The Great and Forever Disabled Expansions

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SolSys

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I don't really like achievements. They break the fourth wall and make you play in weird ways.
I'll have to disagree with this.
What is your definition for "weird ways"? Something that didn't happened historically and therefore invalid?

More then once I finished my initial plans and didn't know what to do next. That's also one of the main reasons people stop playing the game after a certain time frame and prefer to start a new game.

I find achievements in this regard as valid goals. They give me ideas as to what to do next. I'm hopeful the new in-game achievements browser will help more players reach the late-game period.
 
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viale

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Edmon: "The "game" however, is either Ironman or Multiplayer (which effectively is Ironman) with no mods."


What type of multiplayer is the "correct" one? because I imagine 3-4 players goofing around playing as the same nation is a vastly different game experience than the same people playing a nation each. But the game allows you to do this, yet I don't think this is what you mean.


and


"It's very simple to understand.

1) This game has a lose condition, it's lose all your provinces.
2) Coring cost reductions help you get provinces, money, power and position faster than anything else possibly can. In this manner, this one single idea is extremely powered.
3) The game ends when you get to 1821, you get a victory screen and a score. The goal of this game, therefore, is to make it to 1821 with the highest possible score. A bit like an old arcade game really.
4) Your score is better (thus your performance is measured) typically, when you just kill everyone so you have no competitors. The faster you pull it off, the better. However, there are different nations to play, so there is depth in "Victory + Score as X nation"."


Are you by any chance a "hardcore", or "pro", First-person shooter player(Counter-strike or CoD) or League of Legends player?
because all of this reads as if you're judging and open sandbox game, with no win condition except for what you setup yourself, through the lenses of someone whos only familiarity with video games is win/lose numbers, headshots and being on top of the scoreboard.


Doktorstick:

"For me, I don't sit down to EU4 and think, "Man, I'm going to have some FUN!" It's more about the next thing to learn, the next obstacle to overcome, to more effectively crush my enemies, to see them driven before me, and to hear the lamentations of their women."

This sounds like fun to me though;) I know what you're getting at but fun is very subjective(I've used "enjoyment" instead because of that). My train of thought is usually "Man, I'm going to have some FUN! dividing France into manageable pieces. Now how am I going to do that". Thus my fun/enjoyment comes from trying to split up France. And this is where I need to use my problemsolving skills and overcome various obstacles. Fun and learning/critical thinking is not mutually exclusive.


What people are criticizing the OP for is his complete inability to acknowledge other peoples enjoyment of the game as having equal value. By arrogantly assuming only he plays it "correctly" through his arbitrary standards* he pisses off a lot of people(maybe intentional). This just becomes even more annoying when the reason he is posting in the first place is because he suddenly finds the game harder, now that he can't disable various expansions:rolleyes:

Thus he starts a thread whining about the increased difficulty through expansions, while at the same time bashing everyone who doesn't play his way as unenlightened drones/noobs. He claims Ironman is the "correct" way of playing the game because that is the only way of getting internet medals, now he's also claiming that the only real way of playing the game is to reach the year 1821 with the biggest score. Completely disregarding the fact that EU4 is intentionally set up as a large sandbox game with the goal of doing what you want, how you want aka you choose your own goals.


*So much of his argument is built on the assumption achievements have inherent value that it could be a good case study on "pro gamer" culture and achievements in itself - actually I've might just found the topic for my masters thesis
 
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Stolen Rutters

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*So much of his argument is built on the assumption achievements have inherent value that it could be a good case study on "pro gamer" culture and achievements in itself - actually I've might just found the topic for my masters thesis
/THREAD
Holy socks, Batman! I think I finally understand this thread.

edit - As an Engineer by profession, I was thinking about the original post as a fun math problem to work out, but I didn't realize the poster was actually coming at it from a different gaming subculture, where there is real value to the game outcome other than a enjoyable time sink.
There is just one barely applicable "win" state, and one "lose" state, the rest is all sandbox. There are various min-max strategies that were discovered and refined over time, probably through some form of the game theory, and it looks like all the best solutions work on "minimizing the area under the curve", or "most efficient decision tree", "lowest opportunity cost", and other optimization strategy ideas.

The opinions obviously seemed to come from a different point of view I simply assumed was individual to the poster, and related to his choice of assumptions. It was also bewildering how heated everything seemed to be as I read through the posts. Now I think I can see the "cultural" aspect of the disagreements. I rarely pick up on when I'm in a group being insulted. I don't know anyone here, so I rarely take these things personally, sorry.

I would have gone through a collection of best practices, we could have argued why this metric or that metric is the only one to bend, or whether and why a combination of metrics is obviously superior to another. I already know that the best strategy to rush-win the single player game is in no way optimal in multi player, so it's obvious to me there is no single local minima. The original poster's claim of a one-most-powerful-factor (i.e. core cost) is probably true in single player, and only sometimes true in multiplayer, but dismissing all the other factors present in the game as basically immaterial is what I have problems with.

The faster you expand, the more valuable core cost reduction is. You can speed up expansion with vassal integration and forcing most expansion to happen gaming the overseas cost reduction. Yes you want to reduce core cost, but I have seen that admin points only get you so far, which is why you lean on vassal annex. All this means nothing, however, if you are playing multiplayer and run into expansion limitations caused by... well human opponents. Once you are forced to expand below a certain speed, the utility of accelerating core cost drops... in other words, that equation you worked out with game theory has a fork in it. At a certain point, something else in-game became the largest factor, the consensus seems to be mainly military quality, effectiveness and ability to afford the army.

Also, the alliances you can work out with other humans probably outshine most in-game factors, but you still need to push game factors to their limit too.

Here is my attempt to see how I view the problem. I don't think I am able to apply my reasoning into a real attempt at working with the game theory mechanics, so this is all I have to share.
The framework of the discussion is not within my wheelhouse, evidently. I am sorry I stumbled into this thread. I'm out.
 
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Person012345

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Achievements are little things that pop up to tell you you've done a thing. Yeah thanks, I know. The only value they have is in communicating and proving (to some degree) to other people that you've done that thing. They have absolutely no relation to how the game SHOULD be played. The only reason they're not enabled outside of ironman is to level the playing field and make sure that the achievements even carry that single solitary use that they have. If they were enabled outside of ironman they would be entirely meaningless as someone could create a mod where they start in a situation that makes getting an achievement simply a matter of taking a single province. Or there could be other ways of making the whole experience fairly easy. At that point the achievements would be 100% pointless. Ironman mode is optional and therefore isn't the single intended method of play.
 

TheAtreides84

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I'll have to disagree with this.
What is your definition for "weird ways"? Something that didn't happened historically and therefore invalid?

More so "something that couldn't have happened". Conquering India as an european power... yep, no problem. Rebuilding the Caliphate? It's a stretch, but well... Monopolizing the world's supplies of timber as Norway because of a Murakami's book that didn't even talk about Norway or timber? This is where I draw the line.
 

jacobsighs

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More so "something that couldn't have happened". Conquering India as an european power... yep, no problem. Rebuilding the Caliphate? It's a stretch, but well... Monopolizing the world's supplies of timber as Norway because of a Murakami's book that didn't even talk about Norway or timber? This is where I draw the line.

Or conquering Germany as a tiny state in India?
 
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