Yeah, EUIV is basically broken. Furthermore, I would call the game we have now EUV, developed on EUIV for money making purposes, in which basically everything is wrong, not fun, and needs to be rolled back.
First point, you guys added waaay to much provinces, especially outside of Europe. Like, English had 13 colonies in Northern America. 13, not 130. And adding provinces sounds like something players would want, and maybe they do, but it just kills the fun. There is no fun in colonizing a 1.000 people village in New York in 5 years, finishing that, and then moving on to creating another "colony" = village in New York. And that also leads to insane amounts of micromanagement. Who the f.ck can care about several hundred provinces?
You did realize the problem, so you've created "forts" and scaled back what province is worth - now province literally is a village and fort is a province, and on the surface that does alleviate the problem, but really it doesn't, and it's stupid. Now half of England or France is one province (few million people), and 10.000 people in North America is another. Really? And you still have to colonize every freaking village out there.
Also, developing a colony into a province should be a big deal. 10.000 people, 25, 50 or more years. Imagine that.
Second point, current resource system is… what is it? Get rid of production. Provinces should produce tax income, trade goods for state monopolies and manpower. Indeed, managing manpower should be there and would be one of most interesting aspects of the game. War deaths cost manpower. Shipping people to colonies costs manpower. Do you colonize or do you go to war? And having surplus of manpower, i.e. more than some percentage compared to population, young men without land prospects leads to social upheaval. Do you go to war to give them something to do? Do you ship them to colonies? Or do you have civil war? And what if you are locked in Central Asia without possibility to colonize? You either have war or you have civil war. Both very interesting and historical dynamics!
Third point, get rid of wastelands. Everything should be possible to colonize. Inner Quebec included. But it should take so long, and cost so much, that it would just not be worth it. You should both pay for government infrastructure in province and receive taxes. Something like inner Quebec should become profitable only when you develop that province to, say, base tax 5 (of infinity or so). Timurids should be able to colonize by default. But, they should have incentive never to do so, because they should be basically without perspective to develop new provinces into profitability.
(PS province improvment should have uneven modifires so players would equaly develop their provinces, ie every base tax increase should provide with the same amount of more gold, but less more manpower as tax level moves higher (ie pesant soldiers, also historical)
Fourht point, social structure should provide basic "monarch" points. 4 is fine for western, 3 for eastern, two for Ottomans (+ few very skilled monarchs at the start) and China, 1 for Arabs, 0 for all those tribes out there. Westernization should not be there. Modernization should get you to 5, which England should have a chance to get in the 17th century via civil war event, and everybody else in the western group at the end of the 18th century if they want to declare war on the world and kill people en masse in a bloody and evil revolution. No freaking tribe in Africa or America should westernize/modernize, especially not in the period we are talking about. Maybe they can move from 0 to 2 if they have their work cut out for them. Maybe Eastern group should get the opportunity to move to 4, Arabs to 2, for China and Turks to 3 etc, but not more, not in this game period.
Cap ruler contributions to 3.
Fourth point, diplomatic technology which has to do with navies? Seriously. Social order, production/economics and military.
Fifth point, get rid of navies. They are tiresome. As I know you hell won't, get rid of the transportations ships. Let's pretend troops are transported on confiscated merchant ships which are sinked if they unescorted encounter real navies. Get rid of trade ships. All (up to naval limit) ships should provide income, in peace automatically if we assume they are collecting from trade, in war from pillaging enemy shores. Yey piracy.
Six, really good custom new world maps. These randomly generated just suck, and instead trying to make Indians playable, give us, for example, new world without Americas, which looks something like this. https://en.wikipedia.org/wiki/Terra_Australis#/media/File:Map-533.jpg
First point, you guys added waaay to much provinces, especially outside of Europe. Like, English had 13 colonies in Northern America. 13, not 130. And adding provinces sounds like something players would want, and maybe they do, but it just kills the fun. There is no fun in colonizing a 1.000 people village in New York in 5 years, finishing that, and then moving on to creating another "colony" = village in New York. And that also leads to insane amounts of micromanagement. Who the f.ck can care about several hundred provinces?
You did realize the problem, so you've created "forts" and scaled back what province is worth - now province literally is a village and fort is a province, and on the surface that does alleviate the problem, but really it doesn't, and it's stupid. Now half of England or France is one province (few million people), and 10.000 people in North America is another. Really? And you still have to colonize every freaking village out there.
Also, developing a colony into a province should be a big deal. 10.000 people, 25, 50 or more years. Imagine that.
Second point, current resource system is… what is it? Get rid of production. Provinces should produce tax income, trade goods for state monopolies and manpower. Indeed, managing manpower should be there and would be one of most interesting aspects of the game. War deaths cost manpower. Shipping people to colonies costs manpower. Do you colonize or do you go to war? And having surplus of manpower, i.e. more than some percentage compared to population, young men without land prospects leads to social upheaval. Do you go to war to give them something to do? Do you ship them to colonies? Or do you have civil war? And what if you are locked in Central Asia without possibility to colonize? You either have war or you have civil war. Both very interesting and historical dynamics!
Third point, get rid of wastelands. Everything should be possible to colonize. Inner Quebec included. But it should take so long, and cost so much, that it would just not be worth it. You should both pay for government infrastructure in province and receive taxes. Something like inner Quebec should become profitable only when you develop that province to, say, base tax 5 (of infinity or so). Timurids should be able to colonize by default. But, they should have incentive never to do so, because they should be basically without perspective to develop new provinces into profitability.
(PS province improvment should have uneven modifires so players would equaly develop their provinces, ie every base tax increase should provide with the same amount of more gold, but less more manpower as tax level moves higher (ie pesant soldiers, also historical)
Fourht point, social structure should provide basic "monarch" points. 4 is fine for western, 3 for eastern, two for Ottomans (+ few very skilled monarchs at the start) and China, 1 for Arabs, 0 for all those tribes out there. Westernization should not be there. Modernization should get you to 5, which England should have a chance to get in the 17th century via civil war event, and everybody else in the western group at the end of the 18th century if they want to declare war on the world and kill people en masse in a bloody and evil revolution. No freaking tribe in Africa or America should westernize/modernize, especially not in the period we are talking about. Maybe they can move from 0 to 2 if they have their work cut out for them. Maybe Eastern group should get the opportunity to move to 4, Arabs to 2, for China and Turks to 3 etc, but not more, not in this game period.
Cap ruler contributions to 3.
Fourth point, diplomatic technology which has to do with navies? Seriously. Social order, production/economics and military.
Fifth point, get rid of navies. They are tiresome. As I know you hell won't, get rid of the transportations ships. Let's pretend troops are transported on confiscated merchant ships which are sinked if they unescorted encounter real navies. Get rid of trade ships. All (up to naval limit) ships should provide income, in peace automatically if we assume they are collecting from trade, in war from pillaging enemy shores. Yey piracy.
Six, really good custom new world maps. These randomly generated just suck, and instead trying to make Indians playable, give us, for example, new world without Americas, which looks something like this. https://en.wikipedia.org/wiki/Terra_Australis#/media/File:Map-533.jpg
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