I think people like the idea of pops because:
1) It adds a feeling of immersion - to me this seems hard to argue with but I'm sure someone will.
2) As a simulation it is closer to reality than something like EU4. Closer in terms of "at a lower/more granular level", though of course how close you get to historical outcomes depends on the implementation.
3) Maybe the biggest: having pops implies minigames for managing them economically and politically. Many EU4 players want this, not necessarily because they dislike games about war and diplomacy, but because EU4 is a terrific war/diplomacy game already but not a particularly interesting economic/political game. So it seems like a better area for improvement.
Now, is it actually a good idea? I don't know. Some of this definitely appeals; I love the immersion and dynamic and intertwined economic and political flow of Victoria 2. That said, my two favorite paradox games, CK2 and EU4, don't have pops, and are good in large part because their streamlined economies free up gameplay to go in other directions.
Victoria 2 on the other hand has major issues, and while some are fixable bugs, it seems like there are others that are unsolved problems of that type of simulation. Certainly other "pop" games, like Stellaris and Imperator, have not (in my view) worked as well as hoped. Stellaris is a fun exploration game but a mind-numbing management game. Imperator I admit I haven't played it a ton, but it seems like there's still a lot of micromanagement in a large empire that doesn't seem hugely rewarding. Sure, it's cool to see your pops "Romanizing," and I don't doubt you can build a decent game around that, but I'm not sure how you make one better than EU4.
I'd love to be wrong. It think part of the appeal is that a deep simulation seems to have a higher ceiling than a shallower one. I buy that. But it seems very, very hard to make it work as a game. On the whole, I'd probably rather EU5 focused on estates (who were probably more influential during the period than the masses of peasants) and made that the core of a new internal gameplay loop.
1) It adds a feeling of immersion - to me this seems hard to argue with but I'm sure someone will.
2) As a simulation it is closer to reality than something like EU4. Closer in terms of "at a lower/more granular level", though of course how close you get to historical outcomes depends on the implementation.
3) Maybe the biggest: having pops implies minigames for managing them economically and politically. Many EU4 players want this, not necessarily because they dislike games about war and diplomacy, but because EU4 is a terrific war/diplomacy game already but not a particularly interesting economic/political game. So it seems like a better area for improvement.
Now, is it actually a good idea? I don't know. Some of this definitely appeals; I love the immersion and dynamic and intertwined economic and political flow of Victoria 2. That said, my two favorite paradox games, CK2 and EU4, don't have pops, and are good in large part because their streamlined economies free up gameplay to go in other directions.
Victoria 2 on the other hand has major issues, and while some are fixable bugs, it seems like there are others that are unsolved problems of that type of simulation. Certainly other "pop" games, like Stellaris and Imperator, have not (in my view) worked as well as hoped. Stellaris is a fun exploration game but a mind-numbing management game. Imperator I admit I haven't played it a ton, but it seems like there's still a lot of micromanagement in a large empire that doesn't seem hugely rewarding. Sure, it's cool to see your pops "Romanizing," and I don't doubt you can build a decent game around that, but I'm not sure how you make one better than EU4.
I'd love to be wrong. It think part of the appeal is that a deep simulation seems to have a higher ceiling than a shallower one. I buy that. But it seems very, very hard to make it work as a game. On the whole, I'd probably rather EU5 focused on estates (who were probably more influential during the period than the masses of peasants) and made that the core of a new internal gameplay loop.
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