Does anyone think Paradox will actually manage to find a solution to China that lets it be very strong in income and army but not end up blobbing away everything?
Not without changing underlying base mechanics or making it unplayable.
- 1
- 1
Does anyone think Paradox will actually manage to find a solution to China that lets it be very strong in income and army but not end up blobbing away everything?
Unplayable in the sense that no one will want to play it? But there are people that want to play tall and stuff like this.Not without changing underlying base mechanics or making it unplayable.
Unplayable in the sense that no one will want to play it? But there are people that want to play tall and stuff like this.
What exactly would be infuriating?Unplayable in the sense that it would be beyond infuriating.
Well, depending on how many hours you have history every week(possibly 2 to 4) there isn´t much time to do everything.The rather bad history classes seems to be pretty widespread. From Brazil here and as far as basic education is concerned European history after the fall of the (Western)Roman Empire and up to WW1 is Crusades, Discovery of the New World, Reformation and Napoleon.
What exactly would be infuriating?
Would you say that what others and me suggested as inhibitors wouldn´t work or that they also would tedious or annoying to deal with?Well, think about it; without any sort of inhibitors, you would already win the game if you start out as Ming. And while tributaries need to be represented, beyond role-playing, what mechanic would exist that would just keep a Ming player from outright ignoring such a mechanic and just annexing everything around them? Obviously some type of inhibitors need to be put into place, and the larger we make Ming the more severe or complex the inhibitors would be.
Would you say that what others and me suggested as inhibitors wouldn´t work or that they also would tedious or annoying to deal with?
I see, that makes sense. I would say that even if like forced China to use its money in either many forts(to prevent Mongol raids) or any kind of internal politics or tributaries diplomacy, the main deal would be to fix the semi exponential growth caused by buildings mechanics. That would fix many other countries also.Not entirely. Both you and Koramei have excellent ideas, but I feel it still doesn't answer the underlying question of what would stop a player from just ignoring them or biting the bullet and still annexing everything around them. Putting arbitrary hardcaps or making mechanics that feel like they're punishing you for merely playing them would just make people upset.
I see, that makes sense. I would say that even if like forced China to use its money in either many forts(to prevent Mongol raids) or any kind of internal politics or tributaries diplomacy, the main deal would be to fix the semi exponential growth caused by buildings mechanics. That would fix many other countries also.
Yeah, the game right now is more or less: conquest->consolidate->conquest , the bigger you get the more internal politics you should play, given you should actually have to deal with the people you conquered outside the first decades of separatism.Mhm. I think a general rework of Stability would be good for this; I believe it would be safe to say it's a bit on the easy side to maintain a large empire, especially late game, unless if you're perpetually conquering everything around you.
If there was a way to make something other than conquest be more psychologically rewarding the game could go more in that direction.
Yeah, I guess than in the short term a Eu4 player would get discouraged from having anti blob mechanics because he is used to take half the word by 1700 but if he gets used to more historical plausible outcome then the success-reward system would be calibrated better.Well, I would assume if we make maintaining conquests more difficult, they would become more rewarding.
Yeah, the game right now is more or less: conquest->consolidate->conquest , the bigger you get the more internal politics you should play, given you should actually have to deal with the people you conquered outside the first decades of separatism.
If there was a way to make something other than conquest be more psychologically rewarding the game could go more in that direction.
Mhm. I think a general rework of Stability would be good for this; I believe it would be safe to say it's a bit on the easy side to maintain a large empire, especially late game, unless if you're perpetually conquering everything around you.
but I feel it still doesn't answer the underlying question of what would stop a player from just ignoring them or biting the bullet and still annexing everything around them.
However, I would like to point out something I feel should be addressed; such a system would be a little too Ming-centric. Representing China's internal weakness by breaking it up into a bunch of small nations and having an HRE-esque mechanic for it is indeed an ingenious way to handle it, but how would someone replace the Ming? Should there be any distinction between tributary and internal Chinese nations? What would happen were the Ming to be replaced? If someone conquered all the Ming's land in a single war, why shouldn't they be allowed to retreat elsewhere like what happened with the southern Ming rather than just being annexed? What happens in the event that the Ming lose the Mandate of Heaven? And so on. It's a very well thought out idea, I feel it just needs to be a little more flexible.
But don't you want even more detailed stuff for your European Superpower to conquer though?EUROPA UNIVERSALIS ... has the subject in his name. Iam fine if PDX would leave off far east because Europe is what the game is about and that's the reason IAM playing it. That's of course my opinion you don't have to share it but that's why iam not " upset " if Asia stay as it is.
Well even without 19th century nationalism you have regional upper classes or powerful groups inciting unrest periodically or when the oppurtunity is right and also religious separatism.Historically speaking, separatists rose repeatedly in certain regions, and led to established empires disintegrating (I'm looking at you now, Austria-Hungary.) Simulating this in the game would be very interesting, in my opinion. Even in the game, old national inspirations are supposed to be rekindled in the 18th. century, but I don't see this mechanic actually working.
I am not talking about actually explaining things otherwise only Discovery of the New World would even be in the list until WW2. I am talking about it coming up at all.Well, depending on how many hours you have history every week(possibly 2 to 4) there isn´t much time to do everything.
Well even without 19th century nationalism you have regional upper classes or powerful groups inciting unrest periodically or when the oppurtunity is right and also religious separatism.
For example having Bohemia rebel the way it did in 1618 would be quite epic, you could use DHE or some semi-flexible mechanics for that. You also have the Dutch on top of that, their DHE is more known and has lost his effect but is still quite good. Other examples are Ireland, Catalan revolt, Hungary(austrian succession war) and some others.
Those happened after centuries of rule from the country they were revolting against and while yes most of them did have autonomy in a way that would be borderline PU, I would say or argue that that was the case pretty much anywhere(the game should also use autonomy a bit better with a progressive decline of local nobilty and centralization for certain countries instead of having the same system for 4 centuries of conquer>consolidate>conquer, devastation would help but autonomy can also be better used).
But don't you want even more detailed stuff for your European Superpower to conquer though?