tl;dr: IR suffers from serious balancing issues that cause the game to turn into a frustrating, maddening, grind, that is deep in the uncanny valley between abstraction and simulation, that has the 'everything is just off" feeling to it.
So recently I was warming up to IR and going through the cycle of "now why did I stop playing this game?" which always winds up with "oh, that's why"
so I started to play IR and thinking to my self, "why did I stop playing?" "why did everybody stop playing?", "why are numbers at Cicero levels again?" and started taking mental notes as what was going on and how I felt.
I felt frustrated, aggravated, agonised, and in a state of tedium, but never quite exactly bored, like the game was doing something right but it felt 'off' somehow, so I asked my self 'why' and the answer was that it was due to a for a variety of very specific, yet very noticeable balance-related reasons; it had nothing to do with 'flavour' nor 'unique' mechanics for factions, nor issues with the AI, it was sorely due to some bizarre balance choices that honestly makes me question the intentions whoever it was that made them.
I genuinely believe that one of, if not *the* primary reasons that IR is failing to capture a stable and healthy audience is that on a 'subconscious' level, the game is triggering all sorts of negative feelings and emotions that make the game feel frustrating and tedious, a little "ugh, won't this EVER END!?!?" was nagging in a corner of my brain, as well as a "If X, Y, or Z was a little different, this would be so much better", as the brain is very good at detecting this kind of 'off' feeling about stuff, like the game so close yet so far, and with IR being so deep in the uncanny valley off neither full abstraction, not more simulation, it was maddening.
The issue was that I can feel my hair whiten on my head, and my life slowly wither just waiting for stuff to happen, there was simultaneously too much happening, and too little, I was pushed to pick up the pace and ram up aggression by the tight deadline, yet I was suffocated by the many, many poorly balanced mechanics that made my want to stop and take my time;
IR suffers from having a glacier pace of stuff happening, resources accruing, and politics changing, but a flood of decision making.
like take conquest for example:
You spend the extremely precious resource of PI, a resource which is needed for everything, from bribery to fabrication of war goals to improvement of opinion, to government policy, to fabricate a war goal, which is very strange, wars in this era started for political reasons, namely the clashing fo spheres of influence, and not this 'claim' that people had on land, like the concept itself is strange and causes, at least to me, immediate disconnect, no, people did not claim land in this era, wars were fought because of whole other reasons, what is this? 1840?
but then after an agonising wait, where I somehow 'fabricate' a 'claim', for however much sense that makes in this era,
I go to war, and then logistics, or lack thereof, starts bugging me, see in EUIV and early on in IR, attrition was caused by putting too many men in one place, and then and extra for besieging, now in IR, this lead to WWI style deployment of forces, in even amount across the whole front, which was dumb and caused a lot of tedium, which IR has plenty of, so in 1.3, the devs took a hack at fixing, and miserably failed at, as supply trains were so fast, but could carry so much food, attrition stop being a thing, this both lead to manpower being too plentiful, and sieges being too easy, encouraging fort spam, lowering the stakes, since now you can just park a death stack on a fort rather than as few as you can get away with, significantly adding tedium and removing challenge, fun, or interesting interaction, combine this with IR's ridiculous sieges, and you have a recipe for disaster
But then you fight a battle, which has it's own set of issues, I will copy what have I written about battles in the past here, since the point still stands:
the issue is that this style of doing battle has been basically the same since EUI as I understand it, at least since EUIII,
un(substantially)changed from then, the only changes have been the removal of the 2nd line, and setting your flanks, and that's very minor,
this needs some major changes, like Cicero levels of major, both to fix underlying issues, and to bring it to a modern standard,
since we no longer live in the year of our lord 2007/2760 AVC.
There are several intrinsic issues that this style of combat faces that stem from it being a third-grade approximation of Line warfare
hacked into a pathetic attempt at abstracting classical infantry group defence tactics (Hoplite warfare),
then shoehorned into the rest of classical infantry combat, both heavy inf (chequerboard cohorts/maniples), and lighter inf
(think of the many *many* light inf fighting styles that the ancient world is famed for), and let alone how many different styles of cav.
I frankly don't envy the devs on this, since any attempt at fixing this system wouldn't do enough, but any attempt at substantial changes
look like a nightmare to even think of, let alone implement, if they are even possible with the design goals/limitation that they have imposed/deemed practical/possible within the limitations of the engine.
this just leads to battles feeling a bit like a ridiculous farce, again going back to that nagging feeling of "something is off", but then you win the battle, and then another, and another, and another, and another, and another, and another......[], why are all nations as politically resilient in the face of defeat as Rome? how can they fight after this much losses?
this is where the next issue begins, battles, sieges, victories and defeats don't matter, neither in the warscore senes, nor in the political senes, you can just fight until you kill every single fighting man in the whole nation, this drives up war exhaustion, which again, falls into that "this makes no sense for the period" as it really wasn't a thing outside of wars like the 2nd Punic, or Peloponnesian, remember, the Diadochi spent nearly 30 years continuously at war with each other, defeats on the battlefield and in sieges had major political the consequence, however, like the destabilisation of monarchies' line of succession, or the ousting of political leaders, and especially so for local politics, a defeat in a major engagement/siege could break a country's control over whole regions, not simply send their forces behind the nearest fort line, and leaders knew this, they didn't fight out of sheer bravado or stupidity, but because of major internal pressure, both political(a victory could cement legitimacy for a monarch/secure elections) and economic (are you gonna just let them getaway with our stuff without contention?)
there are simply too many resources, and too much political stability and normalcy in the face of defeat for any of it to matter
and then let's say that you win your war.....and your prize?
Almost nothing; you can bearly take *ANYTHING* in a 100% peace deals, many pages of discussion have been written about how comical warscore is in this game, it is just ridiculous that after many years of war and hundreds of thousands of casualties, all I can take is 3 provinces, this is just nuts, you can't even take money in a peace deal, do I have to explain why this is a farce?
so you pull an exploit, perhaps separate peace an ally and attack them earlier, or attack a tributary, whatever, you are back at war, but you just broke their spine in the last war, they have no armies, just forts, so it's just going through the motions, again and again, and again and again and again and again....[], it's just soo tedious and frustrating...
after the 2nd Punic war, Rome took most of Carthignian Spain, dismantled all of their holdings outside of Tunisia, freed all of their subjects, totally demilitarised them, and imposed very hefty war reps this ould be well over a 500% peace deal of not over a 1000%, there were three Punic wars, not several dozen, there was no magic number stoping a country from taking over a whole other country at once, there were many administrative, and cost-related reasons, but no magical 'cap' on land taken, a 100% peace deal, should be 100% of everything, land and treasure alike.
So let's just attack a group of minors right?
Merc spam, while not as bad as it used to be, it is still cancerous, a small collation of smaller city-states can pull literally hundreds of thousands of mercs, so many mercs I have PTSD flashbacks to when I attacked a group of greek city-states and they literary threw 600k+ mercs at me, so no, the Persian Empire did not get 10-1 overrun stackwhiped by the greeks at Thermopylae, it was a desperate struggle, when Gaul did unify, they didn't all pitch in to hire all mercs from India to Spain, they raised their *own* forces, smaller city-states did not employ mercs to this extent, outside of Carthage nobody did, this is ridiculous
So warfare is beyond broken due to ease of logistics, abundance of manpower, lack of destabilisation due to losses on the front, comical merc spam, and just how pathetic warscore limit is.
So let's develop our country right?
here we run into the same issues we ran into in warfare, total lack of balance, too easy logistics, and farcical cities
Starting with food, I'll again repeat what I said in the past:
Food was an extremely scarce and rare commodity right up until about the industrial revolution and the mechanisation of agriculture,
it was a major concern to feed one's own population, let alone army, but right now outside of the capital and select provinces food might as well not exist,
and especially for armies.
N.Africa, Egypt, Sicily, Mesopotamia, India, and China weren't rich because of trade, or production,
but because until basically the industrial revolution, wealth was determined by how much food one could make,
because it was that scarce and that much of a bottleneck for growth, Rome was basically bankrolled by Egypt,
as so much grain and wealth flowed from there, right now these areas are only powerful because of starting population, not food production,
which is why their starting pop was so high in the first place.
Like an entire region producing nothing but grain is pretty mediocre, but such a region would've been an economic superpower at the time,
since for most of history, most people spent most of their money (or production) on getting enough food to survive,
Augustus's social welfare boosted the economy soo much because it freed wealth from being spent on food and instead going for luxury goods that made serious bank from India and China.
So what about cites?
they way cites work right now is beyond broken, they aren't hard to feed, they don't need specific buildings to function, you can just have a city made with nothing but aqueducts and everyone will be just happy, a lot has been written on how broken IR's cites are, and how you can stack pops in them to a ridiculous extent, making massive amounts of cash and research points, it's just insane.
I will stop blabbering here and some up with this:
So in the end, we have a game where everything is slow and tedious, deep in dissonance with the era, and deep in the uncanny valley between abstraction and simulation, it's like a house where all of the clocks are crooked, and all of the tiles are misaligned, it's just maddening, and grating.
it is above all else, frustrating.
thanks for reading, this was originally a rant about warscore, it got out of hand.
So recently I was warming up to IR and going through the cycle of "now why did I stop playing this game?" which always winds up with "oh, that's why"
so I started to play IR and thinking to my self, "why did I stop playing?" "why did everybody stop playing?", "why are numbers at Cicero levels again?" and started taking mental notes as what was going on and how I felt.
I felt frustrated, aggravated, agonised, and in a state of tedium, but never quite exactly bored, like the game was doing something right but it felt 'off' somehow, so I asked my self 'why' and the answer was that it was due to a for a variety of very specific, yet very noticeable balance-related reasons; it had nothing to do with 'flavour' nor 'unique' mechanics for factions, nor issues with the AI, it was sorely due to some bizarre balance choices that honestly makes me question the intentions whoever it was that made them.
I genuinely believe that one of, if not *the* primary reasons that IR is failing to capture a stable and healthy audience is that on a 'subconscious' level, the game is triggering all sorts of negative feelings and emotions that make the game feel frustrating and tedious, a little "ugh, won't this EVER END!?!?" was nagging in a corner of my brain, as well as a "If X, Y, or Z was a little different, this would be so much better", as the brain is very good at detecting this kind of 'off' feeling about stuff, like the game so close yet so far, and with IR being so deep in the uncanny valley off neither full abstraction, not more simulation, it was maddening.
The issue was that I can feel my hair whiten on my head, and my life slowly wither just waiting for stuff to happen, there was simultaneously too much happening, and too little, I was pushed to pick up the pace and ram up aggression by the tight deadline, yet I was suffocated by the many, many poorly balanced mechanics that made my want to stop and take my time;
IR suffers from having a glacier pace of stuff happening, resources accruing, and politics changing, but a flood of decision making.
like take conquest for example:
You spend the extremely precious resource of PI, a resource which is needed for everything, from bribery to fabrication of war goals to improvement of opinion, to government policy, to fabricate a war goal, which is very strange, wars in this era started for political reasons, namely the clashing fo spheres of influence, and not this 'claim' that people had on land, like the concept itself is strange and causes, at least to me, immediate disconnect, no, people did not claim land in this era, wars were fought because of whole other reasons, what is this? 1840?
but then after an agonising wait, where I somehow 'fabricate' a 'claim', for however much sense that makes in this era,
I go to war, and then logistics, or lack thereof, starts bugging me, see in EUIV and early on in IR, attrition was caused by putting too many men in one place, and then and extra for besieging, now in IR, this lead to WWI style deployment of forces, in even amount across the whole front, which was dumb and caused a lot of tedium, which IR has plenty of, so in 1.3, the devs took a hack at fixing, and miserably failed at, as supply trains were so fast, but could carry so much food, attrition stop being a thing, this both lead to manpower being too plentiful, and sieges being too easy, encouraging fort spam, lowering the stakes, since now you can just park a death stack on a fort rather than as few as you can get away with, significantly adding tedium and removing challenge, fun, or interesting interaction, combine this with IR's ridiculous sieges, and you have a recipe for disaster
But then you fight a battle, which has it's own set of issues, I will copy what have I written about battles in the past here, since the point still stands:
the issue is that this style of doing battle has been basically the same since EUI as I understand it, at least since EUIII,
un(substantially)changed from then, the only changes have been the removal of the 2nd line, and setting your flanks, and that's very minor,
this needs some major changes, like Cicero levels of major, both to fix underlying issues, and to bring it to a modern standard,
since we no longer live in the year of our lord 2007/2760 AVC.
There are several intrinsic issues that this style of combat faces that stem from it being a third-grade approximation of Line warfare
hacked into a pathetic attempt at abstracting classical infantry group defence tactics (Hoplite warfare),
then shoehorned into the rest of classical infantry combat, both heavy inf (chequerboard cohorts/maniples), and lighter inf
(think of the many *many* light inf fighting styles that the ancient world is famed for), and let alone how many different styles of cav.
I frankly don't envy the devs on this, since any attempt at fixing this system wouldn't do enough, but any attempt at substantial changes
look like a nightmare to even think of, let alone implement, if they are even possible with the design goals/limitation that they have imposed/deemed practical/possible within the limitations of the engine.
this just leads to battles feeling a bit like a ridiculous farce, again going back to that nagging feeling of "something is off", but then you win the battle, and then another, and another, and another, and another, and another, and another......[], why are all nations as politically resilient in the face of defeat as Rome? how can they fight after this much losses?
this is where the next issue begins, battles, sieges, victories and defeats don't matter, neither in the warscore senes, nor in the political senes, you can just fight until you kill every single fighting man in the whole nation, this drives up war exhaustion, which again, falls into that "this makes no sense for the period" as it really wasn't a thing outside of wars like the 2nd Punic, or Peloponnesian, remember, the Diadochi spent nearly 30 years continuously at war with each other, defeats on the battlefield and in sieges had major political the consequence, however, like the destabilisation of monarchies' line of succession, or the ousting of political leaders, and especially so for local politics, a defeat in a major engagement/siege could break a country's control over whole regions, not simply send their forces behind the nearest fort line, and leaders knew this, they didn't fight out of sheer bravado or stupidity, but because of major internal pressure, both political(a victory could cement legitimacy for a monarch/secure elections) and economic (are you gonna just let them getaway with our stuff without contention?)
there are simply too many resources, and too much political stability and normalcy in the face of defeat for any of it to matter
and then let's say that you win your war.....and your prize?
Almost nothing; you can bearly take *ANYTHING* in a 100% peace deals, many pages of discussion have been written about how comical warscore is in this game, it is just ridiculous that after many years of war and hundreds of thousands of casualties, all I can take is 3 provinces, this is just nuts, you can't even take money in a peace deal, do I have to explain why this is a farce?
so you pull an exploit, perhaps separate peace an ally and attack them earlier, or attack a tributary, whatever, you are back at war, but you just broke their spine in the last war, they have no armies, just forts, so it's just going through the motions, again and again, and again and again and again and again....[], it's just soo tedious and frustrating...
after the 2nd Punic war, Rome took most of Carthignian Spain, dismantled all of their holdings outside of Tunisia, freed all of their subjects, totally demilitarised them, and imposed very hefty war reps this ould be well over a 500% peace deal of not over a 1000%, there were three Punic wars, not several dozen, there was no magic number stoping a country from taking over a whole other country at once, there were many administrative, and cost-related reasons, but no magical 'cap' on land taken, a 100% peace deal, should be 100% of everything, land and treasure alike.
So let's just attack a group of minors right?
Merc spam, while not as bad as it used to be, it is still cancerous, a small collation of smaller city-states can pull literally hundreds of thousands of mercs, so many mercs I have PTSD flashbacks to when I attacked a group of greek city-states and they literary threw 600k+ mercs at me, so no, the Persian Empire did not get 10-1 overrun stackwhiped by the greeks at Thermopylae, it was a desperate struggle, when Gaul did unify, they didn't all pitch in to hire all mercs from India to Spain, they raised their *own* forces, smaller city-states did not employ mercs to this extent, outside of Carthage nobody did, this is ridiculous
So warfare is beyond broken due to ease of logistics, abundance of manpower, lack of destabilisation due to losses on the front, comical merc spam, and just how pathetic warscore limit is.
So let's develop our country right?
here we run into the same issues we ran into in warfare, total lack of balance, too easy logistics, and farcical cities
Starting with food, I'll again repeat what I said in the past:
Food was an extremely scarce and rare commodity right up until about the industrial revolution and the mechanisation of agriculture,
it was a major concern to feed one's own population, let alone army, but right now outside of the capital and select provinces food might as well not exist,
and especially for armies.
N.Africa, Egypt, Sicily, Mesopotamia, India, and China weren't rich because of trade, or production,
but because until basically the industrial revolution, wealth was determined by how much food one could make,
because it was that scarce and that much of a bottleneck for growth, Rome was basically bankrolled by Egypt,
as so much grain and wealth flowed from there, right now these areas are only powerful because of starting population, not food production,
which is why their starting pop was so high in the first place.
Like an entire region producing nothing but grain is pretty mediocre, but such a region would've been an economic superpower at the time,
since for most of history, most people spent most of their money (or production) on getting enough food to survive,
Augustus's social welfare boosted the economy soo much because it freed wealth from being spent on food and instead going for luxury goods that made serious bank from India and China.
So what about cites?
they way cites work right now is beyond broken, they aren't hard to feed, they don't need specific buildings to function, you can just have a city made with nothing but aqueducts and everyone will be just happy, a lot has been written on how broken IR's cites are, and how you can stack pops in them to a ridiculous extent, making massive amounts of cash and research points, it's just insane.
I will stop blabbering here and some up with this:
So in the end, we have a game where everything is slow and tedious, deep in dissonance with the era, and deep in the uncanny valley between abstraction and simulation, it's like a house where all of the clocks are crooked, and all of the tiles are misaligned, it's just maddening, and grating.
it is above all else, frustrating.
thanks for reading, this was originally a rant about warscore, it got out of hand.
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