I really would like a dev to explain the logic behind the revolution mechanics. PDX is famous for taking agency away from the player but the revolution business is ludicrous.
Again, I'm in the position of having to attack my biggest ally to stop the revolution. And I have to wait until I get the "crush the revolution" cb. I'm already at -25 prestige and counting but I need to wait until things get even worse and the game graciously grants me the power to do something.
If you're not going to give the player a counter move, why include the mechanic? What's punishing the player over things they can't help supposed to challenge about a player's skill?
Vicky 2 and HOI4 show that PDX likes to involve the player as little as possible. EU4 is a vast improvement which makes it all the more frustrating when it expresses it's PDX DNA and says "You've had your fun, player, now it's my turn!"
Again, I'm in the position of having to attack my biggest ally to stop the revolution. And I have to wait until I get the "crush the revolution" cb. I'm already at -25 prestige and counting but I need to wait until things get even worse and the game graciously grants me the power to do something.
If you're not going to give the player a counter move, why include the mechanic? What's punishing the player over things they can't help supposed to challenge about a player's skill?
Vicky 2 and HOI4 show that PDX likes to involve the player as little as possible. EU4 is a vast improvement which makes it all the more frustrating when it expresses it's PDX DNA and says "You've had your fun, player, now it's my turn!"
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