@Johan please, please, please add names to the government UI. Half of the time, I don't even know who these guys are or to which family they belong to, especially with hairy, hat-wearing tribesmen. This needs to be visible at first glance.
I'm not a fan of spending civic power for inventions currently as the choice just feels bad to make. I'd prefer a 1 invention per level system. This means that an advance in all 4 categories gives 4 total invention points to pick 4 out of 12 inventions at that level. This would give the option of still picking mostly military inventions or spreading them out between the categories.
On top of that I wish the levels were a little more balanced and less random.
For example a new military tech level gives the option of picking between 5% discipline to light inf/heavy inf/light cav instead of a seemingly more random assortment. I think this would atleast make it feel like I'm picking a direction for my country instead of just picking whatever seems good.
Related to this, will we have a way to see the character list for other countries, so we can find people to recruit? (It would also be useful to be able to find pretenders to support in a civil war. Last I looked, there’s a pop up that tells the player that the character interaction has been enabled, but there is no way to get at the characters to actually use the interaction as far as I could find.)
Character Interactions
We will go deeper in a later developer diary about the new abilities we will be adding, we can now mention that we are rebalancing the costs quite heavily for them, removing the power costs, and using the new abilities to impact Aggressive Expansion, Tyranny or Stability from it. Recruiting a character from another nation wlll increase your AE, while bribing will be done with the rulers own personal money.
PS: Wouldn't emphasise on the term "free" update.
In a more Vicky 2 like system people want you increase research by educating your population, you upgrade them by improving their economic situation and paying higher wages for what position you want them to convert to (at least thats how it theoretically should work) and you would encourage migration by creating jobs to make a region more attractive. A clear cause and effect. You have to decide what you want to achieve, start working towards that goal and reap the rewards years later.
The non-Europa Universalis games have some mana, but gameplay doesn't revolve around it. It only has limited uses and/or isn't needed for almost every action in the gamebut it's rather ridiculous to claim the other games don't rely on spending points from nowhere on instant effects just as much.
I'm not sure what 'mouth mana' is, but oratory power (scroll mana?) is an abstraction of a the ruler's ability to drum up support for political and personal initiatives and convince others to go along with them. Military power (armor mana?) is an abstraction of the ruler's ability to understand and conduct efficient military operations and to innovate in the field. Civic power (wreath mana?) is an abstraction of the ruler's ability to tweak the strings of government in order to rule efficiently and promote civic innovation. Religious power (sun mana?) is an abstraction of.... Actually I'm not sure about this one to be honest.Mana for me is a abstract currency no one really knows what it actually is (or can you say what mouth mana actually is) which can be spend on several totally unrelated things by pressing a button and magically things happen.
To take your research example, I actually think that in the abstract the current system makes more sense than such a Vicky 2 system would (bear with me, please! Also the key phrase is 'in the abstract', not 'as implemented'). It makes sense to me that citizens (an abstraction of the class who are politically involved and probably have free time on their hands) promote research and that the more common citizens are the more that new ideas are able to blossom (ie, research is faster). If you want to increase research speed, you need more citizens. But for people to become citizens you need to pass reforms granting them that legal involvement in the political process, maybe some land of their own, etc. Hence you spend oratory power (an abstraction of your ruler's ability to drum up support for political initiatives) to promote legislative reforms that have the effect of turning a freeman (plebeian) pop into a citizen pop, at which point those citizens start doing citizen-y things like participating in innovation.In a more Vicky 2 like system people want you increase research by educating your population, you upgrade them by improving their economic situation and paying higher wages for what position you want them to convert to (at least thats how it theoretically should work) and you would encourage migration by creating jobs to make a region more attractive. A clear cause and effect. You have to decide what you want to achieve, start working towards that goal and reap the rewards years later.
Basically, yes. I think we agree completely on this point!In I:Rs mana system you do not need such a long term planning, or any idea what you want to do. You just accumulate abstract mana points and when you want something to happen you press a button. It doesn't really matter much if the magic happens instantly or over time, until you press the button you can cast any spell you want with your mana. No need to start working on improving your internal trade routes over other issues, just store enough laurel wreaths and when you need a new trade route or invention you press a button and it is there.
There are a lot of abstractions in any game. If we want I:R to improve we need to make an effort to understand what the game is trying to represent with its various mechanics so we can think about and make suggestions for how those things could be better represented.I'm sure we could have much smarter discussions if we could stop with all the dumb rhetoric. In the end, every videogame can be described as just pressing buttons.