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fishirboy

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Aug 24, 2013
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I have been watching and playing to many grand strategy games to count now. The more I play the more I get frustrated by the snowballing effect or that end game where everything is going to well and resources are plenty.
Almost every game feels like have fun until the half way point then you are going to have to make your own fun or stop playing mid way through.
For me this happened for Dwarf Fortress, EU4 (Like everyone else), X4: Foundations, Manor Lords, Stellaris, Rimworld, and so many more...

I feel the main issue is that internal mechanics of your colony/empire don't degrade, you have unlimited resource generation, or everyone in your society gets along way to well that nothing bad will ever happen. The feeling of this just is way to bland and dull. It mostly is around player enjoyment but I'd like to say that it stagnates enjoyment and my solution would give a new birth to ideas to help keep people from going mad and making a house rule for no army's no boats, EU4 run just to keep things difficult.

My proposal is an idea that isn't fully fleshed out but is centered around the three things in the title, Stagnation, Decay, and Blunders.

Stagnation : Old guard enjoy how things are and don't want things to change
Decay : Systems and understanding degrades and withers away over time
Blunders : The possibility of picking a wrong option, person or path in life

These things create the core idea behind keeping gameplay fresh for players and even for AI interactions.

TLDR is at the bottom.

Stagnation


Stagnation is my most desired topic to implement by far, it is the cornerstone of the reasons why all great empires fall. Rome, Mongols, France, Great Britain, all Chinese empires and even today it feels like all great western nations are following this similar path. Here is a video I recently watched that finally pushed me to make this. It diagnoses the game of money perfectly and how I feel EU5 isn't really portraying it.

Those with power want to keep it, that on it's own isn't a big deal, its because most of not all want to grow it, or when the next generation becomes complacent and spoils their lead of wealth on all sorts of none wealth growing activities. It becomes the rot of society. I know there is a system in place for corruption but I feel like it should be a bigger issue the bigger you are. Administration is harder and harder to produce and is why countries fracture from being unmanaged and left to those with greed to rot and fester without proper management.
Laws should be harder to break and should be ingrained in society the longer they are enacted. A 200 year old law should be almost imposable to remove without a revolt or making everyone mad at the one who removed it. Also it should be harder to start wars and win without giving concessions to your nobles who own most of the lands in your empires. It doesn't feel like AI or players are incentivized much to give away privilege's to survive/win wars. The reason why everything was so fractured was because kings didn't own a large chunk of their lands they ruled and couldn't call levies because they would have to ask the noble estates to send them people to fight. Some nobles just refused outright and said no. I don't want to this to be anti fun but finding a way to have a player be forced to give land, money, or power away to the nobles to win wars should be a more focused point.

Decay

Decay, knowledge even today decays every moment even though we have the biggest vault of information in the world, the Internet. But things still go missing, records, data, procedures. They all can vanish over time, even more so in this current age. I feel like the current game doesn't look to have enough ways to lose things in a substantial way.
This is more of a feeling that buildings and other structures should cost more to upkeep. The reason why many structures of the old age of Rome were dismantled and left to rot was because the upkeep for it was to much. The reason why countries didn't expand building so rapidly was because of lack of resources all the time. Resources seem to abundant but I haven't played so this is just speculation.

Blunders

The art of not giving the player all of the information and keeping critical things obscure doesn't seem to be going far enough. Examples like seeing the exact date that a province in India flipped even though you are in the HRE. Knowing the exact stats of a character where really should be getting info over time of how effective they are and who had "hired" them in the past. Lack of knowledge done correctly leads to players messing up in ways that are fun and present new challenges. If done poorly though it leads to the most frustration in a video game.
I think that this game already is hitting the mark on all the great things but I feel like obscuring data so that players can't play the optimal play style every time by optimizing the fun out of the game is the best way to keep people enjoying playing the game. But these are just my thoughts and I really would just like to start a discussion on this idea to bounce it around the community.

TLDR :
- Stagnation should be harsher and ramp over time if rebellion's or major class changes are not made. Laws should be more engrained into society and harder to remove. Along with nobles dictating how many levies you get and even out right saying no to a levies request because they are to upset and you have to give money, power or land to appease them.
- Decay structures should be harder to upkeep without the correct tech. There is a reason why even today we have large building projects and even core structures of our society are being left to rot until they break.
- Blunders obscured data should be more prevalent. Map info shouldn't update for you right away if you are far away. Character states kind of should be obscured and maybe further changes but I like the current state of the game but it should leave the player and AI up to being able to mess up more instead of optimize the fun out of the game.
 
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For stagnation, it’s important to recognize that war/ conflict breeds innovation.

I’d argue that one of the primary reasons Europe came out on top in this time period was the sheer amount of wars it experienced as opposed to the rest of the old world.

There should honestly be a “at war or recently been at war” score which increases you research speed.

It would incentivize players to join wars for reasons other than gaining clay.
 
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For stagnation, it’s important to recognize that war/ conflict breeds innovation.

I’d argue that one of the primary reasons Europe came out on top in this time period was the sheer amount of wars it experienced as opposed to the rest of the old world.

There should honestly be a “at war or recently been at war” score which increases you research speed.

It would incentivize players to join wars for reasons other than gaining clay.
I agree, but it shouldn't just be "recently been at war", but rather "recently been at war with a technologically advanced major power".
Otherwise players would just constantly declare war on one location minors or tribes in colonial regions, which realistically shouldn't breed innovation (it also just isn't fun).
 
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For stagnation, it’s important to recognize that war/ conflict breeds innovation.
not war as such but competition (whether in form of war or otherwise).
Also there needs to be certain institutions within a state, like centralised power to enforce rule of law and fair(ish) competition.
As well as room for disruptions at the cost of stability.
 
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not war as such but competition (whether in form of war or otherwise).
Also there needs to be certain institutions within a state, like centralised power to enforce rule of law and fair(ish) competition.
As well as room for disruptions at the cost of stability.
Just like the cold war, wasn't much war but two global super powers trying to get the leg up.
 
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For stagnation - I think one of the biggest drivers in how "old guard wants to keep power" becomes bad is how they create laws and regulations denying growth opportunities for any "new guard". Which at first stifles ideas and later forces the "new guard" to find new ways to power (and if the "old guard" keep up with the lawmaking, by definition the "new guard" will turn to illegal ways).
 
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Stagnation

Stagnation is my most desired topic to implement by far, it is the cornerstone of the reasons why all great empires fall. Rome, Mongols, France, Great Britain, all Chinese empires and even today it feels like all great western nations are following this similar path. Here is a video I recently watched that finally pushed me to make this. It diagnoses the game of money perfectly and how I feel EU5 isn't really portraying it.
I dont think you can lumb these nations together and make a general statment. They are vastly different nations with vastly different reasons for failure.

I also disagree with the notion that Empires are destined to "stagnate, decay and blunder". Take the Ottomans as an example. They went to a stagnation period after Süleyman. Then the harem governing came and kicked a decay. However you suddenly had the Köprülü family with reforms. Suddenly the Empire is on the rise again until the Great Turkish Wars. Then a stagnation happens, which however doesnt harm society, which prospers. Janissaries become corrupt. They get blasted and you have another revival. Tanzimat reforms society forever. However stock market crashes, so does their political power and they spiral into decay.

It should be a dynamic system and most definetly not set in stone to happen.
 
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war/ conflict breeds innovation
I think it's the existence of competition that breeds innovation. War and conflict is a byproduct of competition getting out of hand.
There were plenty of times where fierce competition even during peace times brought plenty of innovation.

The only thing EU5 has to mimic this is a rival system they brought from EU4 and there might be some tiny irrelevant penealities if you have no rivals, so yuan dynasty will have no rivals to pick for example.

What if you controlled too much trade in multiple trade zones impacted the administrative costs since I don't think the corruption mechanic is in the game.
 
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Stagnation and decay should be consequences of more fundamental mechanics, not just maluses that happen because you are a great empire. Basically, we should simulate the underlying reasons for empire stagnation/decay
 
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The main powers at this time ala EU all got more powerfull.Spanish dipped late game.
No, I think the point above about competition breeding innovation was right.

So China grew huge, bleieved it had lost competetion, dipped. Spain grew huge, believed it had lost competition, dipped. Ottoman Empire grew huge, believed it had lost competition, dipped. (Also happened to France in the late game, and Russia in the follow-up game)

All this makes me think the "gain hegemony" should/could give heftier bonuses - but also come at greater internal costs in the form of <various stagnation mechanics>.
 
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No, I think the point above about competition breeding innovation was right.

So China grew huge, bleieved it had lost competetion, dipped.
More like: The expected warfare was outdated by the time Europeans knocked on the door. Or mongols. Or Manchurians.
Spain grew huge, believed it had lost competition, dipped.
Their entire country was sieged for several years by the french, ultimately losing control over colonies. That is far from "believing in being big and strong". It wasnt a typical invasion either, but a coup d'etat followed by a civil-war like situation.
Ottoman Empire grew huge, believed it had lost competition, dipped.
If you ignore the reforms that happened.

You guys are grossly oversimplifying why nations failed. These examples also dont apply to France and UK, because they didnt lose the technological edge. They lost so much of their manpower in WW2 that they were unable to hold control in the colonies.
 
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I like this as an idea. It’s interesting because ck3 just announced the intention to create a similar system for china they are working on. I think a decadence mechanic would be a cool feature feels more like a dlc to me than at release but it’s a great idea. Though I’m sure it would be one of those love hate dlcs lol.
 
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Stagnation and decay should be consequences of more fundamental mechanics, not just maluses that happen because you are a great empire. Basically, we should simulate the underlying reasons for empire stagnation/decay
I imagine a lot of this could be modelled by estates consolidating their power, and requesting greater and greater privileges. Players are definitely being incentivised to use the estates to help them consolidate power and spur growth, but it should be challenging to keep a good balance. Estates should be fairly aggressive in looking to expand their privileges -- often at the expense of other estates. It would make domestic policy more of a balancing act, and ensure that the player can't get complicit.
 
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No, I think the point above about competition breeding innovation was right.

So China grew huge, bleieved it had lost competetion, dipped. Spain grew huge, believed it had lost competition, dipped. Ottoman Empire grew huge, believed it had lost competition, dipped. (Also happened to France in the late game, and Russia in the follow-up game)

All this makes me think the "gain hegemony" should/could give heftier bonuses - but also come at greater internal costs in the form of <various stagnation mechanics>.
Part of that is also the challenge of administering a large, sprawling empire. It's very hard to govern a country that spans cultures, languages, and continents. Doing so means that you have to decentralise, delegate, and make tough compromises. Basically sacrificing efficiency for control.
 
I dont think you can lumb these nations together and make a general statment. They are vastly different nations with vastly different reasons for failure.

I also disagree with the notion that Empires are destined to "stagnate, decay and blunder". Take the Ottomans as an example. They went to a stagnation period after Süleyman. Then the harem governing came and kicked a decay. However you suddenly had the Köprülü family with reforms. Suddenly the Empire is on the rise again until the Great Turkish Wars. Then a stagnation happens, which however doesnt harm society, which prospers. Janissaries become corrupt. They get blasted and you have another revival. Tanzimat reforms society forever. However stock market crashes, so does their political power and they spiral into decay.

It should be a dynamic system and most definetly not set in stone to happen.
Ya i get what you mean but just like revolutions a thing needs to come along to kick change into motion. But it is caused by the unrest of the lack of change and stagnation. I'm not sure what good solutions I can give for game play mechanics. But Id like something implemented that would simulate this. Simply having corruption being unmanageable may be a better solution because in reality its really hard to manage with even absolut authority.
 
It all sounds nice in theory but in practice you get players really angry that their empire got "destroyed by an unavoidable event".
That is the fear, but implementing it correctly it isn't dyatroyed with out the player being able to do anything. I just think it would be further flavor to how you play. Rebellion that is difficult to handle from your second son, poor people rising up against the nobility and changing the government, the amount of land the nobles hold and maybe even killing the king. Laws make the commen man to angry and unable to survive on the rules of society. There are solutions that can be made into game mechanics I just think there should be something like that.
 
I like this as an idea. It’s interesting because ck3 just announced the intention to create a similar system for china they are working on. I think a decadence mechanic would be a cool feature feels more like a dlc to me than at release but it’s a great idea. Though I’m sure it would be one of those love hate dlcs lol.
A purely difficulty slider dlc wouldn't be the worse thing if isolated.
 
Ya i get what you mean but just like revolutions a thing needs to come along to kick change into motion. But it is caused by the unrest of the lack of change and stagnation. I'm not sure what good solutions I can give for game play mechanics. But Id like something implemented that would simulate this. Simply having corruption being unmanageable may be a better solution because in reality its really hard to manage with even absolut authority.
Why do we need corruption or a failure mechanism for Empires? Historically speaking they were quite stable and often more prosperous than random no-name kingdoms.
 
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