree that the biggest issue with imperator right now is the character system with nothing for characters to do except rebel occasionally.There indeed seem to be different competing definitions of "mana", mine is "currencies not generated from the map / game board, but externally from it". Thus, Imperator research is a mix of mana (laurel wreaths) and non-mana (citizens).
Mana is not one of my problems with Imperator, though. This diary makes some steps to alleviate my main issue of having a fairly complex character system with nothing for these characters to do, but it's still a long way.
Mercantile Party - Pay Oratory Power for cheaper trade routes.
Government Abilities
You count the market? Also most of those are used for specifics the game is not based nor balanced around them and the player heavily influences the production and use of these allowing for strategies around them.Stellaris: Influence (especially since Cherryh), and since Megacorp I'd also count the market here
HoI4: Political Power, Army/Naval/Air Experience
CK2: Tech, and for some cultures/governments also Prestige and Piety, Societies ... so basically every resource that isn't Gold.
Vicky2: Tech and Influence, if I'm not mistaken
It's almost like I never made that claim, in fact my very words were that those games had abstractions but the games were not balanced around them nor used to this extent. They straight up don't rely on them nearly as much, you can play an entire game of CK2 spending very little prestige or piety, Stellaris you only need influence for claims and by the end game the total casus belli fixes that. HoI4 even in this changing units can be ignored but again the way you gather all of these are better than the RNG of Eu4 and Imperator and their uses are niche within the game. You do not need Prestige for friendships in CK2 nor do you need bird mana for opinion in Eu4.Almost all of these are instant effects. Mind you, EU4 and I:R definitely use it more "uniformly" in the sense that the various mechanics are all simply tied to a different colour of mana, but it's rather ridiculous to claim the other games don't rely on spending points from nowhere on instant effects just as much.