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nocthesis

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I haven't been on these forums long, nor do I really partake in much of the community outside of playing the game itself, so I'm fairly curious as to what the overall community take - if one even exists, on mana in PDX games, especially EU4.

My own experience with PDX titles started as a teenager with EU3 and Victoria II, and while both games had (and still have) extensive issues, I think the one thing I really enjoyed above all else with both titles was the feeling that you were guiding a real, substantive nation. Actions would long-term, and often not foreseeable consequences. One example, if I remember correctly, was an early game I played as Byzantium in EU3, after the 1399 expansion came out. I won a huge victorious war, however in the process my lands had been truly devastated by war, and fell into a long and difficult to counteract period of decline. Combating this was really difficult, and I had to essentially face off with the consequences of putting everything into this one devastating war. While my country eventually recovered, I was essentially unable to expand properly for a good century or so.

In contrast I recently played a likewise epic war as Russia in EU4, making extensive use of the scorched earth policy. But any debuffs I got from such a war were not only comparatively low (which is less of an issue imo), but could essentially be swatted away by spending "mana" of some form. I know this isn't without consequence - and my country did indeed end up even more technologically backwards, but from a historical-immersion perspective it just felt.. weird. Likewise the same applies to development - if you save up enough mana, you can essentially double the size of a city overnight. It just feels weird and gamey for me, especially given how many guides and strategies emphasize quite forced methods of squeezing out as many of these abstract points as possible. To go back to the war example, overextension was not a problem because I just hogged mana points beforehand, so these vast territories could essentially be almost immediately brought into the fold.

I guess my overall point is it doesn't feel very organic or immersive. Part of the joy of these games for me is seeing your nation grow outside of your direct input. I like the idea of playing as a sort of steward or guide for my nation - leading it down a particular path, but potentially unable to control all the adverse effects of bad stewardship. I know from conversations I have had though that to others this is actually a source of frustration, as it makes adopting "optimal" strategies extremely hard. I get that, and I understand how the mechanics with modelled - with the stats of your ruler now contributing to mana-production it almost feels like a sort of RPG-lite.

But like I said, I realize I am just one player, and I don't interact with the wider community much, so I am genuinely curious; mana, yay or nay? or a mixture of both approaches?
 
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grommile

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Remember when building cost mana? Yeah that was eons ago.
That was a relic of buildings costing Magistrates in late EU3, of course.
 
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The Mana system is a huge improvement over Eu3 where everything costs gold. With eu4 the resources have been split in many categories which improves player agency in regards to flexibility, but the main two resources are gold, and Monarch points. You can use monarch points to improve your gold, and gold to improve your monarch points.
 
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I got mixed feeling about mana. I like this currency for tech, idea groupes and policies (and it's a good idea to make the first policy free), same for number of diplomatic relations or commanders. It's a level of abstraction that work quite well because it's relatively simple (to me, it's comparable to "levels" in pen and paper RPG where it's just abstract thresholds)
However I'm not comfortable when it's close to magic power : war exhaustion can vanish in a day, provinces can be super developed in a day, stability can go from -3 to +3 in a day. To me, it makes the game more casual (and maybe there is a need for that, in order to get a bigger audience) but tends more to "arcade" rather than "strategy or simulation". I never really played M&T mod (which is too complicated to be vanilla, alas) but I like that there are long term effects to grow stability for example. It means that you are more a guide-ruler than a god-ruler. So, it's more... strategic. But I suppose, less fun for people who like "immediate effect"

Paradox seems to be moving away from mana. See: Imperator.
Not in the original version of the game though. But I admit that they were wise enough to hear the crowd to change this
 
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There is no consensus but I dont like how arbitrary mana feels.

I'm still not sure what its supposed to be and it makes the game feel way more arbitrary compared to Victoria 2 where once you figure out what stuff means its pretty logical how mechanics work.
 
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Canute VII

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I like "mana". But sometimes the balance is weird. Like 50 mil mana for making your cannons barrage a fort feels strange in comparison to other stuff. To OP's point, I think devastation should have more severe effects, but that's got nothing to do with "mana", but again "balance".
 
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EarlKonrad

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Paradox seems to be moving away from mana. See: Imperator. I would be surprised if EU5 retains EU4's mana system.

No they aren't. I:R has PI; CK 3 has Prestige.
 
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EarlKonrad

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There is no consensus but I dont like how arbitrary mana feels.

I'm still not sure what its supposed to be and it makes the game feel way more arbitrary compared to Victoria 2 where once you figure out what stuff means its pretty logical how mechanics work.

The manual tells you what it is supposed to be. It is an abstract representation of the Country ability on those three areas: Administration and realm management; Diplomacy, navy and commerce; military.

By the way, what are ducats supposed to be? Money? The Countries treasury? Why are you building temples in 1444? Or workshops? Why can the government only build Churches in the 1600 hundreds? Why do universities only appear on 1600 onwards? Money is even more abstracted and less explained than Monarch Powers and yet people don't care about it.
 
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Sapa Inca

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Mana system is a interesting idea because it is the only resource that don't scale directly with your size, when the integration of new lands require mana points this diminish snowball speed (otherwise expansion speed of huge countries would snowball out of control) , when stability and development require mana points this make tall countries more stable than wide countries (if this was based in a resource that scales with size, it would create a tendency to wide be more stable than tall) and creates a tendency for tall countries to have the best developed provinces in the game. Mana system is a fundamental piece to balance wide vs tall and to make wide more interesting in a long campaign.

But, mana system must be used with care, this is not cool when it become literally magic points that instantly develop provinces, instantly remove war exhaustion, instantly remove devastation, instantly increase stability, etc, in my opinion when mana points are the final answer to instantly fixes almost all problems that occur during a standard gameplay this diminish the value of others systems in game.
Example, I can't imagine a implementation of a interesting internal politic system if every problem can be instantly fixed with enough mana points, compare this with external diplomacy, external diplomacy is interesting because the game have various systems to manipulate opinion of other tags about you, some of these systems are instantly others are progressive and various of these systems have other consequences in other aspects of the game (for example, change religion), if external diplomacy was just a question of pay diplomatic points to increase the opinion of one tag about you this would be very boring.
 
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I dont like it. It's too abstract and used too often in EU4. I dont mind using it from time to time honestly, but I think it's a bit too much in Eu4
 
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Maxxie42

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The way I see it, any strategy game has to have some kind of resource management, in one form or another. Sometimes it's laid bare and sometimes it's hidden behind shiny icons and fancy mechanics ; sometimes they are very identifiable resources like gold, manpower, timber, ore or what-have-you, and sometimes it's more abstract like EUIV's monarch points, but it's kind of the same in the end.

One reason why mana in particular is a bit immersion breaking is because you can spend the same "currency" for things that have nothing to do with one another, like say recruiting an admiral and increasing the production output of a city. But this also means that we get to make choices on what to prioritize. If every resource is spent on one thing, it may be more immersive but then the only strategic element left is how to maximize resource generation.

The other immersion breaking thing that comes to mind is that in EUIV, you can store resources in advance and then spend them when you have enough. The alternative would be actions which are not instantaneous but instead take a certain amount of time to complete, with that time being a function of your proficiency in that area - in that case your "speed" would be the equivalent of your mana generation. Personnally I'm not convinced that the latter offers as much strategic depth as the former, but then I suppose this one is ultimately a matter of personal preference.
 
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I got mixed feeling about mana. I like this currency for tech, idea groupes and policies (and it's a good idea to make the first policy free), same for number of diplomatic relations or commanders. It's a level of abstraction that work quite well because it's relatively simple (to me, it's comparable to "levels" in pen and paper RPG where it's just abstract thresholds)
However I'm not comfortable when it's close to magic power : war exhaustion can vanish in a day, provinces can be super developed in a day, stability can go from -3 to +3 in a day. To me, it makes the game more casual (and maybe there is a need for that, in order to get a bigger audience) but tends more to "arcade" rather than "strategy or simulation". I never really played M&T mod (which is too complicated to be vanilla, alas) but I like that there are long term effects to grow stability for example. It means that you are more a guide-ruler than a god-ruler. So, it's more... strategic. But I suppose, less fun for people who like "immediate effect"


Not in the original version of the game though. But I admit that they were wise enough to hear the crowd to change this

The "in a day" argument ignores the fact that need yo amass the resource first. You can go from -3 to +3 in a day, but it requires close to 1K ADM MP, which can take upwards of a decade to amass.

In contrast, in EU 3 it would take around 1 year to increase your stab if you switched all of your research to stab -- which you absolutely should do by the way. So the end result is very similar: in both games you can force the bad stuff away if you spend all resources that you accumulated at once. However, EU 3 asked you to way a few years for the resource to generate while EU 4 asks you to wait before investing said resources.
 
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I don't mind the existence of mana. I think it's good that the ability of the ruler matters as much as it does. I will say that I don't really like the way development works, though. It's too instantaneous. I feel like it should have a cool down period or something.
 
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