I feel...a little bit...judged for my impending sixth Swabia playthrough....Plenty of people are perfectly happy to replay the same nation, after all, and it can't get more repetitive than that.
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I feel...a little bit...judged for my impending sixth Swabia playthrough....Plenty of people are perfectly happy to replay the same nation, after all, and it can't get more repetitive than that.
People play the same nation several times because they have special mechanics/flavour, unique starting position or is distinguished enough in (popular) history that an imaginary can easily be created around playing them.I just don't think having completely different mechanics for different nations is all that important. Plenty of people are perfectly happy to replay the same nation, after all, and it can't get more repetitive than that. So I don't see how any nation that does x y and z being able to get access to militarization mechanics is that problematic.
If you pay so little attention to your vassals that you end up with unwanted overextension when you integrate them, you probably don't need more of them.Vassals will mostly core, but sometimes still fail to do it, and can give you overextension when annexed as a result.
Those being bad mechanics doesn't justify introducing more bad mechanics.
- TC is owned directly
- CN was introduced when "distant overseas" was still a thing so no. CN were brutally nerfed, but I guess that's not useful to mention
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- Daimyo are vassals you can annex w/o slots. Any alleged downside practically stops existing after you own Japan.
- Nations are "allowed" to hold that land directly as an alternative in literally every case (though CN takes work). Thus what you're arguing doesn't make sense.
I can't remember every change that has been made since 1.0. What are those changes? The favor system certainly made it easier, even if the first one for each ally takes more time. More work doesn't necessarily mean it's harder.Allies take more work to CTA now than they did in 1.0, but I suppose that isn't convenient to the narrative being attempted.
I just find an interesting perespective that by constantly adding and changing new things it become less fun for some people.If every country had same mechanics game would get boring. I would go even further give us more differences between nations. On the other hand your comment on byz Themes does makes sense, but that doesn't mean I want themes in Japan.
Yes cause EU4 was such a boring game back before mission trees where we got mechanics for everyone like ages, professionalism, etc. If everyone had acess to a special vassal type like the Ottomans or a special trade company like Britain the game would just be ruined cause as we all know less is more. Aragon is now infinitely more fun thanks to this new update since they get nothing. This unique playstyle for historical losers of getting no content adds so much to my gameplay since I think to myself "wow getting no content since Im not one of the 6 countrys getting a mission tree this patch really adds to my experience."If every country had same mechanics game would get boring. I would go even further give us more differences between nations. On the other hand your comment on byz Themes does makes sense, but that doesn't mean I want themes in Japan.
Totally agree! But I am not sure if OP implied he didn't want constant changes via DLC. He wants all features available to all like English daimyo, indian HRE ect. I understand where is he coming from, but I still respectfully disagree.I just find an interesting perespective that by constantly adding and changing new things it become less fun for some people.
We play this game a lot until we used to it hence why we like new variable way to be added in the update.
However some of the new or returning player are intimidated because they unless they have all the dlc they would have to choose which dlc that is essential for the current game update.
And after that you have to constanly re learn the game for each update and dlc. If you play routine this wouldn't be a problem but if you let's say haven't play for a year and watch how the game change and have to learn from beginning again? It can intimidate some people.
wow have you heard of this new thing called sarcasm? You should try it out! I am sure people will love it.Yes cause EU4 was such a boring game back before mission trees where we got mechanics for everyone like ages, professionalism, etc. If everyone had acess to a special vassal type like the Ottomans or a special trade company like Britain the game would just be ruined cause as we all know less is more. Aragon is now infinitely more fun thanks to this new update since they get nothing. This unique playstyle for historical losers of getting no content adds so much to my gameplay since I think to myself "wow getting no content since Im not one of the 6 countrys getting a mission tree this patch really adds to my experience."
What powers? How does Ottomans having a vassal Hungary change how you go against them? Did you forget that the AI doesnt even do its own mission trees where 99% of these new "powers" are locked behind? Britain never even reaches India as a AI but now SUDDENLY they are more interesting to play against cause if they maybe had reached India that game they could have gotten this new trade company vassal.wow have you heard of this new thing called sarcasm? You should try it out! I am sure people will love it.
Yes less can be more. With "less" you are not necessarily limiting your experiences but making each one more special and interesting. Not only when you play as ottomans but even when you are playing against them, you have to take in consideration their special "powers" for example.
Yes I like missions I think it made game even better! Don't get me wrong I get that there are problems that not every new content is good. For missions trees for example it feels incomplete if some tag has only base missions.
Ottoman have many many many "special powers" like:What powers? How does Ottomans having a vassal Hungary change how you go against them? Did you forget that the AI doesnt even do its own mission trees where 99% of these new "powers" are locked behind? Britain never even reaches India as a AI but now SUDDENLY they are more interesting to play against cause if they maybe had reached India that game they could have gotten this new trade company vassal.
"With "less" you are not necessarily limiting your experiences but making each one more special and interesting." Okay tell me how much more interesting playing Aragon with no new content is compared to Castille. How many more special decisions can I make knowing this country has nothing to offer besides different national ideas while Spain gets like 8 new things to play with. Is your game suddenly more interesting? Playing a indian minor with generic mission trees doesnt make my decisions suddenly more special cause I know Egypt will most likely be a vassal when I try to fight the Ottomans. It just means Im playing a generic country with no content cause the game hasnt given any content to anyone without a mission tree since 1.31.
lolIf you pay so little attention to your vassals that you end up with unwanted overextension when you integrate them, you probably don't need more of them.
Seems over-broad to call all of these bad. They're different from each other too, and therefore must be bad for different reason(s), if they are bad at all.Those being bad mechanics doesn't justify introducing more bad mechanics.
The problem is internal inconsistency.I also don't see how mechanics intended to create flavour depending on tag/geography is an argument in favour of applying mechanics globally. That kind of defeats the point of those mechanics in the forst place...
Prior to the favor system, there was a window where you had to wait instead. Prior to that, there were no restrictions at all...ally, declare, and bring the ally because they're an ally. Strictly and objectively easier.I can't remember every change that has been made since 1.0. What are those changes? The favor system certainly made it easier, even if the first one for each ally takes more time. More work doesn't necessarily mean it's harder.
It is completely the players fault that it did feed the vassal that much OE in the first place, so yes it is entirely the players fault. You can avoid it 100% of the time if you want to.Yep, completely reasonable that a vassal sits on OE for >6y despite several hundred more admin generated than required to core it. Totally the player's fault to cut bait and salvage the AI idiocy ^_^.
The colonial nation and TC mechanics certainly are bad.Seems over-broad to call all of these bad. They're different from each other too, and therefore must be bad for different reason(s), if they are bad at all.
Why is that a problem? Why does every mechanic have to be the same? Surely a strategy game can benefit from having more than one type of subject mechanic?The problem is internal inconsistency.
Which datapoints?But what you are replying to is in context of discussion about whether no-slot vassals would be "overpowered". There was an assertion that would be the case, but numerous data points already available in the game contradict that assertion.
Fair enough. So since something was easier in 1.0 we should keep making the game easier than it already is?Prior to the favor system, there was a window where you had to wait instead. Prior to that, there were no restrictions at all...ally, declare, and bring the ally because they're an ally. Strictly and objectively easier.
It is completely the players fault that it did feed the vassal that much OE in the first place, so yes it is entirely the players fault. You can avoid it 100% of the time if you want to.
Do you know what internal inconsistency means? It does not imply "mechanics have to be the same". Your second quoted question does not follow from the first. It might be useful to clarify what you're going for here. Or maybe not, since the examples given were to argue against a particular thing being "overpowered", itself an ill-defined concept.Why is that a problem? Why does every mechanic have to be the same?
The existence of mechanics that are strictly or nearly-strictly better already. Which were already given.Which datapoints?
Might want to back this one. The income record uses them, but does not spam them. They are not clearly better than states, let alone half states. Sometimes, they are worse than territories.TCs are overpowered as it is,
I don't see it that frequently. I see silly things like natives being "overpowered" more frequently than TC. Regardless, player misunderstanding of mechanics does not demonstrate they are "overpowered". That word means something, and the presumption reading it is that it's reliably stronger than alternative choices.TCs are frequently mentioned as a feature people want nerfed.
Are daimyos "overpowered"? What performance metrics/outcomes do we observe that lead to that conclusion? How much "overpowered" should be tolerated for "flavor"?Daimyos are available to a very limited amount of tags. See the argument in the previous post about flavour.
What % of land do you believe is cored directly vs fed to vassals, in both typical and most-skilled WC runs?As for nations being able to hold the land themselves. Well, for some reason people often want to feed their vassal their land instead. I'm sure it has nothing to do with it being a very powerful mechanic...
Where's this straw coming from? I point out that someone is mistaken about assertions in mechanics, and that translates to saying something I didn't somehow?Fair enough. So since something was easier in 1.0 we should keep making the game easier than it already is?
I'm more in favor of the capacity rework suggested, actually. I argued strongly against the "overpowered" line of argument, because it's a) silly/not based in reality of tradeoffs available in EU 4 b) overused in gaming arguments generally and c) has negatively impacted EU 4, sometimes significantly, through patch changes in the past.Go ahead and remove the diplo slot usage for vassals in a DLC if you want to though, then at least those of us who are tired of power creep can opt out of it.
But OPM vassals give you +1 force limit from their base cost, and often build their own army. Having a vassal swarm of OPM vassals with low LD would be extremely OPA good idea would be to implement something like I talked about in my post: https://forum.paradoxplaza.com/forum/threads/blobbing-vassal-play-and-ai-behavior.1573214/
Basically, vassals would only take up diplo relation slots after reaching a certain amount of development (maybe 30?) so that players can keep lots of small vassals without issue, but couldn't exploit it that much.
exponentially? Citation needed.Well, drilling is exponentially more expensive the more people you’re drilling
Brilliant!I'm leaning more towards the camp of diplomatic capacity, with different subject types and allies taking up more or less of that capacity based on their size. I disagree with the notion that a subject Trent should be free, but I do think it should be cheaper than an allied Commonwealth. This could be implemented in EU4 by doubling (or tripling, or quadrupling, or scale it however much you want depending on what level of granularity you're after) diplo relations from all sources, and making any relation cost more depending on the relations type, the dev of the target nation, the government rank, etc., but I think it's best saved for EU5, since it basically constitutes rebuilding the diplomatic game from scratch.
Not this again.internal inconsistency.