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KOGAHAZAN!! posted:Nah, the trade system isn't great. Probably my least favourite mechanic left in the game? It's a whole bunch of clicking- like, nightmare levels of clicking if you decide you want to do more that just get your cap bonuses. And the routes keep breaking because of wars and rebellions so you need to keep redoing everything, There's very little actual decision making in it, too- at most you might need to think about what your priorities for those cap bonuses are but that doesn't change much run to run. The click to decision ratio here is off the charts. Gaius Marius posted:The only reason they ever added it was because how mad the players got when they originally had very little control over their army. The game in general would be much better if you never had anything more than influence over anything but the most personal decisions.
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# ¿ Nov 18, 2022 06:40 |
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# ¿ May 12, 2024 18:32 |
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YF-23 posted:I think I would have preferred a halfway approach where games get their big expansions and then support switches to a much more limited scope with just cosmetic or flavour releases (that don't introduce new mechanics) explicitly to maintain a revenue stream while the game is in its final form. But this is something that just came to me as something I would be satisfied with on the consumer side, and probably doesn't make as much business sense.
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# ¿ Feb 15, 2023 17:17 |
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Lady Radia posted:they would just reload and still call it easy, or more likely figure out how to know better about what is obscured from them and then you’ve created a skill floor without a corresponding skill ceiling increase As for the issue of people reloading, I feel like you could get around that by having bad events get locked in but not fire right away. So for the Time of Troubles, something like: - There's a page with possible disasters, which shows the visible factors affecting the likelihood of the event, things like legitimacy, number of heirs, how happy the nobles are, how many possible pretenders there are, and so on. - Hidden from the player there's a counter that counts up to the disaster each month, based on the above factors - AND - a hidden randomized variable that reduces how much it ticks up each month or even makes it tick down. - If the counter reaches 50%, the event gets locked in at level 1, where it triggers if the ruler dies, whether it's in a week or ten years. - If the counter reaches 100%, the event gets locked in at level 2, where it will also just trigger within a random number of months - After an event gets locked in, it can still be averted if the player manages to get the situation under control and the counter back down to 0% before the ruler dies. The above system would make it transparent to the player what they need to care about, but not how much, and make it so you'd have to undo a lot more stuff to reload before things got locked in. Obviously "forcing" events on the player like this would probably necessitate making them more interesting challenges, with clear goals for how you make them stop. So like, in the above scenario, the player chooses from one of the pretenders and then gets clear instructions on what actions will help calm things down again. Like capturing/killing rivals, proving their martial prowess by beating up invaders and so on.
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# ¿ Feb 16, 2023 08:27 |
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Lady Radia posted:this isnt any different from what mods or even some EU4 event chains do today, except that it hides more from the player. in fact it’s just Worse because players will remember across replays, so again it is just a knowledge check, it’s not actually fleshing out or adding a system Obviously you can just keep going back through your saves, but you can't really get around that as a developer except by like removing manual saves. As long as beating up the rebellion actually comes with some upsides*, I think just a slight bit of resistance to the act of simply reloading, would go a long way towards making people just play that poo poo out. *it's mechanically engaging, and possibly mechanically rewarding if you do it really well. Like giving the winning dynasty a long-lasting legitimacy boost and your country a stability to boost because the civil war made it very obvious who was on top.
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# ¿ Feb 17, 2023 18:14 |
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ilitarist posted:Not in terms of quantity of course, but I can imagine those games getting an overall facelift. If we'd get EU7 this year instead of the expansions we got it would probably have half of the mechanics but, first, maybe we'd be better off without some of them or never notice they're gone. Second, you'd get cohesive UI with modern features like a proper font renderer, nested tooltips, accessibility options, etc. Devs make improvements on UI from time to time but it's still a mess that would never look like that if the UI was made from the ground up.
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# ¿ May 19, 2023 13:26 |
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The Cheshire Cat posted:4X means turn-based. Grand Strategy means realtime.
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# ¿ Jun 12, 2023 05:20 |
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GrossMurpel posted:
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# ¿ Jun 12, 2023 15:36 |
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Mandoric posted:Could always split the difference--let mod tracks use the preexisting tagging system yet, or better yet include custom weighting code, then let modders convert the playlists and sidestep having to handle licensing oneself. One of the V3 megapacks apparently made some progress towards this, but they don't go into much detail as to how.
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# ¿ Oct 19, 2023 12:27 |
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Staltran posted:They might be chopping off a century or so from the end of the EU timeline too. But if it isn't EU5, well, no way it's CK4 either. It would have to something completely new, likely overlapping both CK3 and EU4. And it would probably have to extend significantly into the EU4 timeframe for the Americas and the ocean lanes to be significant. If they did 1337-1648 or something like that for not-EU5, where would that leave an eventual EU5? Not that they can't have two games in the same timeframe, but it seems pretty unlikely to me.
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# ¿ Mar 14, 2024 18:18 |
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Magissima posted:Yeah the pressure to get stronger at the same pace as your rivals and threats is really the only reason to expand outside of pure map painting. The game stops being fun when there's no one who can threaten you, and the only way to have threats throughout the campaign (other than introducing new ones like the mongols or Anbennar's obsidian dwarves) is to slow down the player's scaling or make the AI at least somewhat competitive, which in EU4 it is definitely not. If I get outscaled on a reasonably level playing field by EU5's AI I will be extremely satisfied. I guess it could be part of the difficulty settings, to define how much the AI cares about that, kept separate from other aspects of the difficulty. Dr. Video Games 0031 posted:Johan has been vocal about how much he disliked the In Nomine start date (1399), so it's a little hard to believe he'd go even earlier.
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# ¿ Mar 15, 2024 05:33 |
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Radia posted:the problem - and i think it is a problem, i'm not sure how to solve it - is that ok, you get the AI caring a ton to keep a single country from becoming too powerful. eventually the player will beat that, and probably not much longer than currently. I do agree that you need some sort of internal mechanism to prevent snowballing, to the point that I basically take it for granted that this is necessary. EU would in my mind benefit a lot from a system of diminishing returns for territories that outpace your capacity to control them, meaning even relative minor countries could put up a real fight against their far larger neighbors in the early game, with only later-game improvements letting the big boys push ahead. From a game mechanics point it's perfect as an (early) anti-snowball measure, it mirrors the historical process of minor states becoming increasingly irrelevant, but also allows a minor state to push ahead in its administration and thus be able to fight the big boys on a more equal footing and ideally grow to the point that it still has a chance when the big boys catch up. Magissima posted:Something like V3's diplomatic plays could work well. If France or Austria or Aragon try to expand in Italy, everyone else who's interested in Italy would have a chance to intervene if the aggressor has AE or is at a certain power rank (iirc Imperator's connection of diplomatic options to rank had good ideas), but wouldn't necessarily join a generalized coalition. Try to make each war as an aggressive and blobbing power have aspects of coalitions coming together to oppose you instead of having the coalition be a massive all or nothing war that can be juked around. As you say, some adjustment to the game mechanics to make interventions something you want to avoid for sensible in-world reasons, rather than because it because unmanageable from a purely game mechanics stand point would definitely be nice. First option would be to make it so armies are limited to fighting in the region where the intervention takes place, so the anti-Austrian coalition sticks to defending Italy rather than attacking the Austrian Netherlands or whatever. In the scenario where the intervention against Austria is on a European level, it would of course be fine to attack everywhere in Europe, but now you're avoiding having to deal with annoying attacks on like Austrian Australia.
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# ¿ Mar 15, 2024 14:50 |
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I hate the period and I heard so many bad things about the game back in the day that I never bought it.
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# ¿ Mar 15, 2024 15:48 |
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Elias_Maluco posted:Im getting hyped for this not-EU game Just need to add a note about having family trees for royalty and I think they've cleared my entire suggestion list. Poil posted:That sure is a leet and funny start date. Johan also appears to be aiming for a slower pace of expansion, in which case you might be further from your goals than you'd normally expect to be in EU4. If they manage to make expansion somewhat match history, the real expansion of map painting for Russia/France/England only really happened in the 17th century.
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# ¿ Mar 23, 2024 13:41 |
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Reveilled posted:I wonder how they’ll model the early warfare situation for England. It’s notable that in EU4 Great Britain pretty much always forms by England conquering Scotland very early on and then just waiting for Admin tech 10, and it usually stomps all over Ireland similarly early despite the challenges of actually ruling Ireland meaning they couldn’t actually make any conquest stick until the late 16th century. 1337 nominally starts with England in an even more commanding position—sure, they’re losing a war to effectively vassalise Scotland, but will the AI actually accept defeat or just turn around and win that war most of the time, starting the unification of the isles even earlier than in EU4? If England does vassalise Scotland, in EU4 this would effectively create a docile client, but in practice all it ever did was create a constant rebellious ulcer as Scotland just kept trying to win its independence over and over and over again. Any attempt to subdue the Irish Lords mostly just led to them saying “OK, yes England, you’re in charge” and then going right back to ignoring them the second the armies were gone. In neither case could England just annex a bit of Scotland or Ireland in one war, then another bit in a second war, then finish them off in a third war, which is exactly what happens in EU4 almost every time. Hopefully vassals and personal unions are just generally unruly if they don't feel like they're being respected, so even if England does vassalize Scotland it can just choose to rebel the moment England attempts poo poo in France.
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# ¿ Mar 23, 2024 15:56 |
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Reveilled posted:One of the other factors, I think, are the game’s truce mechanics. If England fights off France, they’ve then got 5+ years of an uninterrupted free hand in Ireland and Scotland because trucebreaking costs loads of stability and aggressive expansion (and as far as I know, the AI never does it). But historically if France and England signed a peace treaty and the next year the English king then got tangled up in Ireland, France would be invading England’s continental holdings within a month or two, peace treaty be damned, and neither French society nor the wider diplomatic world would much think him the lesser for it. Lot's of possibilities really, and something that could switch up the diplomatic gameplay from previous games.
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# ¿ Mar 23, 2024 18:37 |
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ilitarist posted:Hight time for gamedesigners to start using ‱ symbol. You can get +100‱ and feel good about it. Wealth of Nations: +0.2 to numbers Res Publica: +0.15 to numbers Art of War: +0.05 to numbers El Dorado: +0.05 to numbers Common Sense: +0.05 to numbers The Cossacks: +0.25 to numbers Mare Nostrum: +0.05 to numbers Rights of Man: +0.1 to numbers Mandate of Heaven: +0.1 to numbers Cradle of Civilization: +0.35 to numbers Dharma: +0.05 to numbers Emperor: +0.05 to numbers Leviathan: +0.05 to numbers
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# ¿ Mar 24, 2024 06:18 |
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ilitarist posted:Initially Common sense added a lot more numbers but they were retroactively moved into the base game. Still it makes sense to use patch version, not DLC specifically when evaluating the number of numbers. I am sad to say I am left unsatisfied with your analysis.
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# ¿ Mar 24, 2024 14:00 |
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PittTheElder posted:Let's have some innovation in this bad boy. It shouldn't just be a toggle for whether the Roman Empire is called it's correct name, or the ERE, or the Byzantine Empire, but if you pick the exonym settings to get Byzantium, it should also call the HRE the Kingdom of Germany, France can be Frankia the whole game etc.
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# ¿ Apr 11, 2024 17:13 |
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PittTheElder posted:No I know, that's just what the Romans generally called it from the Ottonians forward. Exonyms for everyone! PittTheElder posted:Aachenian Empire would be hilarious though. Johan please make it happen Elias_Maluco posted:What about buttons to move a slider
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# ¿ Apr 12, 2024 05:38 |
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PittTheElder posted:Frank is absolutely the name they used for the people (including westerners more broadly, and Roman Catholics generally), and also the empire when it included the Western bits, but shifted to using King(dom) of Germany to refer to the state and it's ruler post-Otto.
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# ¿ Apr 12, 2024 06:56 |
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PittTheElder posted:I mean jokes aside the linguistic and academic attack by westerners were very real, and extremely unfounded. And not hard to understand the pain over it honestly, given that whole Fourth Crusade business.
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# ¿ Apr 12, 2024 16:08 |
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YF-23 posted:I am sorry but this is an insane post.
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# ¿ Apr 13, 2024 05:28 |
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OddObserver posted:....
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# ¿ Apr 17, 2024 18:18 |
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gradenko_2000 posted:Simcity 2013 was incredibly bad, yeah, but the path from 1 to 2000 to 3000 to 4 was pretty good series of iterative (if not evolutionary) improvements.
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# ¿ Apr 19, 2024 17:13 |
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ThatBasqueGuy posted:We found the one hoi3 holdout
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# ¿ Apr 25, 2024 17:51 |
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# ¿ May 12, 2024 18:32 |
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DrSunshine posted:God, I'd forgotten that HOI3's tutorial was narrated by Hitler!
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# ¿ Apr 28, 2024 06:09 |