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EU4 - Development Diary - 24th of July 2018

Good morning all! What would Tuesday be without an EU4 dev diary? Tragic, I say, so here for the last of the Summer dev diaries while the bulk of the Swedes are on vacation, I bring to you a summary of balance changes coming in the 1.26 Mughal Update. This is not exhaustive (We'll post up the full changelog closer to release) and is about changes made to the game and its existing mechanics, rather than the new stuff we've added. We'll have another Dev Diary in the future to act as a "roundup" of new mechanics and how they work.

Estates:

As we have mentioned before, Estates now cause a disaster at 100% influence rather than 80%. They also no longer have a minimum requirement for land. In addition to this:

- Confiscating estate land now gives a +5 unrest modifier in the province for 15 years. This modifier goes away if you give the land to another estate.
- Confiscating estate land now adds 25 local autonomy in the province that the estate was previously in.
- Advisors generated by Estate interactions now scale in cost depending on estate influence.
- Influence from estate events generally increased.
- Cossack Estate now gains twice as much influence per development in granted provinces.
- The cap for how much development in granted provinces can increase influence is now 50% rather than 40% for all estates.

Trade Nodes:

- Bengal trade now flows into Doab, which in turn flows into Lahore (renamed from Kashmir) undoing the injustice to these nodes.
- General renaming and reshaping of Indian trade nodes (see screenshot)
- The Katsina Trade Node now connects to Ethiopia instead of Alexandria.
- The Ethiopia Trade node now also connects to Aden.
- Coromandel flows straight to the Cape

Trade n stuff.png


In general this means more Indian trade will be able to flow around Africa into Europe without needing massive amounts of control in Aden. Zanzibar isn't quite the slush fund it used to be, but remains lucrative.

Tributaries:

Far away tributaries with no expectation of help or feasible reason to be a subject was something we're looking to change with this update. As such, the AI is no longer interested in establishing new tributary relationships with nations who do not border them. This goes for both asking and receiving requests. Existing tributaries are fine, so Ayutthaya & Khmer won't suddenly want to abandon Ming in 1444.

Speaking of Ming, 1.26 may as well be renamed the Sukhothai update, as declaring an independence war no longer calls in your overlord's Tributary overlord. Sukhothai can now declare war against Ayutthaya without Chinese intervention.

Expansion:

An issue in EU4 that we've long recognised is that conquest is almost always a good idea: you are able to immediately get a financial benefit from land, buff up your own forcelimit, size, trading potential, while at the same time denying your foes that land. We've been wanting to change this so that one has to consider what they conquer with a bit more forethought and with that we turn to your States.

Your maximum number of States is now far more important: If you hold more territories than your state limit, you will face a yearly corruption penalty, currently +0.02 per territory (not per province). For example, if you have a State Limit of 15, you can have up to 15 States AND up to 15 Territories without penalty. Overseas Colonial Regions and Trade Charter Companies are exempt from this calculation. This corruption hit is halved in Easy mode, and entirely absent in Very Easy. Additionally sending Missionaries and cultural conversion are not possible in Territories. You must make them a state to do these.

In conjunction with this, all nations' base state limit has been doubled (up from 5 to 10).

There is a define ALLOWED_TERRITORY_VS_MAX_STATES which allows you to tweak this value in defines.lua

Subjects:

In the interest in encouraging more indirect rule, holding a subject for a long time will gradually reduce their liberty desire. Subjects can now also gain trust with their overlord, instead of having it pinned at 50.
Force Limit Contribution from subjects now scales with the subject's own FL, minimum of +1 + 10% from vassals, +20% from marches.


End Game Tags:

Preventing weird country formations, like Ottomans to Byzantium or Minghals or England to Mughals to Shan to Mughals to Japan is something we're historically not very good at. It generally involves a lot of different file changes and something usually gets overlooked. In script as of 1.26 we now have a scope known as "End game tags" which will prevent most cases of such nations forming other nations (Holy Roman Empire, Rome and Papal States are so special they trump this list, eg: Byzantium can for Rome, Italy can form Holy Roman Empire...).

The current list is:

Mughals
Ottomans
Byzantium
Rome
Holy Roman Empire
Rum
Qing
Russia
Commonwealth
Japan
Yuan
Hindustan
Bharat
Arabia
Papal States
Spain
Great Britain
Italy
Germany
Ming

That's the bulkier of the balance changes. As usual, there will be more nuanced changes in the fine details to come along in the full Changelog, which we will be sharing closer to release.

We are well aware that balance changes can get people worked up and are seldom without contention. I have very fond memories of forums around the the 1.12 release. Remain civil when expressing your feelings over your favourite balance changes as, although I endeavour to explain why we make changes, there are as many opinions as eyeballs in the world. Thanks for your time.

And if Balance Changes are not your cup of tea, let's have a look at some of the other National Idea changes brought along in the 1.26 Update. We'll look over at the Bengal region, where there is now a distinction between The Bangal Sultinate, and the Bengali Minors in the area.

I love U.png


Bengal Sultanate ideas
start =
infantry_power = 0.1
global_manpower_modifier = 0.15

bonus
backrow_artillery_damage = 0.15


bng_combat_piracy =
trade_efficiency = 0.1

"Pirates have infested the waters of the Bay of Bengal for too long. We must protect traders en route to our ports by discovering and eliminating pirate havens along the Arakan coast."

bng_habshi_generals =
army_tradition = 0.5

"Abyssinian slave-soldiers purchased in Arab markets play a significant role as elite infantry soldiers. Those that excel as leaders shall be given greater levels of command, while those who demonstrate exceptional loyalty shall make up the palace guard."

bng_clearing_the_delta =
development_cost = -0.1

"The Bengal Delta contains an immense expanse of potentially very profitable land that goes unexploited due to thick forestation. We must subsidize efforts to clear the forests to make way for new farmlands, cities, and trading posts."


bng_attract_sufis =
idea_cost = -0.1

"Sufis have long been innovators of Islamic thought as well as wise councilors. If we wish to be a leading voice in the future of the Islamic world, we must patronize Sufi lodges and convince the wisest among their order to settle in our domain."

bng_conquest_of_the_gangetic_plain =
leader_land_shock = 1

"To our west are the fertile and populated lands of the Indo-Gangetic Plain. The Sultans of Bengal have long coveted its great cities and vast wealth, but only now as a new and ambitious crop of generals rise to power is our ambition likely to become a reality. We must do all we can to ready our forces for the coming conquest."

bng_rupees =
global_tax_modifier = 0.1

"The lack of a widely adopted standardized currency is stunting the development of Indian commerce. As one of the foremost economic powers in the subcontinent, we are well placed to begin the minting of a new silver coinage with standard weights, which we shall call the rupee."

bng_bengali_industrialization =
global_trade_goods_size_modifier = 0.1

"Bengal is uniquely situated in India to begin a revolution unlike any seen before. We stand poised to exploit new developments in our already world-class textile and shipbuilding industries. Let us begin an industrial revolution!"


Bengali Minors ideas =
start =
merchants = 1
infantry_power = 0.1
}

bonus =
prestige = 1
}


hindu_sufi_syncretism =
religious_unity = 0.5

"Beyond the eastern frontiers of the Islamic world, came Sufi mystics to settle land grants or to commune with nature in Bengal, intermingling with the Hindu population. Cooperation led to extensive land reclamations in forested and marshy areas and helped to introduce new syncretic forms of music, painting, dancing and sculpture reflected in the temples and shrines constructed during this period."

ganges_brahmaputra_confluence =
trade_efficiency = 0.1

"The mighty Ganges and Brahmaputra have traveled far to intermingle and spread out into the Bengal Delta, funneling trade and commerce in its wake. For thousands of years the area around the delta has been a natural place for the easy exchange of goods and ideas."

rice_fields =
global_manpower_modifier = 0.2

"We Bengalis are primarily rice eaters, and the rainfall and soil in the area lends itself to massive surplus rice production, with the mighty silt laden rivers and monsoon allowing for three separate growing and harvest seasons a year."

mustard_oil_ilish_mach =
war_exhaustion_cost = -0.10

"Wars may torch the granaries and markets. The weather may wither or crush the crops in the fields. Elephants and ants may try to eat what we have planted. Give us a little oil, however, and our fish-laden rivers will give us the food we Bengalis desire most!"

jute_production =
#production_efficiency = 0.1

"Native to our region, Jute is a long, soft, shiny vegetable fiber that can be spun into coarse, strong rope, matting or thread. In high demand for its resilience and relatively light weight, we can benefit from its cultivation and production."

opium_fields =
global_tax_modifier = 0.1

"What's that? People will give us gold and silver for our flowers!? The opium of our region is highly prized and easily grown, commanding twice the price of any other opium in the world. Let the trade begin!"

bengali_renaissance =
global_institution_spread = 0.1

"The Bengal Renaissance that took place in this region was a reaction to the encounter and impact of Europeans arriving for not only commerce, but for study, art and scholarship. The Bengal Renaissance blended together Hindu teachings from the past with Western education, politics and law, as well as a re-casting of Bengali culture. This led to a flourishing of the arts and sciences."

And if neither Balance changes nor National Ideas are your thing, well, swing by next week, where we'll talk about that new image you keep seeing in the buildings interface is. There are still a fair few dev diaries to come before Dharma is due to hit the shelves.
 

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My community has been playing MP games with 30-50 players for 3+ years. We have multiple people who know how to mod who can at a whim start running numbers. We even have several people who join regular MP matches (no mods, just hosted at random) and are frequently banned for either cheating, or just straight being too good.

I dunno why people hate actually getting good at the game and learning it?

As for making fun of datamining: There are mechanics that just straight don't work as you'd think. Recently "backrow artillery damage" came up to question. Does the +20% from age 4 make you do 50->60% damage, or 50->70% damage? Well, the 20% additional damage actually makes you do something like 50->63% damage. Why? I dunno. It does mean though that Bengal's new ideas will ironically be among the strongest in the game. And THAT'S the kind of analysis my MP community will do.
of course, inf/cavalry doing damage from the backline in old patches was not something well known, so there is value from testing deeply.

Maybe my interaction with you and specific members of your community is not representative of it as a whole. You are correct, I shouldn't assume everyone is a degenerate just because one guy from your community argues about the merits of spamming cavalry as sweden at game start.

There is value in data mining, of course it also increases the burden to be right if you use it as justification. Otherwise you turn into the meme guy that makes balance mod despite not knowing how disc works, all when you can test what you spout in literally 5-10 minutes of testing, no mod experience required.
 
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except for the Ottoman -> Byzantium in dev clash where apparently unstating your best land and spending 400 dip to tag shift for perm claims to land you already own is too broken for the game.
The point isn't the permanent claims you get from forming Byzantium, it's the OP Byzantine missions and events. They are balanced for a small 3-province minor that starts next to the most powerful nation in the game, not the almighty Turks. Besides permanent claims or cores on all of this:

TlnMl27.png


You also get amazing modifiers such as:
  • A total of +60% Patriarch Authority
  • +2% Missionary Strength and Tolerance of the True Faith for the entire game (on top of Byzantine ideas giving +3 to both)
  • +10% Morale of Armies and +10% Manpower Recovery for 20 years, as a free extra decision for conquering Venice
  • Seventeen free development in Constantinople, the best province in the game
  • +10% Missionary Strength vs Heretics, no I'm not kidding
  • -10% Core Creation Cost for 20 years, which could be worth hundreds of admin
  • +25% National Manpower Modifier for the entire game
Finally, there are also Byzantine events which trigger from "reconquering" places like Athens or Anatolia, which give you a second reward, mostly monarch points. The rewards you get just from clicking "Restore the Byzantine Empire" as the Ottomans total 150 ADM, 300 DIP, and 150 MIL. If you need to spend 400 DIP to culture shift like you say, then this play was practically free, anyway... Hell, I'd trade 100 dip for 150 ADM and MIL any day.

Let's be honest, the Purple Phoenix DLC is basically a byz wank, which is fine and very fun, but not balanced for MP when the nation in question can be formed by the Ottomans, a country so powerful the starting bookmark is named "Rise of the Ottomans". So yeah, I'd say it is too broken for the game.
 
Completely disabling missionaries and culture-conversion in territories is just stupid. Who's dumb idea was that and how do we get him fired?
Seriously, what are you thinking!?
 
The point isn't the permanent claims you get from forming Byzantium, it's the OP Byzantine missions and events. They are balanced for a small 3-province minor that starts next to the most powerful nation in the game, not the almighty Turks. Besides permanent claims or cores on all of this:

TlnMl27.png


You also get amazing modifiers such as:
  • A total of +60% Patriarch Authority
  • +2% Missionary Strength and Tolerance of the True Faith for the entire game (on top of Byzantine ideas giving +3 to both)
  • +10% Morale of Armies and +10% Manpower Recovery for 20 years, as a free extra decision for conquering Venice
  • Seventeen free development in Constantinople, the best province in the game
  • +10% Missionary Strength vs Heretics, no I'm not kidding
  • -10% Core Creation Cost for 20 years, which could be worth hundreds of admin
  • +25% National Manpower Modifier for the entire game
Finally, there are also Byzantine events which trigger from "reconquering" places like Athens or Anatolia, which give you a second reward, mostly monarch points. The rewards you get just from clicking "Restore the Byzantine Empire" as the Ottomans total 150 ADM, 300 DIP, and 150 MIL. If you need to spend 400 DIP to culture shift like you say, then this play was practically free, anyway... Hell, I'd trade 100 dip for 150 ADM and MIL any day.

Let's be honest, the Purple Phoenix DLC is basically a byz wank, which is fine and very fun, but not balanced for MP when the nation in question can be formed by the Ottomans, a country so powerful the starting bookmark is named "Rise of the Ottomans". So yeah, I'd say it is too broken for the game.


Ok that's fair but what's the harm in making it a toggle that's automatically turned off? Like the idea of the same category thing? MP games will not be affected but people can still go event hunting.
To clarify the main reason I oppose this is because I want to hunt country specific events to build a light ship for 1 ducat and stuff like that. And by all means disable perma-claims transferring.
 
Ok that's fair but what's the harm in making it a toggle that's automatically turned off? Like the idea of the same category thing? MP games will not be affected but people can still go event hunting.
To clarify the main reason I oppose this is because I want to hunt country specific events to build a light ship for 1 ducat and stuff like that. And by all means disable perma-claims transferring.
The problem becomes anyone even close to Byzantium should form them. You can make an argument maybe for Italy. However, going Byzantium, picking up the ludicrous missions, the perma claims, the events, the permanent manpower modifier, it's actually stupid. It means ANY country in the region should form them. Serbia? Byzantium. Hungary? Byzantium. Wallachia? Romania? No Byzantium.

The unfortunate part is this isn't actually being stopped, however it does stop at LEAST a few things. The game is in a shitty spot right now where a few "favorite" countries have managed to powercreep where any country played in the region is eventually going to become that formable, at which point so many runs diverge in to a single playthrough.
 
The problem becomes anyone even close to Byzantium should form them. You can make an argument maybe for Italy. However, going Byzantium, picking up the ludicrous missions, the perma claims, the events, the permanent manpower modifier, it's actually stupid. It means ANY country in the region should form them. Serbia? Byzantium. Hungary? Byzantium. Wallachia? Romania? No Byzantium.

The unfortunate part is this isn't actually being stopped, however it does stop at LEAST a few things. The game is in a shitty spot right now where a few "favorite" countries have managed to powercreep where any country played in the region is eventually going to become that formable, at which point so many runs diverge in to a single playthrough.
Nah but i meant what if its a toggle that you just turn off in competitive/'balanced' MP games? And yes I can see that countries being a formable and mp-games turning into the exact same set of countries again and again and again being a problem but the change doesn't fix that. I guess it sort of fixes SOME of the problems but not all. Still what's wrong with a toggle (provided its not hard to implement)
 
So.... am I the only one actually still looking forward to Dharma and the 1.26 patch? I mean, as I said earlier, I'm not a fan of the missionary change and do hope they reconsider but other than that? I'm fine with basically the rest of the changes. Might help that I've never even attempted a WC and near always go humanist if either anyway so my play style really isn't impacted.
 
So.... am I the only one actually still looking forward to Dharma and the 1.26 patch? I mean, as I said earlier, I'm not a fan of the missionary change and do hope they reconsider but other than that? I'm fine with basically the rest of the changes. Might help that I've never even attempted a WC and near always go humanist if either anyway so my play style really isn't impacted.

I am somewhat still interested and glad 1.26 is coming.
It's just that I don't like the religious nerf, and wished
It didn't happen @ all...
(but this is the 2010's the era of doubling down, so that's very unlikely.)

So i wish it was was more streamlined into something like ages.

Ages could emphasize the build up in exploration era and the hyper blobbing in revolutions.

....but let's say sweden is not yet lost mod will be getting a update and a permanent place on my mod docket.
Along with unlimited states mod, and 10 idea groups mod.
 
Let's be honest, the Purple Phoenix DLC is basically a byz wank, which is fine and very fun, but not balanced for MP when the nation in question can be formed by the Ottomans, a country so powerful the starting bookmark is named "Rise of the Ottomans". So yeah, I'd say it is too broken for the game.

If this is the problem, the simple solution would be making Byzantium not a formable nation. I mean, there's even a Greece formable nation in the game already.
 
I don’t have any issues with the Purple Phoenix dlc. You can easily turn it off in a multiplayer game. With 1.26 it’sno longer possible to tag switch from Ottomans.
 
The point isn't the permanent claims you get from forming Byzantium, it's the OP Byzantine missions and events. They are balanced for a small 3-province minor that starts next to the most powerful nation in the game, not the almighty Turks. Besides permanent claims or cores on all of this:

Ottoman missions give pretty much the same claims except for Italy and Iberia.
You also get amazing modifiers such as:
  • A total of +60% Patriarch Authority
- PA isn't hard to get
  • +2% Missionary Strength and Tolerance of the True Faith for the entire game (on top of Byzantine ideas giving +3 to both)
Are you regularly taking more than 300 OE? If not then there's no practical difference in unrest between heathen and TTF provinces both with Humanist. No amount of TTF obtainable in the game can replace Humanist.

If you're only expanding at PDX approved pace then any conversion religion can keep up with conversion pace. For One Faiths not even Ortho Byzantium can keep up with late game conquest with pure conversion.

  • +10% Morale of Armies and +10% Manpower Recovery for 20 years, as a free extra decision for conquering Venice
In exchange for Ottoman events and Janissaries.
  • Seventeen free development in Constantinople, the best province in the game
"Make Byzantium Capital" gives 11. The boost most likely makes spawning institutions more expensive.
  • +10% Missionary Strength vs Heretics, no I'm not kidding
So you can convert Christian provinces really fast. I am not sure how that's overpowered when I can do the same by feeding Europe to Najd and Novgorod while clicking less in the process.
  • -10% Core Creation Cost for 20 years, which could be worth hundreds of admin
Are you keeping Byzantium ideas? That gives up 20%. The reward requires owning Northern Italy which means it's not happening until Absolutism unless you ignore India. The more admin efficiency you have the less CCR saves.
  • +25% National Manpower Modifier for the entire game
Finally, there are also Byzantine events which trigger from "reconquering" places like Athens or Anatolia, which give you a second reward, mostly monarch points. The rewards you get just from clicking "Restore the Byzantine Empire" as the Ottomans total 150 ADM, 300 DIP, and 150 MIL. If you need to spend 400 DIP to culture shift like you say, then this play was practically free, anyway... Hell, I'd trade 100 dip for 150 ADM and MIL any day.
So you're trading a quarter of a tech's worth of monarch points in the short run for the Ottoman Harem which gives probably 4-5 extra ruler stats or mp/month over the course of the game; not to mention the direct/indirect cost of unstating 250-300 dev's (5 adm/dev) worth of cores at the start when Ottos are at their relative weakest compared to neighbors. Otto events are also much better than Byzantium's. Sunni has its own bonuses.

There's also the solution of changing the Reform Byzantium decision so that it blocks tags that start as Otto instead of tags that are currently Otto. That would seem a more fitting solution than blocking tag shift altogether.
 
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"Make Byzantium Capital" gives 11. The boost most likely makes spawning institutions more expensive.

1) If you have at least 2k total development: 50 vs 70 capital province will not make that much of a difference in embrace total cost.

2) Minor point since Constantinople/Istanbul also border no less than 9 border province and only 4 of them have non-grassland expensive % modifier. Only two institution doesn't really need to be manually developed global trade and manufacteror. That leaves 4 institution you need to manually spread.

3) Since you can pre-plan all of your institution except maybe reiassence and you are very unlikely to kill Ottoman within the first 6 years. So you could develop the capital or wait for it. You can do it in the provinces right next to Constantinople/Istanbul with it's high development will ensure that the cost for embracing without institution in capital will be gone within a few year if not right away.


The rest of your post; I agree with mostly.
 
Personally, I wish we had more control over static modifiers like tolerance/intolerance to go with the missionary change.

The ottomans is again nerfed. Refresh their ideas..this is ok.. We are starting at rise of the ottomans..now fall of empire...
How is it a nerf?
 
The point isn't the permanent claims you get from forming Byzantium, it's the OP Byzantine missions and events. They are balanced for a small 3-province minor that starts next to the most powerful nation in the game, not the almighty Turks. Besides permanent claims or cores on all of this:

TlnMl27.png


You also get amazing modifiers such as:
  • A total of +60% Patriarch Authority
  • +2% Missionary Strength and Tolerance of the True Faith for the entire game (on top of Byzantine ideas giving +3 to both)
  • +10% Morale of Armies and +10% Manpower Recovery for 20 years, as a free extra decision for conquering Venice
  • Seventeen free development in Constantinople, the best province in the game
  • +10% Missionary Strength vs Heretics, no I'm not kidding
  • -10% Core Creation Cost for 20 years, which could be worth hundreds of admin
  • +25% National Manpower Modifier for the entire game
Finally, there are also Byzantine events which trigger from "reconquering" places like Athens or Anatolia, which give you a second reward, mostly monarch points. The rewards you get just from clicking "Restore the Byzantine Empire" as the Ottomans total 150 ADM, 300 DIP, and 150 MIL. If you need to spend 400 DIP to culture shift like you say, then this play was practically free, anyway... Hell, I'd trade 100 dip for 150 ADM and MIL any day.

Let's be honest, the Purple Phoenix DLC is basically a byz wank, which is fine and very fun, but not balanced for MP when the nation in question can be formed by the Ottomans, a country so powerful the starting bookmark is named "Rise of the Ottomans". So yeah, I'd say it is too broken for the game.

You also get +75 Army Tradition from decisions you can enact day1. Turned out to be pretty vital :rolleyes:

I would argue it was a no-brainer move; just keep the Ottoman ideas though. I also did it after unlocking CCR ideas (~20-25 years). Be aware the mana-giving-events were hotfixed away after that session :(
 
Nah but i meant what if its a toggle that you just turn off in competitive/'balanced' MP games? And yes I can see that countries being a formable and mp-games turning into the exact same set of countries again and again and again being a problem but the change doesn't fix that. I guess it sort of fixes SOME of the problems but not all. Still what's wrong with a toggle (provided its not hard to implement)
My problem with that is that is that I fear it becoming super common to play that way.

The example I always give is in divinity original sin 1 on release there was a super broken build that was semi-obvious to go. I went it because it sorta made sense. After going through 10 or so hours of content I finally was very bored with a friend and went to the forums. Turns out the build was just broken. Anyone EVER having issues with the game was told to go that build. People actually argued not to nerf the build since it was "player choice" whether or not to go it. It got nerfd eventually, but only after people like me and I'm sure MANY others got really bored of the game and never really got to experience it.

I can see an argument for a toggle that's sort of hidden away that comes with a warning message. Call it like a "sandbox mode" that comes with a warning message like "hey this is gonna make the game much easier and will disable achievements as well as removing much difficulty from the game." Have it disable idea group limits, enable country formation, etc. The only problem is I really would hate it if the community largely emigrated to that mode then.

Also for the guy talking about Swedish cavalry day 1: Day 1 cav have an extra defensive shock pip, and 1.0 shock to infantry's 0.5 shock. 20% infantry combat makes it BETTER to go infantry as sweden than infantry as others, but if you start running against cav spammers your swedish infantry are going to be swedish manure. Too many people think late 1700s when it comes to cavalry. I think it's tech 6-7 where infantry does equal/more damage than cavalry as a western nation (which is a real oddity that has never been addressed) but at tech 8 cav shock goes from 1.2 to 2.0!! then at tech 10 you gain an offensive shock, an offensive morale, and TWO defensive morale. Tech 16 cannons become too powerful to ignore, and mashing mercenaries becomes effective, but now you're 13 techs in and you've been ignoring the stronger unit for 100 years.
 
My problem with that is that is that I fear it becoming super common to play that way.

The example I always give is in divinity original sin 1 on release there was a super broken build that was semi-obvious to go. I went it because it sorta made sense. After going through 10 or so hours of content I finally was very bored with a friend and went to the forums. Turns out the build was just broken. Anyone EVER having issues with the game was told to go that build. People actually argued not to nerf the build since it was "player choice" whether or not to go it. It got nerfd eventually, but only after people like me and I'm sure MANY others got really bored of the game and never really got to experience it.

In every WC thread I've ever read since playing this game, the #1 advice has been to get trade companies asap. If you want the best comparison to your DO build then this is it. Beelining for TCs and using the money to generate more money and run mercs is the most broken and overused strategy in single player EU4.