Johan Twitter Teaser - January 18th!

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loup99

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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.
 
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gigau

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Thanks very much for this, @Johan ! :)
 
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gigau

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But you can't use mods in Ironman that change things like that, and as an upcoming feature...meh
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. ;)
 
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Praetorian44

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Wow, this is great :)
 

FireKahuna

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This solves a lot of problems, including CK2 conversions, mods, and just general gameplay (can stop the Age of Reformation, but can't stop the tides of Absolutism and the Enlightenment).
 

Badesumofu

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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.
 
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Viperswhip

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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.

I have stopped anyone from colonizing before, it's not even that hard, well, the early American colonizers though. I have done it as England (easiest) and Castile. Portugal and sometimes AI Castile are typically the only ones who take Exploration first, but time flies between tech 5 and 7 so you might have to step on the gas.
 
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Benghi Bon

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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?

Edit: At this point I'd appreciate some form of reply as to what people disagree with me on. Colonialism never spawning is one thing, it's pretty much inevitable but in theory it could never spawn. Other than that, what?
 
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Sfan

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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?
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.
 

moyang

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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 think they could change the condition for Age of Revolution like '12 months after 5 nations embrace the Enlightenment institution' or '60 months after 10 provinces got Enlightenment institution' for little more dynamic. (numbers can vary, of course)
 
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Johan

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I'm still not entirely sure whether this is just a modding feature, or they actually switched to this for the base game.

vanilla ofc.
 
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--Yigito123--

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I think a good way to do "what would happen if an age was prevented from happening" would be to have the game skip that age when the next age's spawn conditions are met, I.E. if the reformation never happens, have the game skip from Age of Discovery to Age of Absolutism after global trade happens (Or whatever Age of Absolutism's starting conditions end of being)
 

Zerodv

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People, ages have to represent the whole world, you can´t just decide to not have one because something in Europe or America didn´t went right. The name could be weird but still.
 
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loup99

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