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zodium

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I think most people who've played EU4 with an expansionist strategy since 1.1 have perceived a situation where a "conspiracy" by a few game mechanics to inhibit further expansion fails to inhibit it in any risk-management sense, but simply makes further expansion too much of a bore to continue with. In many cases, this results in abandoned games, since there is not much to do for a dominant empire beyond expanding more. Hence, this thread.

Scope
I want to be very clear about the restricted scope of this thread: it is limited entirely to discussion of how to, hypothetically, maintain the level of agency and difficulty in the early game throughout the late game. It is decidedly off-topic to discuss whether or not this should be done; I will liberally report straying outside this clearly defined scope for off-topic posting. Furthermore, a non-exhaustive list of off-topic discussion topics I can produce off the top of my head include world conquest viability, difficulty of expansion by conquest, general game difficulty, difficulty settings, and mods (though I may turn the fruit of this thread into a mod, it is not on topic for the thread itself).

An additional constraint on the scope of this thread will be the form of argument, namely that you must actually make one rather than flatly stating your opinion. You must ground your argument in striking a balance between historical plausibility, risk/reward structure and the aforementioned goal. In particular, suggestions must include a plausible narrative, and must keep risks proportional to rewards. This will be on the honor rule, but I will still report anyone who simply states their opinion for off-topic posting.

Finally, be specific, and don't confound mechanics with narrative. I don't want to read how culture conversion is broken because you couldn't convert culture that way in real life, I want to read a more plausible narrative. I don't want to read generics about how coalitions made you quit the game, I want to read suggestions for the underlying mechanics that make coalitions problematic.

With that out of the way, I'm going to propose a list of mechanics that participate in this conspiracy, and I will try to outline the part they play. If you disagree with this analysis, please make it clear what you are disagreeing with.

Offending mechanics (non-exhaustive)
  • War score equation favors total war: As eloquently argued elsewhere, the current war score equation where a reward of X costs Y, and X*2 costs Y*2, favors crushing the enemy completely and sieging them to 100%. This is inherently problematic, but is further compounded by the fact that reaching X warscore is much harder than reaching X*2, since you will have more freedom to siege after the initial victory.
  • War score cost does not scale to coalition size: Waging war on a coalition is not necessarily difficult, but it is always tedious when the war leader is not identical to your war target, and/or the war leader is not large. This is because coalition wars scale costs to the war member, which means that you can siege 150-province Spain to 99 or 100% but still only be able to take 2-3 provinces from your actual war target.
  • AE scales up with empire size: A major factor in coalitions is that AE scales with empire size. It's no coincidence that 1650-1700 is when successful player empires hit 100 provinces AND the time that coalitions really start bogging the game down.
  • Core decay causes stagnation: Current core decay mechanics means that there are no ways to directly influence the balance of power without taking on substantial AE, and usually OE, forcing the player to choose between a downward AE spiral and inaction.
  • Coalitions are global and binary: Coalitions form in response to threats, but it's a simple on/off "is/is not in coalition against X." Besides not making any narrative sense that Delhi would join a coalition against Great Britain with the Mughals and non-colonial France, this conspires with the war score mechanics to create true tedium.
  • Empires are too stable: Whether under player or AI control, rebel mechanics do not pose a serious threat to anyone, except maybe Russia and Timurids. Large, heterogeneous empires rarely see revolts in many provinces, nor do revolts tend to spread. This means that large countries tend to exert gravity and gradually pull in smaller countries, growing perpetually throughout the game with few setbacks. This goes triple for player empires.

Proposed solutions (non-exhaustive)
  • Large-scale revolts: If your culture contains 4 or more non-accepted culture groups, a chance to activate large-scale rebellions should take place. These would increase revolt risk by +15 in all provinces with that culture, and would continue until a subsequent event spawned a revolution leader (MTTH = 24 months). Killing this leader would end the revolution and reduce revolt risk again, but the country would be forced to commit serious forces to do so over those two years. It would also give other countries a chance to jump the country in question.
  • Coalitions are targeted: Countries should join coalitions for some specific purpose, e.g. "Prevent X from expanding further in Europe." Allies could still be called in as normal, but it would take actual diplomatic effort to maintain a global coalition.
  • No capital core decay: Capital cores should never decay, so that an annexed country always retains one releasable core. Furthermore, if that country is released, all provinces which has its primary culture should regain a core. This would ensure that there would always be one country left per primary culture, but that these countries would over time have few cores left.

Final remarks
I think that's long enough for now. I tried to keep this concise while still hitting some different areas, so it's by no means exhaustive, but hopefully you get the idea. I would very much like to make a mod out of this and see if we can't come up with a good late-game dynamic, notably without making the game easier.

Do note that not all the offending mechanics I listed are necessarily offenders independently. AE scaling, for instance, would not be a problem if the war score equation was changed, since fighting a global coalition would become more rewarding. The items on the list are simply potential contributors to this problem under current mechanics, and would not necessarily contribute under a different set of mechanics.
 

grommile

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Capital cores never decaying takes us straight back to the days of turning France into a Swiss cheese in 1780 by knocking loose Orleans, Berry, Armagnac, Foix, etc.
 

zodium

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Capital cores never decaying takes us straight back to the days of turning France into a Swiss cheese in 1780 by knocking loose Orleans, Berry, Armagnac, Foix, etc.

Yeah, that is true. Still, the current situation in 1780 for an empire in a position to do that is really no better, just on the opposite end of the spectrum, so I thought it was worth mentioning. I feel like there should be a way to preserve cores without leaving a giant hole like that in, but you're right that the previous situation was untenable.
 
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lucaluca

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Capital cores never decaying takes us straight back to the days of turning France into a Swiss cheese in 1780 by knocking loose Orleans, Berry, Armagnac, Foix, etc.

I agree, that's a no no. Different cultures maybe, but same culture groups nations should disappear forever
 

mkhuh

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Two things I mentioned elsewhere (doubt it's moddable, but whatever):

1) longer culture conversion out of culture group (at least w/out some idea), and core decay timer starting only after that conversion. This eliminates the France/Russia problems as similar culture cores would expire but truly foreign cores would not as timer would not expire by late game. This would improve late-game somewhat IMHO.

2) AE should be culture (maybe also religion?) dependent. Germany pursuing it's claims in the Germanic region full of accepted cultures should not get the same AE as France taking HRE provinces on other HRE members. Similarly Russia taking parts of Ukraine is not the same thing as them taking parts of Austria. This would put a break on truly foreign conquests but at least would make historically plausible expansion a bit less of a coalition slug-fest.
 

Neoptolemos

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Yeah, that is true. Still, the current situation in 1780 for an empire in a position to do that is really no better, just on the opposite end of the spectrum, so I thought it was worth mentioning. I feel like there should be a way to preserve cores without leaving a giant hole like that in, but you're right that the previous situation was untenable.

How about capital cores only decaying when held by a "cultural union" tag? That means that the big ones (Spain, Great Britain, Germany, France, Italy, Russia, Scandinavia) all become indivisible after a certain point, but a blobbed-up Trier doesn't get to eradicate Aachen from existence.
 

mkhuh

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Also instead of more rebels, perhaps more interesting rebels. Like have them draw on your manpower and tax revenue for example. In reality countries did not swim in infinite money and manpower although late-game makes it so you can't lose. Possibility of losing is what makes the early game fun as stakes are high. Late game needs to raise the stakes somehow.
 

zodium

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While we're still on page 1, I just want to highlight that both the list of offending mechanics and the list of solutions are non-exhaustive, so feel free to come up with ideas that don't have anything to do with anything on the list.
 

mcmanusaur

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Nice thread, and I look forward to responding in greater detail once I get the time, but I would jokingly offer a correction that in some cases this "conspiracy of obstructionist mechanics that makes further expansion less enjoyable" sometimes rears its ugly head before you have actually started to expand, as I have learned recently. :laugh:
(if anyone takes issue with that half-serious claim on my part I ask that you PM me instead of dragging the thread off its intended topic by replying)

Sorry for off-topic and I'll definitely have another more formal reply once that other thread cools down.
 

heraklonas

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observations

offending:
1, random large PU (like HAB-RUS; SPA-LIT) stabilize he game into large blocks, which leads to fewer, and more senseless wars, without much outcome. Furthermore, those large PU are a big disadvantage to the OE, which cant counter them properly. As player, those PU are also almost impossible to break.

2, culture conversion, which leads to disappearing cores AND stable empires.

3, religious conversion very easy, leads to stable empires (remind: France - it is ridicilous, because there is nothing like the Huguenot troubles ingame)


proposed:
1, before such a PU can be established, there has to be a war, maybe inspired by the crisis-mechanics from vicII; also such a PU should be a casus belli to everybody in the first 50 years or so.

2, multiply the cost for culture conversion by 5 or so, in order that only e.g. Albania can be converted, but not Sopron.

3, it should be almost impossible to convert a base-tax 5/6 province, even with all modifiers.
 

Vishaing

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I maintain that Cores should decay under the following circumstances:
1: Province is Owner's Primary Culture
2: Province is in Owner's Culture Group and the Owner is the Union Tag

By the 1700s a United France should be indivisible. A Massive Austrian Empire by the same time should be able to lose its non-Austrian Possessions, but Revolutionary France shouldn't be forcing them to release Tirol.
 

Neoptolemos

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Sorry for off-topic and I'll definitely have another more formal reply once that other thread cools down.

I've been following that thread, mcmanusaur, and I say you just need to walk away. The only people still posting are just those who have a vested interest in ridiculing you for their own misunderstandings of your comments/complaints. It's not really worth it.

offending:
1, random large PU (like HAB-RUS; SPA-LIT) stabilize he game into large blocks, which leads to fewer, and more senseless wars, without much outcome. Furthermore, those large PU are a big disadvantage to the OE, which cant counter them properly. As player, those PU are also almost impossible to break.

2, culture conversion, which leads to disappearing cores AND stable empires.

3, religious conversion very easy, leads to stable empires (remind: France - it is ridicilous, because there is nothing like the Huguenot troubles ingame)


proposed:
1, before such a PU can be established, there has to be a war, maybe inspired by the crisis-mechanics from vicII; also such a PU should be a casus belli to everybody in the first 50 years or so.

2, multiply the cost for culture conversion by 5 or so, in order that only e.g. Albania can be converted, but not Sopron.

3, it should be almost impossible to convert a base-tax 5/6 province, even with all modifiers.

I love the first solution, but I'm really leery of just increasing costs to fix implausible and overused mechanics. I'd rather that the player and AI be able to invest DIP towards getting an entire culture accepted, assigning a diplomat for a period of time and paying something like (total number of provinces with culture)/(owned number of provinces with culture)*(base cost for province conversion), so that you couldn't just grab one Chinese province and pay some arbitrary fee to make the whole nation your oyster, but would have better control of your ethnic/linguistic/cultural makeup (and incentive to expand in those directions).

There'd still be a per-province cost and option, but it would be the less cost-effective choice, saved for isolates that weren't worth getting accepted and programs of core extinction.

I don't even know how a similar system with religion would work. Playing as Vijayanagar back in 1.2, it was annoying to have Punjab be completely unconvertible for the entirety of the game, I don't know if I'd like to inflict that on all players every game.

I maintain that Cores should decay under the following circumstances:
1: Province is Owner's Primary Culture
2: Province is in Owner's Culture Group and the Owner is the Union Tag

By the 1700s a United France should be indivisible. A Massive Austrian Empire by the same time should be able to lose its non-Austrian Possessions, but Revolutionary France shouldn't be forcing them to release Tirol.

The only problem with that is when France inherits Hungary from a PU, then after a century or so all of Hungary is Cosmopolitane and the kingdom itself no longer exists. I can't think of any historical example where a major European kingdom of one culture was completely assimilated by another of a different culture, never to be resurrected. I'm sure I could be forgetting something obvious.
 
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grommile

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The only problem with that is when France inherits Hungary from a PU, then after a century or so all of Hungary is Cosmopolitane and the kingdom itself no longer exists.
That problem would be an issue even if you had imperishable capital cores, since a country can only be released if at least one of its core provinces has its primary culture. A fully Cosmopolitanized Hungary would have no Hungarian cores to release Hungary on.
 

Neoptolemos

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That problem would be an issue even if you had imperishable capital cores, since a country can only be released if at least one of its core provinces has its primary culture. A fully Cosmopolitanized Hungary would have no Hungarian cores to release Hungary on.

Oh, really? That's weird/depressing.
 

Vishaing

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The only problem with that is when France inherits Hungary from a PU, then after a century or so all of Hungary is Cosmopolitane and the kingdom itself no longer exists. I can't think of any historical example where a major European kingdom of one culture was completely assimilated by another of a different culture, never to be resurrected. I'm sure I could be forgetting something obvious.
That's not a problem with disappearing cores, that's a problem with how easy it is to integrate far-flung unions and then to subsequently culture-shift the provinces. The solution to one broken system is not to break another only tangentially related system.
 

eMPiko

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Large-scale revolts - No capital core decay
Using cores of countries which were conquered 200 years ago to weaken your opponent is a weird mechanism. I think that countries are too stable these days, but permanent cores make them so vulnerable. I would love some sort of separatism mechanism though with cores reappearing under certain circumstances. In provinces, that are not land connected to capital for example. This would allow another layer of planning in conquering provinces, when you would try to split rival in half. Also when stability/diplomatic reputation/OE is in mess, separatists would raise. Rebels are a bit easy to defeat. Separatists could create new state while the war between them and their former master would break up. The original owner of provinces would of course have a chance to reattach these provinces to empire without any AE malus.
 

mcmanusaur

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The solution to one broken system is not to break another only tangentially related system.
I heavily agree with this notion (which even Paradox seems to have ignored sometimes by the way they balance things), but I do personally think that both distant PU's and disappearing cores are sort of "broken".
 

heraklonas

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Large-scale revolts - No capital core decay
Using cores of countries which were conquered 200 years ago to weaken your opponent is a weird mechanism. I think that countries are too stable these days, but permanent cores make them so vulnerable. I would love some sort of separatism mechanism though with cores reappearing under certain circumstances. In provinces, that are not land connected to capital for example. This would allow another layer of planning in conquering provinces, when you would try to split rival in half. Also when stability/diplomatic reputation/OE is in mess, separatists would raise. Rebels are a bit easy to defeat. Separatists could create new state while the war between them and their former master would break up. The original owner of provinces would of course have a chance to reattach these provinces to empire without any AE malus.

As we learned in the last 30 years, it is not that weird. Ukraine sprung off; Catalonia and Scotland are still regarded as powers to keep in mind, over 200 years after their incorporation in a larger realm.
All in all, I even regard the concept of culture conversion as absurd that it could be easily abolished as it is now. There is no example during the time frame where something like this happened in Europe (a state-coordinated conversion of culture).
 

unmerged(804580)

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My two cents regarding the personal unions:

* The older mechanic of forcing PU only with the royal marriage should return, at the current 84% war score.
* Breaking the PU should be available as a war goal, at the current 84% war score, and a more specific CB could be given to the countries who had a RM with what is the junior partner, to allow them to restore the throne at a reduced war score. If (let's call it) the Restoration of the Throne CB is used, an allied pretender rebels could spawn in the junior partner.

This way, players (and possibly AIs) will be actively looking for potential targets and use royal marriage as a mean of expansion, and at the same time risk losing them through a war. I see how this could be potentially exploited, but I think it'd be better than "oh shit I can't do anything about it" feeling. In essence, you're playing with bigger tokens as you go on, which kind of befits the coming age of Imperialism.

Regarding the cores, I do support the non-decay of the capital cores, with the exception of cores that share the same primary culture: e.g. Karaman losing its core under the Ottoman rule. But anything outside the historical boundary through conquest, and also the cultural union, should still be potentially lost. And since the game keeps track of province histories, what would it be like if the released nation gains not cores, but claims on the 1. previously cored and 2. primary cultured provinces? While EU4 deals with the age where nation states come into being, regionalism was and still is an important factor and it's sort of unrealistic to create an indivisible Spain, for example. Ask Catalans if Spain should be represented as such a homogeneous entity... this way, it'll represent the regional powers' challenge against the consolidation process into the nation states. Most of them may never revolt, but just a few might.
 

unmerged(235784)

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Good basis for a thread! May I request that the OP adds any good ideas to his first post if the thread becomes long? Just to make it easier for everyone to see what has been said.


I like the idea of targeted coalitions, this could be fleshed out by giving coalitions wargoals, mostly involving giving back recently conquered provinces.

One thing that has almost always been present in large and multicultural empires but is lacking from the game is the infighting. For example when the OE started getting really big, court plotting became more prominent and the empires top administrators became a lot less willing to work together for a common goal. This was probably because the chances of an external foe threatening the capital and core areas began to appear more and more remote. At the same time the gains from accumulating influence became greater. In short, many inside the empire strove only to become king-of-the-hill or to at least to find a spot higher up on said hill. Similar were at work in, for example, the Chinese empire during this period.

For this reason, the large scale revolts the OP speaks of should not just involve regions of the wrong culture. I suggest the addition of large scale Noble and/or pretender rebellions with rebels that have a chance of appearing anywhere in the country. In order to avoid making it a game of whack-a-mole, the rebels armies produced should be few(say, adding a minimum +2 revoltrisk to all provinces) but strong. They would appear after an event that had a chance of firing whenever the empire is below a certain level of legitimacy and has above a certain level of provinces. This kind of revolt would also nicely enough get bigger as the empire grows. They would also be a boon to narrative AARs.

My second suggestion would be for there to be an additional mechanic that acts much like coring did in EU3. Newly acquired provinces should have penalties to income and manpower that remain for 50-70 years after they have been conquered, to simulate the time it took to truly integrate an area into the existing administrative system. This would keep the game interesting by making sure you stay weak for longer.

I have some more ideas but since I'm quite a slow writer I'll stop here for now. I do think there are a lot of administrative inefficiences and pressure towards decentralization that should exist in large empires and can be added to this game.
Whew! :happy:
 
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