Please dont nerf corruption, Add the option to turn it off

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vipic

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How about corruption stays in Easy mode and normal/hard has a better AI?

Edit: I try to always play on hard, for some nations it has actually been fun :)
In my game Ottos are down to 9 provinces, Austria has had to release styria, Sweden is OP and ate almost all of Nov-Mus I have eaten burg (including Pu's) most of castile, brittany and the bottom half of england. All I did was ally someone big, get them in a war and feed them as many provinces as they would take. Then watched them burn and took their clay afterward :D

I keep seeing this theory that "Ohhhh just make the ai better". So to put this in perspective, a chess ai has one player to play and 64 squares to look at. It takes a chess ai a bit to think out each move. Now look at EU4 it has thousands of provinces, has to be thinking on moves for hundreds of players at a time and there are no turns so it has to do this in real time. The problem is not so much making the logic for a good ai (If everyone played at gamespeed one the ai could be pretty insane) but making an ai that can do all that, calculate budgets and everything else, and do it efficiently enough that the game can run on low speed computers.

This right here is an insanely tall order.

There is no such thing as "just make the ai better". Yes it can be done, but not to the degree or with the ease most people seem to think it can.
 
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Frederick_Will

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This is Paradox, don't get your hopes up. Paradox's hobby is closing ways to sidestep bad game mechanics rather than address why people sidestep them in the first place.

Yea, this pretty much hit the nail on the head. for whatever reason they just don't like handling the issues head on. of course in the process of doing this they create more issues and then leave those unresolved. and then on top of that, the reasons they give don't really add up or go against what they said in the past. It just makes the game more frustrating over time knowing where their priorities are, or rather aren't.

Why not just play at a patch level that corresponds with the level of DLC you have?

Or better yet, if $5 is too much for you to pay for Common Sense (it's currently on sale) I'll buy it for you if it gets you to stop complaining about 40 minutes of labor at minimum wage.

it seems you missed the point of his post. go reread it and his other posts and perhaps you will recognize it.(do note i am not asking you to agree with what he is getting at, but understand what he is saying. as it seems you dont.)


but yea, corruption as is is just bad. people like TMIT and many others have already gone over that ground. not sure if i want to stay on this patch or go to future patches. Especially after Johans first post in this thread.
 
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Jaapje

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I still dont get the purpose of corruption. It just forces you to stand still at times. Which I feel I allready need to do for manpower purposes, to get allies on my side or to repay loans. Sure once you get too big to care you could be at constant war but im not sure corruption is really the solution. I think the problem is that every new province adds strength without drawbacks. You make a one time admin investment and then benefit till 1821.

On the point of corruption, I dont feel as if its something I can really controll. RU is never a problem within Europe and usually only ever exists cause of RNG. So basicly I allready have bad luck and now get an extra penalty? Same goes for tech, I don't min-max in SP. So when my tech falls behind it's thanks to a backwards monarch and I chose to prio certain ideas. This is a strategic descision, why force me to prioritize tech? You might aswell change the system to picking ideas and auto unlocking their benefits at certain tech levels. Lastly, OE is allready a penalty. Allready a bland one because its "dont go over 100%, and core to get rid of it". Corruption works nearly the same way. Just throw some admin and money at it, benefit till 1821.

In my opinion there shouldnt be penalties for imbalanced tech and RU at all. There should be incentives, which there are for RU...

As for OE..., I just dont know what the problem is. But sure if you want to penalize people being at 100% OE all the time let it fire a disaster. Atleast that brings some flavour
 
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Dayledose

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There is no such thing as "just make the ai better". Yes it can be done, but not to the degree or with the ease most people seem to think it can.

I get that, but I also understand that it becomes even harder to improve it if they keep adding game play changes as per Chainguns post.

I understand that you are looking for a middle ground for getting your challenge, you think that corruption is a challenge, others do not. I think that we can both agree that adding another system for and already bogged down AI to deal with isn't going to really improve the AI though correct?
 
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Dayledose

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I still dont get the purpose of corruption. It just forces you to stand still at times. Which I feel I allready need to do for manpower purposes, to get allies on my side or to repay loans. Sure once you get too big to care you could be at constant war but im not sure corruption is really the solution. I think the problem is that every new province adds strength without drawbacks. You make a one time admin investment and then benefit till 1821.

Corruption doesn't really stop you from doing anything once you're big enough so probably not a solution after you've blobbed

On the point of corruption, I dont feel as if its something I can really controll. RU is never a problem within Europe and usually only ever exists cause of RNG. So basicly I allready have bad luck and now get an extra penalty? Same goes for tech, I don't min-max in SP. So when my tech falls behind it's thanks to a backwards monarch and I chose to prio certain ideas. This is a strategic descision, why force me to prioritize tech? You might aswell change the system to picking ideas and auto unlocking their benefits at certain tech levels. Lastly, OE is allready a penalty. Allready a bland one because its "dont go over 100%, and core to get rid of it". Corruption works nearly the same way. Just throw some admin and money at it, benefit till 1821.

In my opinion there shouldnt be penalties for imbalanced tech and RU at all. There should be incentives, which there are for RU...

As for OE..., I just dont know what the problem is. But sure if you want to penalize people being at 100% OE all the time let it fire a disaster. Atleast that brings some flavour

That would require going back through old code and changing things rather than just adding something new, corruption as I understood it from the DD's was supposed to bring challenge back to the game for the player. It was supposed to be a Feature of the new patch and improve game play with the DLC as well.

I need to finish my France game and then see if I can do the same thing in ROTW, if so I might just shut up about corruption. If I can do in the ROTW what I'm doing in Europe with this mechanic, then I can be fully satisfied that it's broken and rollback saying I gave it an honest shot.
 
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Atlantians

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Everything about this whole feature seems sloppy and rushed.

Similar to the Roman Empire creation decision that has very little thought into incorporating it into the game in a sensible way.
 
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Kharisian

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I still dont get the purpose of corruption. It just forces you to stand still at times. Which I feel I allready need to do for manpower purposes, to get allies on my side or to repay loans. Sure once you get too big to care you could be at constant war but im not sure corruption is really the solution. I think the problem is that every new province adds strength without drawbacks. You make a one time admin investment and then benefit till 1821.

On the point of corruption, I dont feel as if its something I can really controll. RU is never a problem within Europe and usually only ever exists cause of RNG. So basicly I allready have bad luck and now get an extra penalty? Same goes for tech, I don't min-max in SP. So when my tech falls behind it's thanks to a backwards monarch and I chose to prio certain ideas. This is a strategic descision, why force me to prioritize tech? You might aswell change the system to picking ideas and auto unlocking their benefits at certain tech levels. Lastly, OE is allready a penalty. Allready a bland one because its "dont go over 100%, and core to get rid of it". Corruption works nearly the same way. Just throw some admin and money at it, benefit till 1821.

In my opinion there shouldnt be penalties for imbalanced tech and RU at all. There should be incentives, which there are for RU...

As for OE..., I just dont know what the problem is. But sure if you want to penalize people being at 100% OE all the time let it fire a disaster. Atleast that brings some flavour

I agree with a lot of this here, and I say this as someone who likes the idea of corruption in principle. I'm hoping it becomes more workable. There's three big issues I have with corruption.

It's all stick and no carrot

The entire dynamic of corruption is negative, and as a result it doesn't so much add flavour as much as it is just another number to be lowered. It's not even something I really have to balance; at the end of the day, all it does is sap some of my money. However, if I do a wonderful job all I gain is the odd event telling me I'm great and giving me 20 prestige. If I am running such an efficient government, I would expect to see something more from it. A merchant republic without corruption would be a halcyon of trade efficiency, for example. If I've got less than five or ten percent corruption, I'd expect my manpower to be higher because my people trust in their state. There were historical benefits to states with low corruption that are not reflected in this set-up. I'd also like to see more choices which make my nation corrupt but give me some additional perks in the short-term, even if there are long-term empire-wide costs.

Giving it a benefit means it's more likely I'd have to make meaningful choices. Do I expand and take on corruption, and possibly lose some of my bonuses? Do I spend time cleaning house instead, and get the bonuses I need to develop the land? As it stands now, there is no meaningful choice; corruption is a malus I simply pay down as often as I can. There isn't a meaningful choice, the answer is always "reduce corruption, profit."

The end result is that right now, corruption only serves as one purpose, and that is to provide a malus due to certain kinds of play, some of which is simply going to be beyond the control of the player. My last game I had a 6/1/6, and a diplomatic idea group I was still working on when I got news of his coming. RNG meant I was going to be facing corruption regardless, and indeed I got a malus large enough that I basically warred for money. Others note that the beginning of several countries have been severely restricted; some understandably (a divided country should be corrupt, although a lack of religious unity was capturing much of that dynamic), but others not.

As a rule, if something is all or mostly stick, or all or mostly carrot, it carries with it little choice or engagement value, and hence is not worth much strategy-wise or gameplay-wise to the player experience.

It is not unique

When an indicator basically just interacts with other maluses, it's a sign that it's primary purpose tends towards augmenting those maluses. The only significant addition here is that there is now a way for OE to directly impact monarch points. Players now simply have to engage in harm mitigation as a direct result of OE. It's not even about balancing things, really; sure, I don't have as much gold, but now it's just like OE and AE, keeping it at baseline levels and sinking some extra gold during the day.

As a result of that lack of uniqueness, it really does feel like we are just seeing a buff to OE and AE levels by having it effect our economy or our admin points (and since as a unit we all far prefer admin points, it pretty much just means our economy takes a hit). Again, it makes sense, but again, this could have just been done to OE and AE; a new mechanic on top of that that basically just has us reducing it isn't particularly meaningful.

The systems it upholds are not particularly popular or fleshed out

Even if it was not the intent of Paradox to punish player agency, the unfortunate outcome of this patch has been exactly that, and I think it cuts a wider swath than has been mentioned so far.

I say this as someone who is not great at this game; I don't like, nor do I use, diplomatic tech. I value it very little, and I've never valued it much. Suggestions to increase it's usefulness (or incentives as the poster I quoted mentioned that make it worthwhile) would have been much smarter, in my view. Diplomatic tech impacting AE generation, or having it's own forms of efficiency (buffs with relationship improvements, vassal holdings or integration, for example), makes a lot of sense. Even stripping some aspects from admin tech and moving it over would be more than amenable to me.

This technology system was introduced on the idea that, as opposed to EU3, each level was supposed to have some form of logical and significant improvement. While not all levels are as significant as others, the system succeeded in that unlike EU3 you always got a reward. Conceptually, however, diplomacy has always significantly lagged the other idea groups, and in a patch focused on naval warfare and engagement, it's unfortunate that we did not see a particular improvement in the tech that most impacts it. It simply isn't significant. Much of the game can be played with little to no up-to-date upgrades. There's rarely if ever a level I feel is necessary. Unlike admin tech, which makes my empire run better, or military, which let's me fight better, there isn't a land-based reason for me to always be keeping up with diplo tech when competing with neighbours, and the malus when dealing with vassals isn't that large. The navy, and even colonization, are not particularly important enough for me to be rushing forwards with it, and for those nations without significant naval or colonization paths, it's next to useless.

... and this is coming from someone whose attitude has not changed in years of play.

If anything, enforcing a malus for not keeping up is not going to improve it. As a newbie, my gameplay always trended towards my lack of use of diplo tech because diplo tech weakened me. If I wanted to be a colonizer, my diplo fell behind. If I wanted to be an overlord with vassals, my diplo fell behind. When I sent a lot of peace terms, my diplo fell behind (my CB use has improved, I promise). As a more experienced player, diplo tech became a byword for inefficient development and play. If you want it used, make it more useful.

A similar malus on forts is an issue. Don't get me wrong, I understand that having one fort worth all the warscore hidden on an island surrounded by ships is a bit of a stretch, but that was more or less the result of a set-up that overvalued forts when it came to land. Correcting that by making other land a little more valuable (as did happen in this patch) would have been understandable, and made the rest of the empire worthwhile in conquering. However, if forts are meant to be strategic outposts to protect the edge of my land and perhaps the odd important state, imposing a quota goes against the conceptual basis of a fort. It doesn't help that it feels like another form of financial punishment; now I have to pay for more forts, against an AI who does not have an onerous restriction on their economy? I'd far prefer, as an expansionist power, to make a small handful of forts on the frontier and on my trade nodes. Sure, make the rest of my land worth more, that makes sense, but it hampers my strategic engagement to make fort quotas necessary.

This aside from the ongoing debate about forts. Forts are better than they were, but I can still see them being somewhat controversial on the forums. Since I'm not an expert player, I'm just gonna avoid that quagmire.

tl;dr, the mechanic adds not meaningful engagement, and whose existence predominantly is to modify existing maluses to include other game aspects without much player reward or agency.
 
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M Bird

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What you have to understand, Johan, is that it is much harder for muslim/indian/chinese tech nations to stay balanced in tech, especially if they have rulers with unbalanced stats.
Base cost for a tech is 600, and not counting the increase-over-time modifier, it costs a western nation with a 6/3/0 ruler 67/100/200 months to advance in each tech.
For a chinese tech nation, tech costs are multiplied by 160% which means it would take (with the same 6/3/0 ruler) 107/160/320 months to advance.
Indian and chinese tech nations are much more likely to get unbalanced in tech, EVEN WHEN THEY ARE NOT FOCUSING ON MIL POINTS.
If you wanted to see 'westen countries ahead at the end of the game', you shouldn't have made westernization this goddamn easy as it is now
so that literally every nation in Africa, the Middle East and India is fully westernized by the late 18th century.
 
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Sorry, I didn't read all the thread, but there is something I would like to adress. Earlier, Freudia was saying that Corruption was a nasty modifier which was added to other nasty modifiers, OE and RU. He sees it as "punishment" for playing the game.

Admittedly, I didn't yet played with corruption, but I still think I can talk about the design perspective. While I'm unsure about the tech imbalance effect on corruption, to me OE and RU make perfect sense. Those two modifiers have always been mainly military. You play wack-a-mole by smashing rebels, sometimes requiring your army to be on full morale at peace, and you may be subject to other disadvantages if the rebels seize a province. But, especially in the late stage of the game, you don't see any problem in having your army on full maintenance, so this just turns into the worst micromanaging hell.

What corruption does is adding a financial incentive to have a country in good order. If you are at 200% OE, at 100% OE and 0% RU or at 50% OE and 50% RU, you are gaining corruption. And unlike WE or stability, in order to fight corruption, you have to lose money. If you don't lose moyey, your abilities to govern your country will worsen over time. So now, you have to manage those interconnected modifiers in order to prevent this to happen. It seems far more engaging to me as a calculus game as taking whatever you can because you already passed the point where you worry about coalition and then manage the rebels coming from that.

In fact, I think we need less mandatory rebels and more financial problems, in this game. This is why I suggested to reform OE to make it scale with the size of your country. The next step is to improve what is supposed to be the heart of the game in my opinion : balance of power, but this is another subject entirely, isn't it?

The thing is, once you can safely ignore coalitions and just smash rebels, something some of you take pride in, you already "won" because you are on the path to certain victory, to WC. Doing that quicker or slower doesn't change this "achievement". And it is easy to come to this point once you know the game mechanics. If there was a button to claim the whole world passed a certain threshold, the game would actually be more engaging. What is fun is the road to go to that point, not the last years. By making it harder to expand by adding financial constraints not unlike what monarchs of this era had, PI are improving the game.
 
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Sorry, I didn't read all the thread, but there is something I would like to adress. Earlier, Freudia was saying that Corruption was a nasty modifier which was added to other nasty modifiers, OE and RU. He sees it as "punishment" for playing the game.
Corruption's trivially visible effects, as a mechanic, are completely negative. Sure, there are events that fire at zero corruption... but you can't see the possibility of those until they happen, unless you go spelunking in Europa Universalis IV\events. Furthermore, the activity that makes you more powerful at anything resembling a point-efficient rate is the main activity that gives you increased corruption: acquiring territory.

Thus, it tends to look like "punishment for playing the game" even if that is not its intent.

Also, the change to corruption reduction announced for 1.16.2, while it solves the "the best way to deal with corruption is to gouge your neighbours for all their money, then trash your own economy while you burn down corruption using your loot", actually exacerbates the problem that as long as you have enough MIL points, more MIL points are basically worthless - since now, buying Base Manpower points with your MIL (because buying your next MIL tech would take you over the Unbalanced Research threshold, and you don't want to just chuck those MIL points on the bonfire) will increase your corruption reduction bill without increasing the size of your economy.
 
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The thing is, once you can safely ignore coalitions and just smash rebels, something some of you take pride in, you already "won" because you are on the path to certain victory, to WC. Doing that quicker or slower doesn't change this "achievement". And it is easy to come to this point once you know the game mechanics. If there was a button to claim the whole world passed a certain threshold, the game would actually be more engaging. What is fun is the road to go to that point, not the last years. By making it harder to expand by adding financial constraints not unlike what monarchs of this era had, PI are improving the game.

Speak for yourself. There is no such thing as a choice between "you either make the destination or the voyage fun". If I wanted win conditions in my grand strategy I'd go play normal turn-based strategy instead. Paradox is not improving the game by instituting rent-seeking as an actual game mechanic. That's all corruption is, a poorly-implemented punishment for the player for expanding, who already has to pay for the nerve of doing so in so many different ways, all of them better thought out.

Hey, here's a thought, you want rampant conquest to be a threat to your fiscal stability? How about states, the newly implemented mechanic that is perfect for this sort of thing? Have newly conquered regions demand a certain degree of fiscal and military investment before they're properly pacified and subject themselves to your rule? If Paradox wants corruption so much despite there never being a single game where corruption works as a fun mechanic, make it work on a state-by-state basis, so regions you just march through and neglect are worth nothing or are actually a drain on your economy until control and infrastructure is properly established.

Mind you, of course, that's still a redundant idea because these were things that both Coring and Autonomy were supposed to be about, before Johan or Wiz or whatever developer who was in charge of those features completely forgot that they were supposed to have some sort of basis on real world administration or reflect the state of your country in any way [REALISM IS NOT A MEANINGFUL ARGUMENT!!!11!!!] and they now stand as entirely arcane and abstract concepts that aren't at all representatives of your nation.

And oh, what a surprise, this idea also helps alleviate the entirely punitive nature of the system by giving you both alternatives to warfare to expand your power base, taking your provinces and whatever provinces you conquered from whatever incompetent state who ran them before and making them into tightly-run, well-administered properly taxed and defended territories, as well as still keeping the risk that by going on a conquering spree you're spreading the economy of your home regions over a far wider area, effectively having the rich regions of your country paying for the existence of the destitute ones that you have not cared to groom and develop.

I want there to be more things to do once I'm powerful enough to have proper borders and don't need to fight tooth and nail for the survival of my people and my Empire. The acquiral of new territory was supposed to be a joy, and every subsequent patch turns it into more of a bother. The game is more challenging today than it was last Thursday, yes, but so would it be if it introduced a % based chance for the game to crash on month turnover that increased the higher your overextension were. And player involvement in either system is more or less exactly the same.

I'm usually extremely supportive of Paradox's decisions, and this is probably the first time when a feature like this feels more like a detriment than anything else. If you artificially inflate the time it takes for you to expand properly in the game you're not inflating the fun as well, you're spreading it thinner and thinner.

I don't have 20% more fun because I need to pay 20% more to core this province.
 
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Unfortunately you're missing the point of everyone that wants corruption removed, they have systems in place to deal with Blobbing, but they don't use them or tweak them, what they do instead is pad a DLC and patch with yet another layer of arbitrary punishment that 15 ( I counted them from the thread) people thought was a good idea.

Tell me why another rule ( which the AI cannot handle btw) is better than adjusting already in place systems? Why do we support EU4 becoming bloated with this crap instead of streamlined and homogenized?


Just to highlight, Chaingun said the Less changes there are, so why are we so accepting of more changes rather than a better AI?

Honestly I don't think I'm alone in saying I would rather have an AI that challenges me than just have to work around another mechanic that was added because it slows the game down.
The really funny thing is that I've been playing France and not caring about corruption or AE at all, I'm blobbing like no tomorrow, it hasn't slowed me down, it hasn't really stopped anything that it was supposed to, so what is the purpose of the mechanic? All it does is make the AI ridiculously easy as they will get into a few wars, get some corruption, get into debt, then proceed to bankruptcy spiral for the next 50 years. Nothing better than fighting a war where your opponent loses 2/3 of it's troops in the middle. Meanwhile, I'm only 2 years behind on tech, direct coring like crazy and still don't care about corruption. At this point there really isn't much the AI can do to stop me.

I mean now that's a challenge.

I'm going to finish this game, laugh at the Devs sillyness then rollback, if I could get a refund for the DLC I would, but it's been more than 2hrs and steam won't do it.
I don't have the DLC and I still get to see the nice corruption-feature in action. Thus refund would not change anything in that regard.

Making the AI "more challenging" is an extremely tall order and differentiating the challenge of the AI more than it has been is pretty much a dream as long as new features are implemented too.

Corruption as such is not a bad idea insofar that it is intended to make non-european play more challenging, but the implementation lacks depth, much like inflation.
 

unillogical

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When I expand either directly or via a vassal I already had to worry about in no particular order: over-extension, aggressive expansion, revolt risk, religious disunity, cultural acceptance, core cost/annexation cost (and how spending those points will limit teching, ideas etc.), autonomy, diplomatic feedback and desire for independence. All these mechanics either directly discourage the expansion or give the expansion diminishing returns. Now we have both states and territories and corruption on top of them.

The result is that expansion is now frankly more trouble than it's worth. The challenge is winning the wars, not sitting around on speed 5 all game pressing the 'develop' button. I don't want to go to the trouble of beating france to take a bunch of 75% autonomy provinces that are costing me a fortune in corruption because my military tech is higher than my admin tech because I had to take religious ideas to deal with the fact that I had to convert all the wrong religion provinces that were costing me a fortune whilst staying competitive militarily.
 
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What corruption does is adding a financial incentive to have a country in good order.

Honestly, if that was the intent, they could have just added a monetary cost to coring provinces that could scale based on the development of your nation, the development of the province you're attempting to core, and other factors like inflation, nation-wide revolt risk, the culture and the religion of the province, and so on.

Hell, that might actually make more decision-making, like 'if I take this wrong-religion province, I can either core it for x amount of admin points and ducats, or I can religiously convert it first and then core it for x amount of admin points and less ducats than if it was still wrong-religion', assuming the values were balanced properly.
 
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I'm usually extremely supportive of Paradox's decisions, and this is probably the first time when a feature like this feels more like a detriment than anything else. If you artificially inflate the time it takes for you to expand properly in the game you're not inflating the fun as well, you're spreading it thinner and thinner.

Perhaps your definition of "expand properly" is at fault? My personal feeling is that expanding yourself into a combination of high OE and low RU is far from expanding properly so if that combination is heavily punished by corruption I have no problem with it. In fact, most of the complaining I'm seeing about corruption boils down to "QQ, I have to adjust my playstyle or I get punished for it" from the mega-blobber brigade that thinks absurdities like 1500s WC should be a thing.

Can any of the anti-corruption brigade cite some sort of historical situation that would result in that sort of corruption problem? Let alone one where the country in question sailed through without any problem at all. The only one that really comes to my mind is the Spanish conquests of Central & South America and those pretty much led to Spain's collapse as a major European power...
 
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Can any of the anti-corruption brigade cite some sort of historical situation that would result in that sort of corruption problem? Let alone one where the country in question sailed through without any problem at all. The only one that really comes to my mind is the Spanish conquests of Central & South America and those pretty much led to Spain's collapse as a major European power...

I don't need to because history isn't a valid argument for etc.

Before 1.16 expansion was the only thing that was fun or interesting to do. After 1.16 expansion is no longer fun or interesting to do but absolutely nothing has replaced it. At least as ROTW.
 
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Perhaps your definition of "expand properly" is at fault? My personal feeling is that expanding yourself into a combination of high OE and low RU is far from expanding properly so if that combination is heavily punished by corruption I have no problem with it. In fact, most of the complaining I'm seeing about corruption boils down to "QQ, I have to adjust my playstyle or I get punished for it" from the mega-blobber brigade that thinks absurdities like 1500s WC should be a thing.

I am by no means competent enough a player to be the foremost military power in the world by 60 years of game time [although I do tend to feel incredibly inadequate when I haven't already become a major power by 1550 or so], but I put forward the point that that's not really relevant to the argument. The basis of the point is that, regardless of wether or not you believe expansion needs to be turned harder [I don't, I believe that instead there should be more rewarding things to do instead or or after you expand] corruption as basically a rent-seeking mechanic adds nothing to curb expansion in ways that couldn't already be covered by the tweaking of other mechanics that already exist in the game, and worse, it makes no sense. It generates no fun, engagement and enjoyment, and it takes the fun you have from "I conquered a province! Yay!" and adds yet another point to the bullet list entitled "List of non-interactive metrics I need to be worried about now that I've conquered a province".
 
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I am by no means competent enough a player to be the foremost military power in the world by 60 years of game time [although I do tend to feel incredibly inadequate when I haven't already become a major power by 1550 or so], but I put forward the point that that's not really relevant to the argument. The basis of the point is that, regardless of wether or not you believe expansion needs to be turned harder [I don't, I believe that instead there should be more rewarding things to do instead or or after you expand] corruption as basically a rent-seeking mechanic adds nothing to curb expansion in ways that couldn't already be covered by the tweaking of other mechanics that already exist in the game, and worse, it makes no sense. It generates no fun, engagement and enjoyment, and it takes the fun you have from "I conquered a province! Yay!" and adds yet another point to the bullet list entitled "List of non-interactive metrics I need to be worried about now that I've conquered a province".


What you are speaking to is called fun by the game designer and not fun by the player:
Sid Meier's rules of game design (partial list):
  1. Make sure the player is having fun, not the designer/computer. (Show me how the corruption system makes gameplay more fun for the player.) (Show me how the new state region rules moneydrain makes the game more fun for players) (Correlation - building things in your province gives bonuses and a sense of achievement. Making many countries have little or negative income early on is the exact opposite of fostering an environment where the game encourages the player to have fun. The player is left fighting against new internal blockades in the game engine - corruption and regions - instead of the enemies they are supposed to have - other countries and keeping your country stable.)
  2. Games should be easy to start playing, but hard to stop playing.
  3. Simple systems work together to create complexity. (Adding corruption and regions violates this - they are not simple and impossible to combat directly - they are a designer's attempt to stop game play they don't like - see rule #1.
  4. Know when to stop, more is not always better and just because we can, doesn’t mean we should (Because they can add artificial new game mechanics to make players poorer and slower to do what they want doesn't mean they SHOULD). Why are the way players play the game wrong? Could not the exact same result desired - slower huge blogging come about as a result of tweaking simple game mechanics (see rule 3) - like stability hits for adding provinces, additional bad boy points for expansion, money to incorporate, modify economies so you're not dirt poor in the beginning and super rich later, make coalitions easier to form, improve internal building, increase time to incorporate new provinces and cultures. All are tweaks to easily understood and logical game design elements.
 
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What you are speaking to is called fun by the game designer and not fun by the player:
Sid Meier's rules of game design (partial list):
  1. Make sure the player is having fun, not the designer/computer. (Show me how the corruption system makes gameplay more fun for the player.) (Show me how the new state region rules moneydrain makes the game more fun for players) (Correlation - building things in your province gives bonuses and a sense of achievement. Making many countries have little or negative income early on is the exact opposite of fostering an environment where the game encourages the player to have fun. The player is left fighting against new internal blockades in the game engine - corruption and regions - instead of the enemies they are supposed to have - other countries and keeping your country stable.)
  2. Games should be easy to start playing, but hard to stop playing.
  3. Simple systems work together to create complexity. (Adding corruption and regions violates this - they are not simple and impossible to combat directly - they are a designer's attempt to stop game play they don't like - see rule #1.
  4. Know when to stop, more is not always better and just because we can, doesn’t mean we should (Because they can add artificial new game mechanics to make players poorer and slower to do what they want doesn't mean they SHOULD). Why are the way players play the game wrong? Could not the exact same result desired - slower huge blogging come about as a result of tweaking simple game mechanics (see rule 3) - like stability hits for adding provinces, additional bad boy points for expansion, money to incorporate, modify economies so you're not dirt poor in the beginning and super rich later, make coalitions easier to form, improve internal building, increase time to incorporate new provinces and cultures. All are tweaks to easily understood and logical game design elements.

For 1) the State/territory change is a replacement for the old overseas/non-overseas mechanic that adds control to the player and is a lot easier to understand (not to mention more logical). Not to mention the whole thing where different people find different things fun. Corruption providing negatives for having a nation in a precarious state makes historical sense and does indeed "punish" poor choices. If I wanted every choice to have positive results I'd be playing Miss Kitty or somesuch... I would also point out that Sid's career-making Civ series has mechanics just like corruption that "punish" expansion even if it is just peacefully settling unoccupied lands.
 

grommile

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Perhaps your definition of "expand properly" is at fault? My personal feeling is that expanding yourself into a combination of high OE and low RU is far from expanding properly so if that combination is heavily punished by corruption I have no problem with it.
Some countries have a position where your options are (1) accept prolonged periods of low RU (2) sit on your hands until you've bought ADM 5 and the first 4-6 ideas in Religious (3) provoke religious rebels so you can force yourself to convert (which rubs up against my "this is bizarre and counterintuitive and really shouldn't be my best option" reflex). Many of those starts have generally been regarded as not really needing to be made any harder relative to the rest of the map.

(Poster-boy QQ isn't the worst case here, since they at least have some militaristic options for dealing with their RU problems even if they can't convert their heretic provinces.)