Seriously? You're going to talk about laughingstock walkover wars where your biggest threat is overextension, and not treasure fleets or actually playing as the natives, or custom nations?
When you start a native American nation yourself, sure
Seriously? You're going to talk about laughingstock walkover wars where your biggest threat is overextension, and not treasure fleets or actually playing as the natives, or custom nations?
When you start a native American nation yourself, sure![]()
As it stands, especially with common sense, no-one (serious gamer and/or minmaxer, not roleplayer) ever has them enabled so you can't really get an idea for how to play with them from other good players.
That's a sad statistic, it basically implies that only 16.8% of people who bought EUIV actually bothered to play it.
If you're saying Paradox should buff development, I completely agreeThis is largely because development is an absolute non-starter for a good player, they will never have any points to waste on it.
You have a choice only on land, but not at sea.I'm pretty sure you can still do manual exploration with El Dorado enabled. You just leave the auto-explore off and click a destination within unexplored regions you want it to go to.
I'm sorry, I didn't get the reference![]()
Ooooooh! That really gets me steamed!Not unless "offline" means literally no internet connection. Even without Steam running the game sends stats to Paradox.
Thanks for declaring my 200+ hours in the game non-existant...That's a sad statistic, it basically implies that only 16.8% of people who bought EUIV actually bothered to play it.
I sort of agree, but this is a better sign these mechanics aren't working too well. If we're seeing reformed painting 2/3 of the HRE and 5 protestant minors, the current league war setup is nonsense. Under such a scenario we have no historical precedent but would anticipate the "reformed" religions carrying weight and posturing in the HRE more effectively. Creating nonsense outcomes like "Catholic league wins" but having 3 eligible Catholic nations left suggests that the mechanic needs work.
It's the same deal with Buddhism. The over-arching mechanics and incentives in the game make the karma slider as-implemented an active detriment to the faith. If something is going to see development time and marketing as a fun-to-use feature, strong disincentive to using it at all because it gets in the way of basic gameplay is questionable. Then again, pdox seems pretty hard-set in making the Abrahamic faiths far and away the best, so I doubt we'll see it turn good, maybe viable if we're lucky (Hindu is viable at least).
Funny, I seem to always be missing your points. Or perhaps there is another common denominator? We can only speculate.![]()
Wow, this thread. Seriously.
I didn't think I'd have to spell this out, but apparently I do, because everyone seems to think this is about making achievements easier or that they used to be easier and now they are harder that is a problem. Now that is technically correct, but it's totally missing the point.
Or maybe some just don't want to micro exploration for every single province and sea tile?Listen, there are good players out there. One thing they aren't lazy, or stupid. (I'm not saying anyone in this thread is bad btw.)
Why is automated exploration a bad idea?
It frustrates good players, because they could do a better job manually and have the will and talent to see through their exploration in the most effective way. It levels the playing field unfairly for bad players.
First tell me how getting a 6/6/6 god relies on skill as a non-republic. Or why having nothing to spend it as the alternative is better. This is not a Strategic Training Simulator for future military leadership roles. Who cares if 'bad play' (read: different play style) is not punished.Why is development a bad idea?
It frustrates good players, because they could do a better job never ever spending a single point on it. They understand that if they are dropping points on development, they are not being effective with their resources. However, it does give bad players a place to dump their points, making the game more static and somewhat rewarding bad play, which keeps bad players bad.
If a bad palyer got a 6/6/6 god, he'd have to expand and work hard to invest all the points without waste, doing risking expanding. Now he can just development dump and never be overly punished for playing 100% safe.
Forts are very, very useful in certain situations (read: not already best nation). Ever fought a multi-front war? Ever fought against a superior alliance? I like to provoke coalitions in the late-game for the fun and epic battles, and forts make them easy to mop up one at a time.Why are the new forts a bad idea?
It frustrates good players, because they will do a better job never spending a single penny on forts and plowing all their money into the army. This effectively removes forts from the game for good players. When two good players go ahead to head, things get cheesy fast. Unless one guy made forts, in which case he will lose comically. If they were free, it would be fine (say capped to 1 every 10 provinces or whatever) but they aren't.
Good players can play without being significantly hindered by expansion mechanics. Again, please tell me how having the possibility to spend on development leads to 'bad play' in any way.Good players disable these expansions because they are frustrating. Thats why common sense in part has terrible reviews. Good players quickly realise (being good) that the best way to play is without these features or with them but to never invest or use them, thus shallowing the game.
These features take away freedoms and thus create frustration for good players who can and will micromanage like a boss.
TL;DR:
Expansion features are often best completely avoided for the highest possible skill ceiling game.
In simple terms:
Remember the diplomatic trick? Recalling and resending it for extra improved relations? A good player could micromanage that at high speed during a mulitplayer game to get ahead, while managing everything else at speed 3 and with no pauses. It added skill ceiling, agree with it or not, thats what it did. Things like it, that are actually key features, are leaving the game because there is either no room for mircomanagement, or because the optimal play is to sack a feature off entirely (like forts).
some people (myself definitely not included) enjoy this type of gameplay far more than rapid expansion. Not because they don't know it's not as effecient, but because they find it more fun.
Why is development a bad idea?
It frustrates good players, because they could do a better job never ever spending a single point on it. They understand that if they are dropping points on development, they are not being effective with their resources. However, it does give bad players a place to dump their points, making the game more static and somewhat rewarding bad play, which keeps bad players bad.
If a bad palyer got a 6/6/6 god, he'd have to expand and work hard to invest all the points without waste, doing risking expanding. Now he can just development dump and never be overly punished for playing 100% safe.a
Why are the new forts a bad idea?
It frustrates good players, because they will do a better job never spending a single penny on forts and plowing all their money into the army. This effectively removes forts from the game for good players. When two good players go ahead to head, thing get cheesy fast. Unless one guy made forts, in which case he will lose comically. If they were free, it would be fine (say capped to 1 every 10 provinces or whatever) but they aren't
You have a choice only on land, but not at sea.
If 'good' could be changed to 'conquest-aimed', then you are generally right.Listen, there are good players out there. One thing they aren't lazy, or stupid. (I'm not saying anyone in this thread is bad btw.)
Good players disable these expansions because they are frustrating.
Why is development a bad idea?
It frustrates good players, because they could do a better job never ever spending a single point on it. They understand that if they are dropping points on development, they are not being effective with their resources. However, it does give bad players a place to dump their points, making the game more static and somewhat rewarding bad play, which keeps bad players bad.
Why is automated exploration a bad idea?
It frustrates good players, because they could do a better job manually and have the will and talent to see through their exploration in the most effective way. It levels the playing field unfairly for bad players.
In simple terms:
Remember the diplomatic trick? Recalling and resending it for extra improved relations? A good player could micromanage that at high speed during a mulitplayer game to get ahead, while managing everything else at speed 3 and with no pauses. It added skill ceiling, agree with it or not, thats what it did. Things like it, that are actually key features, are leaving the game because there is either no room for mircomanagement, or because the optimal play is to sack a feature off entirely (like forts).
Good players also give themselves player bonuses and set the difficulty too easy in ironman
If Paradox were Blizzard they would say “soonTM” and only start issuing multiple fixes in three years, and finally fix the issue in 5-6 years after initial start of sales (say “Hi!” to competitive DPS of multiclasses in vanilla WoW, BC and partially LK, and especially to paladins).If Paradox were Blizzard, it would fix this issue, but it is not. Because this issue doesn't have higher priority.