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LokiusMaximus

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I have put over 500 hours into EUIV. While that may pale compared to some players, that is a lot for me. Most games I play are lucky to receive 50 hours of my time. I believe it is time for Paradox to kill EUIV and move on to EUV.

I have seen some make the argument before "would you rather have pay $15 for new DLC or $60 for a new iteration?" Honestly, I would rather pay $60 for a new iteration so long as it's actually new and fresh. Really, the current EUIV is almost unrecognizable compared to the original vanilla version. In a sense, have we already received EUV if you have downloaded the latest patch and added all the DLCs? The answer could be argued as yes. But other than The Art of War, not a single DLC I have purchased (I've bought probably 2/3 of them) has been worth the money. Even at discounted prices. I recently added The Conquest of Paradise when it was on sale, but realized even that was a waste because most of the features were added as parts of other DLCs.

The corruption mechanic is something so radical that maybe it would have been alright in a new iteration, but not as an update to an older game. I honestly have not updated EUIV and probably will not. What makes this game fun for the vast majority of people is expansion. Every time I play, I make it my goal to make a larger empire than before. I've never done World Conquest nor have I ever unlocked the 1,000 province achievement. Those are not my goals and they require too much micromanagement for my play style. But with my playstyle, I do like to try different nations and see what I can do. I've "blobbed" with at least Scotland, England, Norway, Denmark, Sweden, and Bavaria. I've tried doing it with Brittany which ended in utter failure as I did not have the patience to let AE decline enough. My latest attempt has been with Serbia, but that game is early. For me, that doesn't make it any less fun to start up a new game and see what I can do with a new starting position. That is why I decided to try Serbia. I rarely get the chance to do much damage to the Ottomans and that is the perfect position for Eastern expansion. Often times, the best part of the game is when the end date is upcoming. My last game and my only run as England, I had just lost my last alliance and still had a semi-strong Commonwealth and Ottomans to deal with. Sure I was going to defeat them, but for me, it was still fun.

Now, a continue button has been added for non-ironman games and I am unsure if it is also offered for ironman games (which would cause them to turn into a standard save), but that still doesn't help with the earlier part of the game. Apparently, corruption gets far worse when your technological levels get staggered. Most people use tons of ADM and DIP points on expansion since you are either always coring provinces or annexing vassals. That causes the MIL tech to be far ahead. But that is more of an issue with how the game was made using "mana" for every aspect of the game. It's not the players fault that "mana" became the core to every last thing in this game. That was a decision Paradox made for this particular version of Europa Universalis. Maybe that is why EUIV should be killed and the system replaced in EUV? This is almost a way to force players to build "tall" rather than "wide." I personally have no interest in ever building tall and in my last two playthroughs, I did not build up a single province. If we are going to have the choice between tall or wide, then at least allow the choice to remain in the players hands.

It's a shame, because I think early on in the development cycle, EUIV was headed in the right direction. One of the best changes ever was the present rebel mechanic. The old random system was beyond annoying, though for those saying the game is too easy now, the old system probably provided more of a challenge as it required you to leave full armies in the rear to quell rebellions that could form anywhere. The new system, on the other hand, provides options to prevent rebels and gives you an idea where they will form. But it seems everything since then has been lumpy fluff. Imagine you have a pillow that just doesn't quite have enough cotton in it. The solution is to add more in order to provide your neck and head with more support. But instead of adding cotton, you add bouncing balls making it very lumpy. Sure the pillow now has more support, but a whole new set of problems has arisen. Or you could say it's like trying to force pieces of a puzzle to fit when they just are not the right spot. It simply ruins it.

I am not sure how the sailors mechanic is working, other than a thread where I read it hurts mothballing due to wasting sailor manpower. But is that something anyone on these forums actually asked for? Did anyone ever really say "hey, I know! We need sailor manpower to build our navies with!" I think more people preferred, instead, new naval combat mechanics and an AI that didn't often allow their ships to be annihilated before retreating (though that has been mostly fixed in recent patches).

Speaking of AI, that is where the real improvements need to be to make this game more challenging again. Because as someone else said, the game is not more challenging now, it's simply slower. But if the AI were a little more intelligent, the game would be hard. How many times have you been in the middle of a battle, and this works both ways, with huge stacks. And what do you see? An AI army that could totally change the tide of the battle (and often times that one battle can mean the war), but they sit there for one of three reasons. Either a) they are besieging a province and some progress has been made (in this case, I detach a single unit to maintain progress and send the rest to battle), b) they are an unhappy vassal and don't want to help... even if the battle is right next to their provinces which are likely to come under siege if the battle is lost, or c) God only knows.

I would actually prefer the game to be less focused on sieges and more focused on battled. In other words, battles should be more decisive. If both sides have 90% of their forces engaged in combat, then the loser should be put at a severe disadvantage. This would do two things. 1) It would cause players to think more strategically before engaging in battles. 2) It would make forts more useful because if your army is not powerful enough to win the battle yet, you can hide behind forts until hopefully it is. Unfortunately, this would require a more intelligent AI to implement.

Anyways, I apologize for the long rant and thanks for reading. But I just feel it's time to move on from this game and start over.
 
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You can make the battles more decisive, you can even make battles 100% of the war score, problem is, it doesnt produce a very good gameplay. Wars become blitzes and countries with best army ideas dominate and nobody has any chance to do anything.

Apart from this im up for anything, more DLCs or a new game.
 
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The engine of EU4 is quite good, I expect it to last several years from now. Even then, a new one will probably take some more time to make too.

But I agree that it really needs some fixing here and there, especially with Mare Nostrum.
 
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I sort of agree insofar as that I think I'd have got more out of EUV at $60 than I would the last 4 DLCs at $15. I don't know if this means EUV is necessary, though, or whether it just means the DLCs are overpriced/not very good.
 
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LokiusMaximus

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You can make the battles more decisive, you can even make battles 100% of the war score, problem is, it doesnt produce a very good gameplay. Wars become blitzes and countries with best army ideas dominate and nobody has any chance to do anything.

Apart from this im up for anything, more DLCs or a new game.

What I have never understood is why provinces with forts don't provide a bonus to defending armies. My idea would require some alteration to game mechanics.. some form of tactics. There was this old game for the PC known as RISK. Yes, it included the classic board game, but it also had a version known as "Ultimate RISK." In Ultimate risk, when two armies would engage, they each picked a tactics card. For example, attack on a left flank, attack on a right flank, attack on both flanks, surprise attack, ambush, defend on both flanks, etc. If an army had a general, more card options were available. I once defeated an AI army with one battallion that had at least 20 because I picked the exact right defensive tactic (and had a little luck) for their offensive tactic. It was very rare, even if picking the right tactic, for that to happen. But the one time it did. And that is something EUIV could implement easily. So, perhaps instead of battles being ran simultaneously with the time, instead a battle screen is blocked up and that individual battle is fought. Maybe it's not 100% decisive, but it creates a winner, an exact number of units totally destroyed, and gives the player an actual role in the battle (the card phase could even be made into multiple phases for large battles).

Here is an image of ultimate RISK tactics cards:

s3729684s11.jpg
 
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Is there anything that could make EU5 significantly superior over EU4, that could not be incorporated into EU4 via patch or DLC?

Currently nothing in your post that convinces me that the answer is yes.
 
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LokiusMaximus

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I would guess the vast majority disagreeing with me didn't even bother to read the post and only the title. The first six disagrees were within a minute of posting. Oh well, what can one expect in a modern society of Twitter where anything past 144 characters is considered a novel.
 
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LokiusMaximus

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Is there anything that could make EU5 significantly superior over EU4, that could not be incorporated into EU4 via patch or DLC?

Currently nothing in your post that convinces me that the answer is yes.

This is a fair enough comment, but yes. My idea on tactics cards, removing the stupid mana system, etc. But really, your question could just as easily have been applied to EUII or EUIII. Go back and play EUII and you will find much of the game is the same. You still have the same three unit types, until recently the same forts system, all the same core diplomatic options (royal marriage, vassalization, annexation... the latter two with the same +190 requirement and the latter most with the same 10 years requirement), merchants (although the system there is different now), settlers that work similarly, missionaries that work similarly, the ability to assault forts which was identical until very recently, a technology system that has actually been a downgrade (I'd prefer an HOI style technology system), etc. I am really tempted to find my disc of EUII and see if there is a way I can get it running on a modern system just to see how much the same it really is.
 
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LokiusMaximus

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Seriously, what would be so hard about adding more unit types that have their advantages and disadvantages so you can use different strategies for combat? All you can do now is select one of a couple different of each types for your entire army. Usually one focused slightly more on attack and one slightly more on defense. Why not be able to hire those different types in a province so you can have specific armies made for defense while other are made for offense? Why not create special infantry types that help take out opposing artillery and have a counter to that which helps protect artillery? Same could be for cavalry. Or how about the ability to create special defensive positions no specific provinces similar to HOI? Play a total war game and you can have rolling fireballs, spikes (to stop cavalry), barriers to protect troops, etc. Imagine if having rolling fireballs on mountain or highland terrain would provide a major defensive bonus? Or having some spikes in provinces would help deal with cavalry flanking?
 
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This is a fair enough comment, but yes. My idea on tactics cards, removing the stupid mana system, etc. But really, your question could just as easily have been applied to EUII or EUIII. Go back and play EUII and you will find much of the game is the same. You still have the same three unit types, until recently the same forts system, all the same core diplomatic options (royal marriage, vassalization, annexation... the latter two with the same +190 requirement and the latter most with the same 10 years requirement), merchants (although the system there is different now), settlers that work similarly, missionaries that work similarly, the ability to assault forts which was identical until very recently, a technology system that has actually been a downgrade (I'd prefer an HOI style technology system), etc. I am really tempted to find my disc of EUII and see if there is a way I can get it running on a modern system just to see how much the same it really is.

Regardless of EU2 and EU3, we're talking about EU4. Currently EU4 runs absolutely fine and the DLCs aren't bogging down the game (unlike a certain other Paradox title), and everything you've said could be implemented, fixed, or removed.

There's no good reason to completely remake EU4 into EU5.
 
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The time for EU5 is the time the engine can no longer perform well, its that simple. EU3 had a shelf life of 6 years before being replaced and I predict EU4's shelf life will be similar.
 
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This is already the case, money is a non issue.

Yeah but here is the thing. You can eventually bleed them out of manpower (talking about AI) or you can build up their WE by having them siege you (if youre large enough). Bottom line is there are things you can do in order to persuade them not to seek 100% war score on you.

If wars were decided by battles you could blitz basically any sized enemy to 100% war score without ever having to capture any forts or anything.
 
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I don't see a reason for EU5 just yet but I understand how discouraging it is for people to see a metric ton of DLC and think that most of the game's features are behind a massive, disjointed paywall. Paradox should look into combining some of them for the people who, unlike myself, did not or could not get them upon release; it would be less expensive for those buying them but might encourage more people to buy them, potentially making Paradox more money.
 
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Yes, let's kill the game when backend statistics show the game gaining in popularity with each expansion.

New game does not equal better AI, rather the opposite. The less gameplay changes there are, the greater chance of actually making the AI better. Now admittedly, it's a challenge to keep up with broad DLC changes as well.

I don't disagree on that certain things could be better, but again, it's entirely subjective and neither my or your preferences are automatically better than other people's. The designers need to consider multiple viewpoints.
 
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Gringovoir

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Is there anything that could make EU5 significantly superior over EU4, that could not be incorporated into EU4 via patch or DLC?

Currently nothing in your post that convinces me that the answer is yes.

Reworking probability of events so that it is not the same every month could be an example.
 
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Krajzen

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I have enjoyed all DLCs except Conquest of Paradise (failed first one, still bought it at some mass discount) and maybe Cossacks (which I haven't bought as I temporarily got bored of eu4 so in fact I don't know if it is good or bad)...
 

AhoyDeerrr

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Yeah but here is the thing. You can eventually bleed them out of manpower (talking about AI) or you can build up their WE by having them siege you (if youre large enough). Bottom line is there are things you can do in order to persuade them not to seek 100% war score on you.

If wars were decided by battles you could blitz basically any sized enemy to 100% war score without ever having to capture any forts or anything.
Would that not still be possible by simply not engaging their army and allowing them to siege you until you think it is time to strike back?

without ever having to capture any forts or anything.

The problem now is that more often than not you have to siege too many forts, which often leads to AI countries completely collapsing due to WE.
 
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Kamelot

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I would actually prefer the game to be less focused on sieges and more focused on battled. In other words, battles should be more decisive. .

Actually, battles were not that often so decisive in history. When talking casualties, battlefield casualties only account for at most 25%. Armies needed supplies and shelter, so sieges were important. When the French steamrolled into Italy, they swept away any Italian city-state army. They however were driven out by disease, siege-casualties and low morale.
 
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