After seeing a bit of negative feedback to the three dev diaries dealing with "playing tall" in leviathans its maybe helpful if we talk about the wider issue rather than taking issue with specifics though I will talk a bit about the new features.
So naturally if people have different ideas about what it means please speak up but to get us started I'll give it a go:
Playing tall means it being viable in game to remain competitive without essentially painting the whole map. In mechanical terms this means being able to have a large economy and large military. As we wont see a pop system due to technical limitations this handled through development. The current way this works is that playing tall relies on spending mana in provinces so dev cost and modifiers that centre around the benefits of developing (like goods produced) are central to this playstyle.
The difficulty is that in real terms we don't seem to really agree where the dividing line is between wide and tall. it makes sense that if a wider country is able to develop territory while expanding that the benefits are greater. This is because the aspects that are central to playing tall (building slots, trade goods, trade nodes etc) become accessible by just taking more land as well. playing as an opm the entire game is an even smaller chunk of the community than building up a whole region (say Ireland or the Netherlands as an example).
I think the big obstacle is that dev growth, barring some random events that really don't impact it all that much is a manual process that uses resources you need for other things (mainly tech) or using a colonist which is very inefficient as why wouldn't you just colonize new provinces . There's also the issue of internal politics which I'll discuss below.
So naturally if people have different ideas about what it means please speak up but to get us started I'll give it a go:
Playing tall means it being viable in game to remain competitive without essentially painting the whole map. In mechanical terms this means being able to have a large economy and large military. As we wont see a pop system due to technical limitations this handled through development. The current way this works is that playing tall relies on spending mana in provinces so dev cost and modifiers that centre around the benefits of developing (like goods produced) are central to this playstyle.
The difficulty is that in real terms we don't seem to really agree where the dividing line is between wide and tall. it makes sense that if a wider country is able to develop territory while expanding that the benefits are greater. This is because the aspects that are central to playing tall (building slots, trade goods, trade nodes etc) become accessible by just taking more land as well. playing as an opm the entire game is an even smaller chunk of the community than building up a whole region (say Ireland or the Netherlands as an example).
I think the big obstacle is that dev growth, barring some random events that really don't impact it all that much is a manual process that uses resources you need for other things (mainly tech) or using a colonist which is very inefficient as why wouldn't you just colonize new provinces . There's also the issue of internal politics which I'll discuss below.
so lets look at the three new features but bearing in mind numbers aren't final
1: infrastructure
solid as it directly costs governing capacity to build up existing areas, reduces the amount of manual developing you need to do to get building slots and with the additional manufactory slot you can boost military capacity with manpower/sailors with out missing out on goods produced. I don't think we've been told yet if its possible to have two goods produces manufactories but if we can that's super strong and even having two soldiers households on a grain or livestock province would be huge for a smaller nations army.
2: concentrating development
the mechanic itself seems good as concentrating development in your capital avoids using governing cost and is zero autonomy so its viable despite losing some dev. the big thing in terms of a stricter playing tall game is the new peace deal option gives you something worth fighting wars for.
3: centralizing state
As it stands this is the weakest of the three by far. its a bit unclear from the diary whether it lowers governing capacity or state maintenance. if its the former then it needs to be tweaked a lot to be a real choice over just spending government reform progress to get more capacity instantly, if its the latter then that's pretty weak other than maybe being useful for keeping the dev cost edict (or maybe institution spread but you could just dev up for that). The suggestion i made in that thread is that maybe the mechanic could be like concentrating development but within a state where you pick a province to be a state capital, dev from the other provinces moves there and the state capital gets a modifier that reduces its governing capacity cost.
I feel its likely this last one will be reworked before release so we will see.
The wider question of things to do while playing tall boils down to staying at peace long term not offering a lot to do, the reason I think this is difficult to resolve is that adding more internal politics like estates is naturally going to give wide players more content than tall (more cultures/religions etc) but while more is maybe not a problem we should avoid systems that become too micro heavy (like how estate land ownership used to be)
Maybe the solution is more options in peace deals. imagine being able to secure monopolies on specific trade goods from defeated enemies. so then as an a tall player you have to take into account how to achieve "trading in" bonuses without taking over every trade node. Other than that when looking at how to use the most of what's in the game and what's doable adding ways for gradual development growth would be the biggest change that could make playing tall a more rewarding style.
Next week we should see what changes they are making to colonial nations which at least for me could change somethings.
What do you think?
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