Correct, I expect a challenging, multifaceted, and historical grand strategy game. You expect a predictable, linear, and ahistoric button clicking game that rewards playing slow.To Jomini:
After reading your responses, I came to think that we're not on the same page when it comes to what constitutes "a strategy game."
This wouldn't exactly be hard to put in. Right now, pretty much all the control mechanisms are rate based. How many provinces can I hold before I go over OExt, 25 BT worth and I have a mostly fixed amount of OExt burn - it is a simple rate limitation as going over 100 is pretty much strategically bankrupt. How about diplomatic expansion (and including returning vassal cores)? Again, you are limited by numbers of relations slots and MP gain; it is limited by rate. How about AE? Well everyone treats it as a simple rate limit - conquer only X here, then wait for the AE to burn down from a fixed cap. All of these are magical limits on rates.Taking over the Austrian Low Countries in one war or establishing Rhein Confederacy (as in history) isn't exactly what I demand from the game - perhaps I just don't have such a high expectation from just a video game. I don't mean to be condescending or demeaning, please don't get me wrong on this point - I just don't expect a video game to be capable of reflecting the actual history.
So what if we flipped some of these things from limiting to rate, to, maybe, making the opposition more challenging and giving the player more strategic choices? Say instead of making coalitions small time affairs, we gave coalition members bonuses (like to morale, discipline, manpower, and tax rates - all of which are quite arguably historical) against the coalition target? Assuming we could balance that, it would allow the game to do the Napoleonic Wars - we could have big peaces because the risk wouldn't be that Europe locks down and win or lose 4 provinces change hands, but if you got big, you might actually lose wars and you might get dismembered Congress of Vienna style.
Much though I disagree with people about the overall strength of internal pressures; it would be wonderful if we got rid of the utterly ineffective rebel death-of-a-thousand cuts approach and started doing some real factional modeling. This way as you got bigger, you'd have to devote more to juggling internal demands. You might need to decrease takes and lower manpower just to keep the people inside the empire happy. Again, this would be a control mechanism that isn't a simple timer gussied up to look pretty - it would be a fairly smooth degradation of net conquest value. Not only that, it could make peace time play, vastly more interesting.
I understand, you are one of the forum dwellers who likes the feeling when you have some "hidden knowledge" about how game the mechanisms that makes the game fun when you exercise it. That style though, is elitist. For all the players who don't come on the forums, like my wife, there should be a well integrated risk/reward curve and control mechanisms should have multiple ways out. They certainly shouldn't be counter-intuitive where following any major power's historical path gets a casual player into lockdown. For instance, my wife played Poland, and like a good Pole she took 4 provinces from the TO - which is exactly what happened in the Peace of Thorn (excepting of course that this was slightly more lenient than the actual Peace of Thorn as some trade/political concessions can't be made in game). So what happens? She gets a coalition formed of Lithuania, Pomerania, the Livonian order, and I think Sweden. They declare war, she wins. What does she do? What anyone thinks you do when someone troublesome attacks you - hurt them back. So she took a couple of provinces from Pomerania and I think one from Lithuania. Now the coalition gets huge and the next war involves Sweden, Denmark, Lithuania, Hungary, Austria, the eastern half of the HRE, the Livonian Order, and France (who I think got pulled in as the overall war leader thanks to alliance chaining).For the same reason, I still don't get why you're upset about your example with Sweden, but after pondering for a while, I think you expect the game to reflect a realistic piece of history, that it's unrealistic that Livonians and other Baltic states would care about otherwise threatening Sweden. In reality, it might even be in their interest that you take a few provinces from Sweden to weaken them. On the other hand, I expect the game to follow its own rules, and nothing more - to me it's a balance of potential reward and potential risk, and weighting the two is sufficiently "strategic" to me.
Now sure, her play is vastly below efficient, but she shouldn't have to come on the forums, figure out the AE modifiers for everything, and then know the intricacies of chain alliance calls just to play a basic game with a major power. The game should take and have a sliding scale so as she blobs too much, too quickly the game responds incrementally. If a coalition forms, there should be obvious ways out other than just waiting down a timer. Given that the most historical coalitions were broken by force of arms, it really should be possible for a new player to go to war with a coalition, see some obvious peace options (preferably at the top of the list) that say something "reduce coalition" (say 66% WS, reduces AE of all coalition members by 25) or "ban from coalition" (locks each nation out of the coalition for say 12 years, no AE reduction, cost scales with the size of each nation).
But might those things be too powerful for elite players? Maybe, but here's the thing, if you don't like them - don't use them. You, after all are a strong player, and as Jorgen notes you can play with whatever limitations on your own behavior you want. In any event, I highly doubt that it would be that hard to craft good control mechanisms so that coalitions don't become lockdown mode or even so risk commensurate losses/gains can be made against them - while still making the "avoid coalitions" route the most efficient.
1.4) Was too boring - the lack of external pressures made the game a boring linear optimization of waiting for the OExt timer to go down (hence the horde of Orthodox OE -> HRE threads to minimize that timer) with a dash of diplomatic progress on the side.What a statement, given Jomini's own neutral writing style. Everybody certainly agrees that the game should accommodate all playstyles and all historical outcomes. But we are talking about a game here and immortal developers.
Jomini is arguing, but what it really comes down to is this:
1) 1.4 was terribly easy
2) 1.5 is harder, perhaps too hard for newcomers.
In a unperfect world I vote for option 2 and hope that PDS makes the game more closer to the fantasy of Jomini in the future.
1.5) Is easier and more boring. The strategic choices have been simplified from 1.4 to 1.5; so many things that were strategic concerns in 1.4 are completely ignorable in 1.5. Just manage the AE gain and you are good to go. The times in 1.5 when I want to pause the game and reconsider my strategy are essentially nil. I'm pretty much locked in for the next 10 years whenever I do something that triggers decent AE. It is, however, boring because you have to follow the same exact course over, and over again. Find an HRE minor you want to take down, either vassalize it or claim it, kill it, core it; then ignore the HRE for a decade or more, go beat up somebody outside (Orthodox Russians are nice, maybe snake down to the Muslims), then come back and do the exact same thing again. Yeah, you can throw in the odd vassal feeding spree (wahoo Ukraine) and perhaps something like breaking France ... but 1.5 is piss easy strategy once you know the secret sauce and resign yourself to playing an ahistorical fantasy sim where it makes more sense for Prussia to expand into Russia and North Africa at the same time than to actually consolidate the Baltic. It just is a repetitive, boring grind.
If 1.5 were actually challenging - making me stop and reconsider my strategy because hey something changed or offered me a bunch of ways to play, it would be different. But Pdox made the game more tedious and more trivial to optimize. Both are terrible for a grand strategy game.
Yep, and its pathetic. This isn't a question of difficulty, it is a question of tedium. When I'm a big giant blob, I want every AI and their brother gunning for me. I don't want the AI being lenient. Further, while the stealth +50% AE goes away, you still run into the same wall - coalitions define all your strategic parameters and end up trumping everything else. Yeah, you have a bit more play before AE/Coalition hell sets in, but once you are there, the game still shuts down into a simple linear optimization.Have you tried playing with easy AI difficulty instead? AI nations are much more lenient towards you.
And that's the point. Coalitions don't make the game harder. They make the game more tedious. The game is only marginally less of a grind on easy and still ends up in the same easy/slow equilibrium.