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Basileus444

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And it *is* tedious, once you start beating coalitions, to get almost nothing for doing so.

This. A thousand times. In 1.3 I had a Byzantium game where I controlled the old East Roman Empire, all of Italy except Lombardy, a bit of southern France, and southern India. There was a coalition against me stretching from the Pyrenees to Poland, which I considered reasonable. I don't remember how many troops they had but it was over half a million.

It sat there staring at me over a couple of decades while I conquered choice bits of Indonesia waiting for it to disband. It didn't. So I decided to declare war on Milan because I wanted Lombardy to round off my conquest of Italy. I smashed that coalition into the ground, killed at least 750K soldiers, and overrun France and Germany. I have to admit, the gigantic war I considered to be quite fun, save for the tedious end-war sieges to boost war score.

Then came the peace treaty. I was fine up to this point, but this utterly broke the game value of coalitions for me. I had won the closest the pre-industrial world could come to WW1. If I beaten up an HRE spanning from the Pyrenees to Poland, considering my war score I could have taken France. Sure it would have put my AE and OE through the roof, but I would have had a choice, which is the essence of strategy games.

Instead since I could neither make a separate peace with Milan, which I overran three months into the war, and war score value of provinces don't scale to the size of the coalition but to the country, for all the destruction I wreaked upon them, for annihilating the combined might of Europe except for my ally Spain, I could take just Lombardy which with its 16 base tax and province improvements was around 90% war score cost.

That is so utterly beyond ridiculous. There is one simple fix that would solve 90% of the issues with coalitions. Make the war score value of provinces scale to the size of the coalitions. If, after beating that coalition, I had the possible of reshaping the map of Europe (say like after Napoleon winning his various coalition wars) this would have been a highly enjoyable game experience. Instead I raged-quit.
 

dav77-b

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I like plaing small nations like HRE Minors, but I never had problems with coalitions. I can conquer from Antweerpen to Novgorod in 100+ years without facing one coalition.
 

Jomini

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I just don't understand what the problem is with coalitions then? If they are easy to handle and may even make the game easier (which I disagree with), why do people hate them so much?
Because they are boring for the vast majority of players who have voiced an opinion. Is a coalition war more dangerous than any other war? No, it is the same exact thing as a regular war, except all the risk and reward has been ripped out. People like challenges - that is things that require them to think, plan, and execute strategies filled with non-trivial decisions. Coalitions trivialize decisions. Sweden just got nuked by a peasants war and Russia declaring on it. I could overrun the whole place with just 15K men ... but the AE from taking anything would spark a pan-Baltic coalition - so meh, it is a strategically foregone conclusion to wait out the timer.



(And I am not necessarily reffering to you, since apparently you have some ideas that make coalitions even harder. Haven't had time to read the entire thread) It is the ONLY thing holding me back from conquering most of Europe.
Lol, no. In 1.4 a pitifully few people "conquered the world", and virtually all of those were done via early containment of the colonizers, slow conquest & vassal feeding of Europe followed by a quick protectoration spree at the end. Direct conquest is limited by OExt/coring times/AMP gain. Vassalization conquest is limited by diplomatic relations and diplomat numbers. Rebel conquest is of limited utility but might give you the functional equivalent of another vassal. There are multiple control mechanisms and they are all timers; we don't need another timer, particularly when we could buff the coalitions and make them actual challenges without too much work.


Coalitions are the only thing that actually makes the AI work together. Without them, it is too easy to expand in whatever direction is easiest at any given time, say if a neighbour is severely weakened by another war, rebels or week alliances.
Nobody, nowhere is arguing for coalitions to disappear, and very few are even pulling for 1.4. What most people actually want are coalitions that are more effective against blobs. Right now, coalitions are a danger to minors, not an issue for a blob, and just a speed bump for world conquest. What we need is for coalitions to be based on actual threat and not just rate of expansion. Ideally, we'd have a well integrated multiple level coalition system that begins by slowly turning the diplomatic game against the player, then makes the AIs more likely to ally, and then starts buffing them, and then starts really piling it on.

If the coalitions didn't ensure some kind of backup to the weak AIs, human players would conquer new land from day one, and for the rest of the game.
Umm, that's what I do now. Say I take an OE opening. I take all my cores. I go beat up Spain & Portugal (take the islands to stall colonization, take Andalucia to get Grenada as a vassal), then go beat up the Orthodox. Then take two provinces from the QQ so I have access to the Persian Gulf (for most everyone else it is better to go via Egypt, but the Ottos can abuse some events there, so this actually ends up being better). Then explore to India & China. Boom now I can cycle between: Iberian Christians, Muslims (particularly the Hordes so I can get into range of the Orthodox Russians), Eastern religions, and maybe through in the odd Sub-saharan conquest. Of course I take religious ideas, maybe convert to Orthodox & take over the HRE, and of course vassal feed places like Persia, Ukraine, Burgundy, Novgorod, Byzantium, etc. But I can play the Ottos, right now without ever stopping conquest. If the goal is to protect weak AIs, the coalition system is utterly ineffective against competent players.

Instead of waiting for AE to drop, you'd just have to sit around and wait for manpower to replenish or loans to be paid off.
Nah, once you reach blob size and play smart about a few things (like virtually never take a global +1 RR), you can trash everyone but Europe with nothing but Mercs. Yeah they are more expensive, but they don't cut into the manpower pools and you can pay for them pretty easily once you are big (also some of the idea sets that work well for explosive expansion work well for merc abuse). If you have a colonial monopoly, you can make out like a bandit - collecting in the New World is pretty good and if you control Africa + New World, you can rack up a lot of nice bonuses.

Since we ARE able to expand from a 1 or 2 province minor to the strongest nation in the entire world, even without being attacked by a coalition, I fail to spot the problem.
Oh come on, if we could expand to the strongest nation in the world just but RMing every Christian on the planet (tanking your DMP) and then inheriting France + Austria would you still nothing is wrong? I mean if any war declaration was an auto-game over, but as long as you married well you could inherit Europe, would the game still be fun and balanced? Of course not. But that is where we are right now with coalitions. If you want to expand big, your only option is some BS ahistorical theater cycling and highly repetitive play that is mostly devoid of strategy.

The problem with coalitions right now is that they remove strategy from what is supposed to be a "grand strategy" game. Should I do X? Nope it raises AE in a non-optimal fashion. What about Y? See X. Slightly less egregiously, they make virtually every historical war of note, completely immersion breaking in game. Want to fight the Thirteen Years war and take 4 provinces? Great, everyone nearby will go into coalition against Poland. Want to take pretty much all of the Balkans and Greece in 10 years while consolidating Anatolia as the Ottomans to follow history? Great you get an ahistorical bireligious coalition that is better suited to 50 or 100 years later. Want fight the Italian wars (with you places like Milan, Genoa, Verona, and Romanga changing hands)? Nope auto-coalition for a hundred years. Want to do the Prussian expansion of the 18th century? Nope. Pan-HRE coalition nukes you.



I agree that improvements could be made, but as I've said before, the same is true for every other aspect of the game.
Nobody disagrees that there are other problems, this one just happens to make the game less intuitive and fun for other players, saps the late game of any risk/reward, and massively constrains the number of viable playstyles while eliminating strategic skill as a consideration in game.

Do I favor making OExt a smooth curve so 104 isn't massively freaking worse than 100? You bet I do. I'd like to get rid of just about every hard cap (no matter how cleverly hidden) and replace it with a sliding scale that doesn't make a decision boil down to well X will put me just under the cap while X+1 will put me just over, better do X. But coalitions really, really suck the strategy and history out of the game that even OExt foibles can't approach. And these aren't hard fixes to do in many cases. But people don't bother to read. They just spew BS like "that's just opinion", no it is the result of me having spent a few years doing professional strategic analysis for the JCS. You may enjoy a linear, low skill, low risk game ... but it objectively has fewer strategic tradeoffs and its extant form for any model really is simpler to solve. Likewise, timers are well known in military science to decrease the impact of analytical skill on outcomes. You can argue that, hey a game where skill has less of an impact is better; but the game is still one with less impact for skill.

People never tell me, you know what, "I want a slow game where skill is equalized and strategic choices become easier", but when I point out that their preferred model does exactly that and does so by dint of mathematical definition, they get all bent. When the math says a task is a "linear optimization" it doesn't change to a "strategic tradeoff" just because you like the end outcome (a slow paced game that conforms to your ahistorical preferences).

Your third statement ("Coalition wars -> boring gameplay") is NOT one I agree with. Coalition wars are in most respects exactly like any other war, and neither more or less boring.
A war, in which actually taking anything means that you will likely repeat the exact same war every 5 years isn't boring? Currently with other wars if I bash France + Tuscany + Scotland + Aragon, I can force Scotland and Aragon out of the alliance, and maybe take Calais after defending the British Isles and then staging a raid on France. Next war, it is France + Tuscany + Denmark (has Norway integrated) . Now I have naval war on my hands. I peace out for some North Atlantic islands and break the Danish alliance. Next war, now I'm invading France from my Calais bridgehead and France has a new Spanish alliance so I'm doing a protracted siege campaign in the low countries. All very different risks, all very different tactics, and all very different choices (do I separate peace out Scotland early for some land, or do I hold onto them to leverage their WS to get back some cores on the continent?) Now suppose I have a France, Scotland, Tuscany coalition. Now, that's locked in stone until I give up fighting the AE and wait out the timer. Maybe more people get pulled in, but I spend most of the time just taking Scottish land and later French land with every war being: take what I need to get a timer, take the enemy capital, kill armies until I get enough WS to peace out for what I want.

Frankly, your statement appears to boil down to "I don't actively dislike coalitions; I like big wars". And fair enough that, there is (sometimes, for some people) something nice about beating down big hordes of the enemy. But not one of the suggestions I've seen would stop that. Sure, you might have to be either particularly aggressive to get the same big wars as soon, but the size of the war isn't any part of the coalition itself. Further, if you actually follow the advise given about "how to play with coalitions in 1.5", you end up with small ineffectual coalitions who don't declare on you because you've neutralized the big boys by making alliances, using your diplos, and timing your theaters of conquest properly. Coalition mechanics aren't the source of the behavior you like (though they are far from divorced from them as well).

Regardless, though, it's true that most people would change coalitions in some way (just as most people would change every major mechanic in some way). I'm up for changing them, and think TheMeInTeam's suggestions have some merit. (Though I'm genuinely disappointed by his repeated trolling in this and other threads.)
It's hard. I spent years reading history under circumstances most of you cannot imagine (several of my van Creveld books died to a mortar strike), yet people who clearly haven't read any economic or military history keep telling me to read Sun Tzu or some "economic history". When you post a well thought out suggestion of how to make coalitions better, people don't reply with "here's what I afraid that might do, so here's a tweak that would satisfy my concerns", instead you get half a page saying "play on easy" (except that easy doesn't change the mechanism in discussion) or "play mods" (except the behavior in question is hard coded) or "you just want a win button". No matter how many times I post that coalitions need exogenous bonuses (like morale and higher taxes), people always post about me wanting an easy win.

But just because you have to fight 2/5/20 nations instead of 1 doesn't make coalition wars any more "boring" by default. Indeed, when you don't choose the war it can make it more exciting, though not necessarily in a pleasant way.
Coalitions make the choosing the war much more likely if you understand the mechanism and control it. Again, look at the thread. We have people posting about blobbing up through Italy, Greece, France, and Switzerland ... and the coalition never declared. In the same thread we have people saying "coalitions are great because you get declared on when you don't choose" and "coalitions never declare on you"; and that's the point coalitions are only challenging for a narrow window in their present form, serving mainly to keep down minors and limit the potential losses to blobs.
 

sammyliimex

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yes its about conquest but in a 400 year and not in a 4 year time scale. sometimes you have to limit yourself to get best results

You have to limit yourself because of how stupid coalitions are. It is simply not fun to take 4 lands from a nation and get 10 guys in a coalition against you so you have to just stop playing the game.
 

Mgoblue201

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Yeah, it figures, you likely couldn't handle it. So I'll make a deal, if you don't like buying AE reduction with DMP, you don't do it. Oh look, it is a win-win you get to do what you think is best and so does everyone else.

And frankly this objection is utter BS. Do we say the game is broken because you can acquire as much Mil tech as long as you have points to spare? Of course not, because there is a non-linear scaling for the points needed to pull ahead in Mil tech. We could do the same thing here. Oh you want to burn 5 AE with one country? Great, that costs 10 DMP. You want to do 10? Well great that will be 25 DMP. You want to do 15? Great that will be 35. Exponential growth curves for costs allow you to have a nice sliding scale so you can make a really good determination of exactly how much it is worth, but don't allow you to go crazy. Oh and lest we forget - you need to do this with every member of the coalition. This of course would give rise to things like, well even I tank my DIP tech, I can only stock away 999 DMP, so I have 5 countries at 60 AE, 10 at 40, and 15 at 30, well let's see, getting the all down to 15 would be ... oh wait.

As far as improved relations goes, sorry, but you see relations get hard capped, particularly late game. -25 great power, -5 claim, -15 has CB, conquered province -10. That tends to be stock standard and comes out to -55. Of course with late game coalitions you tend to get hit incessantly with Sabotaged reputation, so that gives us -105 - whoops improved relations doesn't work at all. And there are fun things like -5/-10/-20 for wrong religion. -50 rival for pretty much every major state in the end game ... d'oh past -100. And let us not forget things like border friction. Or if you actually dare to take a province from someone. Or if you, you know, actually have any AE penalty. Improved relations can only slow coalition formation if you sit on your ass for half the game (or ahistorically game the AE mechanisms), eventually the whole system just locks down. Further, all improved relations does is push the effective cap higher (basically from 0 to -100), eventually you still get the exact same dynamics

So no, just cutting "down on their gains in conquest" doesn't do a damn thing except insofar as you just sit on your ass waiting for a magical timer to count down. The system really is a classic linear control loop, and nothing that anybody likes, thinks, or believes changes that. You can have a linear control loop based on a simple timer ... but then you either wait out the timer, or you get the control mechanism feeding back on you. The latter might be fine ... except in this case it is utterly tedious to the point of utter boredom with sides of ahistoricism and elitist condescension for fun.
Unless one chooses to roleplay a colonizing or sea-faring nation, the benefits of spending diplo points to reduce AE will almost always outweigh the costs of failing to spend it on other things. Who cares if your diplo technology is archaic when you can instead spend points to dismantle the main barrier against further aggressive expansion? Unless you make the cost in diplo points just too prohibitively expensive (in which case this mechanic would be rendered somewhat pointless anyway), any decent player could meter out enough points to completely avoid a huge coalition war. Maybe there's some strategy involved, but there isn't much of a tradeoff, and therefore it's not very interesting. For the purposes of game balance ADM points or, even better, MIL points would make more sense, because falling behind in military tech would have serious consequences in terms of future military conquests. If you stick with diplo points, then you'd have to rebalance the entire game to accommodate this one mechanic. But none of this addresses the real problem, which isn't necessarily AE itself, but rather that the coalition mechanic needs to be reworked, with new peace options and perhaps even new diplomatic options within coalitions to make them more unstable and more fluid. Perhaps Paradox still needs to balance AE a little, but it's still a good idea.

And by the way I think it's fair to acknowledge that the current system represents significant progress since EU3. Any criticism of "waiting around and sitting on your ass" levied against EU4 can easily be applied to EU3's emphasis on infamy reduction, which to a much greater degree than AE reduction, depended upon passively waiting for an arbitrary number to tick down. For example, France on very hard difficulty starts with an infamy limit of 23, which can be surpassed by merely taking six provinces at four infamy each. Reducing this wait time as infamy falls always required the same strategy: taking the same ideas, the same government type, the same diplomatic adviser. Unless you're a colonizing power, there was hardly any deviation from that strategy. EU4, at least, offers the possibility of strategically mollifying other nations through diplomatic actions. The situation you described with all the negative modifiers is extreme. Very rarely even in the late game will another nation have -100 opinion of you through non-AE modifiers. Unless a nation is on your border, they're probably not going to have a claim or even a CB, they won't get border friction, and sabotage reputation won't apply unless they're a rival. For same religion nations not on your border, most of those negative modifiers you listed simply won't matter. For different religion nations, the negative modifiers are modest. Rivalries and competing great powers are the only other modifiers that will come into play (and of course in the case of the former there are positive modifiers associated with it, such as enemy of enemy and conquered rival's province). So it's not impossible at all to offset aggressive expansion with clever diplomacy, and the benefit of the current system over the one you explicated is that the current system merely counteracts AE, rather than reducing it, so that the AI won't "forget" about your conquests through the mere expenditure of your diplomatic resources, which is even less intuitive than the current system. And even if the negative modifiers were too extreme, the obvious solution is to change the opinion modifiers.
 
Last edited:

Jorgen_CAB

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This whole debate are ridiculous!!

Coalitions are no more broken than almost every other mechanic in the game. Almost all mechanics are linear and easy to predict or exploit in some way.

You can abuse the predictability in the AI during combat, diplomacy, colonization, trade... you name it.

If you want a challenging game you just have to refrain yourself from abusing these deficiencies in the AI.

Almost everyone here are just bitching about their opinion about a base mechanic in the game they find boring, I don't find this mechanic to be more "broken" than any other mechanic in the game. Coalitions are no more broken than the combat mechanics which you can severally abuse against the AI as can the trade mechanics be severely abused against the AI.

It all comes down to play-style and issues with the AI. If we had a super good AI that actually could think and change with a changing situation most mechanics in the game would work just fine as they are, coalitions as they stand would obviously not be needed in the current form either.

There will be changes in the future, perhaps some loopholes will be fixed and new will be found.
 

Pilot00

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All I am reading in this 7 pages is this:

1 Someone makes a thread about how his game turned out in regards to coalitions.
2 Some people tell him to suck it up because thats the game is at its best
3 Some people appear and make arguments as to why coalitions and several other mechanics are not working as they should.
4 People counter argue by deliberately ignoring 7 pages of arguments by saying: ''Its up to every individuals opinion to what constitutes a good mechanic, but weather you like it or not coalitions are a great mechanic''

If someone didn't knew how the game works and wanted to decide based on this thread gentlemen, Jomini's arguments are holding way more sway and are way more reasonable and well constructed. The others sides arguments translates simply 'just because'.

And ofc everyone has avoided repeatedly to answer to this:

Show me a single person who thinks that once you have the coalition, that the coalition itself isn't boring. I'm well aware that a number of people view avoiding coalitions as a minigame; however through every single thread, there has been not one person who says "interacting with coalitions, themselves [and not just avoiding them] is fun". If you'd care to be the first, I'd be fascinated to hear why.
 

IZob

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OP should know, small nations are harder to play then the larger ones. If he doesn't want a grind for the first 100 or so years, player a bigger nation.

Coalitions effect all nations in equal measure (unless you are playing on a harder difficulty).
 

brifbates

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And ofc everyone has avoided repeatedly to answer to this:

Originally Posted by Jomini:

Show me a single person who thinks that once you have the coalition, that the coalition itself isn't boring. I'm well aware that a number of people view avoiding coalitions as a minigame; however through every single thread, there has been not one person who says "interacting with coalitions, themselves [and not just avoiding them] is fun". If you'd care to be the first, I'd be fascinated to hear why.

You can't make a cogent substantive argument against an opinion (what is fun/boring is entirely opinion) so why open yourself to the bashing you will get as a fanboi, etc if you try? If you want to see it take a look through some of the other coalition threads, there are people who say they like certain things and they generally get attacked on a personal level almost immediately.
 

Taciturn Scot

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Originally Posted by Jomini

Show me a single person who thinks that once you have the coalition, that the coalition itself isn't boring. I'm well aware that a number of people view avoiding coalitions as a minigame; however through every single thread, there has been not one person who says "interacting with coalitions, themselves [and not just avoiding them] is fun". If you'd care to be the first, I'd be fascinated to hear why.
Okay, I'll bite. I find interacting with and fighting coalition wars to be as fun and as interesting as fighting any other war in the game that I didn't start. And even then, you could argue that I did start the coalition war ;) I don't find fighting wars boring. I don't find coalitions boring.

Of course there is plenty of scope for improvement in the coalition mechanics and I'm confident that we'll see them sooner rather than later. Peace man
 

Pilot00

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You can't make a cogent substantive argument against an opinion (what is fun/boring is entirely opinion) so why open yourself to the bashing you will get as a fanboi, etc if you try? If you want to see it take a look through some of the other coalition threads, there are people who say they like certain things and they generally get attacked on a personal level almost immediately.

He has made 6 pages of constructive arguments that are completely getting ignored and you only focus on the one argument which you think its weak in an attempt to win some credibility, oblivious to the rest. Its not the one who to tries make a show or has the last word that is right, but the one who is making arguments. Even if your pathetic excuse was credible you still have several other things to answer to which nobody has yet done.

And your post proves again that you have none to make. And since you like bashing and you bash yourself here's something useful: Fanboy*
 

Ungerargh

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That is so utterly beyond ridiculous. There is one simple fix that would solve 90% of the issues with coalitions. Make the war score value of provinces scale to the size of the coalitions. If, after beating that coalition, I had the possible of reshaping the map of Europe (say like after Napoleon winning his various coalition wars) this would have been a highly enjoyable game experience. Instead I raged-quit.

This. The problem stems from, if you had, in theory, lost that coalition war, due to province scaling the opposing war leader could have demanded you release several small nations, or given up 6-10 provinces, or whatever, but you can only take one!? Hell, I had one war as PLC - to - HRE where I left Constantinople for last while dismantling the ottomans. I engaged the coalition by attacking Algiers, only to find that the province cost was 104% (due to no reduction because my CB wasn't against them, although I had a claim).

That's just dumb. I ended up having to declare on them directly, dragging in Russia and some khanates in addition to the coalition which included Spain, Algiers, Denmark, etc. For one province (unless I wanted Russia and near-Asia to join the coalition too). That's plain broken.

Yes, I had been aggressively dismantling the Ottos for decades. I deserved the coalition. I chipped off chunks by attacking their allies, to avoid having to deal with it directly, and I earned the AE. But if the coalition is engaged directly, the rewards should be commensurate with the victory.
 

TheMeInTeam

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Skill equalization is bad design--TheMeInTeam

An opinion, not a fact.

Strategy games purport that you use strategy, IE that your decisions matter.

Skill equalization causes the opposite effect of decisions mattering.

Neither of those are really disputable. There's a reason certain players like skill equalization and name call those arguing against them and refuse to create actual arguments though.