One of the things that always breaks the spell for me when I start playing EU4 again in earnest is coming face to face with mechanics that feel out of place or unconsidered.
To be clear, my issue with these is not what they do or what they represent, but how they are implemented and what the user experience with them is like. There are definitely many more of these in the game, but these are the ones that stand out for me the most in recent play throughs:
Trading Companies:
Why must you hunt for a tiny button in each individual province to convert to a trading post rather than convert an entire region?
Why is it so unclear which provinces belong to trading companies?
Why is it so easy to accidentally erase a trading company (along with all the investments)?
Why are the investments a mixture of region-wide and area-wide bonuses?
Why are they built instantly when no other building is?
Why can you build all the investments in a region, except the highest tier investment?
Why must you look at the region screen to make investments, especially when not necessarily every province in a region belongs to the trading company?
Why is to so unclear what the actually pros and cons of a trading company is?
Raiding:
Why do you have to manually raid, when naval missions exist?
Why do only a hand full of very specific nations do this?
Why are you able to just get free money and sailors with so little consequences?
Why are naval batteries the only way of preventing raiding?
Why are the requirements for raiding so strangely specific and also completely arbitrary?
(these are rhetorical questions, I'm not really looking for answers, I'm just trying to express the experience of interacting with these mechanics)
I hope that as the devs turn their focus on fine tuning what is already in the game rather than implementing new features they do a second pass on all these of mechanics that can feel so out of place and unconsidered. Honestly, it sometimes feels like I am playing with a bunch of mods in the sense that there is a hodge podge of features that dont feel completely integrated with each other or part of a cohesive design.
To be clear, my issue with these is not what they do or what they represent, but how they are implemented and what the user experience with them is like. There are definitely many more of these in the game, but these are the ones that stand out for me the most in recent play throughs:
Trading Companies:
Why must you hunt for a tiny button in each individual province to convert to a trading post rather than convert an entire region?
Why is it so unclear which provinces belong to trading companies?
Why is it so easy to accidentally erase a trading company (along with all the investments)?
Why are the investments a mixture of region-wide and area-wide bonuses?
Why are they built instantly when no other building is?
Why can you build all the investments in a region, except the highest tier investment?
Why must you look at the region screen to make investments, especially when not necessarily every province in a region belongs to the trading company?
Why is to so unclear what the actually pros and cons of a trading company is?
Raiding:
Why do you have to manually raid, when naval missions exist?
Why do only a hand full of very specific nations do this?
Why are you able to just get free money and sailors with so little consequences?
Why are naval batteries the only way of preventing raiding?
Why are the requirements for raiding so strangely specific and also completely arbitrary?
(these are rhetorical questions, I'm not really looking for answers, I'm just trying to express the experience of interacting with these mechanics)
I hope that as the devs turn their focus on fine tuning what is already in the game rather than implementing new features they do a second pass on all these of mechanics that can feel so out of place and unconsidered. Honestly, it sometimes feels like I am playing with a bunch of mods in the sense that there is a hodge podge of features that dont feel completely integrated with each other or part of a cohesive design.
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