Ever since the recent release of patch 1.4, a lot of discussions and debates about the various mechanics (AE/OE/Vassal Feeding etc.) and how PDS has been seemingly going back and forth with their design approach between patches have re-surfaced. While I was browsing through different topics. A stream of thought has striked me that a lot of the issues we are having seems to be deeply tied down to how resources are generated and consumed. This thread aims to explore the underlying problem of these issues that the game is facing.
I noticed a lot of people complain about the lack of action in EUIV as most of the time players are simply fast forwarding between wars and the associated preparations. Which prompts me to think about why is there so little to do during the course of the game. In most games that I have played in my entire life, performing actions always require consumption of certain resources to do so:-
- Think about FPS, 99% of the time you are shooting the hell out of zombies or online opponents with bullets and you have to reload as soon as you cleared your magazine, which requires you to temporarily take a break from "action".
- Think about MMORPG, most of the time you are slamming your keyboard furiously, unleashing a dozen fireballs or weapon strikes upon your enemy before you run out of mana/energy/rage whatever, until then you must recover before you can return to "action".
- Think about RTS, namely starcraft/age of empire, can be even more action intensive than shooters and the like while maintaining a high level of strategic planning and implementation in their gameplay, as pro gamers issue hundreds of commands per minute micro-managing between warfare, base expansion and resource generation.
By now, most of you would say my comparison is quite irrelevant as I have already pointed out myself, that those examples are of different genres. Granted EUIV is not a FPS nor a MMORPG, by definition a strategy game like EUIV is not as intensive on the "action" side of things but focus on the planning and implementation of "strategies" to achieve an objective, which usually relates to something about painting the whole map or most of the map with a certain colour. However, if you look deeper into the core of all games, you might notice that in order to perform certain actions within the game, you either consume some type of infinite resources or limited resources in the process.
In EUIV, we have both infinite resources (diplomats/colonists/merchants/missionaries) in the sense that they can be re-used indefinitely after performing an action, as well as limited resources (monarch points, manpower and ducats) which are spent as soon as you hit the button and cannot perform another action that requires the same resource until you accumulate the required amount. The reason why I even bother mentioning about games across different genres is that, no matter what kind of game you play, a good game always involves a decent resource system. One way of achieving this is to grant the player a high degree of control over the generation of limited critical resources. This is the first step of anyone wanting to perform some kind of action. This is the first step for the formulation of any kind of strategy.
I hope most of you would have realised that EUIV has failed at this very first step of game principles. The monarch points system as of now involves a base generation of 3 per month (2 for certain tech groups), 0-3 from advisors (the player controlled portion), and lastly 0-6 from the ruler of the nation. It doesn't take a math genius to work out that 25% of your MP generation is fixed (less for chinese/indian/nomads etc), 25% in your control, and 50% by pure dumb luck. Never, have I seen a game in my entire life, that 1/2 of the generation of critical resources to be based on pure RNG mechanic throughout the entire length span of the game.
- You look at RTS, the player controls the speed of resource accumulation by creating "mining units".
- You look at MMORPG, player controls resource generation by attributes/gear/potion/skill.
- You look at Civ, player controls resource generation by city size and improvements.
- You look at CKII, player controls resource by influencing character attributes through the dynasty/marriage/education system and buildings.
You look at EUIV, you have no control, it's a dice roll. You look up at the sky, pray that you don't see a comet randomly slam in your face and somehow you would get a ruler with decent stats that doesn't die in three years.
When I first came across EUIV, I was actually interested in the monarch points idea. I am fine with creativity, I am somewhat fine with the randomness of ruler stats, but I am totally not fine with a random stat playing such a major role in the determination of such a critical resource. Simply put, it is a very poorly thought out mechanic and ruined many other aspects of the game which are actually good.
To make things worse, the design of consumption among different resources are extremely uneven. Most players always end up finding themselves with a huge unused surplus of MIL, moderate amount of DIP and hopelessly depleted ADM. The fundamental mechanics of the resource system does not require the player to make strategic decisions (resource-wise) on trade-offs amongst ADM/DIP/MIL points save for a few random events. You are always starved with ADM and have very few options to spend your MIL on. It's a no brainer when it comes to the player determining which type of MP they want most according to different playstyles. There is no clear distinction of MP usage towards different goals and objectives. Say a warmongering nation would need to spend tons of MIL that can help benefit his warfares or a colonial/trade power spending a large chunk of DIP that would help him achieve his ambitions. The buildings/ideas/techs are there, but they didn't do the trick. Everyone always ended up wanting more ADM. And that kind of distinction wouldn't have worked anyway, because players have no control over which MP they want to generate more with the only exception of republics, which are extremely rare and greatly limits the player's choices of nations.
So I hope some of you would agree that the broken monarch point system really is one of the major undermining factors of the other various issues. One of the most relevant being the vassal feeding technique. In contrast with the not-so-appealing traditional war conquer method, what the technique does in essence is to have the vassal help you GENERATE MORE ADM to cover the extra coring cost or simply skip the coring costs altogether if you feed them lands with their cores. It is incredibly powerful simply due to the fact the game is setup in such a way there is no other way the player could in a sense "generate" such an abundance of ADM points. This technique, or exploit as some of you would view it, is the only solution to the huge gap between the otherwise uncontrollable supply and infinite demand of ADM due to how poorly the resource system is thought out and implemented. Hence the popularity of vassal feeding with its ability to save insane amounts of ADM, completely avoid OE/AE/coring duration and lack of drawbacks. In order to make traditional war conquest more appealing, they reversed the decision of bumping up AE to hell and instead nerfed it to oblivion, without solving the actual problem.
The outcome is that, any player utilizing the said technique gains an unprecedented advantage over the AI or other players by simply looking at their "effective ADM consumption" vs actual ADM spent. The difference is measured in order of magnitudes. This difference is further magnified if you compare a western power to other tech groups as 1 monarch point for western tech group does not equal 1 monarch point for other tech groups. For some unknown reason PDS decided that cultures from other parts of the world are somehow genetically inferior and therefore should earn less monarch points (which is a purely arbitrary resource itself) per month and at the same time spend a significant extra amount for technological advances. In order to overcome this PDS imposed genetic defect the only solution is to westernize your nation which is impossible until you land a province next to a western nation.
If you managed to read through my wall of text so far, kudos to you and please accept my sincere apology for the bad formatting and subjective opinion. I hope the community would agree with me that the resource system of EUIV is fundamentally defective and requires a major overhaul if this game is to see any true success in the future. I enjoyed this game a lot despite the numerous problems it has atm and it pains me to see that a game with so much potential is plagued with the nowadays common beta-like quality and poor game balance. I am not sure whether PDS would truly fix this game and redo the resource system instead of applying band-aids all over the ravaged limbs or is it too fundamental that we would not see any improvement to it and simply have to hope for the best in EUV. I am left pondering with PDS rationale on many things such as why coring costs has to be purely ADM instead of evenly distributed among ADM/DP/MIL. Sure it would not magically fixes all problems but at least I would think changes like this are more logical given that MP itself is already arbitrary. There are many other mechanics that seem to pull out from nowhere but im gonna leave it here and let you guys leave some suggestions if you agree or leave some comments nonetheless if you disagree.
EDIT TO ADD ABSTRACTS OF SOME VALUABLE FEEDBACK
I noticed a lot of people complain about the lack of action in EUIV as most of the time players are simply fast forwarding between wars and the associated preparations. Which prompts me to think about why is there so little to do during the course of the game. In most games that I have played in my entire life, performing actions always require consumption of certain resources to do so:-
- Think about FPS, 99% of the time you are shooting the hell out of zombies or online opponents with bullets and you have to reload as soon as you cleared your magazine, which requires you to temporarily take a break from "action".
- Think about MMORPG, most of the time you are slamming your keyboard furiously, unleashing a dozen fireballs or weapon strikes upon your enemy before you run out of mana/energy/rage whatever, until then you must recover before you can return to "action".
- Think about RTS, namely starcraft/age of empire, can be even more action intensive than shooters and the like while maintaining a high level of strategic planning and implementation in their gameplay, as pro gamers issue hundreds of commands per minute micro-managing between warfare, base expansion and resource generation.
By now, most of you would say my comparison is quite irrelevant as I have already pointed out myself, that those examples are of different genres. Granted EUIV is not a FPS nor a MMORPG, by definition a strategy game like EUIV is not as intensive on the "action" side of things but focus on the planning and implementation of "strategies" to achieve an objective, which usually relates to something about painting the whole map or most of the map with a certain colour. However, if you look deeper into the core of all games, you might notice that in order to perform certain actions within the game, you either consume some type of infinite resources or limited resources in the process.
In EUIV, we have both infinite resources (diplomats/colonists/merchants/missionaries) in the sense that they can be re-used indefinitely after performing an action, as well as limited resources (monarch points, manpower and ducats) which are spent as soon as you hit the button and cannot perform another action that requires the same resource until you accumulate the required amount. The reason why I even bother mentioning about games across different genres is that, no matter what kind of game you play, a good game always involves a decent resource system. One way of achieving this is to grant the player a high degree of control over the generation of limited critical resources. This is the first step of anyone wanting to perform some kind of action. This is the first step for the formulation of any kind of strategy.
I hope most of you would have realised that EUIV has failed at this very first step of game principles. The monarch points system as of now involves a base generation of 3 per month (2 for certain tech groups), 0-3 from advisors (the player controlled portion), and lastly 0-6 from the ruler of the nation. It doesn't take a math genius to work out that 25% of your MP generation is fixed (less for chinese/indian/nomads etc), 25% in your control, and 50% by pure dumb luck. Never, have I seen a game in my entire life, that 1/2 of the generation of critical resources to be based on pure RNG mechanic throughout the entire length span of the game.
- You look at RTS, the player controls the speed of resource accumulation by creating "mining units".
- You look at MMORPG, player controls resource generation by attributes/gear/potion/skill.
- You look at Civ, player controls resource generation by city size and improvements.
- You look at CKII, player controls resource by influencing character attributes through the dynasty/marriage/education system and buildings.
You look at EUIV, you have no control, it's a dice roll. You look up at the sky, pray that you don't see a comet randomly slam in your face and somehow you would get a ruler with decent stats that doesn't die in three years.
When I first came across EUIV, I was actually interested in the monarch points idea. I am fine with creativity, I am somewhat fine with the randomness of ruler stats, but I am totally not fine with a random stat playing such a major role in the determination of such a critical resource. Simply put, it is a very poorly thought out mechanic and ruined many other aspects of the game which are actually good.
To make things worse, the design of consumption among different resources are extremely uneven. Most players always end up finding themselves with a huge unused surplus of MIL, moderate amount of DIP and hopelessly depleted ADM. The fundamental mechanics of the resource system does not require the player to make strategic decisions (resource-wise) on trade-offs amongst ADM/DIP/MIL points save for a few random events. You are always starved with ADM and have very few options to spend your MIL on. It's a no brainer when it comes to the player determining which type of MP they want most according to different playstyles. There is no clear distinction of MP usage towards different goals and objectives. Say a warmongering nation would need to spend tons of MIL that can help benefit his warfares or a colonial/trade power spending a large chunk of DIP that would help him achieve his ambitions. The buildings/ideas/techs are there, but they didn't do the trick. Everyone always ended up wanting more ADM. And that kind of distinction wouldn't have worked anyway, because players have no control over which MP they want to generate more with the only exception of republics, which are extremely rare and greatly limits the player's choices of nations.
So I hope some of you would agree that the broken monarch point system really is one of the major undermining factors of the other various issues. One of the most relevant being the vassal feeding technique. In contrast with the not-so-appealing traditional war conquer method, what the technique does in essence is to have the vassal help you GENERATE MORE ADM to cover the extra coring cost or simply skip the coring costs altogether if you feed them lands with their cores. It is incredibly powerful simply due to the fact the game is setup in such a way there is no other way the player could in a sense "generate" such an abundance of ADM points. This technique, or exploit as some of you would view it, is the only solution to the huge gap between the otherwise uncontrollable supply and infinite demand of ADM due to how poorly the resource system is thought out and implemented. Hence the popularity of vassal feeding with its ability to save insane amounts of ADM, completely avoid OE/AE/coring duration and lack of drawbacks. In order to make traditional war conquest more appealing, they reversed the decision of bumping up AE to hell and instead nerfed it to oblivion, without solving the actual problem.
The outcome is that, any player utilizing the said technique gains an unprecedented advantage over the AI or other players by simply looking at their "effective ADM consumption" vs actual ADM spent. The difference is measured in order of magnitudes. This difference is further magnified if you compare a western power to other tech groups as 1 monarch point for western tech group does not equal 1 monarch point for other tech groups. For some unknown reason PDS decided that cultures from other parts of the world are somehow genetically inferior and therefore should earn less monarch points (which is a purely arbitrary resource itself) per month and at the same time spend a significant extra amount for technological advances. In order to overcome this PDS imposed genetic defect the only solution is to westernize your nation which is impossible until you land a province next to a western nation.
If you managed to read through my wall of text so far, kudos to you and please accept my sincere apology for the bad formatting and subjective opinion. I hope the community would agree with me that the resource system of EUIV is fundamentally defective and requires a major overhaul if this game is to see any true success in the future. I enjoyed this game a lot despite the numerous problems it has atm and it pains me to see that a game with so much potential is plagued with the nowadays common beta-like quality and poor game balance. I am not sure whether PDS would truly fix this game and redo the resource system instead of applying band-aids all over the ravaged limbs or is it too fundamental that we would not see any improvement to it and simply have to hope for the best in EUV. I am left pondering with PDS rationale on many things such as why coring costs has to be purely ADM instead of evenly distributed among ADM/DP/MIL. Sure it would not magically fixes all problems but at least I would think changes like this are more logical given that MP itself is already arbitrary. There are many other mechanics that seem to pull out from nowhere but im gonna leave it here and let you guys leave some suggestions if you agree or leave some comments nonetheless if you disagree.
EDIT TO ADD ABSTRACTS OF SOME VALUABLE FEEDBACK
In fact though, I'd argue that the points system is actually worse than what you're indicating. Claiming the player controlled advisors account for 25% of the total points is a nonsense for the following reasons. The biggest of which is this, the advisors themselves are drawn from a random pool. You might be in a position to only afford 1* advisors, yet you don't get any. Or you might be in a position where you desperately want a 3* advisor to boost a particular area, but you only have 1-2* advisors. Quite often, I don't feel as though I have a lot of choice when picking my advisors, and my choice is likely only changing what I could actually accomplish by 1 point, and on a very rare occasion 2. The way advisors costs are done, where they seem to grow exponentially once you hit the 3* level, means it's far more economical to have a 1* advisor in everything than a single 3* advisor in the skill you really want.
Paradox has a sad history of adding innovative but half baked ideas into their games. The MP system has a lot of potential but is also horribly balanced.
Coring of provinces for example is not an active action done by a ruler but more a process being done over time. Thus it should work with the old Mtth triggers (+modifiers for hard to core cultures like berbers). It should only cost monarch points if I actively decide to speed up the coring by going on PR tour for it.
The main problem of this brand is the setting of artificial limits. The limits should be determined by the possibilities and capabilities in the game, not by to hard coded mechanisms. But for this the game needs much more additional features which it lacks at the moment..
I like the randomness of rulers. In history, every country have faced periods of growth and abundance, and times of stagnation. This is modeled perfectly through the game, and player even has the choice to choose on which domain he might want to get a little edge (advisors). It's also true that some kind of points are more needed than others, somthing might be tweaked there. While manpower could be a concern for exemple, it quickly gets much easier later on as mil points have little other use, outside teching.
I like the IDEA of monarch points. It creates a ressource; you say it is better when you can control the primary ressource, but you missed one point I believe. Ressources are important for macromanagement. Some gameplays in strategy games however, are based on micromanagement. You start with X units, and correct positioning, movements, use of abilities,... allows one to do better with less than others. That could be how monarch points could be interesting: should I core? Or should I save up for teching? This is, IMO, the flaw of the system. I feel there is little if any choice. Leaving uncored provinces is a no go. Regardless how many points I have, I MUST core, or else everything goes wrong. So, tech goes after. For every way to spend monarch points, there is an obviously better choice, which will make pick option A rather than B. The only real choice that I make is beetween ideas VS tech. Buildings - I build; it costs little MP, while more money means much bigger army, ie crushing my neighbour and better advisor. Inflation, do my best to avoid it; used MP once so far to lower it. Scorch earth, when I use it, I'll pretty muc loose anyway, only used as an emergency measure; why would I want to spend MP to damage my lands? Given that I might have to do it 2/3 times before ennemy actually moves to this province.
In real life a government can increase it's administrative powers by hiring more bureaucrats. They can increase diplomacy and trade tech by hiring more diplomats and pay for research in trade. They can improve technology by building universities, and hiring scientists and war engineers and so on.
A bigger, richer country can be as effective (or most likely more effective) as two countries of half the size. In EU4, two countries of half the size will on average generate almost two times the monarch points. This is why vassal feeding is great. They spend monarch points for you. However, in real life it would be more effective just to annex them, and use the resources of the other country to expand your own bureaucracy. That is why monarchs should have skills from 0 to 3. And instead have advisers from skill 1 to 6. Trading in tea would be OP as fuck though, so perhaps scale that adviser cost reduction modifier.
The big problem with monarch points are that they devolve into simple optimization problems. How do I get more monarch points? Hire better advisers. And that is pretty much it. How do I get more efficient at using monarch points? Idea groups, westernizing, and maybe some minor fiddling with events/governments/decisions. And that is pretty much it.
You can be richer than Midas, and that doesn't change your monarch point accumulation. You can be Ares reborn and your legions swarming up the Danube and down the Rhine - and your monarch point gain is utterly unaffected.
So for any given king you are going to be have X AMP, Y DMP, Z MMP. Well you can always trade off, short changing something military so you can functionally get (Z - e) MMP and (A + e) AMP effectively - nope. By and large each type of MP is not involved in strategic tradeoffs with the other types.
Well maybe there are deep interconnections in the buildings. Not really. Most buildings provide simple things like money + MP now for more money later, money + MP now for more manpower in just a bit, and a few incidentals (stronger missionaries, spy defense, faster troops on the roads, etc.).
So in short, to a very large degree, you have a finite number of AMP, you figure out the most cost efficient use of them and it is a fairly trivial optimization problem (how much will go into coring, how much will go into ideas, how much will go into tech, and how much will go into stab - rejigger the ideas and run with it). It doesn't matter if you have godlike administrations or lobotomized ones - the optimal AMP spend is pretty much static for any given set of goals, all the dice rolls do is allow you to pursue the same course faster or slower. There just aren't that many viable deviations. Everything in EUIV pretty much sits inside a vertically integrated silo that is controlled by just one type of resource: gold determines how big a mercenary horde you can manage, AMP determines how many bits of land you can core, and your military effectiveness is determined my how much MMP you can effectively dump into tech/rerolling generals/using forced march and the other MMP abilities.
Contrast with, well real strategy. Take WWII. You want more airplanes. Well great, that means you need to devote more of your refining capacity to aviation fuel - less gas for industry and that might even impact something like food supplies or in theater logistics. Of course you also need more manpower on the assembly line, so that comes out of the infantry or the farming sector or somewhere else. Likewise, you may need to retool some factories towards aviation production - so fewer tanks or trucks or what have you ... unless of course you build new factories, but that may limit your construction of other things like airfields and drydocks. You had as basic inputs: manpower, oil, agricultural land, mining resources, machine stock, construction capacity, and money. Doing something in one area necesssarily meant doing less in another. If you needed to, you could effectively increase any one of these, but only at the expense of the others.
EUIV is utterly unlike real strategy in this way. Your monarch points are just about utterly independent of your policy. Sure you can nibble around the edges and idea slots are very competitive ... but without strong interplay, it becomes too easy to say "That option is less cost effective than this one". So once you've made your choice, there is precious little that remains a strategic trade-off. Oooh random event where I lost stab or I lose gold - hmm well my limiting factor is AMP, not gold, so pick the gold. Hmm, my heir is crappy at ADM, so do I slow down my conquest, let my admin tech stagnate, or not purchase the idea set now? Tech stagnating is the most cost effective, let's roll with that. It is so easy to see the cost effective expenditures that most decisions aren't strategic at all. All a penalty does is force you to wait, it doesn't suggest a real change in plan.
What works much better are mixed interplays. For instance the piety system for Muslims has a lot more real trade offs, hey I want this bonus - so I need to do this in this order - crap declaring on the Shi'ites is really tempting now ... but then I lose a bonus on tech now I need to see which is better and make situational trade offs. As it is right now, the dice say what is possible and you just run down the list with whatever your MP supports ... and then wait out the artificial boring hard caps whenever you hit them.
What EUIV really needs are ways to min/max things so you have some real strategic tradeoffs. Like say, allow you to spend a bunch of MP for a higher OExt cap or spend MP to mute AE. Right now, you just go full tilt until some hard cap cuts and to say stop, then you wait until you have the time/MP to overcome that cap. EUIV is very good at the Grand part of grand strategy - I love the world it creates - however as strategy goes, at is fundemental level it is pretty shallow and lacks a lot of interesting strategic tradeoffs.
If the developers wanted to make a simulation of Europe in the time frame, they've succeeded beautifully.
If the developers wanted to make an alternate history strategy game, they've made a poor decision with MP. Player choice is the soul of strategy, and MP just makes the decisions for you.
I stand by my previous statement in another thread:
Games (especially strategy) should reward players for good decisions, and punish them for poor decisions. I don't get to make decisions with MP.
I could understand the rolling with the punches argument if it was possible to make up for the deficiency in MP, at least trade one problem for another (I have low Diplo points but tons of military, I should be able to exchange them - I trade diplomatic problems for military ones because I think diplomacy is more important for me right now). But it isn't. The moment your heir is born, your play-style is determined for the next quarter century and all that's left for the player to do is go through the motions.
MP resulted in technology being almost independent of economy, which is bizarre from both a historical and gameplay viewpoint. In fact, investing in your economy slows your technological progress, and vice versa.
The more complaints I see on this forum the more I begin to think MP is at the root of EUIV's problems, from coring/OE, to the lack of peacetime mechanics.
MP overall are a good concept, but there are at least 2 things which should be changed IMO:
1. I'm so rich I can afford anything. Actually I cannot because buildings cost quite a bit of MP.
If you somehow get the money to build everything - you should be able to do it. If it's too easy to make money in this game (I don't think it is unless you start off with a very strong nation; 80% of the nations will be struggling with cash considering adviser and army expenses) then that should be nerfed.
Right now if I do get that much money I can get more +3 advisers (and I might already have them), ships (for more money from trade = not interesting), troops (for wars = not interesting, we've already decided we want peace time options) or colonize more (interesting, probably the only real option most of the time).
2. I need a specific adviser for a specific mission. Tough luck, it might take 100 years to get him.
At least make all the adviser types available. Provide all the adviser types, but spread them throughout the +1/+2/+3 categories. So I have a +3 ADM+10 Production Increase one but I need an Inquisitor. Ok, I'll bite the bullet and get that +1 Adm Inquisitor for 10 years, just so I can convert a province. Notice the tradeoff - I get a lot less MP just so I can do something I really want -> strategic choice = good.
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