Reposting this here by request (from
http://forum.paradoxplaza.com/forum...s-to-1.1.3&p=16403370&viewfull=1#post16403370 )
The major game mechanics that work together to cause all of the other things to be problems and limit choices, this list is not intended to be a suggestion of what “needs” to change, only things that could be changed to allow for a major increase in strategic options with some examples to point out their importance, and things that are so omnipresent that a great deal of other things would be drastically altered by them.
The problems from which all others derive:
The Pacing/Time Limit- the number of provinces and time limit of the game puts you in a position where you need to maintain a pace of a bit less 3 provinces per year from around the world, this is obviously overlysimple but for every mechanic that allows growth at a faster pace than that, the slower options become more viable in limited circumstances. If large countries were able to expand more rapidly, and extremely large countries were capable of seizing the world you could easily have a WC viable strategy with a much slower start than we have now, and a slower/more dangerous ramping up in conquest where every person at every stage of growth would always “feel” they and their country were doing better while facing deadlier challenges because artificial barriers would be gone without necessarily making the game any easier and potentially making it far more deadly.
Coalitions- Coalitions are an unbreakable brick wall that once formed must be militarily ignored almost entirely or will continue to grow infinitely. If there was a way to destroy the coalition, permanently weaken countries at war, or a way to lose AE actively such as overly generous peace terms many of the other problems would be mitigated because coalitions would be a mechanically acceptable event.
Coalition WS-Without scaling to size and scope of the battle coalitions are almost never worth fighting, and victory generally makes your rewards for further victory shrink. There have been at least dozens of threads about this but obviously if a player is so strong they can defeat a coalition, and he actually could take an appropriate reward coalitions would merely be an extremely dangerous and deadly foe capable of destroying you as opposed to an effective game over screen.
AE Multipliers/Caps/Catchall/decay- The case could be made that AE and not coalitions are the problem and this can basically be put into three large cases, The first being that AE is currently a catchall negative which makes many of the expansion methods just a straight comparison to tell which ones are objectively better than others as opposed to a good idea to use all of them in limited circumstances.
-The second being the lack of a cap and the “fixed” tiny decay- Most people may have noticed this attitude factor is capable of being an order of magnitude or two larger than every other modifier. At the end of the day there is only so much hatred you can have for expansionist behavior, and there are so many generations to keep complete visceral hatred that completely ignores diplomacy without any actual aggression. If there was a sane cap (say something like -200), a method of lowering AE actively or a scaling reduction with amount of AE the possibility to intentionally take a massive landgrab and sit until the world chill-axes which would allow unviable strategies to be useful in very limited circumstances.
-The third being the AE multipliers, particularly as they ramp up with size and in europe, even taking single provinces with the “best” CB’s gives so much overall AE as to not be viable even when taking a single core of a reasonably big country to return cores.
Annexation AE- The ludicrous AE for annexing which apparently gets worse at an uncapped rate with respect to size is so large that you literally can’t annex Europe completely diplomatically without a massive coalition forming. Everyone seems to hate on the idea that people should HATE the idea of being annexed, and perhaps I’m mistaken on what it’s supposed to represent the current government being kept in place while starting to enforce your laws and rely on a more centralized military. The leaders are all still wealthy powerful respectable people, which is infinitely better than landless, beheaded footnotes in history. In any event if a “0%” multiplier to AE is too large to be viable, it goes without saying that no other strategy is practical, not to mention core feeding, or releasing vassals (releasing and reannexing vassals generating more AE is especially comical).
Personal unions- I don’t remember why I put this in this section of the outline, I believe it was because it would be a viable alternative to Europe conquering if you forced the HRE to form and helped a couple powers blob and had a non-random way of claiming thrones. My personal recommendation is to make it so you can only claim a throne in a war if you do not have a PU or a restoration CB, giving you at most 7 taken by force and any inherited by random chance. As is there is simply no reliable way to take a large country even with a large time investment, some other way might be more practical, but the current method was very reasonable, it was just too easy to chain abuse.
I planned on mostly answering stuff and expanding in my thread if I had questions on it, but whatever is preferred.