I don't get it? Who cares? Is it adding something to the game or just removing variance?
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It presumably adds moddability to an upcoming feature which otherwise was completely static.I don't get it? Who cares? Is it adding something to the game or just removing variance?
It presumably adds moddability to an upcoming feature which otherwise was completely static.
If i may, the fact that it doesn't interest you, but it interests many other players and modders. There can be additions that please both you and us.But you can't use mods in Ironman that change things like that, and as an upcoming feature...meh
Looks to me like they've made the ages somewhat dynamic in the base game which is cool. Although 10 years after Global Trade is not really dynamic. Although - you could in theory try to prevent colonialism from ever spawning and then the game would stay in the age of reformation for all eternity.
Is it possible to add more ages?
If you prevent the early colonizers from colonizing, you then have to prevent the late one from doing it, which means France, Britanny, all of Scandinavia, the Dutch, and maybe some random other guys in Germany and Italy. Add to this the fact that all the people around Indonesia will end up colonizing as well, and try to prevent Colonialism until 1820. I think natural map spread alone would make it impossible unless you do a WC before any tech group in Europe, Africa or Asia sees the Americas.The problem with the names of the ages and their requirements for popping up is that the game has (and this is a good thing that adds a darn lot of deployability) a lot of dynamicism.
Remember DDRJake´s stream where the goal was to prevent the reformation to ever spawn?
It´s stuff like this that makes the game a historical sandbox and fun with that. The determinism in the name age of colonialism bothers me and with that in mind and looking at the teaser, remember that the colonialism institution can never spawn if the player prevents the colonizers from taking ideas, and with sufficent RNG, the other nations won´t take the rquired ideas to boot so it´ll outright never appear in your game. It doesn´t feel like Johan is taking this into account and it worries me, after all, dynamicism is fun and it´s interesting to see weaker nations succeed where great powers fall (speaking of nation-specific bonuses in the ages here).
Am I really the only one who is bothered by the lacking dynamicism that has been shown in the newer DLC?
Looks to me like they've made the ages somewhat dynamic in the base game which is cool. Although 10 years after Global Trade is not really dynamic.
I'm still not entirely sure whether this is just a modding feature, or they actually switched to this for the base game.
Nice, and thank you for the clarification!vanilla ofc.
Thank you for clarifying the confusing information.vanilla ofc.