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Aelisa

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Hi everyone. After silently watching the furor over 1.31. and Leviathan's release and feeling a lot of people went more than a little overboard with their hyperbolic criticisms, threats, and calls for people to be fired, I have finally been moved to create a thread of my own to explain some of my own frustrations - not with 1.31. itself (although it, of course, has plenty to be frustrated with currently), but with the 1.31.1. hotfix and what has happened to one of the features I was personally looking the most forward to: monuments.

To see the extent of the 'balance' changes, please see: https://forum.paradoxplaza.com/forum/threads/monument-balance-changes-1-31-1.1470509/#post-27478539

First of all, it appears the three tiers of monuments now cost 1000/3500/7000 ducats to build, as well as 10/20/40 years. That is a huge investment in terms of both ducats and time. You're looking at 11500 ducats and 70 years going from unbuilt to tier 3, as well as slightly less from tier 1. The time it takes, of course, can be lowered with yet more ducats, but by and large, the monuments remain a mid- to late game tool for most people - something for you to spend your ducats on when you've built up your empire and are raking in a ton of ducats. While I would like to at least be able to make use of the monuments to some extent earlier in the game without needing to play Ming, I can at least see the rationale here as something to look forward to in the otherwise increasingly dull mid- to late game. The real question, however, is what you actually get for spending 20-30 manufactories' worth of ducats.

Mount Fuji, as an example, gives -20% local development cost, 20% local tax, -0.10 monthly local devastation, 5% area tax, -0.05 monthly area devastation, and, finally, 0.5 yearly prestige at tier 3. Keeping in mind that the majority of those modifiers are local (in a hill province with livestock) or area (which is maybe four provinces), we are left with 0.5 year prestige... That's completely and utterly abysmal.

A lot of the modifiers post-nerf are similarly pointless. A bit of advisor cost reduction here, a bit of missionary strength there. While I agree that Alhambra now having 5% administrative efficiency is more balanced, while still being worth constructing as a wide player (which, keep in mind, isn't actually everyone), a lot of the monuments fall completely flat, and they're still incredibly unbalanced besides. I'd hoped for the following questions to be considered while developing the monuments, and to an extent, I suppose they have been touched on, but I still feel there's a lot of revisions to be made.

1) How large/majestic is the monument in question? Is it a smaller castle or the literal Wall of China. There should be some variance in price and power level. Having less powerful monuments that you can actually make use of before the year 1650 or starting as Ming would certainly be nice.
2) How difficult is it to use? The Pyramid of Cheops and Stonehenge are both awful now, while before they at least gave pagans a little extra oomph to stay competitive, as well as a goal to conquer and overall flavor. Similarly with Baku Ateshgah. Zoroastrian isn't exactly 'meta', so granting the player that manages to restore Zoroastrian hegemony in Persia something extra to play with is actually a good idea.
3) How useful are they in terms of the investment? If we assume they should all cost the same (see point 1) and be available to the countries that own them (like Stonehenge no longer being limited to Pagan, which, again, see point 2), they should at least be useful, right? Of course, all modifiers aren't created equal and slapping 5% administrative efficiency on everything is pretty boring, but why can't we have some that are actually powerful for a trade empire? For someone playing tall? For religious conversion? For playing the diplomatic game? For those wanting a powerful military? Most of the bonuses are just pitiful, and a lot of the bonuses are even the same (like advisor cost, which, let's face it is not something you need that badly to begin with if you can afford to spend over 10000 ducats on building a monument). There are monuments that try to accomplish this (and a precious few that might even succeed like the Bagan Temples and the 2 extra missionaries for Buddhists), but by and large monuments are just not worth it, and that makes me sad.
4) Are monuments diverse and representative? Some regions seem really overrepresented in terms of monuments while others barely have any (I think there's maybe three in Africa?). While this isn't a massive gripe, I'd just like more monuments as a whole. There are a lot of real monuments that aren't represented and some of the current monuments that seem a little arbitrary in comparison. I understand they can add more monuments in a later patch, but if monuments are a Leviathan feature, I doubt we'll see many more monuments.

TL;DR: I hoped monuments would be a fun, useful, and strategically interesting feature that would especially benefit some of the less 'meta' countries and religions, but they're overpriced and, in 90% of the cases, give little in return, which the recent nerfs have only exacerbated.
 
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Lichoniespi

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I would like to mention here thing i have discussed already in other threads - restrictions. Most of them are arbitrary and unnecessary. Part of the fun that this DLC was supposed to provide was to collect those monuments. There even is an achievement for that.

Historically, when a country conquered a provice with a Monument or a wonder in it, they did not ignore it, but they would rather keep on using it after "rebranding" - thats what Ottoman Empire did to Hagia Sophia. Most of holy sites should work this way, and monuments such as castles should absolutelly work regardless of faith/culture, because why great wall of China would suddenly stop working if controlled by Japanesee? This mechanic actually ruins the fun that DLC was supposed to bring. Additionally those bonuses are not that big that they would totaly wreck the game balance, and even so at the point where u are so big that you can control multiple monuments at level 3 you are already strong enough to take the entire world.

Summing up, monuments should have no restrictions on culture/faith, but rather some of them should grand additional bonuses to certain faiths. St. Peter's would still be a wonder for Orthodox or Protestant, but it would not be THE wonder as it is for catholics. Same goes for Hagia Sophia for catholics. Let people have fun, rather than adding more restrictions on not so powerful and extremly expensive buildings.
 
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I really agree with 2, especially considering the difference between the number of wonders which require Zoroastrian compared with, say, Sunni.

I also find it really weird that you get the (religious) bonuses from Stonehenge now for being or Accepting English culture? I mean - Stonehenge predates the Anglosaxon conquest by upwards of 2000 years, let alone the Norman one. As far as I'm aware it was basically completely insignificant during the game's timeframe as anything more than a curiosity and while, in a fantastical alt. history where, say, the (Reformed) Aztecs invade the British Isles it might become a religiously significant site, to the countries which will own it in usual gameplay (i.e. not Pagans) it's not of any noteworthy importance. In reference to @Lichoniespi 's point, for example, it might work if it gave a small amount of prestige with most of the bonuses (which are religious) being tied to being pagan.
 
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Aelisa

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I would like to mention here thing i have discussed already in other threads - restrictions. Most of them are arbitrary and unnecessary. Part of the fun that this DLC was supposed to provide was to collect those monuments. There even is an achievement for that.

Historically, when a country conquered a provice with a Monument or a wonder in it, they did not ignore it, but they would rather keep on using it after "rebranding" - thats what Ottoman Empire did to Hagia Sophia. Most of holy sites should work this way, and monuments such as castles should absolutelly work regardless of faith/culture, because why great wall of China would suddenly stop working if controlled by Japanesee? This mechanic actually ruins the fun that DLC was supposed to bring. Additionally those bonuses are not that big that they would totaly wreck the game balance, and even so at the point where u are so big that you can control multiple monuments at level 3 you are already strong enough to take the entire world.

Summing up, monuments should have no restrictions on culture/faith, but rather some of them should grand additional bonuses to certain faiths. St. Peter's would still be a wonder for Orthodox or Protestant, but it would not be THE wonder as it is for catholics. Same goes for Hagia Sophia for catholics. Let people have fun, rather than adding more restrictions on not so powerful and extremly expensive buildings.
I don't know if I made it very clear in my initial posts, but I don't think restrictions are the answer either. I do think it should be incentivized for, say, Pagans to get their hands on Stonehenge for example, which is not to say it shouldn't be able to do something for the Catholic/Anglican English nation. There might be some monuments where restrictions do make a little bit of sense, though - say some of the American monuments that derived their purpose from the Aztec/Mayan/Incan/Pueblo civilization that created them. Arguably, Stonehenge falls into that category, too, though.
 
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Aelisa

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I really agree with 2, especially considering the difference between the number of wonders which require Zoroastrian compared with, say, Sunni.

I also find it really weird that you get the (religious) bonuses from Stonehenge now for being or Accepting English culture? I mean - Stonehenge predates the Anglosaxon conquest by upwards of 2000 years, let alone the Norman one. As far as I'm aware it was basically completely insignificant during the game's timeframe as anything more than a curiosity and while, in a fantastical alt. history where, say, the (Reformed) Aztecs invade the British Isles it might become a religiously significant site, to the countries which will own it in usual gameplay (i.e. not Pagans) it's not of any noteworthy importance. In reference to @Lichoniespi 's point, for example, it might work if it gave a small amount of prestige with most of the bonuses (which are religious) being tied to being pagan.

That's the other side of applying restrictions to the monuments. With something like Stonehenge, you do kind of wonder what the English Catholic/Anglican nation would even do with something like that. Same with the Pyramid of Cheops in Egypt. It's not like the English or Arab Egyptians ever sought to do much with either, because why would they? They're both ancient structures that served a purpose thousands of years in the past.
 

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I don't know if I made it very clear in my initial posts, but I don't think restrictions are the answer either. I do think it should be incentivized for, say, Pagans to get their hands on Stonehenge for example, which is not to say it shouldn't be able to do something for the Catholic/Anglican English nation. There might be some monuments where restrictions do make a little bit of sense, though - say some of the American monuments that derived their purpose from the Aztec/Mayan/Incan/Pueblo civilization that created them.
On the flip-side, in the world where conquest in Eu4 is this easy and snaking is a thing too, having no restrictions on the bonuses isn't the way either. You are right that monuments is something that should be 'collected', but if collection itself poses no challenge, then we'll quickly get to a point where you can get 10+ monuments starting as any country within first 100-150 years of the game, leading to bonus bloat for your country.


On topic: I think one way to handle weaker modifiers being too expensive is to.. well, make them cheaper
Cost and time of upgrading monuments shouldn't be static but tied directly to the strength and maybe history of it. It would also make the mechanic much deeper if, say, in MP you had someone take the +5% disc monument you could have an extended window of time while it's being built/upgraded when other players have an opportunity to attack that player and stop that monument from being built
 
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That's the other side of applying restrictions to the monuments. With something like Stonehenge, you do kind of wonder what the English Catholic/Anglican nation would even do with something like that. Same with the Pyramid of Cheops in Egypt. It's not like the English or Arab Egyptians ever sought to do much with either, because why would they? They're both ancient structures that served a purpose thousands of years in the past.
- As an aside -
To be honest I don't get why Paradox is so obsessed with adding the Pyramids and Stonehenge to all their games. I mean in Imperator it makes some sense and in a potential Victoria it might tie into the whole Archeology thing but in EUIV and CK2? What?
 
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Aelisa

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On the flip-side, in the world where conquest in Eu4 is this easy and snaking is a thing too, having no restrictions on the bonuses isn't the way either. You are right that monuments is something that should be 'collected', but if collection itself poses no challenge, then we'll quickly get to a point where you can get 10+ monuments starting as any country within first 100-150 years of the game, leading to bonus bloat for your country.


On topic: I think one way to handle weaker modifiers being too expensive is to.. well, make them cheaper
Cost and time of upgrading monuments shouldn't be static but tied directly to the strength and maybe history of it. It would also make the mechanic much deeper if, say, in MP you had someone take the +5% disc monument you could have an extended window of time while it's being built/upgraded when other players have an opportunity to attack that player and stop that monument from being built
That last point is definitely what I envisioned, too. Making every monument equal in terms of cost/time just seems silly.
 
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I would like to mention here thing i have discussed already in other threads - restrictions. Most of them are arbitrary and unnecessary. Part of the fun that this DLC was supposed to provide was to collect those monuments. There even is an achievement for that.

Historically, when a country conquered a provice with a Monument or a wonder in it, they did not ignore it, but they would rather keep on using it after "rebranding" - thats what Ottoman Empire did to Hagia Sophia. Most of holy sites should work this way, and monuments such as castles should absolutelly work regardless of faith/culture, because why great wall of China would suddenly stop working if controlled by Japanesee? This mechanic actually ruins the fun that DLC was supposed to bring. Additionally those bonuses are not that big that they would totaly wreck the game balance, and even so at the point where u are so big that you can control multiple monuments at level 3 you are already strong enough to take the entire world.

Summing up, monuments should have no restrictions on culture/faith, but rather some of them should grand additional bonuses to certain faiths. St. Peter's would still be a wonder for Orthodox or Protestant, but it would not be THE wonder as it is for catholics. Same goes for Hagia Sophia for catholics. Let people have fun, rather than adding more restrictions on not so powerful and extremly expensive buildings.
I agree with this 1000%. I made a thread about the Hagia Sophia being unavaliable for Catholics, which is just absurd. But I think the criticism applies more generally. Great Wonders of the world are wonders for everyone. It might not mean as much to people of a different religion or culture (the Pyramids aren't as sacred to us as they were to those that built them) but they are still important or meaningful to any regime that controls them.

We don't even fully know *who* built Stonehenge or *why*, and yet it is an interesting tourist attraction to this day. Remove all the restrictions and just include some buffs that don't apply to certain religions. If the Hagia Sophia gives Patriarch Authority, for instance, then it may be less useful to Catholics, and that's fine, that would be good game design! St. Peters gives Papal Influence, Temple of Confucius gives harmony, etc.
 
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soyuzstriker

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Considering the price, I would also say it shouldn't just auto downgrade for changing hands in a war. Say you spent the time to get a monument to level 3 and it gets taken by an enemy. By the time you take it back, it's down to level 1 and you're out 60 years of building and 10500 ducats. It's one thing to have this happen to a trade center, which is relatively inexpensive, but for a monument it's essential impossible to recoup the loss incurred by a single province.
 
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BrokenSky

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I mean on balance, considering the stuff discussed here and also considering the list of wonders people want added I think having varying costs per wonder for both upgrades and acceleration is a solid chunk of fixing the whole "either OP or not worth the cost" problem?

Some wonders should be very strong though (especially ones with more restrictive requirements).
 

Lichoniespi

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Considering the price, I would also say it shouldn't just auto downgrade for changing hands in a war. Say you spent the time to get a monument to level 3 and it gets taken by an enemy. By the time you take it back, it's down to level 1 and you're out 60 years of building and 10500 ducats. It's one thing to have this happen to a trade center, which is relatively inexpensive, but for a monument it's essential impossible to recoup the loss incurred by a single province.
I have no clue why they would auto downgrade. I do not think that anyone but perhaps pillaging hordes would destroy a monument when capturing province.
 

iClipse

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In general I find that the nerfs mostly made sense. I also like monuments in essence. People keep complaining that the player is infinitely rich. Yet, infinitely rich is apparently not enough to pay up 11500 ducats. It's weird. Of course I'm jesting. It's expensive to upgrade. There are a few things that could be done: give hefty cost reductions based on some parameters. As an example: Say your primary culture is X, the monument that's in that primary culture X costs -X% to upgrade. Making it so that getting that first monument up and running is something that can be achieved quite early in the game, while keeping most other monuments as a lategame prize you can conquer.

There are a few things I hope they change:
1) The balance changes they did now are a starting point.
2) That they add more monuments in the future.
3) They add monuments that cater to different playstyles.

Regarding point 3, they have already introduced some of them. In the past, religious ideas have absolutely sucked with everyone and anything that's not Christian or Muslim (and even then). Now with the new Asian monuments I see a religious buddhist playstyle as at least viable. They now get +3 missionaries and +5 missionary strength, while in the past they have always been horrendous to use with religious ideas.

So, it's something that I'll try out. Several times perhaps (there are 3 buddhist religions after all). And I hope it's something they expand on, not reign in too much.

So, while the above mentioned buddhist now seems viable, they nerfed Zoroastrian and pagan religions with the other monument nerfs. Getting the pyramids as a Tengri nation could have been a nice goal to work towards, while now it's just a 'meh' monument (if taking cost into account). Zoroastriam in itself... It's good it's gotten flavor, and the first version of the monument might have been too powerful, currently however, you're still handicaping yourself to go zoroastrian in the first place (even after the changes, the religion is very weak) and now they don't have a nice monument to back them up.

In conclusion: I still like monuments. I like they don't have absolutely game warping properties for everyone in the game, but I do feel they need further tweaks in the future and could definitely benefit from trying to incentivise certain niche playstyles.
 
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My two cents about momuments

Let us start with a nearly historical example. Suppose the Ottomans conquer a great city with a grand cathedral, or suppose Spain conquers a great city with a huge mosque.
"Let us add 4 towers, redecorate the inside, replace crosses and we've got ourselves the nicest mosque we could want"
Or
"It is so large we could build a whole church inside".

Suppose somebody conquers Stonehenge. The new owner could decide to restore it as if was, or repaint the stones, add some make belief clothes and get themselves a brand new "Spongebob Squarehenge"

***

Now, suppose the monuments were modified as follows.
Some monuments are linked by default to a religion / culture ("We just don't build our palaces the way this Versailles thing looks").
When you conquer one of those, you can either

1- let is be the way you obtained it for a minor boost in prestige : "Look what we conquered, those giant statues now are a tribute to the might of our country". This is the choice by default : do nothing.

2- start repairing it to restore it to its former glory. Then, you pay a lot (price multiplied by 2 for different culture OR religion, by 3 for different culture AND religion).
You get some of the bonus it gives for the right culture / religion and perhaps boost your tolerance of the original culture / religion : "Look, we may once have been on opposite sides in a war but we respect your beliefs and your culture"

3- you seal it and appropriate it. You get a bonus from the momument but worse relations with its original culture / religion, as you are defiling what once was theirs. Maybe worse tolerance of the culture and religion for a time equal to twice the time to build the momument all the way to its highest level.

4- whenever a monument is conquered, it looses all the improvements or repairs done since its first conquest : "Now we, Catholics, own Hagia Sophia. Let us get rid of those Muslim changes and restart building it as it once was / our way".

I haven't changed my version of the game from 1.30.6 to 1.31.1, and according to the posts I see on this forum, there's no way I will downgrade, at least until the bugs are ironed out and the worst bizarre effects fixed.
 
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Rhazzaz0r

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I think they are mostly fine? I like the restrictions, at least more then day 1 where every one could release yazd and snake them to shirvan. We would have seen shit like that all the time so thats big nono from my side.
While they are expensive I think not all of them are meant to be a priority to be upgraded to tier 3, some have really useful benefits at tier 2 already and with proper eco managment you can still get them done pretty fast. Maybe not when you go Admin+Diplo Ideas and go full conquest in early game but with economic+quantity its certainly possible. They seem to cater towards a mp style of eu4 gameplay right now, proper eco managment and build up.
I started one campaign as Lan Xang in 1.31.1, formed Siam and manged to upgrade both Angkor Wat and Bangkok balace to tier 3 by ~1530. I had to save up a bit to get to the 7 k but then I just threw manpower at the monuments to finish, its super efficient right now.
That said I think it would maybe make sense for construction cost reduction to also apply to the initial Monument cost? I mean if that is not constructing then I don't know what is, even though the modifier is quite decent already, it's still often overlooked and would give it some extra oomph.
Also I still think monuments benefit the weaker religions more? Like Hindu gets really good ones, like the Dev cost one or the -15% Autonomy in territories(which is actually insane), and the monuments for Buddhist are really nice as they allow for much more Karma control
 

BrokenSky

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I feel like wonders downgrading should more be through disuse than conquest? Like if a wonder is in the hands of someone who can't use it it should slowly downgrade.

Additionally, wonders which rely on religion should probably require some time/money to bring 'online' - for example making them require that the province matches your own?