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GundamMerc

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Oct 7, 2014
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Now before someone points this out, yes, I'm aware for certain systems this would be a lot of work. I'm mainly suggesting this for things that are largely self-contained. When I say toggleable mechanics, I mean a toggleable setting during campaign setup that can turn on or off certain features. This could be things like the new institution requirement cost for tech (returning it back to the old 0-50% scaling over time), or the deportation mechanic for colonies. If designed with this in mind, it can be relatively easily implemented for new mechanics introduced in later patches as well.

The reason I recommend this is that every time a Free Patch or DLC comes along, I seem to find 75-85% that I like a lot, and then there's the last 15-25% that spoils all the new mechanics for me by drastically changing the game in a way I view as not for the better. Now other people may disagree with what I view as good or bad, and that's where being able to toggle certain mechanics would come into play. By doing so, you are going to drastically reduce the discontent among the playerbase regarding changes made to the game, as they can tailor the new stuff according to what they like.

As an example, I love the monument mechanics that have been added. They're amazing fun and add a lot of flavor to various areas of the game. However, I hate the curry favors system, at least how much you can do with it. It feels very easy to exploit. I also don't like the concentrate dev mechanic (which was overpowered and is now relatively useless) nor how widespread the pillage mechanic is. If I could play Leviathan without any of these active, it would greatly increase my enjoyment of that DLC.
 
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