Except it doesn't solve the underlying problem of an actual challenge being added to the game, meh, you know what I'm done.
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Why adding a mechanic that has to be voluntary to use when you can fix it/tweak it?So to bring this thread back around to its intended purpose. Lets make corruption an option you can turn off on the easier modes of difficulty, or a separate option altogether so that those of you who don't like it don't have to play with it.
Edit: I mean that solves all the problems, it makes the people who don't want to play with corruption happy and it makes the people who hate it happy.
Except it doesn't solve the underlying problem of an actual challenge being added to the game, meh, you know what I'm done.
So to bring this thread back around to its intended purpose. Lets make corruption an option you can turn off on the easier modes of difficulty, or a separate option altogether so that those of you who don't like it don't have to play with it.
Edit: I mean that solves all the problems, it makes the people who want to play with corruption happy and it makes the people who hate it happy.
Why adding a mechanic that has to be voluntary to use when you can fix it/tweak it?
Because no matter what someone will be unhappy with it. I think the mechanic is fine the way it is. You don't. That's the whole point. If you make it enable or disable we can both have what we want.
The cases levied against it have used more than opinion alone. Can you do so?
I have done so multiple times and don't much feel like typing it out again, if you go back and read my posts you will see how I talk about what I dislike about the way the game was before and how this fixes it. It presents a good series of trade-offs you have to consider when expanding.
I was trying to give you the benefit of the doubt though.
Corruption, as I understand it, is a meta concept that is supposed to represent the strains of an empire that favours rapid expansions over internal stability, of differently put, give countries that evolve more "organically" an advantage.
Stability might be a redundant concept with the introduction of corruption, I am inclined to agree on that. They both represent similar things, and stability is a lot more RNG-dependent.There is stability in the game and it got penalized from high OE and low RU, so this point is not very valid from my point of view.
You complained about a specific number, so I asked why is a specific number a problem. Apparently, that is not what you meant, so why not quit posting nonsense?In a strategy game, the idea is to make player choices matter. Nerfing nations in a way where player choice matters less is a skill equalizer, that lowers challenge and makes skillful vs crummy play more similar in outcome.
What number is right? No number is right. When you have something that penalizes the player for being behind in resource x by making him more behind in same resource x, you have a textbook example of "unstable equilibrium", fake difficulty 101.
The corruption mechanic, as implemented, is broken *by design*. You can make its impact huge or negligible, and so long as it's directly contributing to unstable equilibrium, there is no right value.
Getting to the point where you can dispense with the impact of random rolls is nonsense not applicable to EU4? Let`s get real.It would useful to give advice that is applicable to EU IV, rather than nonsense that an overwhelming majority of the game's tags can't feasibly do in the first 100-150 years.
I for one, love games where you have to deal with random resource allocation, like card games. It is down to preference weather you like them or not, don`t try to pass that as a universal judgement. Pick the government that allows you to play the way you like, having predictable monarch income (republic) or random (Monachy)The fact that monarch admin rolls are so important? Your argument is like saying "sure that house has a hole in the wall, is filled with spiders and is covered in poison, but it's fine because you can just move to a perfectly fine house" the awful house (monarchies) is still awful, the fact that switching away is so obviously better is proof of bad design
can we split hard difficulty and AI bonus' again?Corruption won't be nerfed.
Since we already moved most important AI features to hard difficulty only, it might be a good idea to disable corruption, inflation and other such features that make the game more challenging on easy difficulty.
It is and it is not - you have sure stab hit every 30 ish years from your Monarch death.Stability might be a redundant concept with the introduction of corruption, I am inclined to agree on that. They both represent similar things, and stability is a lot more RNG-dependent.
Corruption won't be nerfed.
Since we already moved most important AI features to hard difficulty only, it might be a good idea to disable corruption, inflation and other such features that make the game more challenging on easy difficulty.
I understand things being a challenge, but where is the reward for not having corruption?
I'd personal be more favorable to corruption if they gave you bonuses to not having any, as opposed to tons of penalties for having the slightest bit of it
Then, they would have to nerf the game base line, since the entire point was (presumably) to limit the resources available to huge states.
Last one then it's bedtime.Please, humour me: why is it "fake" difficulty?