Minor issues (game tweaking) you would like to see addressed?

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Jays298

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Probably not the object of the proposal, but I would love the option to use a dark UI, as the brighteness of the current one hurts my eyes (I have reduced vision due to being myopic) and I can't enjoy the game as it is

This was / is my biggest issue with Rome. And somewhat also HOI4 (it's not as bad but both have that a terrible sun glare off the ocean.)

I lowered my monitors brightness. There's no in game gamma setting. There's no contrast setting. Rome is pink or pastel rather than solid crimson! Egypt is Gray, the same color as impassible territory I think.

It's basically an unclear mess. No clarity.

The queued events box is annoying. Also annoying is that I can't scale to 100% on 1600x900.

Event popups are often annoying. They happen too often and it's micromanagement.

UI needs a total refresh. Make it more like Rome gold or even HOI4. TINY buttons that make sense. No fat circle buttons.

On another note I don't like the scorned family mechanic. It's just pointless micromanagement. Somebody dies or I get more requirements and need to reshuffle my offices for the hundredth time in the middle of a war.

Also buildings seem pointless / gamey. They should be hard limited in quantity or one per city etc. Or governors should control what gets built and when. So basically I shouldn't have to worry about building dozens of buildings for boosting stats.

Stats are too much the focus. It shouldn't be a game about gaming the numbers. Less stats more flavor.

AI sends their Navy out with 0 morale if you declare war and have ships on their coast line (I guess they couldn't afford full maintenance). That's not wise.


Half the map is taken by Celts, Iberians, and Germanics and they are just not fleshed out. The Germanics need some kind of defensive advantage or the AI just needs to keep the major powers out of that area and out of the baltic so they colonize Gaul, Dacia, Illyria, Africa, etc.
 
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N1ghteyes

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I googled "random name genarator" and got some...





Thankyou for the links, they look lovely.
My point was id like to use the namelists ingame without having to tab out and pick one. Like in CK2 if you dont want another John in the dynasty you can click random name and get a new one no fuss.
Just a little feature id appreciate.
 

manager2525

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This was / is my biggest issue with Rome. And somewhat also HOI4 (it's not as bad but both have that a terrible sun glare off the ocean.)

I lowered my monitors brightness. There's no in game gamma setting. There's no contrast setting. Rome is pink or pastel rather than solid crimson! Egypt is Gray, the same color as impassible territory I think.

It's basically an unclear mess. No clarity.

The queued events box is annoying. Also annoying is that I can't scale to 100% on 1600x900.

Event popups are often annoying. They happen too often and it's micromanagement.

UI needs a total refresh. Make it more like Rome gold or even HOI4. TINY buttons that make sense. No fat circle buttons.

On another note I don't like the scorned family mechanic. It's just pointless micromanagement. Somebody dies or I get more requirements and need to reshuffle my offices for the hundredth time in the middle of a war.

Also buildings seem pointless / gamey. They should be hard limited in quantity or one per city etc. Or governors should control what gets built and when. So basically I shouldn't have to worry about building dozens of buildings for boosting stats.

Stats are too much the focus. It shouldn't be a game about gaming the numbers. Less stats more flavor.

AI sends their Navy out with 0 morale if you declare war and have ships on their coast line (I guess they couldn't afford full maintenance). That's not wise.


Half the map is taken by Celts, Iberians, and Germanics and they are just not fleshed out. The Germanics need some kind of defensive advantage or the AI just needs to keep the major powers out of that area and out of the baltic so they colonize Gaul, Dacia, Illyria, Africa, etc.

Many interesting observations!!!

About the scorned family mechanism how would you like it to work? Being discarded altogether or changed somehow?

Also the ahistorical blobing in less development areas is also something that seems strange. Macedon in Ilyria and Rome into north eastern Europe comes to mind. How could the AI be less likely to do this (but also imho not railroaded)?
 

Jays298

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Many interesting observations!!!

About the scorned family mechanism how would you like it to work? Being discarded altogether or changed somehow?

Also the ahistorical blobing in less development areas is also something that seems strange. Macedon in Ilyria and Rome into north eastern Europe comes to mind. How could the AI be less likely to do this (but also imho not railroaded)?

If I was making changes, I would make it harder to attack those north eastern provinces and try to get the AI to ignore those areas unless they are a tribal nation. Maybe with special forest defensive modifiers and guerilla tactics for some of the tribes (I don't know if that's the right terminology but I don't see how Rome or Macedon could expect to march legions through Teutoberg forest and survive.)

There's plenty of places to expand to but the AI is choosing Germania and the east probably because the tribes are weaker than major powers in game terms. But I think it should be flipped and Rome should have to be concerned about pillagers from the North more than trying to colonize those areas. They should focus on the Mediterranean.

Maybe they just have to make all the tribes stronger. Right now they are trivial to majors. When historically they caused some pretty big headaches when they wanted to.

The family system should probably just do away with the quota system and focus on relative prestige or powerbase or make the quotas more forgiving. The bigger the country, the more the quotas seem weird.

Because a family shouldn't be scorned in real terms because they have 4/5 appointments. That's still a lot of powerbase in a country. And they probably had 4/4 recently but due to growth or some other mechanic they now have a bigger quota.

And if there's a vacancy the game should hint at who the families want appointed.
 
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manager2525

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Edited some diplo issues in the first post along with some other notes

Diplomacy:
- Diplomatic range between two nations should be calculated between their closest borders rather than the distance between their capitals.
- Something\Revolt tag should change to Something tag if the main tag is somehow eliminated. At the moment we often get just the revolt tag when the main tag is destroyed.
- Add some sort of "cores" system to avoid strange nation reappearance. Macedon in Egypt or Bactria and so on. Releasable nations should be tied to location and culture.
- In case of major powers getting too much AE in certain areas (example Carthage in Iberia) local defensive leagues should be made larger (maybe two defensive league could merge) with even Regional powers being able to participate. This could emulate the situation Ceasar faced during the Gaulic wars. This would give a little boost mostly to tribal minors.

Missions
- AI should focus more on missions in order for expansion to be a little bit more historical but not railroaded

AI behaviour:
- AI being less prone to always blob towards the weakest opponents even if there is little strategic benefit on that. Low tech tribal nations for strong non tribal for example (Rome->HRE expansion).
- Mid and larger AI nations should be also prone to build at least some forts in strategical points within their country. Most cities should at least have a level 1 fort if somewhat close to the borders.
 
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Added some additional minor issues
Characters:
- Characters stats after their death should not include impacts from diseases that they had had. Issue tied to apotheosis feature.
- Character should not grow back their hair upon death :p

Cities:
- We should be given a choice were would we like to set up our colonia.
- After conquering a new province we should choose what its new capital will be (decision rather than no autoassign).

Actually thinking of setting this as an "idea" in the Senatus Populusque forum.
It is not really a single idea but a lot of little fixes i hope the majority of the players would like to see.
 
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manager2525

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Some additional minor issues added:

Formable nations:
- Forming a new formable nation should
1) Change the units appearance (if applicable)
2) Allow you to decide whether you would like to embrace new traditions (of the formable nation)
3) Only have the transfer of capital as optional decision (as it can be actually harmful many times).
4) Finally give new missions (if applicable).

War - Army:
- Forts should give a base +1 defense to the defender in case a battle takes place there. This is because A) The fort would probably be built on a defensive position even in a province that has plains or farmland terrain B) The besieger would probably face a difficult situation (see Ceasar in Alesia) to both maintain the siege and fight the relieving force.
 

Nufan

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Diplomacy:
- Realism when releasing nations. As it stands now it's rather immersion-breaking. No more Crete in Africa or Patrai in the Aegean Islands. Releasing Metapontum (1 territory city state) shouldn't give them half of Magna Grecia, and preferably no more than their precise, original territory. Or no more than they conquered before being conquered.
- When a new state is formed through revolt, it should be placed consistently to it's naming and without border gore. Just create more breakaway states if need be.
- Allow for bigger conquests, let potential instability be the punishment. Soon after the game start, Seleukos and Lysimachos split and took over the vast majority of the Antigonid Realm. 20 years later Seleukos took more than half of modern Turkey plus Thrace from Lysimachos. The Parthians grabbed most of Mesopotamia, Assyria & Media in one invasion, and the Seleukids almost managed to return the favor a couple decades later. Alexander, Caesar in Gaul, Greco-Bactrians in India, Chandragupta, Burebista, e.t.c. The era is full of rapid, large scale conquests. But there's nothing even remotely similar possible in game. And you can't even make a large state pay tribute.
- Bring back war reparations (direct & tribute payment).
- Allow vassalizing more than one state per war, as well as taking some land and still being able to vassalize.
 
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Malivamar

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Friendship between foreign rulers is essentially meaningless, only granting a small opinion bonus between the countries.
I'm not talking about rulers having high opinions of each other btw, im talking about actual friendships like Pyrrhus of Epirus and the guy just north of him, the mission tree makes a big deal about the historical friendship between nations and rulers but in practice they break alliance with Epirus and invade every single game within 2-3 months unless Epirus goes all out on building a massive army in that time (Pyrrhus gets a big army later thru events but that one takes at least a year or so, so it dosent stop their allies from betrayal and kinda breaks those missions a bit.)
I'd get it if it didnt matter much if it was the heads of two republics because at that point war would be more the will of the people rather than theirs, but with all these monarchies, you'd think that if two rulers were besties then they wouldnt kill each other.
 
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Both already possible. I did them both in my current 1.5.3 game.

So you can at the moment take half of a nation's land and vassalize it as well, or the case you refer to is a multi enemy war were you can vassalize one and conquer the second? I am sure about the second case but I can't seem to remember if the first one is possible.

- Realism when releasing nations. As it stands now it's rather immersion-breaking. No more Crete in Africa or Patrai in the Aegean Islands. Releasing Metapontum (1 territory city state) shouldn't give them half of Magna Grecia, and preferably no more than their precise, original territory. Or no more than they conquered before being conquered.
- When a new state is formed through revolt, it should be placed consistently to it's naming and without border gore. Just create more breakaway states if need be.

I think that the above topics have been addressed from 1.4 and onwards (pls see Trin's post https://forum.paradoxplaza.com/forum/threads/about-cores-and-tags.1406024/#post-26742757). Personally i agree that claims should not be counted for the released nation though especially if different culture in the surrounding territory (example a non axpansive Massalia being released and somehow taking over half of Celtic south France).
 
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nachinus

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So you can at the moment take half of a nation's land and vassalize it as well
Yes, you can. I just did it against CAR in my 4th and last Punic War. I grabbed the capital province, liberated some Numidian kingdom and clientelized the hell out of what was left.

PS: and demoted punic culture to slaves to complete their humiliation.
 
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issues that could probably be patched in quickly without a huge overhaul of the game.
This is a good question.

The OP list is getting old so ill just make my own. one subject is enough for one post. though I try to keep the full picture in mind with each!


The economy game - currencies and population outputs:

pops can more or less directly produce gold, research and manpower. If the tension around production and expenditure of these resources doesn't remain tight throughout time & place in the game, the effect is that the whole economic system becomes trivialized and undercut. this also results in the trivialization of strategic choices the balance of these resources is supposed to provide.

Manpower in 1.5 is interesting only as long as there is some scarcity of it. However, in an expansion-focused singleplayer game, you can reach some kind of critical mass quite early in the game, where manpower is increasingly abundant to the point where it can be used on carless assaults, wilfully suffering starvation-attrition, stack-wipes of small armies, disbanding a lot of low experience troops and completely ignoring battle-casualties.

the inflation of the number of cohorts and manpower abundance has the following effects (and more (?)

  • After surpassing critical mass of manpower, citizen becomes less useful and freemen arguably become the least useful pop.
  • Buildings interaction with pops get undermined:
    • Barracks and training camps become bad.
    • Forums and to a lesser extent court of law become bad (or at least worse, for other purposes than local unrest-suppression.)
  • Every event and modifier that involve manpower, freemen( and to a lesser extent citizen & tribesmen) become bad.
  • Powerbase from # commanded cohorts becomes very small for any given general or governor. (Because it's scaled in proportion to total #cohorts)
There are some events that can serve to slightly postpone the point of critical mass, by allowing players to spend some 10-20k manpower on something, but once you've actually hit critical mass of manpower & standing cohorts, these events are also trivialized.

.... we expect a change to recruitment in 2.0. I wonder how good it will be at addressing the underlying causes of all this.

Research in 1.5 has changed in a few ways. The outcome is that the effect on progress from modifiers to research output/speed, nobles and citizen output and tech-investment etc, are always relative to the ratio of pops from integrated cultures.

Pending circumstances, players can get such high research output that they hit 300% efficiency with overflow, thereby trivializing research in a similar way as critical-mass manpower/cohorts can trivialize freemen/mp modifiers as discussed above (though IMO not to a similar extent).

The outcome of this is compounded by the "ahead of time" penalty to research speed and the lack of inventions after tech 20; the longer a player stays at high research efficiency, the less of a big deal it becomes to lose some of the efficiency for whatever reason or to invest in other things than increasing it.

Finally, the rigid nature of the inventions system reduces incentives to reach higher technology levels too quickly.

I don't think gold suffers from similar problems to any notable extent, but

With all this in mind I get to a point where I have no strong feelings one way or the other about what modifiers to focus on to improve my rate of progress or my economy - or my military or characters for that matter, because it's all connected.

1602342646767.png


This has upsides and downsides; it shouldn't necessarily be possible to min/max ones economy and research to a hugely beneficial extent, but the various mechanics and modifiers in the game shouldn't be undermined quite this much as a player-economy scales up in size and efficiency, IMO.
 
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@Todie Agree with you! Imo floating in gold, too much manpower (based on the starting faction) and a high research rate is too easy to achieve for the player in I:R. That needs to be improved.

But it is really hard to balance this. You shouldn't get too strong too fast and easily, but you should also get rewarded, if you expand and invest in your realm clever. So often balance changes just postpone the point at which you are "overpowered". Another factor is always the AI. How much does it withstand your attempts and how aggressive is it towards you and keeping you from growing your realm internally and externally. So keeping you away from being overpowered also has to be achieved without an cheating but an strong AI (a bit cheating is fine imo; it depends on how much and in what terms the AI cheats) and without tedious obstacles and handicaps - so the game should be challenging in a fun way as long as possible.

A Grand Strategy Game is always boring or unfun, if you don't have much fun stuff to do and if it is too easy or too frustrating and unfair difficult. To find the sweet spot is a challenge, but imo it is one of the most important aspects of a game. So I appreciate that you bringing this topic up, Todie :)
 

religiousphanatic

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Let me add some thing which i find really annoying .

RNG 30 years old characters arival im the nation without spouses which is making absolute disbalance of male and female babies. Here since 1.2 great family updates.

Proposed solution, give the rng guys the rng spouses.


1.4 issues

Army movement denies the orders so you have to send them 2 times.
Send the army , arrow goes to the targeted area and then stops so you have to redo. (loyal armies)

Inability to block slave promotions on provincial/ regional lvl, makes problems in the future , slaves promote to freemans , freemans migrate to cities and create food issues, lose of trade routes cause there is no surplus due the promotion of slaves .

Advised solution.

Place one tick option for entire province, would be good to have 2, one for cities and one for settlements.


Tick next to enslaved people to sell them all in once instead of clicking on each one of them and by mistake treat them for sickness.

Again tick bar next to enslaved people would be solution.

Block of trade goods on provincial lvl, if i dont want to sell any good from my province there should be a option to block it.

Yet again tick bar block provincial export would solve the problem or tick bar with blocked goods on provincial levles. Once setuped you can ignore it for long time.

Thats whats on my mind now
 
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A very small change: Please remove the separate message everytime the stability increases or decreases. This is a relic from the time where the stability mechanic was just designed of full points from -3 to +3, where a separate message was some kind of informative in case you missed a change.

But now we often get or lose stability in small amounts, which isn't worth and annoying to dismiss everytime a message. In 99% of the cases we just clicked on a decision, which clearly told us, how stability will change - so why an extra message right after that click?

Edit: Shame on me - forgot that there is an option in the message settings. Thanks @Herennius and @Todie for the tip!
 
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Herennius

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A very small change: Please remove the separate message everytime the stability increases or decreases. This is a relic from the time where the stability mechanic was just designed of full points from -3 to +3, where a separate message was some kind of informative in case you missed a change.

But now we often get or lose stability in small amounts, which isn't worth and annoying to dismiss everytime a message. In 99% of the cases we just clicked on a decision, which clearly told us, how stability will change - so why an extra message right after that click?

I agree that the the changes to stability have made the individual notifications less important, but on the other hand you can already get easily rid of them in the message settings:
MessageStabilityIncrease.jpg


MessageStabilityDecrease.jpg

So while I would personally not be hurt by removing it, the question is, if it is necessarily to do it (ok, decluttering the message settings slightly could be an argument ;) ). Maybe some players like to have the remainder or future changes make the message more important again.
 
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Todie

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you can already get easily rid of them in the message settings

the easiest way to change settings for a particular notification-type ie IMO to go through the cogwheel on the notification itself.

I have used this to disable confirmation of trade route creation, pirate raids, stability hits and probably some other things that im forgetting about.

... given how modifiable notifications are, id rather see more of them added than taken away - no matter if they are set to only show in message log as a default.
 
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Shame on me guys! I totally forgot about the option of message settings! It might just be less tedious for new players or forgetful players like me, if the default message setting for stability would be turned off :D
 
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Let me add some thing which i find really annoying .

RNG 30 years old characters arival im the nation without spouses which is making absolute disbalance of male and female babies. Here since 1.2 great family updates.

Proposed solution, give the rng guys the rng spouses.


1.4 issues

Army movement denies the orders so you have to send them 2 times.
Send the army , arrow goes to the targeted area and then stops so you have to redo. (loyal armies)

Inability to block slave promotions on provincial/ regional lvl, makes problems in the future , slaves promote to freemans , freemans migrate to cities and create food issues, lose of trade routes cause there is no surplus due the promotion of slaves .

Advised solution.

Place one tick option for entire province, would be good to have 2, one for cities and one for settlements.


Tick next to enslaved people to sell them all in once instead of clicking on each one of them and by mistake treat them for sickness.

Again tick bar next to enslaved people would be solution.

Block of trade goods on provincial lvl, if i dont want to sell any good from my province there should be a option to block it.

Yet again tick bar block provincial export would solve the problem or tick bar with blocked goods on provincial levles. Once setuped you can ignore it for long time.

Thats whats on my mind now

Ok i have added the topics however i have not understood the issue with army orders? Do you mean that for example you cannot build a road or force march while marching and you need to stop press the relevant button and restart?

Also i though that i way the only one to randomly treat a 80 year old captive bound for the slavemarket :p

This is a good question.

The OP list is getting old so ill just make my own. one subject is enough for one post. though I try to keep the full picture in mind with each!


The economy game - currencies and population outputs:

pops can more or less directly produce gold, research and manpower. If the tension around production and expenditure of these resources doesn't remain tight throughout time & place in the game, the effect is that the whole economic system becomes trivialized and undercut. this also results in the trivialization of strategic choices the balance of these resources is supposed to provide.

Manpower in 1.5 is interesting only as long as there is some scarcity of it. However, in an expansion-focused singleplayer game, you can reach some kind of critical mass quite early in the game, where manpower is increasingly abundant to the point where it can be used on carless assaults, wilfully suffering starvation-attrition, stack-wipes of small armies, disbanding a lot of low experience troops and completely ignoring battle-casualties.

the inflation of the number of cohorts and manpower abundance has the following effects (and more (?)

  • After surpassing critical mass of manpower, citizen becomes less useful and freemen arguably become the least useful pop.
  • Buildings interaction with pops get undermined:
    • Barracks and training camps become bad.
    • Forums and to a lesser extent court of law become bad (or at least worse, for other purposes than local unrest-suppression.)
  • Every event and modifier that involve manpower, freemen( and to a lesser extent citizen & tribesmen) become bad.
  • Powerbase from # commanded cohorts becomes very small for any given general or governor. (Because it's scaled in proportion to total #cohorts)
There are some events that can serve to slightly postpone the point of critical mass, by allowing players to spend some 10-20k manpower on something, but once you've actually hit critical mass of manpower & standing cohorts, these events are also trivialized.

.... we expect a change to recruitment in 2.0. I wonder how good it will be at addressing the underlying causes of all this.

Research in 1.5 has changed in a few ways. The outcome is that the effect on progress from modifiers to research output/speed, nobles and citizen output and tech-investment etc, are always relative to the ratio of pops from integrated cultures.

Pending circumstances, players can get such high research output that they hit 300% efficiency with overflow, thereby trivializing research in a similar way as critical-mass manpower/cohorts can trivialize freemen/mp modifiers as discussed above (though IMO not to a similar extent).

The outcome of this is compounded by the "ahead of time" penalty to research speed and the lack of inventions after tech 20; the longer a player stays at high research efficiency, the less of a big deal it becomes to lose some of the efficiency for whatever reason or to invest in other things than increasing it.

Finally, the rigid nature of the inventions system reduces incentives to reach higher technology levels too quickly.

I don't think gold suffers from similar problems to any notable extent, but

With all this in mind I get to a point where I have no strong feelings one way or the other about what modifiers to focus on to improve my rate of progress or my economy - or my military or characters for that matter, because it's all connected.

View attachment 639641

This has upsides and downsides; it shouldn't necessarily be possible to min/max ones economy and research to a hugely beneficial extent, but the various mechanics and modifiers in the game shouldn't be undermined quite this much as a player-economy scales up in size and efficiency, IMO.

Interesting points as always @Todie!

The issue with gold and manpower has been there for some time now.
The only thing that can make gold a bit more scarse, at the moment, is the insane cost the inventions can have due to the scaling system (but still this is if you don't min max have large armies a lot of generals etc).

I believe that research point has become worst with 1.5 due to the culture changes (i don't know if it is just my idea).

Since the scope of the thread has increased a lot (from the minor changes) i would be interested in any advised solutions. :)