Sure, we'll change this as soon as we implement realistic logistics and have half of your 40k doom stack die from dysentery while you are trying to get it into enemy lands.
Realistic maybe not, but some logistics would be nice
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Sure, we'll change this as soon as we implement realistic logistics and have half of your 40k doom stack die from dysentery while you are trying to get it into enemy lands.
You guys are pretty open when it comes to your design philosophy so I am not asking for any absolutes, but are you guys at the office at least open to the idea of a logistics/expanded supply system somewhere in the future? Has there been any talk about it at all?
Maybe, it'd have to be something that wouldn't break up the current flow of gameplay, so no overcomplicated logistics officer simulator stuff.
This is not a legitimate argument for them to change it, "MUH IRONMAN" is not a reason for them to make a change that YOU feel is unfair when you can easily make that change for yourself.Sure - and if I could play Ironman-without-achievements (I like not having to think about the tedious mechanical task of saving the game) while using gameplay-affecting mods, I would consider doing so.
This would not, however, stop me continuing to publicly state that I think the design decision is wrong from both a historicist (milhist buffs go "whiskey tango foxtrot" when I tell them EU4 prohibits regency councils from declaring war) and gameist (through no fault of my own I am arbitrarily denied gameplay agency for up to fifteen years, and most countries have no sane means of defeating this arbitrary agency denial) perspective.
I want to play the default game. I want the default game to not cause critical breaches of least-astonishment.
And neither is "you can just mod it out if you don't like it" a legitimate argument for keeping a flawed mechanic in the game. Having a modding scene is no excuse not to make the base game as good as possible.This is not a legitimate argument for them to change it, "MUH IRONMAN" is not a reason for them to make a change that YOU feel is unfair when you can easily make that change for yourself.
It is not a flawed mechanic, that is literally just your opinion. In my opinion(and I believe in the devs opinion as well) it is meant to balance between Monarchies and Republics, Republics have weaker Rulers in average but they never have to deal with Regency Councils.And neither is "you can just mod it out if you don't like it" a legitimate argument for keeping a flawed mechanic in the game. Having a modding scene is no excuse not to make the base game as good as possible.
Sure, we'll change this as soon as we implement realistic logistics and have half of your 40k doom stack die from dysentery while you are trying to get it into enemy lands.
I think the main issue is not the Regency themselves, its a lack of Peace Time Mechanics(time to beat a dead horse!)Well let's examine it shall we boys?
Regency council penalizes a player for not having an heir who is "of age." How does this change game-play? What systems are enhanced and what systems are degraded by the feature? What do those effects mean in the larger picture?
I can't see any glaring effects other than making it even more important that you have an matured heir lined up - which is arguably a little too much out of control of the player. Removing the feature would make regency councils just a meaningless place holder where there should be a hint of instability without a strong ruler (IMO).
We don't need to reference history here, because the mechanic is abstract. We also don't need to point out how stupid someone is for not knowing or wanting to use mods or desiring Iron Man compatibility because you might as well be arguing at a brick wall. There is no good conclusion to that path. So let's look at what the mechanic does, as is, and how it would be better.
Oh, BURN!Sure, we'll change this as soon as we implement realistic logistics and have half of your 40k doom stack die from dysentery while you are trying to get it into enemy lands.
That, or we'll just keep the current system because realism is not a meaningful argument.
I would actually really love this. On that note, March of the Eagles style forts when?
Maybe, it'd have to be something that wouldn't break up the current flow of gameplay, so no overcomplicated logistics officer simulator stuff.
Can you tell me - from a purely gameist perspective, in the first instance, since we've established that any historicist justification is at best shaky - why regencies should not be allowed to declare war?What exactly you propose? Because regency fighting war with no malus is not solution.
Just because I don't make it explicitly clear that what I'm saying is my opinion, that doesn't mean that I'm pretending to present some kind of absolute truth. A lot of forum posts are made by people expressing their subjective opinions, and you can generally infer when they're doing so, even if they don't qualify every statement by adding "in my opinion" in front of it.It is not a flawed mechanic, that is literally just your opinion. In my opinion(and I believe in the devs opinion as well) it is meant to balance between Monarchies and Republics, Republics have weaker Rulers in average but they never have to deal with Regency Councils.
Changing the Regency Council rules would NOT make the game better, it would make it different but it wouldnt be better(or worst for that matter) so do not pretend you have the Gameplay High Ground, you do not.
Play Nahuatls they can declare war on Regencies, just convert yourself and is on the base game too!
Also "It works just fine as it is now and is balance, if you don't like it tho you can simply mod it" is a very legitimate argument to keep it as is.
Or just a way to justify to not change the game. Why not abstruct that a game bug is just the Gods cursing your nation for whatever reason (or blessing you depending on the bug effect)? Abstraction is picking something and giving it the meaning that best fits you (or Pdx in this case).Just like most everything else in the game, reinforcements are an abstraction. So depending on the context, they could come from local populations or your own; hiring locals was a pretty popular and effective strategy back then.
"B-But they come from my manpower!" Abstraction.
I see the MotE logistics and fort system brought up a lot. Is there a quick summary available somewhere? The Paradox Wiki comes up empty.
Sure, having a regency council is bad, but not the end of the world for its duration. In a recent Muscovy game I was forced into a 10+ year regency council before while I was literally holding the mouse button over the "declare war" button, about to press it - it's aggravating, to be sure.
The tradeoff for "weaker rulers on average" is "you can spend RepTrad to improve them" and "you get to choose what they're good at and you will never have a 0/0/0 troglodytic derplord".It is not a flawed mechanic, that is literally just your opinion. In my opinion(and I believe in the devs opinion as well) it is meant to balance between Monarchies and Republics, Republics have weaker Rulers in average
I should not be denied access to a user interface convenience feature just because I dislike a game mechanic and want to use a mod that changes it.This is not a legitimate argument for them to change it, "MUH IRONMAN" is not a reason for them to make a change that YOU feel is unfair when you can easily make that change for yourself.