For people who don't know, yesterday a game developer said:
In my opinion, the dev diary wasn't disliked because "its not a dramatic design change". Would populations and logistics in the game be cool? Maybe. But a lot of people just want a DLC where they can play EU4 slightly differently.
Remember when merchant republics where introduced? Instead of conquering land directly, you make vassal one province custom trade cities. You ally small countries in a league and have this weird powerful defensive alliance where your country is more focused on keeping a web of alliances than province blobing or having a big army.
When hordes where introduced you got a crazy government form where you conquer a province, loot it and then - often simply give it back to the enemy!
When China was introduced, you got a new type of loose vassal with big drawbacks but more valuable resources given to its overlord. I could go on, like confederacies or Aztecs needing to conquer and "collapse" to grow more powerful.
Even when people criticize these mechanics, its often a matter of number balancing (merchant republics are too weak, tributaries don't give enough resources).
People like "mechanics" like this because they change the way EU 4 is played. A new button that gives 30 majesty every 10 years doesn't do that.
Are these mechanics really that hard to code for today's EU 4? I know that the game is getting more complex, but trade leagues are basically just alliances. Hordes just have 1 button for razing and a weird legitimacy that goes down. Tributaries are just defensive alliances with vassal loyalty.
I get that game developers have to keep a higher standard than a mod, but there are amateur mods that have more complex mechanics than these.
I would like to say than I am NOT asking for migrating populations and dynamic trade good prices in EU 4.
Instead of "push a button for +5% more merchants" I just want a single, slightly more ambitious "government reform" that changes play styles up a bit:
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Naval DLC: With a new naval doctrine your armies get +5/10/15% morale in coastal provinces if the enemy nation is 50/70/90% navaly blockaded by your fleet.
Imperial DLC: Governing is easier, but you can only use vassal and tributary rulers as advisors and generals, with their stats deciding on how good they will be. Makes vassals angry or weaker, so you might not want the best person you could get.
Tribes DLC: You need to have 100% war score with 5 nations to fully raise tribal legitimacy, so you mind as well declare on the weakest enemy alliance web you can find. Both bonuses and penalties for tribal legitimacy are more impactful, since the rulers war glory is more important in tribes.
Colony DLC: Your reinforcements cost 20% less manpower and gold for every large protectorate you have in colonial areas, but you cant own land or vassals in colonial areas.
Espionage DLC: A idea group where you can declare a war for a diplomacy-slot-free personal union on every 4 province nation or smaller. They don't give you money or join wars and you automatically inherit them after 50 years. Its a pretty powerful way to expand, especially on nations with lots of cores to reconquer. Maybe you get penalties to diplomacy or army morale for dishonorable behavior?
Jains DLC: Declaring war gives -1 stability -30 legitimacy. Liberating nations gives +1 stability +20 legitimacy. Liberating nations and returning cores doesn't cost diplomacy points. Bonuses to vassal integration, penalties for conquering provinces.
Diplomacy DLC: At 80 prestige you can declare yourself a emperor of a super region (Siberia, North Africa, Subsahara, Indonesia) and try to diplomatically unite it (like a much simpler Holy Roman Empire mechanic). Defend the nations living there, and they will eventually join your nation willingly. Have a Indian continent HRE game, with a big bonus for successfully uniting your corner of the world in peace!
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Would all of these mechanics be too hard to implement? I'm not being sarcastic, I'm honestly asking. To me, a few of them even seem like less work than some Leviathan features.
What do you guys think? Post your ideas for simple new features that would result in reasonably different, fun, new playstyles.
A dramatic design change for eu4 would be insanely risky right now from both a codebase and a player perspective.
Ideally I'd want to rip out lots of systems in EU4, and rework them, but with how things are, its not really feasible, not for the scope of this game.
In my opinion, the dev diary wasn't disliked because "its not a dramatic design change". Would populations and logistics in the game be cool? Maybe. But a lot of people just want a DLC where they can play EU4 slightly differently.
Remember when merchant republics where introduced? Instead of conquering land directly, you make vassal one province custom trade cities. You ally small countries in a league and have this weird powerful defensive alliance where your country is more focused on keeping a web of alliances than province blobing or having a big army.
When hordes where introduced you got a crazy government form where you conquer a province, loot it and then - often simply give it back to the enemy!
When China was introduced, you got a new type of loose vassal with big drawbacks but more valuable resources given to its overlord. I could go on, like confederacies or Aztecs needing to conquer and "collapse" to grow more powerful.
Even when people criticize these mechanics, its often a matter of number balancing (merchant republics are too weak, tributaries don't give enough resources).
People like "mechanics" like this because they change the way EU 4 is played. A new button that gives 30 majesty every 10 years doesn't do that.
Are these mechanics really that hard to code for today's EU 4? I know that the game is getting more complex, but trade leagues are basically just alliances. Hordes just have 1 button for razing and a weird legitimacy that goes down. Tributaries are just defensive alliances with vassal loyalty.
I get that game developers have to keep a higher standard than a mod, but there are amateur mods that have more complex mechanics than these.
I would like to say than I am NOT asking for migrating populations and dynamic trade good prices in EU 4.
Instead of "push a button for +5% more merchants" I just want a single, slightly more ambitious "government reform" that changes play styles up a bit:
------------
Naval DLC: With a new naval doctrine your armies get +5/10/15% morale in coastal provinces if the enemy nation is 50/70/90% navaly blockaded by your fleet.
Imperial DLC: Governing is easier, but you can only use vassal and tributary rulers as advisors and generals, with their stats deciding on how good they will be. Makes vassals angry or weaker, so you might not want the best person you could get.
Tribes DLC: You need to have 100% war score with 5 nations to fully raise tribal legitimacy, so you mind as well declare on the weakest enemy alliance web you can find. Both bonuses and penalties for tribal legitimacy are more impactful, since the rulers war glory is more important in tribes.
Colony DLC: Your reinforcements cost 20% less manpower and gold for every large protectorate you have in colonial areas, but you cant own land or vassals in colonial areas.
Espionage DLC: A idea group where you can declare a war for a diplomacy-slot-free personal union on every 4 province nation or smaller. They don't give you money or join wars and you automatically inherit them after 50 years. Its a pretty powerful way to expand, especially on nations with lots of cores to reconquer. Maybe you get penalties to diplomacy or army morale for dishonorable behavior?
Jains DLC: Declaring war gives -1 stability -30 legitimacy. Liberating nations gives +1 stability +20 legitimacy. Liberating nations and returning cores doesn't cost diplomacy points. Bonuses to vassal integration, penalties for conquering provinces.
Diplomacy DLC: At 80 prestige you can declare yourself a emperor of a super region (Siberia, North Africa, Subsahara, Indonesia) and try to diplomatically unite it (like a much simpler Holy Roman Empire mechanic). Defend the nations living there, and they will eventually join your nation willingly. Have a Indian continent HRE game, with a big bonus for successfully uniting your corner of the world in peace!
------------
Would all of these mechanics be too hard to implement? I'm not being sarcastic, I'm honestly asking. To me, a few of them even seem like less work than some Leviathan features.
What do you guys think? Post your ideas for simple new features that would result in reasonably different, fun, new playstyles.
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