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Testeria

καλὸς κἀγαθός
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Jan 13, 2018
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Personally - I would love to see more CHOICES integrated into EU5 systems. For example: sure, absolutism may be good for many reasons but let the player CHOSE low absolutism for some other bonus (for example I once proposed that Husaria unit would be much stronger with low absolutism).

Someone else proposed that high manpower means growing unemployment ergo growing unrest.

Make all the absurdly good choices in EU4 break something else and add to trouble.

What kind of new features do you wish for - mechanic wise?
 
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Estates to be expanded. Fits the game time. Could offer the much needed internal mechanic to deal with between all the conquest...
 
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Personally - I would love to see more CHOICES integrated into EU5 systems. For example: sure, absolutism may be good for many reasons but let the player CHOSE low absolutism for some other bonus (for example I once proposed that Husaria unit would be much stronger with low absolutism).

Someone else proposed that high manpower means growing unemployment ergo growing unrest.

Make all the absurdly good choices in EU4 break something else and add to trouble.

What kind of new features do you wish for - mechanic wise?
I'd like to see more choice, but in the sense of optional rules that allow the player to choose different layers of complexity...some folk aren't into logistics; I prefer them at level pasta-rule. I prefer a more balanced game among majors - others would rather blob and face a Bog Boss or two for world domination. I'd like to see the game evolve along those lines - perhaps even parallel editions tailored to divergent playstyles.
 
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I'd like to see more choice, but in the sense of optional rules that allow the player to choose different layers of complexity...some folk aren't into logistics; I prefer them at level pasta-rule. I prefer a more balanced game among majors - others would rather blob and face a Bog Boss or two for world domination. I'd like to see the game evolve along those lines - perhaps even parallel editions tailored to divergent playstyles.

Yes, the rules options would be nice. But PDX games do not seem to go this way. Probably too much testing.
 
1. Better UI. At the very least it needs to be larger, and would be nice if anything that involves art, graphics, flags etc, would be little bit larger.

Following are not in any specific order, and #6 also includes what could be it's own number:

2. Customisable flags. Basically system from CK3, but for flags, with some expanded choices to allow us to have everything from heraldic insignia which were very common in EU time period, to simpler national flags later on. And for other cultures as well.
Please please also make it easy to mod! I know Victoria 3's system allows for lot of modding, but its not anywhere near as easy as going to paint and editing .png. Basically just allowing for option that allows every nation's flag to be customised like it would be your own would be perfect, i think in CK3 there is mod for that.

3. "HRE" like system available for all". So basically i don't think HRE system should be limited to HRE. In alternate timeline, there is no reason crown authority in France would not have declined and French duchies would have become more independent, and they would have ended up with system similar to HRE. French had hereditary monarchy and not elective, so perhaps Commonwealth would be better example, but still. Basically all large Empires could have become like HRE, and there should be mechanic for that.

Most importantly though, in my opinion HRE mechanic is just so fun that it would be awesome to get competing "HREs". These "HREs" should all be customisable to some extent. They should be able to pick and choose reforms, and either centralise into vassal swarm, centralise into regular united empire, or if Imperial authority declines, devolve. I am not sure exactly what customisation there should be, but

This "HRE" mechanic would be base which is used to represent at least federations, Japanese Shogunate, Chinese Empire and ofc Holy Roman Empire. They would start like they historically were, and have unique flavor, but would be more free to evolve into different directions. And importantly, new ones could dynamically form/be formed. And all of them could be different and changed and reformed.


4. Allow everyone to build their own great projects. Historical ones like Stonehenge ofc would be their own thing, but we should be able to build our own "grand castles" and such.


5. Less abstract modifiers. We don't need to go too radical here. But its weird how Viipuri for Finnish mission tree gets big defensive modifiers. Those would be more appropriately represented as a great project that gets built if you complete the mission. Same for Teutonic order's castles.


6. Less stuff which is just magically locked to some countries. Yes, countries should have their own flavor, and should be in good position to be able to (but not quaranteed) get what they historically got. But if another country manages to do the same, why should they be locked out? Buildings are good example, if i got the skill, i should be able to build it. And if i focus enough on doing something, i would become skilled at it, and get some modifiers which in EU4 might only be available from certain faction's mission trees. Finland is able to unlock powerful attrition bonus, i want to be able to unlock same bonus as other countries if i just am able to do so.

Land special units are another example. There is no reason i would not be able to form academy that trains my own special units. This would be costly to setup, but i should be able to do so.

And the regular land units, its good that we have some customisation over our armies. But there should be more substance to that customization. Rather than pre-determined units like "Napoleonic square" or "Mix order infantry" or "Reformed Steppe rifles", everyone should be able to build their armies to focus more on certain aspects, and this would be reflected in their units.

(7)Imo there should be some kind of dynamic military reform mechanic. When you reform your army, you could pick certain features to emphasise in your troops. For example emphasis on infantry defensive, cavalry shock and artillery firepower. Or all of them focus on one specific thing. In any case, your pips would be then determined 50% by what you focus on, and 50% based on your previous reforms. Longer you go before reforms, more skilled your units become at their current doctrine, but ofc eventually they will fall behind. So like historically, you would not want to reform during a war as nobody would know how to fight in new way, but you also don't want to keep using obsolete tactics forever.

You could also do things like focus on firearms early on, even though early on it would be better to go with something else. This would punish you short term, and reward you long term. Or do the opposite, be strong early, conquer a lot, then take the hit later, but still be able to eventually recover if you succeed.


So national ideas, events, mission trees etc should not have exclusive permanent modifiers that can't be acquired otherwise by anyone else, it should just give you a flavorful (and perhaps advantegous) path to unlock those modifiers in historical/historically possible manner.
EDIT: And national ideas and traditions and ambitions should be just what you start with, you should be able to change them later on. I love the national idea system but i would love it to be more flexible. For example i would love to change Finland's cavalry bonus to Sweden's infantry bonus (weaker early and mid game, stronger late game), altough things do need to be balanced somehow. I actually don't like space marines or super soldiers, i just like being able to tailor my country to be more like what i want, within limits of balance.


EDIT 2: I realise this post has become massive wall of text. If i have energy, i try to edit it into more compressed one later today.
 
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I have a crazy idea for EU V which is skill tree / runes for your nation.
That way you don't have NI set in stone but special modifiers or abilities to choose from right from the start.
But you would have to make them very weak so there is no meta way to pick those. Or you would have to balance them out very evenly.

For example there could be a skill that you cant roll a 0 in battles.
Or a rune you could skill up to 5 times which gives 0.1 dip rep per point.

You can make the build either dependent from each other so its really a tree. Or these are just independent choices idk.
It also a question how many points you would have in the pocket to spend.
 
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There is a lot but in my opinion some of the most important ones:

1. More balanced idea groups (if there will be such a system). Most idea groups never make any sense to take because admin and diplomatic are so broken (especially admin) that they are always taken in wide play. Humanist/Religious then often takes the 3rd spot. While Espionage and Innovative have received buffs they still perform worse. Offensive takes the big lead in the 4 military ideas (Offensive, Defensive, Quantity, Quality) after quantity's nerf. The latter can still be useful but defensive and quality, again, make no sense, especially the latter, because navy is meaningless.

2. Remove a lot of the annoyances caused by misclicks in eu4. Let us revert some of the decisions as long as no in-game time has passed or they could be exploited in another way. Adding a province to a TC and then instantly removing it shouldn't put a cooldown of 10 years on TCing that province again when I didn't even unpause. And there is a lot of stuff in this game where you misclick and are forced to reload for no reason.

3. Make tall gameplay more interesting. Give us an actual choice of buildings for one, because again, there is a huge balancing problem with buildings. The only buildings worth building are the ones for trade power, goods produced, manpower and those that reduce governing cost and maybe workshops. Forts are very niche and the rest is almost useless.

4. Remove the annoying micro-play in many parts of the game. Give us an easier way to move bigger stacks of troops that suffer from attrition, an easier way to handle rebels (or just copy hoi4's system there), make wars less of a cat and mouse game with the AI being aware of your unit pathing so you have to move in smaller steps, etc.

5. Give us more ways to deal with terra incognita. Yes, maps have been a valuable asset at the time, but there is no reason for me not to share vision with my PU. There is no reason for us to get zero of the vision of countries we vassalize. There is no reason not to have something like stealing/demanding maps in peace treaties. Right now the only way to obtain maps is by having high relations with someone who has vision of the parts you want to expand into and request to share maps or get a spy network up to 50(!). Have fun when that country is doing counterspionage. And even if not RNG will sometimes completely ruin your way of ever uncovering terra incognita.
 
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5. Give us more ways to deal with terra incognita. Yes, maps have been a valuable asset at the time, but there is no reason for me not to share vision with my PU. There is no reason for us to get zero of the vision of countries we vassalize. There is no reason not to have something like stealing/demanding maps in peace treaties. Right now the only way to obtain maps is by having high relations with someone who has vision of the parts you want to expand into and request to share maps or get a spy network up to 50(!). Have fun when that country is doing counterspionage. And even if not RNG will sometimes completely ruin your way of ever uncovering terra incognita.
My dream, albeit probably impossible to implement, would be for a RNW where when you first send an explorer whatever you see is highly inaccurate, like how early real maps of the NW looked like. The more you explore/colonise, the more accurate it gets.
 
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In alternate timeline, there is no reason crown authority in France would not have declined
I suppose in an alternate timeline, an insane King of France might have liquidated the royal artillery corps.
 
No world conquest.
If world conquest is possible it means the internal mechanics of nations are lacking.
People like you are the most monkey paws out there. You dont ask for good internal mechanics you just ask for World conquest to be impossible. Paradox can easily do this look: EU5 is a carbon copy of EU4 with the only difference being overextension, AE and rebels were all increased by 700% thus making a WC impossible. The anti WC crowds cheers on as they can now press the dev button a bunch of times having more fun doing it now knowing that without mission claims you cannot feasible conquer more then 1 province every 2 years.
 
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You dont ask for good internal mechanics you just ask for World conquest to be impossible.
But the post says 'If world conquest is possible it means the internal mechanics of nations of nations are lacking'. Does this not imply a desire for more fleshed-out and substantial internal mechanics, something that most people would regard as good mechanics?

If the internal mechanics as represented in EU4 tried more to reflect real life, then World Conquest would be impossible, as it would be during that time period and likely ever. I think there is a case to be made for more engaging internal mechanics, even if they make conquest harder, because you should have something substantial to do during peace time.
 
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But the post says 'If world conquest is possible it means the internal mechanics of nations of nations are lacking'. Does this not imply a desire for more fleshed-out and substantial internal mechanics, something that most people would regard as good mechanics?
It doesnt. Its a buzzword like flavor where flavor really just means "more green numbers from missions" even if those green numbers have nothing to do with the history like Serfdom in Russia giving you a tech bonus. Its like me saying "If annexing a nation like Russia in one war isnt possible then the external mechanics of nations are lacking" That means nothing.
 
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It doesnt. Its a buzzword like flavor where flavor really just means "more green numbers from missions" even if those green numbers have nothing to do with the history like Serfdom in Russia giving you a tech bonus. Its like me saying "If annexing a nation like Russia in one war isnt possible then the external mechanics of nations are lacking" That means nothing.
The problem in green numbers is the present asymmetry between the player and the AI in being able to stack them up. Giving Portugal all sorts of buffs to go round the Cape to India and stick to her knitting in Brazil would be great if it kept her out of the danged Carribean.
 
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