What would YOU like to see in Europa Universalis IV?

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AlHasanAlbaghdadi

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Thats good :) I think the coastal defenses idea would serve to counter-balance the power of navies, it was annoying when you're playing lithuania and england DOWs you, not accepting peace because its blockading your port(s)
 

DreadLindwyrm

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Not necessarily that you could make continents at a whim; which would be great if it could be done. But that you can at least select which countries have which provinces, values for the provinces, etc.

So just a graphic interface for what can already be done with notepad? That doesn't seem too bad. It also isn't the implication from being able to move provinces and countries which was what you initially suggested...

I said 'more', not 'exactly the same'. Currently the only known people in the universe are your ruler and heir, and a few trading cards which represent a council. More depth is better, in my opinion. If all anyone asked for is a slightly improved version of EUIII, there'd be no reason to make a sequel. The way I see it, this is their flagship game, and it should be pretty epic.

The only problem is that if each nation has 5 people to keep track of, then it has ~1500 people to keep track of. If each nation has 10, then we're looking at ~3000 and so on. If you have personal relationships for what ever reason then you go from 1500x1500 things to keep track of to 3000x3000. Each doubling of the number of people to keep track of quadruples that portion of the load on the game.

Perhaps what I'm thinking is that the game is the same topdown obscurity at any era. Even though the wars are called something else, its still a lot of "send flag x to y position = conquest!" Not to mention that in short order you're dealing with putting down a huge blob, and then when you finish, you're the unstoppable world power (except for rebels! yay.)

I'm not sure what to say here - surely if you just made cosmetic changes it'd be "send flag X to Y = conquest!" just in a silly hat. If you make substantive or rules changes then it stops being one united game and breaks into being more than one.

Instead of having unit clothing changes accessible by DLC, put them in the vanilla game. Introduce new music as the eras pass. Events that relate to the time period with artwork that reflects the time period.

Sure, let's have them spend time doing 4 or 5 different outfits per tech group rather than putting that time to good use with a good set of graphics for elsewhere in the game. Would you want to tie the artwork and music to a given year (bad if tech is advancing much faster or much slower than history), or to given milestone technologies (people will complain that they're getting 18th century organ music in the late 16th because "that wasn't around then"). I'll admit it's no better, and in some ways worse than a consistent set of music and "timeless" art, but the more precise you try to make something cosmetic, the more people will complain when it's slightly wrong, rather than being generically reasonable for the period as a whole.

How would having independent warring tribes in your realm take anything away from your personal level of control? If anything, it would give you more things to do, with having to subjugate and reform them. It would be like EUIII's tribal system expounded and visualized.

I may have misunderstood you, I thought you meant having the tribes under your control rising up in wars against each other - otherwise known as yet more revolts - and being even more disruptive in your attempts to progress your tech and sliders, or even westernise (however this is done...).

Think of EU3's current system. Say I'm bordering some Muslim tribal nation. I get a CB that they've been raiding my provinces. But they actually haven't been. I have no negative effects from their raids, so why should I ever do anything with this CB? If I'm the tribal nation, there's no explanation why the enemy has a CB on me, and I have no control over it. By visualising what's happening, making it a real entity, the player has more narrative and less arbitrary annoyance.

So, what you need is the event that triggers the CB to also slap the targetted nation with a province penalty of some sort. The likelyhood of the event could be tied into your centralisation, or to a decision "allow/disallow raids".

In CKII, they have events which you can activate in peacetime. Perhaps something like that to give more internal focus; totally optional decisions. Selecting a slider or pushing a button - like EU3's trade, diplomacy, building - isn't exactly enthralling. Besides, not having any real internal focus just means the point of the game is making war, and waiting while you cooldown for more war. HttT at least had marriage and culture to mess with, but I'd like to see it go a little deeper.

Most countries in this time period were perfectly content to not conquer all of Europe. Give us a reason to play realistically.
The events in CKII fundamentally come down to pressing a button, then pressing a couple more - not exactly enthralling when you're on your 8th or 9th time through a given triggered event tree, and mechanical after the 20th. In EUIII as it stands, all the decisions are optional, and some of them make it more likely that certain event chains will happen. If you look at the CKII events they are very much targetted around you playing "King X of Y", rather than playing "the Kingdom of Y", the approach taken in EUIII.

Fundamentally, anything in a computer game like this is going to boil down to clicking a button, moving a slider or moving a flag/little man around the map, since that's how the interface works. The EU series is more about international than domestic politics, and trying to add the internal complexities of CKII, which uses the same amount of resources to handle a smaller area, will mean that something has to give somewhere. Either the requirements to run the game go up (due to the extra resources required), or some features of EU have to be left out (to allow you to keep the game in roughly the same resource requirements).
 

neondt

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I'd like an improved vassalage system. Maybe make AI vassals revolt occasionally. It seemed quite arbitrary that France in EU3 had loads of vassals while Burgundy was a single huge blob (making, for example, Holland unplayable from almost all start dates). I think feudal (i.e. not absolute etc) monarchies should have something like a "demesne limit" (based on the monarch system thing), giving them large penalties if they don't create vassals.
 

Polish Empire

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Paradox should add more groups of cultures - eg. Hungarians (Hungarians arent western slavs!), Romanians (Wallachia and Moldavia), Berbers (Turko-Semic group sucks, it should be devided on Turks, and Arabians (Maghreb, al-misr arabic etc.), Dutch (Dutch and Flemish).
I hope in Eu4 there'll be better map of central and eastern Europe. In currently version it's awful, you should really work on that!

The other thing that I want to see in Eu4 is percent diagram of people in province. Something like Victoria's POPs. In Eu3 there's only one main culture in each province - thats crazy because there's no minorities. And in eu3 there's no jews. You should work on that, because they were important in european history.
 

Tornadoli

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Creation of CBs. So what if historically Portugal didn't unite Iberia? Perhaps in one game, Portugal would be strong enough to, and I should be able to get a CB to unite Iberia. Not sure how it would work though.
 

unmerged(294813)

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Polish version published by the paradox, not as now by Polish publisher, which does not explain patches.
 

Asdfreak

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What I hate about eu3 are the magistrates, but they already said they wanted to rework that in some interview.

And I really, really wish for is a totally new technology system. The technology system as it is now is irrational and has nothing to do with the actual technologic advances made at that time. What bothers me about it are not the levels that you progress in but the technology groups. For most of the middle ages any chinese warrior could have kicked any europeans ass. Also the chinese, japanese and also partly the indians were way more advanced than the europeans. EVERYONE was more advanced than the europeans.

My solution to it would be to just let technology advance slowly by default. Then, depending on the form of government, countries should be able to invest in research if they want an advantage. If they progress further, the other countries try to get onto the same level or if they can't they just wait for it to spread to them. So if no one trys to advance, no one else does. But if this triggers a technological race, this can lead to one region or technology group being better than others, e.g. the europeans in actual history.

Also I would really like an AI that gets better if the player gets stronger. I absolutly hate that you can create gigantic power vacuums by destroying mayor powers that no other country tries to fill. Also, if a county actually becomes a big power, they should try to counter the player. So if I as the player blob, other will do the same. Generally some random countries should actually try to become great, as brandenburg ---> prussia did.
 

Kalmar8

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The only problem is that if each nation has 5 people to keep track of, then it has ~1500 people to keep track of. If each nation has 10, then we're looking at ~3000 and so on. If you have personal relationships for what ever reason then you go from 1500x1500 things to keep track of to 3000x3000. Each doubling of the number of people to keep track of quadruples that portion of the load on the game.

Well, CKII copes with much more people and works well. Every barony has a ruling house! Of course I know there are little chances of having some more detailed characters in EUIV, but I simply like that idea and I'd like to play such game.


Fundamentally, anything in a computer game like this is going to boil down to clicking a button, moving a slider or moving a flag/little man around the map, since that's how the interface works. The EU series is more about international than domestic politics, and trying to add the internal complexities of CKII, which uses the same amount of resources to handle a smaller area, will mean that something has to give somewhere. Either the requirements to run the game go up (due to the extra resources required), or some features of EU have to be left out (to allow you to keep the game in roughly the same resource requirements).

You don't need such detail as CKII does -- there are fewer provinces in EUIII over the same territory than in CKII. And you won't need the baronies level. It could be cool to know maybe the top aristocratic families and be able to interact with them. Or to know the king's mistress ;)

I remember a game in EUIII where after some time I managed to install my family in one of minor principalities. Later however the Russians conquered it and made a separate peace anecting them. Even though I forced them later to liberate that principality I couldn't give it back to the deposed cousin, because he simply didn't exist. Of course it's some detail, but European politics was made of such details and I consider such details to build the fun.

Yes EU series is about international politics, but note that many posts here underlines the need to have something to do in the peacetime and managing the aristocracy is an option here. On the other side, having real persons behind personal unions and dynastic marriages adds a new dimension to the international politics.
 

anubisfike

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Hmm, I don't get the joke. It should be BiałystoK and SieDLCe:
http://en.wikipedia.org/wiki/Białystok
http://en.wikipedia.org/wiki/Siedlce

Probably referring to DLC's and stocks or something, Iwanow doesn't make a lot of sense on a good day.

Creation of CBs. So what if historically Portugal didn't unite Iberia? Perhaps in one game, Portugal would be strong enough to, and I should be able to get a CB to unite Iberia. Not sure how it would work though.

What are you talking about? There's no "uniting Iberia" CB for anyone and if you're playing Portugal and get strong enough to take down Castille and Aragon there's nothing preventing you from uniting Iberia already other than BB, which is the same for everyone.
 

Tornadoli

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What are you talking about? There's no "uniting Iberia" CB for anyone and if you're playing Portugal and get strong enough to take down Castille and Aragon there's nothing preventing you from uniting Iberia already other than BB, which is the same for everyone.

Well, some nations gain "conquest" CBs from missions, etc. I should be able to set my own missions (or something along those lines).
 

xereck

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More provinces! Bornholm, The Faroe Isles and The Shetlands just to name a few
 

Korsan82

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eu2.jpg


Are those what appear to be trade routes in this screen shot!? This could be very interesting... :D

I hope we are allowed to establish new trade routes on our own by selecting province -> create trade route -> select route target. The trade route on map should be drawn automatically then
 

Blastaz

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I hope we are allowed to establish new trade routes on our own by selecting province -> create trade route -> select route target. The trade route on map should be drawn automatically then

Did you play EU:Rome? you could in that game and it was a nightmare to micromanage every province could have about 3 or 4 routes and people got unhappy if not all your provinces did. Rather than any province creating a route you should need a BIG port/CoT equivalent to create a route to or from.
 

Svip

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Polish version published by the paradox, not as now by Polish publisher, which does not explain patches.

I am already negotiation with Paradox about a new localisation system, that would allow Paradox to distribute all localised versions.
 

PiriReis

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More unifications

Did you play EU:Rome? you could in that game and it was a nightmare to micromanage every province could have about 3 or 4 routes and people got unhappy if not all your provinces did. Rather than any province creating a route you should need a BIG port/CoT equivalent to create a route to or from.

Better to have a single trade route from capital A to capital B after you make a trade agreement with nation X like in the Total war games? It would also make better use of the trade agreement option in the diplomacy ledger, also include n option like ask nation X to put embargo on trade with nation Y?
 

BronzeCheese

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No more wastelands. We are supposed to lead our countries trough the years which means we should be able to decide if we want to colonize a wasteland or not. However, in wastelands your troops lose faster soldiers in the beginning because it would be hard to get food in a wasteland.
 

ZechsMerquise73

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So just a graphic interface for what can already be done with notepad? That doesn't seem too bad. It also isn't the implication from being able to move provinces and countries which was what you initially suggested...
Such modding takes hours to prepare to play a video game. Streamlining the system means people who aren't modders can make their own mods, and simple things could be changed without writing a mountain of code. No need for a game converter; do it yourself! Such simplified modding is so "old school"; even Age of Empires had a basic game editor. By that I mean, its pretty much expected. The real point, though, is that it would make the game more fun to mess with. If you try to setup scenarios, wars, and alliances by just using tag swapping, you'll spend hours, just to see that it doesn't work out.


The only problem is that if each nation has 5 people to keep track of, then it has ~1500 people to keep track of. If each nation has 10, then we're looking at ~3000 and so on. If you have personal relationships for what ever reason then you go from 1500x1500 things to keep track of to 3000x3000. Each doubling of the number of people to keep track of quadruples that portion of the load on the game.
CKII has barons, counts, dukes, kings, and emperors, all with families and courtiers. EUIII represents a significantly smaller amount of nations altogether, and many of these are not monarchies. I'm assuming EU4 will be similar. Representing monarchs and their immediate families should be no problem. Besides that, modders for CKII have made working maps of all of Europe, Asia, and Sub-Saharan Africa.



I'm not sure what to say here - surely if you just made cosmetic changes it'd be "send flag X to Y = conquest!" just in a silly hat. If you make substantive or rules changes then it stops being one united game and breaks into being more than one.
Yes. It would look nicer. All the things you can see with your eyes can be represented numerically. Personally, I'd rather have eyes than a graph. Hmm, not sure about changing mechanics. However, the timeline does cover several time periods where people drastically changed the way they fought, traveled, experienced art, etc. It would make sense if things felt or behaved differently over time.



Sure, let's have them spend time doing 4 or 5 different outfits per tech group rather than putting that time to good use with a good set of graphics for elsewhere in the game. Would you want to tie the artwork and music to a given year (bad if tech is advancing much faster or much slower than history), or to given milestone technologies (people will complain that they're getting 18th century organ music in the late 16th because "that wasn't around then"). I'll admit it's no better, and in some ways worse than a consistent set of music and "timeless" art, but the more precise you try to make something cosmetic, the more people will complain when it's slightly wrong, rather than being generically reasonable for the period as a whole.
Why would culture always change with technology that doesn't necessarily relate to it? Most games have a lot more than 20 sprites, and they're usually highly detailed. I think the art team would survive.



I may have misunderstood you, I thought you meant having the tribes under your control rising up in wars against each other - otherwise known as yet more revolts - and being even more disruptive in your attempts to progress your tech and sliders, or even westernise (however this is done...).



So, what you need is the event that triggers the CB to also slap the targetted nation with a province penalty of some sort. The likelyhood of the event could be tied into your centralisation, or to a decision "allow/disallow raids".
Physically represented factions physically attacking another nation or faction. Not modifiers. Rebels, maybe, but rebels with personality who you can interact with. Rebels 2.0!


The events in CKII fundamentally come down to pressing a button, then pressing a couple more - not exactly enthralling when you're on your 8th or 9th time through a given triggered event tree, and mechanical after the 20th. In EUIII as it stands, all the decisions are optional, and some of them make it more likely that certain event chains will happen. If you look at the CKII events they are very much targetted around you playing "King X of Y", rather than playing "the Kingdom of Y", the approach taken in EUIII.
It gives you the ability to choose and add your own personality to your nation, rather than the personality being assigned to you. Especially if the effects of the event had lasting side effects, changed something about your nation.

Fundamentally, anything in a computer game like this is going to boil down to clicking a button, moving a slider or moving a flag/little man around the map, since that's how the interface works. The EU series is more about international than domestic politics, and trying to add the internal complexities of CKII, which uses the same amount of resources to handle a smaller area, will mean that something has to give somewhere. Either the requirements to run the game go up (due to the extra resources required), or some features of EU have to be left out (to allow you to keep the game in roughly the same resource requirements).
Well, considering that the game runs pretty well on a single core processor, maybe adding more complexity.. people with mac books will need to upgrade? Besides, the graphical improvements are going to bump the requirements up passed single-core compatibility.

Did you play EU:Rome? you could in that game and it was a nightmare to micromanage every province could have about 3 or 4 routes and people got unhappy if not all your provinces did. Rather than any province creating a route you should need a BIG port/CoT equivalent to create a route to or from.
Yeah, that was really poorly implemented.
 
Last edited:

EmmDubya

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Better Steam integration with multiplayer would be great - for example, the ability to set up games with Steam invites and 'join game' button usage. I definitely hope the Coat of Arms/Flags look far nicer than in the screenshots, too, those pictured look horribly ugly and overly shiny with unsubtle gradient.
 

Svip

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Better Steam integration with multiplayer would be great - for example, the ability to set up games with Steam invites and 'join game' button usage. I definitely hope the Coat of Arms/Flags look far nicer than in the screenshots, too, those pictured look horribly ugly and overly shiny with unsubtle gradient.

I certainly do not hope for better Steam integration. I want to be able - as I am now - to play this game without the Steam client.