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radiatoren

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Il semble que la perfection soit atteinte non quand il n'y a plus rien à ajouter, mais quand il n'y a plus rien à retrancher
- Antoine de Saint Exupéry (Terre des Hommes, 1939)
"It seems that perfection is attained not when there is nothing more to add, but when there is nothing more to remove."

I would like to make a few suggestions so you can see what I am aiming at here:

- Remove the terrain map mode: The mapmode has been superceded by the simple terrain map mode and is therefore not very useful.

- Remove overseas provinces, supply range, colonial range and trade range and make 2 unifying ranges: The game has severe problems with too many ranges and obscure modifiers, making bugs more common and harder to detect. Simplify it into a range based on proximity to border and one to the capital.

- Reduce the number of unit types to a maximum of 2 at each tech level: With the different units to different tech groups it is only sensible to reduce the number and a choice is a choice no matter if you have 2 or 5 options.

- Make the settler value independent of checks on colony population and make it increase over time. Make more dynamic events cover it and make them make up for the lack of checks.

What would you remove from the game? And no, bugs are not game mechanics in this sense. ;)
 

Novacat

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Horde reform mechanics
 

ChildeR

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- Remove the terrain map mode: The mapmode has been superceded by the simple terrain map mode and is therefore not very useful.

Join map modes in general. I want the same information, but less switching between them. Things that could work together (testing needed):

- trade good icons in the trade node mapmode
- opinion as darker vs. lighter hues in the diplomatic mapmode
- colonial regions as bounded and named areas in the colonial mapmode

- Remove overseas provinces, supply range, colonial range and trade range and make 2 unifying ranges: The game has severe problems with too many ranges and obscure modifiers, making bugs more common and harder to detect. Simplify it into a range based on proximity to border and one to the capital.

Similarly: why are there regions, trade regions and colonial regions, none of which are the same thing. And some even have the same name...

Edit: forgot trade company regions, of course...
 

Squirrelloid

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Join map modes in general. I want the same information, but less switching between them. Things that could work together (testing needed):

- trade good icons in the trade node mapmode
- opinion as darker vs. lighter hues in the diplomatic mapmode
- colonial regions as bounded and named areas in the colonial mapmode



Similarly: why are there regions, trade regions and colonial regions, none of which are the same thing. And some even have the same name...

Edit: forgot trade company regions, of course...

So "East Asia Trade Port" can span multiple regions, and not include all of any of them? xP

It's not even consistent what is or isn't an East Asian Trade Port. Some colonizable provinces *are*, and some *are not*.

Also, what's with the uninhabited colonizable island south of India being part of Africa? I mean, seriously, what?
 

Te. Kenzo

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Terrain mapmode is cool, something made a game more interesting even if is not useful and important for gameplay. To give a soul to the game. Not all things should be removed with kind of criteria like what was posted here. I like to see Nile with my flags around for example .
 

ahyangyi

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Generally I don't like the sentence you quoted. Too much evil has been committed for the sake of removing things.

Remove the terrain map mode: The mapmode has been superceded by the simple terrain map mode and is therefore not very useful.
Disagree. It's not redundant. It has its aesthetic value. You can't look at everything from a purely functional viewpoint. That we have a 3D map is not useful either, why don't revert to a 2D one?

Remove overseas provinces, supply range, colonial range and trade range and make 2 unifying ranges: The game has severe problems with too many ranges and obscure modifiers, making bugs more common and harder to detect. Simplify it into a range based on proximity to border and one to the capital.

Agree if you mean how they calculate the distances. Though I guess this is already their implementation.
Disagree if you mean the supply range limit, colonial range limit and trade range limit should be the same number. That doesn't work in any sense.

Reduce the number of unit types to a maximum of 2 at each tech level: With the different units to different tech groups it is only sensible to reduce the number and a choice is a choice no matter if you have 2 or 5 options.

Neutral. More options don't matter. Less options don't matter either.

I have no idea why there are so many troop type for Sub-saharans though. Especially their names bug me. Why, as a Congo ruler, I will be able to choose among "West African Warrior", "Central African Warrior ", "South African Warrior" and "North African Warrior" at all? Shouldn't only "Central African Warrior" be available to me unless I expand?

Make the settler value independent of checks on colony population and make it increase over time. Make more dynamic events cover it and make them make up for the lack of checks.
I don't understand what you mean. The current mechanism is simple enough, surely you are proposing a more complex mechanism here?
 

radiatoren

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Generally I don't like the sentence you quoted. Too much evil has been committed for the sake of removing things.


Disagree. It's not redundant. It has its aesthetic value. You can't look at everything from a purely functional viewpoint. That we have a 3D map is not useful either, why don't revert to a 2D one?



Agree if you mean how they calculate the distances. Though I guess this is already their implementation.
Disagree if you mean the supply range limit, colonial range limit and trade range limit should be the same number. That doesn't work in any sense.



Neutral. More options don't matter. Less options don't matter either.

I have no idea why there are so many troop type for Sub-saharans though. Especially their names bug me. Why, as a Congo ruler, I will be able to choose among "West African Warrior", "Central African Warrior ", "South African Warrior" and "North African Warrior" at all? Shouldn't only "Central African Warrior" be available to me unless I expand?


I don't understand what you mean. The current mechanism is simple enough, surely you are proposing a more complex mechanism here?
As for the philosophy I would hold the quote to a narrow interpretation as to avoid a lot of the problematic interpretations.

The ranges are in terms of calculation methods. Call it chaining them if you will. The same numerical values doesn't make sense.

The last part is another implementation that doesn't in the same way rely on 100 population pieces that makes for some obscure calculations where 880 population and 12% settler chance is better than 900 and 12% settler chance in most cases. More colonial events seems like a good idea anyway, since it is a light-weight mechanism relatively. If it is simpler may be debatable.
 

Brodacious

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Or the 2 National Monuments DLC's you bought that only show in terrain mode.
 

Morgothic

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- Remove the terrain map mode: The mapmode has been superceded by the simple terrain map mode and is therefore not very useful.

Fight me
 

Lemont Elwood

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Il semble que la perfection soit atteinte non quand il n'y a plus rien à ajouter, mais quand il n'y a plus rien à retrancher
- Antoine de Saint Exupéry (Terre des Hommes, 1939)
"It seems that perfection is attained not when there is nothing more to add, but when there is nothing more to remove."

I would like to make a few suggestions so you can see what I am aiming at here:

- Remove the terrain map mode: The mapmode has been superceded by the simple terrain map mode and is therefore not very useful.

- Remove overseas provinces, supply range, colonial range and trade range and make 2 unifying ranges: The game has severe problems with too many ranges and obscure modifiers, making bugs more common and harder to detect. Simplify it into a range based on proximity to border and one to the capital.

- Reduce the number of unit types to a maximum of 2 at each tech level: With the different units to different tech groups it is only sensible to reduce the number and a choice is a choice no matter if you have 2 or 5 options.

- Make the settler value independent of checks on colony population and make it increase over time. Make more dynamic events cover it and make them make up for the lack of checks.

What would you remove from the game? And no, bugs are not game mechanics in this sense. ;)

Terrain mapmode is pretty and that is reason enough for its conclusion. I would suggest, though, that Terrain map mode show numbers over the provinces so that the Fort Level map mode can be removed. I don't want to look at two different maps when planning a campaign!

Colonial, trade, supply, and overseas ranges are all fine. Though, I think I wouldn't mind a more… well, realistic "overseas" system. Instead of being a geographical penalty, one should start gaining in minimum Autonomy as their provinces get further and further from the capital. It is more ridiculous for Russia to perfectly administer Lisboa than it is for Portugal to administer the Canary Islands.

Reducing the troop types even further? Horrible idea. We should be allowed to recruit multiple types.