The only thing that annoys me in EUIV in what would otherwise be a perfect game.

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Nick VR85

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Feb 23, 2015
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Good evening


I absolutely love this game! Before I start I want to point something out. Games, movies, plays, ... can only come to life when there's a sense of credibility, if you don't notice the illusion that you are playing a game, you are actually having a very good time and the game you are playing is very good. Bad games & bad movies break the illusion from time to time, wich makes one doubt the experience.

That being said EUIV is a very, very nice game (graphics, music, gameplay), though there is this one little (very big) thing that breaks the illusion for me. It's the following, look at this picture (source EUIV Facebook page):

1974413_10152994106363697_4559786551282406189_o.jpg


The player who created this empire invested quite a lot of time in it I guess, and he seems to have done very well for himself. But aesthetically and reasonably there is something wrong. I'm talking offcoure about those giant empty useless ugly grey holes in the middle of his empire. Two in the Middle East & three in North Africa. What an eyesore. He can conquer the world but not those parts? He seems to bee able to conquer everything else... :/ Empires & kingdoms thousands of years before the EUIV timeline were able to do it. I agree with the wasteland rationale that the creators of this game have envisioned (it's the year 1444 not 2015), but not in those places. Once again I must point out that it's like looking at a very nice painting (a masterpiece!), but when you look closely you notice someone has cut out 2 or 3 parts, that's what it's like...


My sugestion:

1) Remove the two wastelands in the middle east by inserting (2.3.4) dessert provinces with extremly low base tax.

2)Make only the coast of Africa colonisable or remove those colonisable landbridges between the coasts wich create these gigantic grey blobs...

For aesthetics stake!





Greetz & thx
Nick
 
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Mattius

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The landbridges are useful from a gameplay point of view. Maybe just being able to paint the time wastelands your color would be nice.
 
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Mauer

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There's mods that paint wasteland provinces the color of whoever engulfs them completely, but sadly they're not ironman compatible. So I instead suggest they add that to the base game.
 
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Mattius

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There's mods that paint wasteland provinces the color of whoever engulfs them completely, but sadly they're not ironman compatible. So I instead suggest they add that to the base game.
I think you should be able to click on a wasteland you border and it would have a little "Claim" checkbox. When you click it, it turns your color. The AI would only use this very rarely, maybe if they surrounded the wasteland completely.
 
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Camarada78

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I have a simpler suggestion... if any wasteland is bordered only by provinces of the same tag, it automatically gets that tags color. Done. We still have wastelands, no need for new provinces and bam, your massive country could be a single unified land.
 

FleetingRain

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This can be changed in defines.lua, but for some reason it's set to 0 right now, and changing the file also changes the checksum.


Why the devs never change it, I don't know.
 

jacobsighs

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This can be changed in defines.lua, but for some reason it's set to 0 right now, and changing the file also changes the checksum.


Why the devs never change it, I don't know.

Because wasteland is there for a reason. Those areas are inhospitable and do not have significant populations. You may want to be able to paint wastelands, but I do not. When you look at old maps of the Americas, there are lines which show the boundary between a colony and the un-touched wilderness.
 
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Danfish77

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Because wasteland is there for a reason. Those areas are inhospitable and do not have significant populations. You may want to be able to paint wastelands, but I do not. When you look at old maps of the Americas, there are lines which show the boundary between a colony and the un-touched wilderness.
Exactly, these areas are still inhospitable during the time frame. The Rub' al Khali is STILL inhospitable wasteland, and modern political maps address that fact, generally with dotted lines for the borders there, but sometimes by having a gray area. I might quibble about which areas are permanent wasteland (many interior portions of Africa are pretty hospitable, even if not to Europeans), but not that there shouldn't be any. Without obviously visible wasteland, it would also make it harder to tell at-a-glance where armies could and could not travel.
 
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Kamiran

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It should be quite simple to integrate a feature, checking all wasteland surrounding provinces.
If they are all from one nation, the wasteland get the color of the nation, but a bit darker then the originally color.

DONE.
 

grommile

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1) Remove the two wastelands in the middle east by inserting (2.3.4) dessert provinces with extremly low base tax.
The Badiyat ash-Sham wasteland's boundaries (or even existence) certainly merit debate (since there are settlements in the area that have existed continuously, with non-trivial size, since before the start date of EU4).

As for the Rub' al-Khali... well, remember that the name ar-Rub' al-Khali was assigned to the region by Arabs, not foreigners. It translates as "(the) Empty Quarter"; it is likely that the last pre-industrial settlement of meaningful size in the region was abandoned a thousand years before game start.
 
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Fugu

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with the new development system we could have some 0/0/0 provinces, they'd be really cheap to core though. ^^
Or not, if they had a "wasteland" province/terrain modifier with increased coring/development cost. Development cost at least should be insane to represent the total zero value of these areas.

But then again, I'm not suggesting new provinces at all. Coloured wastelands could be implemented, but that's not a big deal for me, I don't really build huge, continent-spanning empires. I do suggest something in the way of "transparent mapmode" mods! Having actually deserts instead of grey is much nicer. HoI4 seems to be going in the right direction with this, the maps look very beautiful.
 

Vaximillian

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The feature already is there but hidden behind an iron curtain. It's in \common\defines.lua and editing the file breaks ironman.
The COLOR_WASTELANDS = 0/1 string should be divorced from \common\defines.lua and moved into options for everybody's benefit.
 
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jacobsighs

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The feature already is there but hidden behind an iron curtain. It's in \common\defines.lua and editing the file breaks ironman.
The COLOR_WASTELANDS = 0/1 string should be divorced from \common\defines.lua and moved into options for everybody's benefit.

An excellent idea. If Paradox do not want to put it in the game's settings, they could even make it a hidden setting in settings.txt
 

Canute VII

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Why not creare a new terrain typ "wild jungle" and "deadly desert" or something along these lines, with 0/0/0 development and some awkward modifiers for very high attrition and basically insurmountable building costs. There could also be some events linked to moving armies through these terrains, like "army got lost in a sandstorm" and the like, basically eradicating the concerned army from the map. Therefore, moving through this terrain would be very risky, possibly demanding the player to split armies into small groups to counter the events and exposing him to attacks. Development would be nearly impossible unless having very deep coffers. Colonising would take far longer than normal provinces and also have some awkward events linked.
 

grommile

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Why not creare a new terrain typ "wild jungle" and "deadly desert" or something along these lines, with 0/0/0 development and some awkward modifiers for very high attrition and basically insurmountable building costs.
Because either it is never the right choice to enter one (in which case, why did you just add a landmine to the game mechanics?) or it is sometimes the right choice, in which case the AI would have to be taught to handle them correctly.

The AI has enough trouble with extreme terrain as it is.
 

Nick VR85

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Feb 23, 2015
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Hi



It's been awhile now since I posted this and I still haven't heared from the dev's on this.

A few good points have been made so far. Could it be agreeable for everyone that we make the wastelands conquerable, but valueless? That would solve everybody's problems and wishes. They still represent a 'wasteland' as they have no economic value, but you would be able to integrate them into your country...







Grtz
Nick