Monarch Points - The Evil Root of All(?) Problems in EU4???

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1alexey

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I hope you do realise that. Unit and building selection in EUIV offers very little strategic depth to the game at all. In contrast with Civ.
Civ doesn`t have any dept when you come to buildings. You always know what kind of building you want, depending on what is your winning strategy. The dept is mostly related to when you get the tech to build the building.
You are 100% correct that Civ offers choices to the player and from choices players need to execute strategic decisions and trade-offs. The MP system as implemented by PDS, as you can clearly see, does not offer choices, and neither strategic decisions and trade-off related to the MP system. If I am not misunderstanding you, it seems that you are suggesting if the RNG decided that you get a 0/0/5 ruler for 50 years, then you better be doing something military related, except that the system has nearly nothing to offer when it comes to MIL points.

As I have pointed out before, the implementation of the MP system as it stands takes away the strategic component from a strategy game. I struggle to understand how you manage to gain satisfaction from a game mechanic that takes away strategic gameplay from a strategy game but this is your opinion and I fully respect you opinion on that matter.
The MP system guides you game play. Yes, it forces you to act in a way if you want to be most efficent. Strategic game doesn`t mean that you will pick up the strategy and you can follow it dismissing anything else. If you got 0 0 5, save your admin points for military idea, and later enjoy your military advantage.

Eu4 is just a game like that. The satisfaction comes from comparing what you achieved compared to history, compared to your earlier play thrughs, and compared to what things you had to overcome to keep to your game plan.

It is different from other strategy games. And yes, I precisely like it for being less open and more set in stone than say EU3 or other more sandbox games, as i find sandbox games to quickly become boring and repetitive. If i want to play CIV style game, i would pick CIV.
 

tapewormlondon

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I actually think MP points should be more crucial. In the initial run up to launch it was stated that MP points will define the way you play. If you have a Mil Point strong king it will be easier to go to war, ADM strong King to administrate your realm, DIp strong king to build relationships with your neibours.

However I dont think the final game reflects that. If you have a Mil poor king it doesnt hinder your war effort to the power of putting you off doing it and focus on other areas. Its just a slight pain in the backside for a few decades. I would like to see something along the lines of you having to use your mill points to invest in the combat ability and morale of your troops in the here and now, rather than specifically cash. If you dont have the points you NEED to focus on other areas, actually change your strategy for 50 years rather than be slowed down.

Of course they would need to improve peace time gameplay for this to be more enjoyable.
 

ARASHI

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Civ doesn`t have any dept when you come to buildings. You always know what kind of building you want, depending on what is your winning strategy. The dept is mostly related to when you get the tech to build the building.

That I am afraid I have to completely disagree. Wonders for example has incredible strategic implications, not mentioning you are racing against rival nations to complete the project first.

The MP system guides you game play. Yes, it forces you to act in a way if you want to be most efficent. Strategic game doesn`t mean that you will pick up the strategy and you can follow it dismissing anything else. If you got 0 0 5, save your admin points for military idea, and later enjoy your military advantage.

Eu4 is just a game like that. The satisfaction comes from comparing what you achieved compared to history, compared to your earlier play thrughs, and compared to what things you had to overcome to keep to your game plan.

It is different from other strategy games. And yes, I precisely like it for being less open and more set in stone than say EU3 or other more sandbox games, as i find sandbox games to quickly become boring and repetitive. If i want to play CIV style game, i would pick CIV.

As i said, it is a game design choice. There are plenty of successful games build around that, for example most games of cards give you a random deck and you have to build your strategy around the deck. Such games do not tolerate set in stone play styles.

I hope you realise the irony of the fact that you acknowledge the MP system as it stands forces you to act in certain ways and you like how it being less open and more set in stone, while in the previous post you listed card games as an example and promoted how the RNG mechanic do not tolerate set in stone play styles.
 

oblio-

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More flexible ruler stats would be nice. Change in ruler stats by random event would be a very nice change of pace.
Yes, that would be nice - multiple choices, for example for an heir:
- send to university: +ADM
- send to art school: +DIP
- send to military academy: +MIL
each with an associated cost to balance things.

Also increase the adviser pool a lot, to get rid of the "reroll until I get +Dip Relations" bullshit. That would require a rework of +adviser bonuses, or at least a buff.
 

FrigidSoul

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Agreed completely. When the game came out I couldn't stomach playing it initially because of the very reasons you're indicating. Once I learned of the vassal feeding tactic, which to me was a method of circumventing points limitations, I finally got into the game and saw the improvements the game had made in other areas.

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.

Good point. If the monarch has to be random, then so be it. If the advisor pool has to be random, likewise -- so be it. But randomizing both seems to go a little too far, IMO. For what it's worth, I really like the monarch-point system in principle, but I believe the range of variance should be smaller. (It's also worth pointing out that higher-bonus advisors are ruinously expensive in the early-mid game, which further reduces choice.)

And that goes double now that diplo-point costs for peace deals are through the roof. Granted, that's probably a bug; still, it is what it is, at least for the moment.
 

Magean

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On one hand, I don't play EU4 the way I play Civilization. I'm not asking for pure strategy but rather for a mix of strategy and immersion. As such, randomness doesn't irk me. I like the fundamental idea of monarch points much more than the gold-relying system of EU3, which made far less sense. I like throwing the dice of fate and coping with what I get. Like in D&D. So about the whole "flawed resource-generation" rational.. well, I don't bother that much.

On the other hand, I can't but agree that there's a problem when monarchies are completely random while republics are completely deterministic. The game should offer a kind of a mix, varying according to your government form. But still. Monarchies shouldn't be fully random and republics shouldn't be fully deterministic. Though I still prefer monarchies over Republics. 1-1-4 are so boring.
 

Saintrl

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Yes, that would be nice - multiple choices, for example for an heir:
- send to university: +ADM
- send to art school: +DIP
- send to military academy: +MIL
each with an associated cost to balance things.

Also increase the adviser pool a lot, to get rid of the "reroll until I get +Dip Relations" bullshit. That would require a rework of +adviser bonuses, or at least a buff.
Then again, so many people keep asking for an easy button to the game don't they? Hahaha.
 

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Then again, so many people keep asking for an easy button to the game don't they? Hahaha.
For the first part, about the monarch, make the options costly/have drawbacks.

For the second, I cannot figure what's "easy" about being able to pay for the right advisor?

And you picked the wrong target, so far I've played/finished 3 campaigns: Byzantium (non-Ironman because it was my first ever Paradox game), Wallachia -> Romania (Ironman), Munster -> Germany (Ironman, formed Germany in 1820 for the pretty color).
I wouldn't call any of those campaigns "easy" :)
 

Saintrl

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For the first part, about the monarch, make the options costly/have drawbacks.

For the second, I cannot figure what's "easy" about being able to pay for the right advisor?

And you picked the wrong target, so far I've played/finished 3 campaigns: Byzantium (non-Ironman because it was my first ever Paradox game), Wallachia -> Romania (Ironman), Munster -> Germany (Ironman, formed Germany in 1820 for the pretty color).
I wouldn't call any of those campaigns "easy" :)
You do realize there's a mod for this right? It's called HaReM. Of course one problem with that mod is that you can't effect the stats for your heir directly because that's hard-coded. Country modifiers can only get you so far.

Also the advisors thing, it's part of the game. If you can't get the advisor you want when you need it this game would be way too easy. That being said, there are many ways you can increase your advisor pool so it's not entirely out of your control. +6 advisors with the right ideas and triggers is so ridiculous haha.
 

unmerged(780209)

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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 a such 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.

This is simply the most brilliant post I have ever read on these boards and I wish the developers would read this and take it to heart, but sadly they won't. :sad:

MP are not really a problem, it's the ARBITRARY nature of MP with zero control over how many monarch points and arbitrarily conflicting uses for them.

There's zero logic in saying that you can't choose an Administrative Idea group, no matter how attractive it might be, because you have competing uses for Admin tech. Meanwhile you might as well hire 5 or 6 generals, because you can't advance in military tech for another 10 years (without paying an awesome penalty) and yet your ruler is generating 6 MP per month in military.

Rather, however, than go on with a pointless discussion of how totally screwed up the MP system is in 1.4 I'd like to point out that some people have already tried to do something about it, by modding it.

1. Cores Never Expire Mod. Just like it says, since cores never expire, it's always possible to find creative ways to expand by vassalizing and feeding vassals.

2. Ruler Traits Mod. This mod allows you to educate your ruler, just like in CKII by sending him (or her) to school to learn Administrative skills, Diplomatic Skills, or Military Skills. The nation will suffer various maluses until the ruler (or Heir's) education is completed, and it will cost you 200 Admin, Diplo or Military MP, but at the end of this period, your ruler will gain +1 in whichever trait you select for the rest of his reign, plus some other minor advantages.

3. Re-Roll Ruler Stats Mod. This one is also obvious. Allows you to re-roll and get a better monarch, without having to re-load and wait until your ruler dies again (random chance). I haven't tried this mod so I have no idea how well it works. It costs you 15 MP and you have to wait 365 days between re-rolls, but it beats just re-loading when you get that 0-0-0 monarch!

Anybody who wants to be a purist can play Ironman and just suffer along with the crappy monarch points system as Paradox intended. Some people seem to enjoy scourging themselves with whips too. It takes all kinds to make a world.

4. All Equal Technology Groups. Haven't tried this one either, but it has the interesting idea that every country gets western technology group at the start. Wildly ahistorical, but screw that it's less ahistorical than a random map generator! Now if you play as a Western nation when you reach China don't expect the nations there to be such patsies. They might well conquer you before you even reach them because they have western tech group to start with! I like this idea and am interested to see what the AI makes of it.

5. Expanded Monarch Points This is my favorite mod, personally. It enables you to circumvent the restrictions on MP by purchasing MP directly at the rate of 200 ducats for 10 MP (any of the three types). The only restriction is that you have to be at peace. The AI will purchase MP too, so this will help AI countries with their development, however, the player is obviously going to make better use of this system, so in late game when the player has tens of thousands of ducats sitting around doing nothing, it would enable him to build absolutely everything.

But, then late game the player is going to dominate anyway, so let's face it, that's nothing new. Still having a Paradox development team balancing this by getting the AI to use this ability to purchase MP more would be good.

Here's Delincious's comment about his mod:

One of my greatest annoyances while playing EU4 was the absolute necessity of Monarch Points, in absolutely everything your nation does. This need was so great, in fact, that I often found my self neglecting buildings entirely, as they cost too many points to build, relative to the other endeavors my points could be going towards. On the other hand, my ducats simply piled up, gathering dust and fading into uselessness.

This mod hopes to rectify this problem slightly, by allowing the player to "Invest" in certain Monarch Points, with the hefty price of 10 ducats per Monarch Point, only doable in batches of 200 ducats - 10 MP. This should allow nations which find themselves massively wealthy to be rewarded with an influx of Monarch Points to spend on infrastructure or technology.

These mods are all attempts to get around the idiotic and annoying fixed randomness of the MP system. None of them is perfect.

But, I can testify from experience that some of these mods make the game a LOT more interesting. Clearly if a few individual mod-makers can improve the game this much, Paradox has zero excuse for sticking with the existing crappy system, except that they like it or refuse to revisit past design decisions.

Well, I don't like it at all, and I'm not alone in that either.
 

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It would be good if you could hire advisors of any type so for example three ADM advisors if you needed to or two DIP and one MIL, not just one for ADM, DIP and MIL.
 

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In game technology represents hardware. The Ideas largely build up home front institutions. They do compete for resources.
You overall strengt depends on both, and having higher tech doesns`t necessarily outweighs the advantage in ideas.

Even assuming that your are entirely correct here (which I don't think can be sustained- many of the new types of soldier available at a given tech level do not represent new types of gun, but rather innovative new formations), this does not address the fundamental point: why should developing new ideas for the deployment of your forces result in the forces being equipped with substandard equipment? I can think of no other historical strategy game that follows this model; I can certainly not think of many real-world precedents for it- and many precedents to the contrary.

Army and navy do not compete for the same resources, and often benefit from each other. You need artillery factories for ships, but if you have them, they can also build you cannons for land forces, factories of gunpowder are serving both perfectly.

In the time, navy didn`t require that much manpower, as much as it required merchant marine from which experienced sailors could be drafted. Army required a large class of people from whom the cannon fodder could be recruited.

You can claim all this, if you like- though you could also claim that the merchant marine and the navy both benefit from expanding shipyards. Fundamentally, however, all these things are irrelevant. Whatever monarch points represent, they clearly do not represent manpower or financial resources, since (as you pointed out quite cogently) neither of these things depend fundamentally on monarch points.

Again, I can see no clear game-design reason for (navy versus commerce) and (land tech versus land ideas) to be the sort of choices the player is forced to make, and many historical precedents in the other direction.
 

Korsan82

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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..
 

Caewil

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Unifying monarch points as a single resource would both simplify things and make the system more adaptable. Individual monarchs should be modeled as having both MP generation and traits which reduce MP cost for certain things. MPs, ducats and manpower should be inter-convertible, depending on one's strategy.

Each resource should have a varying degree of flexibility. Manpower has the least, since it can only be used for war - but to introduce more flexibility, perhaps one could specialise in producing manpower and hire it out to other nations. At the moment mercs appear from nowhere. It would be better if manpower was both convertible and tradeable resource.

Gold could be in the middle, being convertible to both manpower through mercenaries (as already is) and into monarch points through some form of mediation. Monarch points should actually be represented as the capacity of the state to adapt to changing circumstances. Whether this adaptation is the generation of new technology, the ability to interact in new ways with friends or rivals, etc should be systematically looked at.

Costs should also be time-dependent instead of a save-and-splurge model. There need to be more ways MPs are spent on upkeep. Infrastructure doesn't maintain itself, the military doesn't stay innovative forever, foreign countries may change their attitudes when you invest less in maintaining relations. Investing your MPs in certain things should produce recurring MP costs. In this way, you could experience state failure if a new monarch does not generate enough MPs or has too low an ability in discounting something you have already invested a lot in and now costs a lot to maintain. You would be forced to make painful decisions about where to cut back to maintain the system you've painstakingly built. As well, MPs need to have a way for a careful player to invest in increasing them over time.

All of this would produce several cyclic self reinforcing systems which can exchange information with each other. Interconvertibility of some form is the goal if you want strategic trade-offs. I don't know if the AI would be able to deal with it though. Seems more like an idea for EU5.
 
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roman566

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Unifying monarch points as a single resource would both simplify things and make the system more adaptable. Individual monarchs should be modeled as having both MP generation and traits which reduce MP cost for certain things. MPs, ducats and manpower should be inter-convertible, depending on one's strategy. Each resource should have a varying degree of flexibility. Manpower has the least, since it can only be used for war - but to introduce more flexibility, perhaps one could specialise in producing manpower and hire it out to other nations. At the moment mercs appear from nowhere. It would be better if manpower was both convertible and tradeable resource. Gold could be in the middle, being convertible to both manpower through mercenaries (as already is) and other expenditures and into monarch points through some form of mediation. Monarch points should actually be represented as the capacity of the state to adapt to changing circumstances.
Global manpower pool for mercenaries? Lovely idea, countries that stay at peace would be able to get money from spending their unused manpower pool, while countries at war would not be able to spam mercs indefinitely.
Or mercs could be made cheaper in upkeep but they would not reinforce, the only way to get new one would be hiring them.
 

ARASHI

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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 am glad that fellow players like you and others that I fail to mention understands and agree with the points I am trying to illustrate. PDS failed to tie in the MP system with the actions associated with it in an intuitive way. Your example of coring is a perfect example of how they failed the MP system in the implementation level. While I personally would not consider the MP system optimal, I hoped that PDS would have baked up some awesome ideas on how to turn it into a great and fun system to pleasantly surprise me and many others.

Like I said before, innovativeness is most welcome, but it's getting irritating that 99% of pc games nowadays turns out to be half-finished products.
 
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