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Darkath

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Apr 9, 2012
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The trend these days at paradox, is to "reduce the amount of micromanagement" in your Grand Strategy Games, as if it was the black death itself.

The main culprits are Stellaris and HOI4 here, who appear as weaker titles, after the golden age of CK2 and EU4 who are enshrinement of the paradox mastery.

This is not just my opinion, within my gaming community there is a group of ardent fans of paradox games who all preordered these 2 games based on paradox accumulated goodwill and expertise and were left severely disapointed. I remember that as soon EU4 was released we organized a Grand multiplayer game that lasted months with more than 15 people and we continued with a strong rythm of MP games, sometimes with several sessions a week. We all accumulated hundreds of hour of playtime in the first months and couldn't put the game down. And that's from people who already palyed a lot of EU3.

That's just how good it was.

On to Stellaris and HOI4. I played a few games of both, put them down, and concluded, let's come back next year when they're good.
I don't think it has to do with the games being dumb, or having bad game mechanics, but there simply not enough for the player to actually do in the game. The early game usually work well as you put things in motion, but soon enough you go through the same loops, go speed 5 and the rest of the game is mostly predictable, you can even mostly ignore whole aspects of the game without much consequences, like air warfare in HOI4. Tell Hitler he could have ignored building an airforce, he would have had a good laugh.

So what went wrong with these games ? Why me and my friends got bored of them in weeks in single player and cancelled all our MP plans ?

That's where i come back to this thread's premise : please end the war on Micro-management. You streamlined so much of the grand strategy "gameplay" that the player is not required to do anything meaningful. You give him toys then have a dumb AI play with them instead. You reduce the choices and options the player has in the game by simplifying core game mechanics. And when the player do face choices, they're often unconsequential.


1. I, Robot
or how the player got replaced by The Machine

I remember johan said once "if you have to automate it then it means the feature is not fun", but here it seems it turned into "Even when a feature is fun we'll automate it"

In Stellaris i'm not even starting to have an infant galactic empire that you takes my planet away from me and give them to a stupendously stupid AI. Why ? To reduce micro-management ? What else is there to do in Stellaris but managing fleets and planets ? Especially when the rest of the features like diplomacy is so lackluster compared to other PDS games.
The Sector AI will no doubt become better but it won't solve the issue that you're automating a core aspect of the game.

In HOI4, i build this grand army, 200 divisions, all ready for war and get rid of the nazi menace, I finally order them to attack and then watch the spearhead of my panzer corps strategically redeploy to the other side of the front without ever having givent that order.
Bad AI and bugs aside, those will be fixed eventually, i have to question the battleplan system. I was all for it when it was explained to us in videos and dev diaries, but now i have the game i ask myself : what am I supposed to do if i can't manage my army and ongoing campaigns ? Yes you can micro, but the battleplan system is made mandatory by the game mechanics
Production ? Don't worry that's automated too, just set your production lines and wait for them to pump out equipment and units. All you have to do is sit back and enjoy the game playing itself.

The issue here, is that paradox not only handle the control of the game to a necessarily dumb AI (AIs are, at least for now, necessarily inferior to a player), but integrate that into the game mechanics by making them mandatory, and have other features depend on them. In HOI4 i can't lauch a naval invasion without fighting against the battleplan interface. Any one who conquered Oceania and the Pacific (or tried) as Japan will know how painful it is.

Now imagine EU5 having the same design as Stellaris and HOI4 : provinces manage themselves, your army auto train itself you just have to set a target amount of inf/cav/art and when the time for war has come, you don't even have to click anywhere the army will automatically seek and destroy the opposing army then divide itself to siege the province. If you think that would be a terrible game, you're right !

2. I don't think, therefore i'm not.
Grand Strategy Games are supposed to be games that make you think more, not think less.

Recently in the last Stellaris DD, @Wiz explained how they simplified the planet habitability so that the player don't have to think too much about which types are habitable and which are not.

This illustrate another issue with design in Stellaris and HOI4. The player is made to think less. by streamlining some features, making them perhaps more logical, but often more simple, you also often reduce choices.
Currently in Stellaris there is 7 planet types, and 5 habitability levels : 100% (home and gaia) - 80% (starting choice) - 60% (close) - 40% (far) - 0% (farthest)
In Heinlein there will be 9 planet types and 4 habitability ievels, and a threshold set at 30% : 100% (home and gaia) - 80% (starting choice) - 60% (same group) - 20% (different group).
Conclusion : the system is indeed more simple, but there is also one less choice for the player to make. We're going from a nuanced system with shades of grey to an almost binary choice which boils down to habitable or not.
You won't even be able to colonize an unhospitable planet for strategic reasons (extend border, claim resources), and bear with the consequences of it being a shitty planet, because the threshold will kill off your pops.

As for how the habilitability, or indeed pretty much any modifiers in game, is calculated, this is honestly not even remotely an issue. All you need to do is display the final habitability result for your species and the tooltip breaking the math down. That's precisely how everything is handled in CK2 and EU4 no matter how obscure the modifiers are. My vassal has 99 reasons to hate me in CK2 and i can explain every single one of them. But somehow in stellaris we become incapable of managing mutliple factors ? Malarkey !

Please don't confuse streamlining the interface, and simplifying the core game mechanics. You don't need to do the latter for the sake of it.

3. A Victory without Danger is a Triumph without Glory
The player should feel he earned his victory, not that it was already decided.

Sure you can give a hard settings, with buff to the AIs, or have advanced empires that steamrolls the players before he has any means to do anything. But that's not what i'm talking about. In effect those artificial difficulty settings just tip the scales in favor of one or the other but don't make it more difficult to master.

The gameplay of the GSG game (which revolves around clicking on buttons in the UI) should be hard enough to master over long period of time. There is no place for instant gratification.
Civilization 5 and EU4 were released ages ago and i'm still not mastering those games. It again boils down to the quantity and quality of choices you can make. It's not enough to provide choices to the player, they must be 1. Not obvious (like picking Industrial techs first in HOI4) 2. They must have high impact (chosing to invest in a good airforce to support your troops should pay off huge dividends if the enemy can only fly biplanes)

Corneille, a french playwright, was known for the harsh dilemmas facing his protagonists. Cornelian dilemmas. There is no obvious choice, Rodrigo can focus on Honour or on Love but not on both at the same time. And picking one will have harsh consequences for the other.
Both in stellaris and HOI4 there are too many obvious choices, and often taking a radically different course won't have such dire consequence, it's all easily manageable and predictable.
Turning France or any country to a communist paradise in HOI has absolutely no consequence, you might incur a small loss of national unity but it only matters if your losing a war (and if you're losing, some % of national unity don't make a world of difference)

And it's not just a matter of choice but what you have to do to earn whatever you are aiming for. If achieving a seemingly hard feat is just a matter of clicking 2 buttons and waiting on speed 5, where's the fun ? where's the glory ?
That's again where micro management is involved, let me micromanage my cabinet, my generals my scientists or whatever, turn this management into a hard game where you have to strike a difficult balance as to avoid catastrophic failure (aka civil war). This is what i'd expect from a grand strategy game.



To conclude,
Don't take away the actions, the hard choices, and the necessity to think about what you do in game from the player.
Don't take control away from him.
The only robots i should have to fight against are from the evil robot theocracy, not the ones embedded in the game mechanics.
Let me crack my head and min max obscure modifier and let me chose several way of advancing my empire.
Present me hard choices and let me face dire consequences like a man.
Let me play Grand Strategy Again
 
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I'm anti microing and pro macroing. But I fully agree with your points, if you want to, you should be able to micro!
 
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I'm anti microing and pro macroing. But I fully agree with your points, if you want to, you should be able to micro!

The problem is that microing stuff generally gives you an advantage over not doing so, meaning that if it's possible to micro it immediately becomes obligatory to do so because you'd put yourself at a disadvantage if you don't.
There can be no choice in wanting to micro, either it's impossible, or it's essentially obligatory.
 
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The problem is that microing stuff generally gives you an advantage over not doing so, meaning that if it's possible to micro it immediately becomes obligatory to do so because you'd put yourself at a disadvantage if you don't.
There can be no choice in wanting to micro, either it's impossible, or it's essentially obligatory.
Untrue, in SP, you don't have to get the 100% since the AI mostly makes mistakes.
In competitive MP, a speed can limit the amount of microing possible, forcing players to decide what to micro and what to automate unless they want to go 300 clicks/min and kill their hand.
 
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Core gameplay mechanics should never be simplified or automated, not even for the sake of reducing micro, because if you strip the game of its gameplay there is nothing left for the player to do in game.

It's like auto-aim in a FPS, or auto-pilot in a racing game.
 
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To conclude,
Don't take away the actions, the hard choices, and the necessity to think about what you do in game from the player.
Don't take control away from him.
The only robots i should have to fight against are from the evil robot theocracy, not the ones embedded in the game mechanics.
Let me crack my head and min max obscure modifier and let me chose several way of advancing my empire.
Present me hard choices and let me face dire consequences like a man.
Let me play Grand Strategy Again
But micromanagement shouldn't be the answer.
 
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But micromanagement shouldn't be the answer.

Would you say that CK2 or EU4 have to much micromanagment ? Or just the right amount ?

For me it's the latter, if you streamline them more you strip them from their gameplay too.

Take vassal management in CK2, it can be very micro intensive, but you don't really have to check all your vassals all the time, only when one or several vassals are cause to concern you really have to take action. And sometimes there is a crisis, not necessarily event driven crisis, but something like a bad succession, your promising heir got assassinated and a doofus hated by all the court is placed on the throne, suddenly you hit the pause and try to micro your way out of what would otherwise be a huge mess trying to get some of the less aggravated vassals on your side.
This create emergent breaks in the course of the game, prevent it to be monotonous and give the player something he can act upon and try to resolve with whatever means on hand.
 
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Untrue, in SP, you don't have to get the 100% since the AI mostly makes mistakes.
In competitive MP, a speed can limit the amount of microing possible, forcing players to decide what to micro and what to automate unless they want to go 300 clicks/min and kill their hand.
Your opponent making mistakes isn't a reason to be lax yourself. Why would we consider suboptimal or just outright bad ways to play the game when making a game? If you have the chace of getting an advantage without any ingame cost it'd be really bad play not to use it.

And in MP it'd be even worse. If the amount of micro required for optimal play is too much for the avarage or even good players, the game turns into who is capable of pulling the most micro turning the game into a clickfest. clicks/min shouldn't be an important factor in gsg
 
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And in MP it'd be even worse. If the amount of micro required for optimal play is too much for the avarage or even good players, the game turns into who is capable of pulling the most micro turning the game into a clickfest. clicks/min shouldn't be an important factor in gsg

this. this is why even in SP i love the HOI4 battle plan system despite being prone to incessant micro.
 
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Your opponent making mistakes isn't a reason to be lax yourself. Why would we consider suboptimal or just outright bad ways to play the game when making a game? If you have the chace of getting an advantage without any ingame cost it'd be really bad play not to use it.

And in MP it'd be even worse. If the amount of micro required for optimal play is too much for the avarage or even good players, the game turns into who is capable of pulling the most micro turning the game into a clickfest. clicks/min shouldn't be an important factor in gsg
I agree with the clicks/min thing.
As for the suboptimal gameplay, when you are playing let's say HOI3 and you put an army under AI control and it fails to encircle and cut off 3 divisions, which you manually would've done. That's not a huge deal, as the AI opponents would suffer from similar problems. As for MP, reducing clicks required to do certain actions can help a lot. I think forcing people to automate is a bad game design decision, which I why I agree with the OP.
 
The problem is that microing stuff generally gives you an advantage over not doing so, meaning that if it's possible to micro it immediately becomes obligatory to do so because you'd put yourself at a disadvantage if you don't.
There can be no choice in wanting to micro, either it's impossible, or it's essentially obligatory.

I hate all the ranting about simplification and streamlining that goes on on this forum. The HOI4 forum has become poisonous because of it.

But I have to agree with the OP: the battleplanner in HOI4, far from making it easier to micro-manage your troops, and thus essentially eliminating micro-management, instead simply makes the kind of automatic control that we were told HOI4 wouldn't feature mandatory by punishing the player for not doing it. You end up not playing the game but having it played for you by AI. This is disappointing.

HOI3 was micro-hell. HOI4 simply punishes you for microing without reducing the pain enough if you don't want to use AI control. Sorry to say, but the UI actually increases the pain by making it harder to see where your troops are. I miss the days of HOI2 when you could easily just select a stack of troops and order them to march - doing the same thing in HOI4 (or HOI3) is needlessly complicated.

I haven't made much use of the amphibious landing system in HOI4 yet, but I'm sorry to say when I have used it it felt a bit hands-off-ish. Again, the feeling was of a game playing itself.

I love the production system in HOI4 though, but the lack of any easily-accessible inventory information means you don't "see" the numbers of weapons available building up. The result is the feeling that the game is playing itself.

That said, HOI4 is *not* a bad game, it just isn't as good as I was hoping.
 
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HOI4 is definitely less bad than stellaris in my book, i think most of the design and core mechanics are solid, it's just in dire need of balance and AI.

To me the main 2 flaws of HOI4 are the Battle Planner (for reasons amply discussed) and the Air Warfare (which can be ignored and even when fought is no fun and doesn't provide any feedback to the player).

Stellaris is more flawed at core, from warfare, ship design, planetary management, sectors, balance, diplomacy. I feel it's lacking in pretty much every area of the game, and it will be tough for Wiz to turn it around.
 
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Would you say that CK2 or EU4 have to much micromanagment ? Or just the right amount ?

For me it's the latter, if you streamline them more you strip them from their gameplay too.

Take vassal management in CK2, it can be very micro intensive, but you don't really have to check all your vassals all the time, only when one or several vassals are cause to concern you really have to take action. And sometimes there is a crisis, not necessarily event driven crisis, but something like a bad succession, your promising heir got assassinated and a doofus hated by all the court is placed on the throne, suddenly you hit the pause and try to micro your way out of what would otherwise be a huge mess trying to get some of the less aggravated vassals on your side.
This create emergent breaks in the course of the game, prevent it to be monotonous and give the player something he can act upon and try to resolve with whatever means on hand.
My experience goes with eu4 and I can say that I rather plan an attack and send an army to a province on a fight and wait for the outcome than use a recipe of not sending more units than needed and put extra units in a neighbouring province and feed the battle with them because I see these kind of gameplay very game-y and micro-intensive. In a more tactical setting I rather order to deploy and advance and wait if those orders can be accomplished than selecting every regiment and clicking the exact location they must go ala Total War(R).

As a side note, now you made me want to try ck2 :p
 
I hate all the ranting about simplification and streamlining that goes on on this forum. The HOI4 forum has become poisonous because of it.

But I have to agree with the OP: the battleplanner in HOI4, far from making it easier to micro-manage your troops, and thus essentially eliminating micro-management, instead simply makes the kind of automatic control that we were told HOI4 wouldn't feature mandatory by punishing the player for not doing it. You end up not playing the game but having it played for you by AI. This is disappointing.

HOI3 was micro-hell. HOI4 simply punishes you for microing without reducing the pain enough if you don't want to use AI control. Sorry to say, but the UI actually increases the pain by making it harder to see where your troops are. I miss the days of HOI2 when you could easily just select a stack of troops and order them to march - doing the same thing in HOI4 (or HOI3) is needlessly complicated.

I haven't made much use of the amphibious landing system in HOI4 yet, but I'm sorry to say when I have used it it felt a bit hands-off-ish. Again, the feeling was of a game playing itself.

I love the production system in HOI4 though, but the lack of any easily-accessible inventory information means you don't "see" the numbers of weapons available building up. The result is the feeling that the game is playing itself.

That said, HOI4 is *not* a bad game, it just isn't as good as I was hoping.


Haven't bought hoi4, nor am I looking at the forums, so I obviously don't entirely know what I'm talkign about, but anyway.

It depends on what you consider to be the game. If you think ordering your units about on a province by province basis is an important part of the game, it indeed plays itself. But if you consider the planning and organizing of the war(s) to be the most important part, it only removes a lot of micro without giving up all that much. But again, I probably don't know what I'm talking about/
 
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Haven't bought hoi4, nor am I looking at the forums, so I obviously don't entirely know what I'm talkign about, but anyway.

It depends on what you consider to be the game. If you think ordering your units about on a province by province basis is an important part of the game, it indeed plays itself. But if you consider the planning and organizing of the war(s) to be the most important part, it only removes a lot of micro without giving up all that much. But again, I probably don't know what I'm talking about/

I enjoy both of those - doesn't everyone who plays these games?
 
I must say, as far as I remember, I remember four PI titles which were "micro-intensive", maybe a fourth because of an expansion. And I really doesn't find anything enjoyable about "micro-gestion" when it is just mindles clicks. The three games I have in mind are Victoria I, HoI3 - obviously - but also EUIII DW, because of the infamous administrators, and Stellaris, because of the way you manage every tile of planets, especially if you were to remove the sectors. The one with the expansion that I found annoying when I tried it is CK2: Conclave.

Now, I don't consider EUIV, nor CK2 as much micromanaging, and those are very enjoyable games. I agree with the OP that the game must provide meaningful choices, but it is not by adding a number of clicks you have to make that you create meaningful choices.

About the change of habitability in Stellaris, I usually don't colonize 40% habitability anyway and they said they were working with habitability, perhaps to give a bigger boost by technology, so that you could colonize other planets with time. I see nothing wrong with that.

I don't own HoI4. I went until the next to last expansion of HoI3 before acknowledging that I wasn't built for purely war games. I may be a casual player at heart, but I still know some tricks.
 
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Untrue, in SP, you don't have to get the 100% since the AI mostly makes mistakes.
In competitive MP, a speed can limit the amount of microing possible, forcing players to decide what to micro and what to automate unless they want to go 300 clicks/min and kill their hand.
Yes but that is not the standard consensus game designers have about the problem.

If you have 2 ways of doing something then one of the two is better than the other. Either you don't know which one is the better and you have fun figuring it out (and this is good design), or you do know which one is better.
If you know the better one and you decide to do the other one because the better strategy is boring, then you are perfectly aware that you are not playing in the best way possible and that leads to frustration for a good chunk of the player base.

This mean that having a simpler funnier less efficient system and one more complex more efficient and more micro heavy ruins both systems, since one is boring and the other frustrating. This is solved by removing one of the two systems as in hoi4 or by making the game deciding for you when you have to automatizate as Stellaris.

If a system is not about micromanagement it should not have micromanagement or it will lead to frustration or boredom

Yes it's possible that one player does not feel frustration by playing suboptimaly but he is not in the majority
 
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I must say, as far as I remember, I remember four PI titles which were "micro-intensive", maybe a fourth because of an expansion. And I really doesn't find anything enjoyable about "micro-gestion" when it is just mindles clicks. The three games I have in mind are Victoria I, HoI3 - obviously - but also EUIII DW, because of the infamous administrators, and Stellaris, because of the way you manage every tile of planets, especially if you were to remove the sectors. The one with the expansion that I found annoying when I tried it is CK2: Conclave.

Now, I don't consider EUIV, nor CK2 as much micromanaging, and those are very enjoyable games. I agree with the OP that the game must provide meaningful choices, but it is not by adding a number of clicks you have to make that you create meaningful choices.

About the change of habitability in Stellaris, I usually don't colonize 40% habitability anyway and they said they were working with habitability, perhaps to give a bigger boost by technology, so that you could colonize other planets with time. I see nothing wrong with that.

I don't own HoI4. I went until the next to last expansion of HoI3 before acknowledging that I wasn't built for purely war games. I may be a casual player at heart, but I still know some tricks.

I'm not arguing for adding "clicks" into the games for the sake of adding Micro. I argue against the removal/simplification of core gameplay mechanics and/or removal of player agency for sake of removing Micro.

In effect Sectors in Stellaris for instance remove player agency (i can't manage planets the way i want), don't add any meaningful choices to make on a macro level regarding empire administration, and do not add gameplay as they are mostly "set up and forget", and only cripple/frustrate the player (by being mandatory and suboptimal). In effect i'd rather micromanage 40 planets and their pops/buildings, than lose the choices/gameplay/etc. associated with them (as you can't interact at all with a planet once a sector is setup) as well as being frustrated by a necessarily dumb AI.

The same goes for the Battle planner in HOI. This is kinda the same principle, but at least the battle planner still allows your to override the AI's orders with your own commands, where the sector AI has more authority than you have in its sectors. In effect, even if they effectively remove micro for mundane tasks (ordering the infantery to advance, creating buildings in colony), they also remove so much more from the game that it's not worth having them. And i don't find it that acceptable to have to wait 6 months before they finally become useful and/or fun to play with. And that's if they even get fixed at all.
 
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