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YES. Finally someone that gets it.

EU4 missions were good because there was LITERALLY NOTHING else to do. Everything was ULTRA abstracted. Missions were busted with rewards that achieved historical results because the game systems could not. How do we represent a realistic Portugal trade so it can be played realistically without having to annex half of India? Give them 100 trade power in a node for the rest of the game simply for discoverying this part of the map. BOOM.

Imagine playing a tall Britanny or Aragon. You are engaging in colonization and american and asian trade. You are mega profitable have huge trade monopolies and profits for your efforts and careful micromanagenent.

Here comes Portugal, taking everything from you without doing anything because after colonizing X province and building a market there, they have been granted 50 trade advantage in all these markets. Now you can't compete with Portugal because the game has given them arbitrary stuff for doing stuff Portugal was going to do anyway regardless.

If you are going to introduce EU4, you might as well get rid of all your systems because national mission trees overwrite them.

I am not against general IR mission trees that anyone can access because well, anyone can access them, its fair play.

They are NOT needed here. We have so much other flavour. And the game syatems already simulate 80% of the stuff national missions represented. Good riddance.
 
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You are in a minority and you are not gonna get your way. Sorry.

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You are in a minority and you are not gonna get your way. Sorry.

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Very unfortunate. Doesn't invalidate my point, though. I'm hoping, of course, to sway people with that thread, because I believe that some haven't thought about excluding missions in any way beside "EUIV, but without missions", though I understand that it's not very likely.
 
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If the missions give flavor rewards like titles or maybe a small temporary boost of some kind I'm fine with them.
Its the ones that give out cores, claims and permanent modifiers that annoy me. It then isn't a fun historical option to play or a directional nudge for the player to give some purpose. It becomes the "correct way" to play, as not doing the missions means losing out of A LOT of power
I hate temporary boosts actually- those support metagame decisions, like say conquering a region giving you a +10% morale buff, you are better off saving that for the start of your next war rather than after having completed a war. I prefer permanent rewards, just not stuff that's you know, too OP.

Also- certain nations SHOULD get cores or permanent claims on certain regions. That's not something that can be handled purely dynamically. Like France should get a permanent claim to the region of France. Whoever claims the Mandate of Heaven SHOULD get a permanent claim on China.

I also don't see a scenario where a player is gonna REALLY WANT to not conquer a region they got permanent cores on, can you give me a non-hypothetical playstyle where supposedly a player is 'missing out'? Cause this sounds purely theoretical.
I don't care for rewards for missions, myself, and I think overly mechanically rewarding missions are boring as they make non-mission gameplay seem non-ideal, but I do love having mission trees as an easily accessible 'walkthrough' on the historical path you might take for a nation, while getting flavour which help to introduce the country, its religion and its culture to the unfamiliar. I don't think other mechanics give the same experience. It's a soft guidance which is a great tutorial, a guide if you don't know what direction you could take if you don't have one in mind, and a convenient way to avoid tabbing between looking up the history of a nation and the game if you want to do a historical run - at least for the basics, and if it's done well. Not every mission tree is done with that in mind, unfortunately.

Alt history is also fun, but not my usual reason for interacting with a mission tree.
That's also a big part of it- roleplay. We can't expect every player to open up a textbook to find out what a Nation did in history. Mission-trees help in teaching people what nations had done, would do, and could have done. Which helps provide a lot of structure to campaigns for tags people aren't gonna know a lot about. Like if I didn't know it was Aghanistan that formed the Mughals, why would I playing as them be prompted to go and try to expand out to form the Mughals? Open up a textbook? And if I do what they did historically, should that run be entirely identical to any other run?
In moderation mission trees can be fine. Early EU4 mission trees were fairly inoffensive and relatively ignorable (no permanent modifiers).

However, PDX has proven repeatedly that they can't maintain moderation. New EU4 mission trees (and HOI4 focus trees) are game warping monstrosities that totally negate core gameplay features. On top of that, power creep makes new trees overpowered to such a degree that they need to release DLC with new versions of the trees to keep up with the times.

And even apart from that, some trees can't be ignored. Part of the core design of the nation is tied up in doing the mission tree. Whether that be disasters, or government reforms, or unique estates. You can't ignore them if you want to take advantage of the nation's uniqueness.

That's why I consider mission trees to be poisoned fruit. As soon as they exist, devs won't be able to resist all the bad things, and to be honest, I don't consider the good things to be particularly worthwhile.
So literally your argument is 'WE MUST THROW THE BABY OUT WITH THE BATHWATER' then.
If a game is good enough of a simulation, you don't need to get bonuses for making historical decisions, you are motivated to colonise Mexico because it's beneficial to your economy, not because a mission says so and you have to complete it to progress the narrative. Both flavour and some understanding of history can be given without making the player take the historical (or any other specific) route of development.
So what you are saying is there should be nothing there to reflect what happened when Spain conquered Mexico- as what happened in Mexico would have been THE EXACT SAME if say the French, or English, or the Kongolese conquered Mexico instead. All content for invading Mexico should be generic that applies to all nations equally. No flavor.
Different people will have different answers to this, but what I don't see mentioned that much is that mission trees in EU4 make the player predestined to be the main character, and AI countries to be pawns in the player's story.

I guess even to this some people will say "But that's good! I don't want AIs to do stuff that would bother me too much" but to me that runs in the direct counter to one of the ideas that Johan mentioned in the first TTs, that EU5 should have a world that feels "lived in".

Complex mission trees by nature are going to be impossible to be done by AI, unless a very disproportionate amount of time is spent teaching it how to navigate each fancy requirement for it. For reference, outside of like claim-based missions, AI in EU4 can't really do them at all, and a bunch they are explicitly forbidden from doing even if they accidentally walk into meeting the requirements.

I, as a player, can do fancy things like getting overpowered cavalry as Poland, or form Angevins as England, but the AI cannot because of implicit or explicit blockades placed on it.
EU4 makes you the designated main character, and to me, personally, a better game is one where the player is one of several "main characters", and they have to earn that position by actually doing something special.

As a side note, this goes for a good chunk of fancy complex flavor.
AI in EU4 doesn't know how to do events, government reforms, it's literally unable to recruit special units~~

I think ideally we should strive for a situation where the player and AI at least are playing the same game. History was never told by one country just slapping its version of reality on others. Rather, it was always about different countries and entities acting and reacting to each other. Any system that disproportionately promotes the player over AI runs counter to that.
I agree with the idea that a lot of design philosophy prevents the AI from doing their mission tree- forming formidable opponents with developed land that'll be useful to conquer. This was helped somewhat by allowing players to see vassal mission trees to sort of do those parts for them (through vassal feeding or development).

But that's an argument for better mission trees, not less, which is what I find confounding. Just organize mission trees so that the (historic) content is easier for the AI to fulfill.
Non-dynamic tag-specific Mission Trees are bad game design.

Dynamic context-specific Mission Chapters are incredible for gameplay.

Imagine you're playing as an Orthodox tag and you reconquer Constantinople from the Sunni Turks. If there's a non-dynamic Mission Tree it won't be able to handle this gracefully: the game won't be able to ask the Orthodox player via missions to reclaim Constantinople because the Byzantines might never fall in the first place!

But if there is a Mission Book, with Mission Chapters the player can choose to pursue or not, then all of a sudden the developers and modders can create engaging gameplay. When Constantinople falls all Orthodox nations can unlock a MC (Mission Chapters) detailing the reconquest of Constantinople. When conquered, several new MCs might be added to the MB (Mission Book) giving the player options.

One MC can revolve around kicking the Turks out and reviving the Byzantines. Another could be creating a more tolerant metropolitan. A third could be making Constantinople your new capital. The options are limitless!

The absolute best part of implementing a MB system, in my opinion, is that it lets Paradox add in new content via DLC for every nation and not just the region the DLC focuses on. Say a DLC is centred on the Iberian experience. In EU4, the DLC would add new MTs (Mission Trees) for the nations in Iberia and only the nations in Iberia. With the new MB system outsiders conquering into Iberia, or being conquered by Iberian nations, or allying with Iberian nations, or trading with Iberian nations, or have relations of any type with Iberian nations can also get new content! And that is really darn cool!
So what you are saying is that Byzantium should get the same amount of content regarding the ownership of Constantinople as literally every other Orthodox tag.

Can you hear why I think you're an insane person?
A game with missions is created around them to some extent. More than that, the player is mostly rational, if a path of action gives them bonuses not achieved by other paths, they will generally do it. EUIV players play the game from mission to mission, quite a lot of people play every nation once just to complete the mission tree. The variety of gameplay in that case turns into an almost uniform path for any given nation. As regards mission rewards, even if a mission tree doesn't give the player rewards at all, it presents a path, allowing the player not to think about one themselves and just follow the presented narrative, it creates the right way to play.
This doesn't sound like a design problem. This sounds like a 'you're a crazy person' problem. How would tag specific mission trees be more generic than something like CK3 where content is determined solely by religion and government type?
I like mission trees, but only if they are well made and offer both historical and plausible aternate history paths.

Pure sandbox with no flavour (like Civilization or...Victoria 3 at launch) is just not that fun to me. Almost every nations feels the same. It's boring.

A good compromise would be that in EU5 we could have both EU4/Hoi4 style mission trees, as well as some additional generic/randomized dynamic missions like in EU3 (just more balanced and rewarding).
I'm open to the idea of having like a 'modular' tree- where say if I own Venice I get a 'stewardship of Venice' tree that reflects that the city has immense cultural and trade value, rather than being one of many conquests. However, I don't think that should be a replacement for say a Venetian mission tree either.
 
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A game with missions is created around them to some extent. More than that, the player is mostly rational, if a path of action gives them bonuses not achieved by other paths, they will generally do it. EUIV players play the game from mission to mission, quite a lot of people play every nation once just to complete the mission tree. The variety of gameplay in that case turns into an almost uniform path for any given nation.
Agree with everything beside that point. IR style missions are certainly better, but it's unnecessary guidance anyway.

Why is the assumption always that having a predetermined objective is bad when that's how most games work?

Being against overpowered rewards I can understand. But why is it that mission trees are always seen as something that is anathema to the perfect, amazing sandbox that people imagine?

You argue that people playing nations just for mission trees is bad, because they are being influenced and guided by them, but why is that bad? That's hundreds of hours that people are putting into the game that they wouldn't otherwise, and you argue that's not good? They're enjoying the game in their own way, why would the suggestion be that they are wrong to do so? Or are you arguing that the time spent developing mission trees could be spent elsewhere, somewhere you'd prefer? Why is the argument that this 'lost time' would have made for a deeper, better game? Time spent doing something certainly doesn't translate to direct results, otherwise we'd live in a perfect world.

Are games with endings lesser and worse off than games that go on forever?
 
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If I want to sit down for an evening and have my experience guided by a mission tree, no purely simulationist approach is going to sate me. Your answer, it would seem, is that I should do something else with my time even if what I want is a guided EUV experience. You're not exactly offering alternatives to this style of gameplay if I'm not in the mood to totally craft my own narrative. Usually I am, that's one of the great pleasures in a game like this, but if I'm not? If I just want a guided tour through the history of the Timurid Empire through the medium of EUV?

Clearly we're not going to agree. I'm just hoping for a sane mission system which doesn't feel like you have to use it if you want to play optimally, a mission system where there are no rewards you could not get with about as much effort if you eschew the missions, but a mission system which is present and able to offer a guided narrative if I feel like a guided narrative while freely being ignored otherwise. I don't think that's unreasonable.
 
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A lot of arguments, but I'm going to reply only to the most interesting one.
So what you are saying is there should be nothing there to reflect what happened when Spain conquered Mexico- as what happened in Mexico would have been THE EXACT SAME if say the French, or English, or the Kongolese conquered Mexico instead. All content for invading Mexico should be generic that applies to all nations equally. No flavor.
No, French colonisation of Mexico should be different from Spanish colonisation. But the game already simulates the differences between France and Spain that would create the difference between the two scenarios organically.
 
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But that's an argument for better mission trees, not less, which is what I find confounding. Just organize mission trees so that the (historic) content is easier for the AI to fulfill.
But that's precisely the point here. What you are describing as "just do X", because in the eyes of a player it really is "Just look at a requirement that tells you to dev a province and do it" is very much nowhere near as simple to implement for AI
Especially when we ideally want missions to be something moddable.

It is HARD to teach AI how to navigate these mechanics, to a point where if you look at AI triggers for govt reforms or events in recent EU4 DLCs they literally either don't exist, or are just a single hardcode that makes AI always pick a specific option

In an ideal world we'd have AI be able to do missions, but in practice we've already learned that PDX is unlikely to do that
 
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Why is the assumption always that having a predetermined objective is bad when that's how most games work?

Being against overpowered rewards I can understand. But why is it that mission trees are always seen as something that is anathema to the perfect, amazing sandbox that people imagine?

You argue that people playing nations just for mission trees is bad, because they are being influenced and guided by them, but why is that bad? That's hundreds of hours that people are putting into the game that they wouldn't otherwise, and you argue that's not good? They're enjoying the game in their own way, why would the suggestion be that they are wrong to do so? Or are you arguing that the time spent developing mission trees could be spent elsewhere, somewhere you'd prefer? Why is the argument that this 'lost time' would have made for a deeper, better game? Time spent doing something certainly doesn't translate to direct results, otherwise we'd live in a perfect world.

Are games with endings lesser and worse off than games that go on forever?
Guided experience is one form of experience that video games can give a player. There's nothing wrong with RPGs and story driven games. I don't believe that grand strategy games, or rather this particular grand strategy game should be about it.
 
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Very unfortunate. Doesn't invalidate my point, though. I'm hoping, of course, to sway people with that thread, because I believe that some haven't thought about excluding missions in any way beside "EUIV, but without missions", though I understand that it's not very likely.
You're making bad arguments. Make better arguments.

Here's a thought-

What is better to aim for and why-

* No mission trees in EU5
* BETTER mission trees in EU5
Why is the assumption always that having a predetermined objective is bad when that's how most games work?

Being against overpowered rewards I can understand. But why is it that mission trees are always seen as something that is anathema to the perfect, amazing sandbox that people imagine?

You argue that people playing nations just for mission trees is bad, because they are being influenced and guided by them, but why is that bad? That's hundreds of hours that people are putting into the game that they wouldn't otherwise, and you argue that's not good? They're enjoying the game in their own way, why would the suggestion be that they are wrong to do so? Or are you arguing that the time spent developing mission trees could be spent elsewhere, somewhere you'd prefer? Why is the argument that this 'lost time' would have made for a deeper, better game? Time spent doing something certainly doesn't translate to direct results, otherwise we'd live in a perfect world.

Are games with endings lesser and worse off than games that go on forever?
I think it's this ideology that they want a completely mechanically neutral sandbox, which is very ahistorical. History had winners and losers for a reason. France accomplished a lot more in this period than say the Congolese. That doesn't mean it should be fun to play in the Congo, just that the Congo shouldn't be able to arbitrarily accomplish just as much as France for the sake of balance. With great effort a player can be able to compete with France, sure. But since France historically colonized they should get rewarded for that, and since the Congolese did not, they should not get extra rewards for colonization. Just as they shouldn't get rewards for switching religion to Hinduism.

They keep saying 'dynamic' but when I read 'dynamic' I read 'boring' because fully dynamic tag-neutral systems are boring because they offer no reason to play a different tag. Like say- Prussia's unique militarization mechanic. It's fun because you only get to use it when you play Prussia (or Zulu) and that provides a unique uber-military focused campaign when playing as that nation. But if EVERY nation has that ability, what would be the benefit of playing as Prussia? Why not just play a nation like say China who is much bigger and wealthier?

I've mentioned it before, but this approach is why I don't like Crusader Kings, because each run feels identical to me. The number of different runs are essentially 'Catholic, Muslim, Hindu, African, Norse, Steppe Nomad' and that's it.
 
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So what you are saying is that Byzantium should get the same amount of content regarding the ownership of Constantinople as literally every other Orthodox tag.

Can you hear why I think you're an insane person?

First of all, cut the puerile insults. They do you no favours.

Second of all, where on God's green earth did you get the idea that all Orthodox nations should have the same amount of content regarding the ownership of Constantinople? You made that up whole cloth.

The wonderful thing about a dynamic Mission Book system is that Greek Orthodox nations can have different content when reconquering Constantinople than Russian Orthodox states. Heck, the Byzantines can get more content that's adapted to their particular situation, if the developers wanted to add it in. After the fall of Constantinople the Byzantines might get a Mission Chapter dedicated to reconquering the Imperial Capital, to give one of literally infinite examples.
 
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A lot of arguments, but I'm going to reply only to the most interesting one.

No, French colonisation of Mexico should be different from Spanish colonisation. But the game already simulates the differences between France and Spain that would create the difference between the two scenarios organically.
Elaborate. Drill down on that argument.
But that's precisely the point here. What you are describing as "just do X", because in the eyes of a player it really is "Just look at a requirement that tells you to dev a province and do it" is very much nowhere near as simple to implement for AI
Especially when we ideally want missions to be something moddable.

It is HARD to teach AI how to navigate these mechanics, to a point where if you look at AI triggers for govt reforms or events in recent EU4 DLCs they literally either don't exist, or are just a single hardcode that makes AI always pick a specific option

In an ideal world we'd have AI be able to do missions, but in practice we've already learned that PDX is unlikely to do that
You can'd do a check for missions that say 'mission says develop this province, when you have points develop this province'? That sounds pretty simple to code.
Guided experience is one form of experience that video games can give a player. There's nothing wrong with RPGs and story driven games. I don't believe that grand strategy games, or rather this particular grand strategy game should be about it.
But you believe it's impossible to do both. And that your gameplay preference is more important than anyone elses.
 
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I think it's this ideology that they want a completely mechanically neutral sandbox, which is very ahistorical. History had winners and losers for a reason. France accomplished a lot more in this period than say the Congolese. That doesn't mean it should be fun to play in the Congo, just that the Congo shouldn't be able to arbitrarily accomplish just as much as France for the sake of balance. With great effort a player can be able to compete with France, sure. But since France historically colonized they should get rewarded for that, and since the Congolese did not, they should not get extra rewards for colonization. Just as they shouldn't get rewards for switching religion to Hinduism.

They keep saying 'dynamic' but when I read 'dynamic' I read 'boring' because fully dynamic tag-neutral systems are boring because they offer no reason to play a different tag. Like say- Prussia's unique militarization mechanic. It's fun because you only get to use it when you play Prussia (or Zulu) and that provides a unique uber-military focused campaign when playing as that nation. But if EVERY nation has that ability, what would be the benefit of playing as Prussia? Why not just play a nation like say China who is much bigger and wealthier?

I've mentioned it before, but this approach is why I don't like Crusader Kings, because each run feels identical to me. The number of different runs are essentially 'Catholic, Muslim, Hindu, African, Norse, Steppe Nomad' and that's it.
We can simulate the things that make nations "winners and losers", we don't have to impose winners and losers upon the player. I'm not talking about a Congolese colonisation of North America, I'm talking about making British colonisation of North America incentivised by something beside a forced upon narrative.
 
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I dont think so either. In IR i forget them most of the time and only do them because they give OP bonuses and claims but at least thats something that anyone can access equally instead of EU4 broken ones
Yeah, Imperator's mission trees very rarely grant a unique buff, develop your land, or give you something unique like an artifact. Even in mods, it's usually pretty conquest focused.

But I think that's mostly because the way Imperator Rome handled pops as a replacement to development that they didn't have a lot of 'land rewards' to hand out besides conquering goals.

Hopefully with EUV, they still have development, more in depth buildings, road, maybe some sort of 'increased infrastructure' like in EUIV, trade hubs, etc. etc.
 
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So literally your argument is 'WE MUST THROW THE BABY OUT WITH THE BATHWATER' then.
I don't think there's a baby, only bathwater. I don't find the advantages of mission trees particularly compelling. To me, the argument is about how to mitigate the harms of mission trees, not how to make them "good"

My ideal compromise would be to have mission trees give no rewards at all. That way players who want the guided historical experience can get it, but there's no game warping encouragement to do so if you don't want. The act of performing the mission task should be it's own reward.
 
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You can'd do a check for missions that say 'mission says develop this province, when you have points develop this province'? That sounds pretty simple to code.
Well, first of all I'd like to assume that PDX would've at least tried if it was, in fact, easy. Mission trees weren't always super complex as they have been recently, but no serious attempt was made at making AI understand even simple requirements. (as a test, you can go ahead and make a simple mission with a single requirement like "build barracks" or "improve specific type of development in this province" then give AI infinite resources and watch how long it'll take it to actually do that mission)

But yes, teaching AI how to navigate these, in particular when we get to several alternative requirements for the same mission, or stuff that requires indirect understanding of other systems in the game (i.e. the mission wants me to get this privilege, but I have no slot, so I have to remove a privilege that isn't very necessary for me, or "This mission doesn't give me that many good rewards so I shouldn't just abandon everything else just to get it done") it gets close to impossible to get it right.
 
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