As a long term EUIV fans and regular critic on these forums, I feel I have to make a contribution here, since it might influence Paradox in their next instalments and I really don't want them to draw the wrong conclusion from Imperator's fate.
Yesterday, I played an Imperator game with a friend, and we mostly enjoyed it. Yet, as with the OP, there are elements in the game I didn't like or get. Now coming from an hardcore "realism" advocate in EUIV (by that I mean someone who would like to get rid of missions and NIs), some of what I have to say takes some humility, but here are my thoughts.
I like a lot of Imperator's mechanics in theory. Pops, religion and culture management especially seems an improvement over EUIV dull rendering of them. Stability, war exhaustion and legitimacy are finally out of the "directly interactable with by a button click". That makes your decisions more impactful. You don't ask yourself : "do I want to spend X paper mana", but "do I want to suffer a 15 stability malus for some time". Also, small events giving bonuses from time to time are good to have. I think those elements are good.
I must also say that mission have been a great help into getting to know the game and exploring the mechanics, especially since I don't have much knowledge about the historical period and it is more difficult for me to get to enjoy the historical narrative surrounding it As much as I dislike EUIV and HoI4 missions, I feel like those might be less tag-oriented (as in conquer X or Y because reason) and more "stuff to do" oriented. The fact that there are generic missions that seems to be repeatable is very interesting to me. Maybe I also didn't see the railroading in those yet...
So, with all this stuff, your country should feel more alive, shouldn't it?
Yet I don't feel like it does much.
The main culprit for me are two folds :
The character system falls hopelessly flat. You can't be engaged in those random dudes giving some bonuses to your country. They are more a nuisance than something you want to care for. If anything, the introduction of aditionnal mechanic to dilute the strenght of their stat by their loyalty and their experience just made it worst, as you just place anybody at a position. Scorned families are dull. I'm just splitting my fleet to calm them. It feels totally gamey.
And I feel like despite the big efforts in redoing the UI, some basic information is still not readily available. Why is the macrobuilder not telling you by how much your production of X ressource will increase if you do Y? I have the impression I'm swimming in a fog, as to what impact my actions have on my economy and my overall strenght. Even though the results of our actions might be more indirect than in EUIV, which is a good thing, we should still be able to plan.
Yesterday, I played an Imperator game with a friend, and we mostly enjoyed it. Yet, as with the OP, there are elements in the game I didn't like or get. Now coming from an hardcore "realism" advocate in EUIV (by that I mean someone who would like to get rid of missions and NIs), some of what I have to say takes some humility, but here are my thoughts.
I like a lot of Imperator's mechanics in theory. Pops, religion and culture management especially seems an improvement over EUIV dull rendering of them. Stability, war exhaustion and legitimacy are finally out of the "directly interactable with by a button click". That makes your decisions more impactful. You don't ask yourself : "do I want to spend X paper mana", but "do I want to suffer a 15 stability malus for some time". Also, small events giving bonuses from time to time are good to have. I think those elements are good.
I must also say that mission have been a great help into getting to know the game and exploring the mechanics, especially since I don't have much knowledge about the historical period and it is more difficult for me to get to enjoy the historical narrative surrounding it As much as I dislike EUIV and HoI4 missions, I feel like those might be less tag-oriented (as in conquer X or Y because reason) and more "stuff to do" oriented. The fact that there are generic missions that seems to be repeatable is very interesting to me. Maybe I also didn't see the railroading in those yet...
So, with all this stuff, your country should feel more alive, shouldn't it?
Yet I don't feel like it does much.
The main culprit for me are two folds :
The character system falls hopelessly flat. You can't be engaged in those random dudes giving some bonuses to your country. They are more a nuisance than something you want to care for. If anything, the introduction of aditionnal mechanic to dilute the strenght of their stat by their loyalty and their experience just made it worst, as you just place anybody at a position. Scorned families are dull. I'm just splitting my fleet to calm them. It feels totally gamey.
And I feel like despite the big efforts in redoing the UI, some basic information is still not readily available. Why is the macrobuilder not telling you by how much your production of X ressource will increase if you do Y? I have the impression I'm swimming in a fog, as to what impact my actions have on my economy and my overall strenght. Even though the results of our actions might be more indirect than in EUIV, which is a good thing, we should still be able to plan.
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