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Tom D.

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You can also split the team of 5v5 to other regions, and not have them all play a European nation. For example, 2 players from team 1 & 2 in Europe, 1 player of team 1 & 2 in India, 1 player of team 1 & 2 in the Americas, etc... It could make it more interesting because the team has to focus on not only Europe, but also the rest of the world.
 

zkajo

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You can also split the team of 5v5 to other regions, and not have them all play a European nation. For example, 2 players from team 1 & 2 in Europe, 1 player of team 1 & 2 in India, 1 player of team 1 & 2 in the Americas, etc... It could make it more interesting because the team has to focus on not only Europe, but also the rest of the world.

And it would give a massive advantage to the European players.
 
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wingzero890

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For an Eu4 tournament to work there would need to be a custom map. It would have to be symmetrical, and offer every start the same opportunities to expand and grow.

It's possible, but I know of no such map out there in the mod scene.

Example (seton's clutch, supreme commander)
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Foltin

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Hello before Right of Man Expansion i make about 20 Host in Teams System ( One game about 3-4 day , one day about 4-5 hour of game) .

I make a equation to calculate all nation a Power Score and the players can form a Team of Nations for 40 Power Score.
We play for inGame Score there the Team Score = all team members Nations Score summary .
And we use these rules:

1 Team members can not be in war with each other
2. Can't Allied with other team's player.
3. Winner Team is who have 50% Score Leading ahead of the 2nd. ( 1st Day doesn't count)
4. If TeamA is in defensive war Vs TeamB, than TeamA can't be attacked bye Team C.
5. If a Team member don't join in to defensive Team War after 1 year ,he can be attacked by other team.
6. If a non-Team member Ai nations PowerScore is over 10 you can't allied wiht it. (non-Team Ai Nations Allied max 20PS summary)

The idea of thees rules why we make these.

-Because Nations is not balanced if we put Nations in a Team we can have balance in Team VS Another Team
-Like other E-sport we like to massively force the players to play for win the game. Thats why we only balance at start and we finish the Game if one team going to Win. All other Eu4 rules balance the Game real Time thats kill the race feeling.
- For example we have 2 Team A team is France(26,5PS)-Bohemia(13,5PS) and B Team is Castille(19,5)-Brandenbug(9)-Novogrod(11,5) With that Rules if a France have 400 Dev and a Brandenburg have 200 dev at 1500 make big difference in Teams Power because France start from 358dev and Brandenburg start from 57 dev that's why France is 27PS (Power Score) and BB is 9PS.
So at year 1500 Brandenburg can feal he make an unbelive work for they team . And France player have to think to do more because as a Major to get 42dev is nothing and he will raped by TeamB because they Team Power getting much more. In Real Time balancing this great job of BB is worth nothing and noobing of France not cause his dieing because they re-balance the game in Real Time.
That's why i think balance is only need to have 1444 and after that only about players skill witch Team will win.
-The Power Score (PS) equation is something like that but numbers in it always change after i analyse the last Game = ((Dev+VDev/2)^(0,8))+2 (where VDev= your Vassals,Personal Union, Uncontrolled Core) and i divide with Tech lvl I calculate HRE as more advance tech lvl that's why BB will 9PS not 7 PS.


Whats the problems i see after 20 Games that only Paradox can solve thats why i Stop doing the Hosting.
1.If a Nation don't have any competitors around him they get wining.
2.Host is a player and, don't have much power to force the rules.
3.We make nation picking in GoogleSheet and it is Real time, and when A Team see what B choose A change than B than C .... )
4.Separate Beginner and Veteran players.

How can Paradox solve it.
-Realize E-Sport is the way to make big money :D
-Make a good Hosting and Picking system where not a player the host and make the team setup like in Envolve2 (All player have Favorite Nations Ranking and the program choose nations from the players Favorite Nations Ranking to form the Teams and separate they to spread the whole EurAsia to have all player a competitor nearby.
-Make a ranking system where Veterans play with Veteran and Beginners play with Beginners.
 

tinculin

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I think an option to introduce some more tactics unique to eu4 is to give each team a max development that there team can have - e.g a 500/1000/whatever point limit across 5 players.

This leads to players making some tactical choices as to whether they all pick mid-sized nations or they have a super power but then other team mates have to go small to compensate.
 

Foltin

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I think an option to introduce some more tactics unique to eu4 is to give each team a max development that there team can have - e.g a 500/1000/whatever point limit across 5 players.

This leads to players making some tactical choices as to whether they all pick mid-sized nations or they have a super power but then other team mates have to go small to compensate.

Dev Pont is not the best way to measue a Nation's Power. That's why Power Score it better. It can be change in any time to keep tha balance. For Example any caculation is based on Dev Ottoman is to over powered, and Ming is weak . Thats why a invidual Power Score better. That can be balaced in any weak.

And Dev is linearly incrase and Power Score must be incrase exponentional. What does this mean on human laguage :D a two 200dev nation is stronger then one 400 dev. Thats why i use Dev^(0,8).
And i use + X value at the end of the equation beacuse all key resorcues like (icome, Monarchy point , Force limit ) have a base icome. In human language ten 3 dev Nation what's summary is 30 dev mutch stronger than one 100 dev nation.

And main idea is to make teams automaticly based on all player Favorite Nations Ranking. That can be choosen by the player like in Envolve 2.
 
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Seven Sulivin

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It would be tearfully boring to watch. No breathless commentators, no sick highlight reels on the youtubes. Not only that but since each session would have to be scheduled and hosted by the players themselves there is no real way to tune in. Does observer mode work in multi-player? I've never even tried.



Oh, now that is interesting! Useful to shorten games too. I wonder if that would allow for 'rush down' strats like using all hordes or allowing the 'hard carry' ramp up. I'll add this to the list of ideas.
Hum, the nationalism / imperialism start would be one good checkpoint...
I'm t does work
 

Timewalker102

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One thing that must be done: no Christian nations or converting to Christian nations, because PUs.
 

mergele

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Regarding picked countries, how about a completily different approach? In the board game "San Marco" a hostdraws some cards, divides them as he pleases into several stacks, but then his opponents get to choose which stack they will keep and he get's whatever is left.
So for a Eu4 tournament team 1 creates 3 or 4 sets of nations, but team 2 chooses which set they want for themselves first, then team 1 again get's to choose from the rest their set. This way the burden of balancing stuff is put on the teams because if one of the sets you create is stronger than the rest your enemy will pick it.
 
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Timewalker102

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What about this?

Five nations in Europe each to players. As @mergele says, let one group choose the two groups and let the second group choose first. This would mean the teams end up being extremely balanced. All PUs that are not standard (standard PUs include the Iberian Wedding and whatnot) must be instantly dissolved, because that's far too RNG based and heavily changes the balance of power. First team to completely annex the other wins - and no wars between teams until at least 1500, so both teams can grow.