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Lightwell

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As I understand it, the goal of many of our recent changes has been to incentivize wide players to either slow down their conquests or begin developing territories. The changes we've seen have largely drawn ire for being gamey, needlessly-restrictive, or misplaced. I figured I might as well put together a thread to help organize suggestions to help us deal with this issue. As a Merchant Republic/Subject-heavy player, I'd love to see tall play become viable in its own right. There are plenty of mechanisms that simply aren't used regularly, or aren't beneficial enough to incentivize their use, and I believe that's something of a shame. Additionally, I believe the main reason players focus so much on playing wide is simply the fact that there's not enough to do when you're not expanding.

1.) Ducat development: This is key. Mana is a finite resource, and one of the major contributors to the "Tall" problem is that there aren't that many money sinks besides investments for more cash. With Wide players, they're restricted by army costs, navy costs, buildings in new cores, forts, etc. Tall players? Plenty of cash, but there's only so much military might you can leverage, and unit quality doesn't really change with funding beyond a certain point (expected to keep that maxed out). By allowing money to be used to directly develop provinces, we're able to avoid a scenario where our limited mana pool has to be abused for 15 development we could easily get from a simple conquest.
2.) More benefits from Non-conquest wars: Simple enough. Buff mana gain from humiliation wars, buff possible gold gained from trade wars, and add more ways to benefit from CBs that don't permit conquest. Considering the fact that you're the only one so restricted in that war, the benefits should vastly outstrip the benefits for declaring a war of conquest. Direct development transfers, culture changes, long-lasting trade-oriented peace deals, manpower, mana over time, etc.
3.) Empire city-states: When a city reaches a certain point with its influence and power, it can easily be thought of as a powerful polity in its own right. I'd attach a counter to high(25+)-dev provinces in your Empire, and grant them additional bonuses in all fields, but a core on themselves and the nearby provinces, and a very real possibility of effective rebellion. You can't exploit development there, but they'll attempt to defend their locales and the nearby provinces when attacked (increasing unrest as they do so, to represent a lack of faith in your power).
4.) (MR-exclusive): Additional building slots in each province, based on development level. An extra +1 by default, but +2 for provinces above 10 development, and +3 (total bonus) for provinces above 20 development.
5.) (MR-exclusive): Making/Enabling trading cities (or just MRs and members of a trade League) develop themselves and attempt to interact with the countries in their nodes to maximize trade flow to the Merchant Republic confederation. I haven't worked out the specifics of this, but the idea is that they'd have their own special mechanic to try to get neighboring tags to voluntarily hand over trade power in exchange for Production Efficiency and Goods Produced modifiers. (Side bonus: Lower interest rates for Trade League members.)
 
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MadDoctorScientist

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3.) Empire city-states: When a city reaches a certain point with its influence and power, it can easily be thought of as a powerful polity in its own right. I'd attach a counter to high(25+)-dev provinces in your Empire, and grant them additional bonuses in all fields, but a core on themselves and the nearby provinces, and a very real possibility of effective rebellion. You can't exploit development there, but they'll attempt to defend their locales and the nearby provinces when attacked (increasing unrest as they do so, to represent a lack of faith in your power).

They change from city-states to regular republics when they expand, no? I am not sure I understood this.
 

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They change from city-states to regular republics when they expand, no? I am not sure I understood this.

He means that powerful "cities" will become internal powers in their own rights, they will protect themselves and their interests from the country they belong to. Basically, trying to create some kind of internal politics.

In response to the main post, I feel that EU4 will never be game where tall play is overly interesting. The game is just too limited in how you interact with your own country. It also lacks any real reason to not expand. In Vic2, you are very limited in your expansion, not just by infamy, but by how much worth a state is. You can't easily "accept" cultures, you can't easily convert, you can't easily integrate new states into your nation. There are major downsides to conquering new land to balance out the benefits.

It would be nice for non-conquest wars to be more rewarding though.
 
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JaxElite

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In response to the main post, I feel that EU4 will never be game where tall play is overly interesting. The game is just too limited in how you interact with your own country. It also lacks any real reason to not expand. In Vic2, you are very limited in your expansion, not just by infamy, but by how much worth a state is. You can't easily "accept" cultures, you can't easily convert, you can't easily integrate new states into your nation. There are major downsides to conquering new land to balance out the benefits.
It is always strange to me that Victoria II has these limiting and punishing mechanics and everyone talks about how great they are at making tall playing viable but when the EU4 devs try to implement the same they get flamed to hell with the generall consensus being "don't punish wide, buff tall", while the esteemed vicky2 does exactly that.
1.) Ducat development: This is key. Mana is a finite resource, and one of the major contributors to the "Tall" problem is that there aren't that many money sinks besides investments for more cash. With Wide players, they're restricted by army costs, navy costs, buildings in new cores, forts, etc. Tall players? Plenty of cash, but there's only so much military might you can leverage, and unit quality doesn't really change with funding beyond a certain point (expected to keep that maxed out). By allowing money to be used to directly develop provinces, we're able to avoid a scenario where our limited mana pool has to be abused for 15 development we could easily get from a simple conquest.
From a game design perspective this is awkward. We would create two competing systems having the same ressource as a cost and the same result, development and buildings. Also there is historically hardly a possibility to improve a province or ciry with money alone without an administrative effort.
2.) More benefits from Non-conquest wars: Simple enough. Buff mana gain from humiliation wars, buff possible gold gained from trade wars, and add more ways to benefit from CBs that don't permit conquest. Considering the fact that you're the only one so restricted in that war, the benefits should vastly outstrip the benefits for declaring a war of conquest. Direct development transfers, culture changes, long-lasting trade-oriented peace deals, manpower, mana over time, etc.
I like the idea of better results from non conquest CBs, but i dislike the choice of options you presented. Direct development transfers makes little sense, you cant just rip infrastructures from one city and plant them down a few hundred kilometres away. Culture changes are impossible. Imagine telling the genoese in a peace desl they will have to become "francien". Next time you check on them they will speak to you in french and curse in italian behind your back, but you can't just change up a culture. Even the ingsme mechenic to change culture is way to extreme. Mana over time seems too extreme, everyone would just encircle a bunch of opm and repeatedly murder them for infinite mana. Regarding manpower and trade, i would much rather like if you could enforce lending army or ships. For a few years they fight for you like a they offered you condotierri.
3.) Empire city-states: When a city reaches a certain point with its influence and power, it can easily be thought of as a powerful polity in its own right. I'd attach a counter to high(25+)-dev provinces in your Empire, and grant them additional bonuses in all fields, but a core on themselves and the nearby provinces, and a very real possibility of effective rebellion. You can't exploit development there, but they'll attempt to defend their locales and the nearby provinces when attacked (increasing unrest as they do so, to represent a lack of faith in your power).
While i like the idea of giving strong cities more power there would be a bunch of problems. Especially in the HRE where later in the game almost every province has that weight. I would rather recommend that a noncapital city beyond a certain percentage of total dev and flat dev become their own estate.
 
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Lightwell

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In response to the main post, I feel that EU4 will never be game where tall play is overly interesting. The game is just too limited in how you interact with your own country. It also lacks any real reason to not expand. In Vic2, you are very limited in your expansion, not just by infamy, but by how much worth a state is. You can't easily "accept" cultures, you can't easily convert, you can't easily integrate new states into your nation. There are major downsides to conquering new land to balance out the benefits.

I'd been considering adding an, "Accept that EU4 just isn't built to be that sort of game and hope EU5 or a spin-off is" idea.

From a game design perspective this is awkward. We would create two competing systems having the same ressource as a cost and the same result, development and buildings. Also there is historically hardly a possibility to improve a province or ciry with money alone without an administrative effort.

True. Perhaps you could initiate something like a slow development where half of the normal mana cost is drained over the course of a year, and a corresponding number of ducats could be taken with it, but canceling it for any reason would just waste the inputs.

I like the idea of better results from non conquest CBs, but i dislike the choice of options you presented.

Yeah, I was just trying to find something to put there.

Regarding manpower and trade, i would much rather like if you could enforce lending army or ships. For a few years they fight for you like a they offered you condotierri.

Cool. Might even have something like cascading trade wars if you can have that as an option.

While i like the idea of giving strong cities more power there would be a bunch of problems. Especially in the HRE where later in the game almost every province has that weight. I would rather recommend that a noncapital city beyond a certain percentage of total dev and flat dev become their own estate.

Agreed. Forgot the German cluster-thing existed.
 
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JaxElite

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True. Perhaps you could initiate something like a slow development where half of the normal mana cost is drained over the course of a year, and a corresponding number of ducats could be taken with it, but canceling it for any reason would just waste the inputs.
I would approach it on a state level. I will formulate a suggestion and link it here when i thought it out
 
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JaxElite

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As said earlier i wrote up an idea on how to improve development more fluidly with money:
 

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1.) Ducat development: This is key. Mana is a finite resource, and one of the major contributors to the "Tall" problem is that there aren't that many money sinks besides investments for more cash. With Wide players, they're restricted by army costs, navy costs, buildings in new cores, forts, etc. Tall players? Plenty of cash, but there's only so much military might you can leverage, and unit quality doesn't really change with funding beyond a certain point (expected to keep that maxed out). By allowing money to be used to directly develop provinces, we're able to avoid a scenario where our limited mana pool has to be abused for 15 development we could easily get from a simple conquest.

I would allow players to buy monarch points. but it will get more exspensive the more you do it, the cost will slowly decrease overtime. and due to the ahead of time penalty it will prevent players from rushing too far ahead.
 

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Ducat development would benefit wide play more. Really not limited by cash, the extra land easily makes up for the extra army/navy you build. Plus by owning more land you can keep the price to develop cheaper with the same overall benefit of it. The resource you tend to lack in wide play is MP for development.

The rest aren't too bad.
 

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Ducat development would benefit wide play more. Really not limited by cash, the extra land easily makes up for the extra army/navy you build. Plus by owning more land you can keep the price to develop cheaper with the same overall benefit of it. The resource you tend to lack in wide play is MP for development.

The rest aren't too bad.

Fair. I'd missed that point.
 

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Please, do not listen to anybody who suggests you playing tall. It's terrible, uncomfortable, and dangerous! I wanted to try it, so the other day I bought a ladder, and I started playing while standing on top of it. As I said, it was very uncomfortable; until I fell off from the ladder, breaking a couple of bones in the process. I am even considering suing you, guys! So, learn from my experience, and do not play tall.
I also think Paradox should seriously address this issue, incentivizing players to play wide rather than tall.
 
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