Holy wow. Give the man a small cigar. And funding. And developers. I want to play this game.
Why should Philip's Austria need to learn to reduce WE, if they do not go to war, ever? Of course, they will receive a brick in the teeth as soon as war arrives, wanted or not, but what compels anyone in the nation (be it the burgers, the aristocracy or the monarch) to work on something that they do not need nor can see needing?
I assume you mean like it is now ?
For balance reasons. If you give the player the choice to always take the most optimal path, you basically eliminate any choice. The idea that a player would take an idea that is a bad idea, because he is given a choice, is simply false.
If you remember the change to vassal-feeding from 1.3. to 1.4.(?) and the explaination from Wiz or Johan it follows the same vein. Yes, there was the choice to either core or simply sell the province to your vassal, but as he stated it was suboptimal play if you didnt vassalfeed. So there was no choice, one of the option was superior in every regard.
What ideas did you take in EU III ? The ones that were in the best interest of your country. I feel like 90 % of the time I took military drill as first idea. Yes, I could have taken church attendance duty I was given the choice. However most of the time it would have been the suboptimal move.
It would also lead to even more snowballing.
Look at CKII in that regard, the most optimal strategy is to invest into retinue tech. The more retinue you get, the easier it is to take land, which in return gives you retinue, which in return makes it easier to take land and so on.
Personally I dont see aristocracy, monarchs or burghers in the game. While I know a lot of you would like the entire population to play a more influental role I dont. I play a country and a strategy game. The game as it is right now - for me - is too distant to create that immersion.
In Multiplayer, assuming the parties involved are interested in getting the highest score, sure. In single player, I've taken espionage before. Why? Because it was fun. Your argument applies to the current system as well. There are "cookie cutter" builds for each nation.
That being said, it's a false argument. There may not be any optimal build. Your build could depend on your opponents build. Similar to many good strategy games, there can be a "rock, paper, scissors" implementation of ideas. Also, they could throw some bones to singleplayer gamers who aren't interested in min/maxing their nation every game.
It's fine if you want to optimize your nation. I've done it. I've also played less than optimally. There is nothing dictating what you do, aside from you. You can play the game as a WC scenario every time or just focus on conquering India. The point is, there is choice.
Depends on the implementation. There are still hard caps on how and what you get in the OP.
Yes, snowballing exists in CKII, as it does in EU4. Just pick a large nation and voila! You can snowball even faster. I'm not certain that his suggestion makes it any easier to snowball than currently. How can you be so sure?
The suggestion doesn't require these things. It is simply assigning values to these populations as "fluff". Naming an idea "burghers" does not require the actual implementation of a burgher population with its own stats.
That's really a debate for another thread, though saying the game is currently distant does not impose that it must be distant.
I'm always open to criticism. Explain what you don't like about it and I will address that.
You say this like the big bonuses to Discipline and Production Efficiency and everything else would all be available right from the start. I already covered that, there would, ideally, be Idea Trees with flexible branches and you would have to build up to some of the fancy ideas.
Balance should come from having no obvious "Best" answers, not from shackling those Best Answers to crap and making you select them as a package deal.
Really though, I have to disagree with the fundamental point you are making. There isn't anything at all in the current system that encourages diversity and quite a lot that discourages it. After all, Investing in Quality is identical no matter what country you are playing as, with no strategic choice at all except, maybe, 'when' you click a button, and in the end there are vastly fewer choices, and enough slots, that countries are going to wind up having far more similarities than differences. Remember its not 100+ Ideas that you select from, its 16 Idea Groups for 8 Slots. If you unlock all of your Idea Groups and fill them, which most players will, you will wind up with Half of all of the available Ideas. My system would ideally have you finish with far less than that.
It doesn't matter if they're available from the start or only 100 years into the game, that only changes how long the player has to wait to press the button. The players (and the AI, unless they're intentionally programmed to be stupid) will pick the best ideas out of the bunch regardless.
As for having a "tech tree", how is that different from idea groups? Country A that goes down the fifth branch will always have the same exact ideas as every other country that goes down that branch.
Oh, of course, it should be balanced by being balanced! What a concept! Sure, it'd be great if all of the ideas were equally useful, but doing that over a hundred or more individual ideas is simply impossible, especially for a game as complex as EU4. This is the whole point of idea groups, by reducing the complexity down to 15 choices in three groups of 5, it becomes much, much easier to balance them against each other and make them all useful. And tying "bad" ideas to "good" ones allows you to tie in abilities that, while not especially powerful, do change how the game plays and makes it more interesting overall.
What's the last country you played? Which idea groups did you pick for it, and in what order? Now, remembering those, which country did you play before that? Which ideas did you choose, and why?
Yes, every country that picks Quality will have the same bonuses. But that's not the point. The point is, which countries pick Quality, and why? England likes it because it boosts their army and their navy at the same time. Prussia likes it because it stacks well with their national ideas to give them uber discipline. Russia doesn't care so much for naval matters and has plenty of troops to overwhelm with, so they don't care so much.
Russia like Expansion because it lets them colonize Siberia more quickly, and gives them a CB on Asia. GB and Portugal like it too, as a supplement for Exploration. The Ottomans care not for any of those, since it's neither western nor in a good position to colonize, so it would rather pick Naval to give it an edge against Venice and Spain and dominate the Mediterranean. Poland has no use for any of that, so he'll take Diplomatic and enjoy having more vassals than usual. Or maybe this isn't a normal game, and Poland conquers the coast and takes Naval to dominate the baltic? Or maybe the Ottomans hustle down to India and use Exploration to beat the rest of Europe to Indonesia? Or maybe GB decides they want to be the emperor and they take Diplomatic to help them bully their way into central Europe?
All of these things are choices that you, the player, need to make, and all of them have an impact on the game. The country you play impacts which ideas you want to pick, and which ideas you want to pick impacts how you play your country, creating interesting decisions and scenarios that you wouldn't get with the system you're proposing here.