There is one thing that this game would really need AND every grand strategy Paradox game lacks until now: a disgregation mechanics. Or, at the veary least, the viable option for the player to concede something in the short term.
Every single Paradox game is developed in a linear progression, in which the player consistently becomes stronger. EU IV had the golden age system that curbed the huge human power by boosting all nations in different times, creating situations in which one was at the very least challenged in his actions. But I think it should go further. I think that the general gameplay should embrace the idea that the player, representing a nation acquiring its state identity and/or imperial ambition may have easier and harder times, that not all gains are eternal and yet it may still be funny. Maybe having easier cooldowns to try to get back lost territories or to being able to give lighter concessions to avoid heavier demands by a more furious AI. In addition, the possibility to benefit from vast and quickly conquered territories (maybe by stealing development like in EUIV) before losing them thanks to a reduced cost for them by nearby powers in peace demands.
Every single Paradox game is developed in a linear progression, in which the player consistently becomes stronger. EU IV had the golden age system that curbed the huge human power by boosting all nations in different times, creating situations in which one was at the very least challenged in his actions. But I think it should go further. I think that the general gameplay should embrace the idea that the player, representing a nation acquiring its state identity and/or imperial ambition may have easier and harder times, that not all gains are eternal and yet it may still be funny. Maybe having easier cooldowns to try to get back lost territories or to being able to give lighter concessions to avoid heavier demands by a more furious AI. In addition, the possibility to benefit from vast and quickly conquered territories (maybe by stealing development like in EUIV) before losing them thanks to a reduced cost for them by nearby powers in peace demands.
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