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I don't know what you're talking about- that might have been the case at first, but I think it's only one or two tags in EUIV that have generic national ideas. A few areas like India or the Chinese releasable might have semi-generic ideas that are shared amongst a group, but even then that's still a much greater diversity than only a few major regions get maybe five unique advances if they are lucky.
I'm thinking that you may not have played eu4 in China. Apart from Ming, Shun, Qing and Yuan Dynasties, only Miao and Yi, as well as Lan Fang of Kalimantan, have special national ideas.
Therefore, almost all the concepts in China are universal. In Japan next door, each tag has a special national concept, and the only Akamatsu family that doesn't has a special concept because other tags have special concepts, so its daimyo concept group has become its own special concept.
 
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Except in the British example that didn't happen. The English stayed English and the Highlanders and Lowlanders formed a unified Scots example.
My point was that the Scots won't "become English" if you take the action. They'll become British, which regardless of its actual historicity seems like a perfectly logical possible transition in theory.
 
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So far I've only seen a handful of advances referenced for a handful of nations. Which leads me to believe that only a handful of nations are going to get four or five unique techs in the tech tree for them.

We know that there is far more than this; devs have posted at least an advance per age (so 6+) for over 30 nations by now in the Tinto Flavours, mentioning each time that they don't show everything because they don't have the time/room for it.
This is corroborated by the content creators videos in May, that indicated dozens of unique bonuses for many countries, with advances being a good chunk of those.
Also, Generalist Gaming has been posting all the bonuses for specific countries on reddit; We know that for instance Majapahit (tier 3 country when it comes to flavor) has 13 advances, (plus possibly some stuff from Hindu religion and Javanese culture), as well a 1 unique law policy and 1 unique gov reform. While the Ottomans (tier 1 flavor) have a staggering 30 unique advances and 10 reforms.

(You can find similar posts for other countries by looking at Generalist's recent posts on Reddit)
 
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So far I've only seen a handful of advances referenced for a handful of nations. Which leads me to believe that only a handful of nations are going to get four or five unique techs in the tech tree for them.

I think you may be slightly misunderstanding who gets what advances. Yes there are advances tied exclusively to tags (Such as the Ottomans having many), however in addition there are also advances tied to for example gov type, primary culture, religion.

So say you are playing as Wolgast (Off the top of my head I don't believe they have any tag specific advances so I'll use them as an example), you might not have "Unique techs" exactly, but you'll still have some specific advances because you are a catholic monarchy. And then on top of that there are the advances that get unlocked via Admin, Dip, or Mil focus.
 
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That sounds like two different things to me.
They are. In Eu5, development & pops are two different mechanics.
Like dumping ten-thousand people into Wyoming wouldn't make it more developed. Personally I wasn't too big a fan of reducing the entire economy in Imperator to Pops. Plus- I believe Paradox also said that you require a certain level of development in addition to pops to upgrade tiles from village to city.
It won't. Development refers to entirely different mechanics in Eu4 and Eu5.
 
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I'm thinking that you may not have played eu4 in China. Apart from Ming, Shun, Qing and Yuan Dynasties, only Miao and Yi, as well as Lan Fang of Kalimantan, have special national ideas.
Therefore, almost all the concepts in China are universal. In Japan next door, each tag has a special national concept, and the only Akamatsu family that doesn't has a special concept because other tags have special concepts, so its daimyo concept group has become its own special concept.
I think you are wrong specifically about Shun, as I remember doing a campaign for them where they had unique national ideas. I even double checked on the wiki- Dali and Miao and Yi also get unique ideas, while the others get the semi-generic Chinese ideas. But this is the sort of thing I'm talking about- national ideas help set apart the Chinese releasable that otherwise wouldn't exist. They don't deserve say unique Mandate of Heaven mechanics, but we would assume that each possible China formable would bring something unique to the table. when it comes to running the country. It also adds a lot more versatility in how to play the game if there's a reason to take each chinese releasable and have the form China in some new way.

I think the same for the Japanese Daimyo, as well as the 'Indian Thunderdome' as people like to call it.
My point was that the Scots won't "become English" if you take the action. They'll become British, which regardless of its actual historicity seems like a perfectly logical possible transition in theory.
Except it didn't happen. And I can't think of very many cases where such cultural transitions did happen. Again, I'd argue that 'Russian culture' today is pretty much rebranded Muscovite culture. France still has cultural divides with the Brittanese and Occitan, they're just not talked about as much as say the Irish. Italy still has all it's cultural divides complete with unique dialects.

Again, I thinkt here's an argument for showing how culture changes over time, but I don't think 'unify culture group' handles this well in the slightest, to the point where not having it (and turned off by default) is better.
We know that there is far more than this; devs have posted at least an advance per age (so 6+) for over 30 nations by now in the Tinto Flavours, mentioning each time that they don't show everything because they don't have the time/room for it.
This is corroborated by the content creators videos in May, that indicated dozens of unique bonuses for many countries, with advances being a good chunk of those.
Also, Generalist Gaming has been posting all the bonuses for specific countries on reddit; We know that for instance Majapahit (tier 3 country when it comes to flavor) has 13 advances, (plus possibly some stuff from Hindu religion and Javanese culture), as well a 1 unique law policy and 1 unique gov reform. While the Ottomans (tier 1 flavor) have a staggering 30 unique advances and 10 reforms.

(You can find similar posts for other countries by looking at Generalist's recent posts on Reddit)
So it sounds like most countries would get less modfiers than their national ideas.

That said- I didn't know that 30 was the upper limit. That's a bit worrying in it's own right that the Ottomans might just be factually OP with all that. But I think that's a separate discussion.
I think you may be slightly misunderstanding who gets what advances. Yes there are advances tied exclusively to tags (Such as the Ottomans having many), however in addition there are also advances tied to for example gov type, primary culture, religion.

So say you are playing as Wolgast (Off the top of my head I don't believe they have any tag specific advances so I'll use them as an example), you might not have "Unique techs" exactly, but you'll still have some specific advances because you are a catholic monarchy. And then on top of that there are the advances that get unlocked via Admin, Dip, or Mil focus.
Okay, I didn't realize that thank you.

I still don't think that addresses the complaint though- if say Wolgast only gets the 'generic' advances available to everyone, it doesn't give Wolgast any sort of unique identity playing through it, and you would have the same experience playing it as any other country in he HRE. If anything, spreading them out amongst religions and government types (which I think is something you should do, that sounds cool) makes them even less of a replacement for national ideas.
 
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"So it sounds like most countries would get less modfiers than their national ideas."

No, because they will get specific cultural and religion specific advances, not even talking about specific religion and cultural government reforms
 
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I think you may be slightly misunderstanding who gets what advances. Yes there are advances tied exclusively to tags (Such as the Ottomans having many), however in addition there are also advances tied to for example gov type, primary culture, religion.

So say you are playing as Wolgast (Off the top of my head I don't believe they have any tag specific advances so I'll use them as an example), you might not have "Unique techs" exactly, but you'll still have some specific advances because you are a catholic monarchy. And then on top of that there are the advances that get unlocked via Admin, Dip, or Mil focus.
Since we're talking about Wolgast, I had a little question on this: are there any advances specific to HRE members? And more generally, is it possible to tie advances to membership in an IO with the current code?

So it sounds like most countries would get less modfiers than their national ideas.

That said- I didn't know that 30 was the upper limit. That's a bit worrying in it's own right that the Ottomans might just be factually OP with all that. But I think that's a separate discussion.
Indeed. This said, we can reasonably hope that more and more tags get their own unique advances over time. (Just like in EU4, where many nations had generic ideas on release, while basically none does by now.)

And in fact, if I had to choose, I would prefer many countries having just a couple advances than some countries having a full idea set while their neighbour gets... nothing
 
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I think you may be slightly misunderstanding who gets what advances. Yes there are advances tied exclusively to tags (Such as the Ottomans having many), however in addition there are also advances tied to for example gov type, primary culture, religion.

So say you are playing as Wolgast (Off the top of my head I don't believe they have any tag specific advances so I'll use them as an example), you might not have "Unique techs" exactly, but you'll still have some specific advances because you are a catholic monarchy. And then on top of that there are the advances that get unlocked via Admin, Dip, or Mil focus.

Suppose it might depend somewhat on how viable different advances are in different situations. If there are clear general favourites and no nation specific options then there I can still imagine quite a narrow (predictable?) set of options across play-throughs of starting Catholic monarchies etc being a risk.
 
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Since we're talking about Wolgast, I had a little question on this: are there any advances specific to HRE members? And more generally, is it possible to tie advances to membership in an IO with the current code?


Indeed. This said, we can reasonably hope that more and more tags get their own unique advances over time. (Just like in EU4, where many nations had generic ideas on release, while basically none does by now.)

And in fact, if I had to choose, I would prefer many countries having just a couple advances than some countries having a full idea set while their neighbour gets... nothing
Having either of those as an option is what makes me think the National Ideas work better. I've mentioned before that I think some nations should be weaker or stronger than others, but it sounds like the advances are going to give much more clear winners (like the Ottomans) and losers.

I have a feeling that the system as currently implemented is gonna cause a lot of headaches as people play the game. I'm starting to fear we'll be in for a very rocky launch. That said- I'm optimistic that Paradox will head back in future patches. As of right now we don't know what they're doing with the mission trees, other than they are in there- which tells me that they're basically just installing the skeleton of the system that will get actual content post-release.
 
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National Ideas and Idea Groups
The claim often by the devs is that both national ideas and idea groups are replaced by and accounted for by advances. The tree-like structure of advances mimics idea groups, which I think is true and done well, but could possibly be even more restrictive. National ideas are replaced by unique advances, which I think is sorta true but not sufficient. I would like to see something in the spirit of national ideas represented by permanent modifiers to the cultural values sliders. These could be partially present at the beginning and unlocked over time, much like national ideas. I could give suggestions on how this could work specifically, but I'm very much hoping for a general reworking of the mechanics of cultural values.

Flagships/Naval Doctrines
Please. Totally agree that the whole naval side of the game needs to be more fleshed out. Especially now with the introduction of control (and how good naval propagation is), maritime presence, and actual dependence on trade beyond earning money (gotta eat and make weapons), naval play is even more important and should be more interesting/complex to go along with that.

Unrealistic But Fun Removed/Replaced Systems
Monuments: I really liked monuments, but they were somewhat unrealistic and led further to the modifier stacking gameplay. It really made certain provinces feel special and was a good thing to have to spend money on once you got rich. Great works are cool, but I don't know if they will capture all the magic of monuments. Also, it was rarely an option, but I loved being able to relocate monuments to my capital. Please include this with great works devs.
Development: I liked the ability to concentrate development. Not at all realistic, but I liked it.
Missions: Most of the criticisms I see of missions are very valid, and I hope they can be fulfillingly replaced. I really liked missions, you're somewhat railroaded sure (you don't have to do the missions), but I enjoyed the sense of direction and the achievement of checking each box.
 
National Ideas and Idea Groups
The claim often by the devs is that both national ideas and idea groups are replaced by and accounted for by advances. The tree-like structure of advances mimics idea groups, which I think is true and done well, but could possibly be even more restrictive. National ideas are replaced by unique advances, which I think is sorta true but not sufficient. I would like to see something in the spirit of national ideas represented by permanent modifiers to the cultural values sliders. These could be partially present at the beginning and unlocked over time, much like national ideas. I could give suggestions on how this could work specifically, but I'm very much hoping for a general reworking of the mechanics of cultural values.

Flagships/Naval Doctrines
Please. Totally agree that the whole naval side of the game needs to be more fleshed out. Especially now with the introduction of control (and how good naval propagation is), maritime presence, and actual dependence on trade beyond earning money (gotta eat and make weapons), naval play is even more important and should be more interesting/complex to go along with that.

Unrealistic But Fun Removed/Replaced Systems
Monuments: I really liked monuments, but they were somewhat unrealistic and led further to the modifier stacking gameplay. It really made certain provinces feel special and was a good thing to have to spend money on once you got rich. Great works are cool, but I don't know if they will capture all the magic of monuments. Also, it was rarely an option, but I loved being able to relocate monuments to my capital. Please include this with great works devs.
Development: I liked the ability to concentrate development. Not at all realistic, but I liked it.
Missions: Most of the criticisms I see of missions are very valid, and I hope they can be fulfillingly replaced. I really liked missions, you're somewhat railroaded sure (you don't have to do the missions), but I enjoyed the sense of direction and the achievement of checking each box.
You touch on a good point- an important part of national ideas was the feeling you are making progress over time.

Personally I'm not a fan of relocating great works- I feel like it removes their purpose, which is to make a tile more important than others, adding extra strategy to the map. If I can move the Hagia Sophia to London, then Constantinople lacks it's religious and cultural importance.

The artifacts system though I hope gets fleshed out into a Crusader Kings sort of level- that I think could add fun elements of nations trying to 'rescue' artifacts from others. One example I can think of historically is how the English stole the stone that Scottish Kings were meant to kneel on when crowned (and hold it to this day), and reclaiming this artifact would be a nice goal for Scotland. Of course- I'd hope that there'd be some sort of system where you aren't just hoarding all the artifacts of all cultures of the world in your capital in a world-conquest run- like there'd be some bonuses to keeping them in culturally relevant locations.
 
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I'm still seeing replies based around inaccurate first-impression reactions. Three-pass reading and reviewing official info sources are skills that need to be exercised more.

I think you are wrong specifically about Shun, as I remember doing a campaign for them where they had unique national ideas. I even double checked on the wiki- Dali and Miao and Yi also get unique ideas, while the others get the semi-generic Chinese ideas. But this is the sort of thing I'm talking about- national ideas help set apart the Chinese releasable that otherwise wouldn't exist. They don't deserve say unique Mandate of Heaven mechanics, but we would assume that each possible China formable would bring something unique to the table. when it comes to running the country. It also adds a lot more versatility in how to play the game if there's a reason to take each chinese releasable and have the form China in some new way.
zeruosi did state that Shun has unique National Ideas. He worded it a little complex, but it was legible.

Except it didn't happen. And I can't think of very many cases where such cultural transitions did happen. Again, I'd argue that 'Russian culture' today is pretty much rebranded Muscovite culture. France still has cultural divides with the Brittanese and Occitan, they're just not talked about as much as say the Irish. Italy still has all it's cultural divides complete with unique dialects.

Again, I thinkt here's an argument for showing how culture changes over time, but I don't think 'unify culture group' handles this well in the slightest, to the point where not having it (and turned off by default) is better.
We're talking about a enormously ambiguous topic here, so it's going too far to say that something "didn't happen," especially in this example when there's clearly an active British identity that exists today, or a French identity, or a Russian identity. Of course there's going to be regional variation, but the political dynamics of the late 1700s and 1800s asserted broadening common cultural identities that, whether or not individuals felt more or less "French" or "German" on an individual basis at a given time, provided enormous social momentum to unify large groupings of people under both large-scale political movements as well as common social customs on the household scale. A late game action to unify a culture group is perfectly within reason as an abstraction that provides a gameplay goal that remains in line with the game's thematic throughlines. EU5 isn't just about what did happen, it also stretches beyond to what could be possible under the right conditions. Imagination is the other side of interpretation, and helps individuals form in turn greater personal connections with the game and the history it relates to us.

So it sounds like most countries would get less modfiers than their national ideas.

That said- I didn't know that 30 was the upper limit. That's a bit worrying in it's own right that the Ottomans might just be factually OP with all that. But I think that's a separate discussion.

Okay, I didn't realize that thank you.

I still don't think that addresses the complaint though- if say Wolgast only gets the 'generic' advances available to everyone, it doesn't give Wolgast any sort of unique identity playing through it, and you would have the same experience playing it as any other country in he HRE. If anything, spreading them out amongst religions and government types (which I think is something you should do, that sounds cool) makes them even less of a replacement for national ideas.
30 is not the upper limit of TAGS with unique content, that's not what he was saying at all, and a quick review through dev diaries would tell you that too. There will be ~60 TAGS with dedicated unique flavor at release, but there will be more as the game expands after 1.0.

In all of this, you're either forgetting or ignoring Tinto's objective to move the gameplay away from purely bespoke identities and towards asserting identity through mechanical/structural dynamics, such as geography/distance, terrain, culture, and religion, and all of the other secondary human behaviors that follow. As was the case in reality; conditions form the vast majority of human behaviors, not the other way around. Re-adopting things like bespoke idea groups or national Traditions would actively diminish Tinto's goal to determine whether a game like EU5 is even possible; to determine this they necessarily need to try it without backtracking.

There's nothing wrong with stating what you liked about EU4, but if you want to contribute (meaningfully) to EU5's broader conversation, you will need to buy into what Tinto is trying to do. There are some things on which one simply cannot have both ways without risking the integrity of a vision, and threads like this do so much repetitive, wishy-washy "but if..." stuff that it actively hampers the broader conversation from continuing along its natural progression to more advanced forms, to really dig into the very guts of what is and is not feasible.
 
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National Ideas and Idea Groups
The claim often by the devs is that both national ideas and idea groups are replaced by and accounted for by advances. The tree-like structure of advances mimics idea groups, which I think is true and done well, but could possibly be even more restrictive. National ideas are replaced by unique advances, which I think is sorta true but not sufficient. I would like to see something in the spirit of national ideas represented by permanent modifiers to the cultural values sliders. These could be partially present at the beginning and unlocked over time, much like national ideas. I could give suggestions on how this could work specifically, but I'm very much hoping for a general reworking of the mechanics of cultural values.
Don't forget this, you can further specialize your nation for a new Age
1753290650526.png
 
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Having either of those as an option is what makes me think the National Ideas work better. I've mentioned before that I think some nations should be weaker or stronger than others, but it sounds like the advances are going to give much more clear winners (like the Ottomans) and losers.

I have a feeling that the system as currently implemented is gonna cause a lot of headaches as people play the game. I'm starting to fear we'll be in for a very rocky launch. That said- I'm optimistic that Paradox will head back in future patches. As of right now we don't know what they're doing with the mission trees, other than they are in there- which tells me that they're basically just installing the skeleton of the system that will get actual content post-release.
Why ever would the advancement tree cause people headaches? It has already been told to you by the devs directly that the advancement tree contains unique advancements and advancements based on culture, religion, region, institutions, government type, and which age focus you chose at the start of the age. This is a system that is both simpler than EU4 techs + national ideas + idea groups, and it is more adaptable to what you want to do. This is pretty much exactly how you would do something like this when you are dramatically increasing the number of nations that exist while trying to preserve flavor and remove mana, and it seems to me the actual problem you have is not complexity nor imbalance, it's the fact that it is simply different from how EU4 does it. If you want to play EU4, I suggest you play EU4.
 
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Personally I'm not a fan of relocating great works- I feel like it removes their purpose, which is to make a tile more important than others, adding extra strategy to the map. If I can move the Hagia Sophia to London, then Constantinople lacks it's religious and cultural importance.
Good thing this won't have a return, and btw all the great works are still in the game, there are special building giving a range of benefts and still working in the economy and pop system because they need pops to make it function + goods. Or that some of them are represented as art works, the numbers are even greater.
After all EU5 is a whole new game with a whole new vision totally different from a 10+ years old game, its not bound to make everything exactly as EU4 and just expand on it.
 
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zeruosi did state that Shun has unique National Ideas. He worded it a little complex, but it was legible.
Okay, I misunderstood him. He uses google-translate, so that occasionally happens.
We're talking about a enormously ambiguous topic here, so it's going too far to say that something "didn't happen," especially in this example when there's clearly an active British identity that exists today, or a French identity, or a Russian identity. Of course there's going to be regional variation, but the political dynamics of the late 1700s and 1800s asserted broadening common cultural identities that, whether or not individuals felt more or less "French" or "German" on an individual basis at a given time, provided enormous social momentum to unify large groupings of people under both large-scale political movements as well as common social customs on the household scale. A late game action to unify a culture group is a perfectly within reason as an abstraction that provides a gameplay goal that remains in line with the game's thematic throughlines. EU5 isn't just about what did happen, it also stretches beyond to what could be possible under the right conditions. Imagination is the other side of interpretation, and helps individuals form in turn greater personal connections with the game and the history it relates to us.
If you go to someone in Scotland and tell them 'you're not Scottish, you're British' you'll get punched in the face. I'd also point out that a National Identity is not the same thing as a Cultural identity.

I still don't see what this 'Unify Culture Group' adds over forming Cultural Unions. That to me suggests a much better unified national identity (the UK is the nation for ALL British Cultures, and not ONLY 'British' Culture) than forcefully assimilating your culture group. I also don't see what the point of getting rid of the cultural diversity in your country adds either in reality or in terms of gameplay.

So far it seems to be both a more boring mechanic, completely ahistorical, and a complete misunderstanding of how cultural identity works. You still see cultural variations in all major nations on the planet. What cultural assimilation has happened, seems like it's terribly represented by a single button press that assimilates everyone in ten years.

30 is not the upper limit of TAGS with unique content, that's not what he was saying at all, and a quick review through dev diaries would tell you that too. There will be ~60 TAGS with dedicated unique flavor at release, but there will be more as the game expands after 1.0.
30 advances man. And you're lecturing me about properly reading stuff.
In all of this, you're either forgetting or ignoring Tinto's objective to move the gameplay away from purely bespoke identities and towards asserting identity through mechanical/structural dynamics, such as geography/distance, terrain, culture, and religion, and all of the other secondary human behaviors that follow. As was the case in reality; conditions form the vast majority of human behaviors, not the other way around. Re-adopting things like bespoke idea groups or national Traditions would actively diminish Tinto's goal to determine whether a game like EU5 is even possible; to determine this they necessarily need to try it without backtracking.

There's nothing wrong with stating what you liked about EU4, but if you want to contribute (meaningfully) to the broader conversation, you will need to buy into what Tinto is trying to do. There are some things on which one simply cannot have both ways without risking the integrity of a vision, and threads like this do so much repetitive, wishy-washy "but if..." stuff that it actively hampers the broader conversation from continuing along its natural progression to more advanced forms, to really dig into the very guts of what is and is not feasible.
All this seems to boil down to 'you are not allowed to disagree with the direction they are taking'.

Why do I have to agree with this approach? Why am I not allowed to argue against it? I think approaching history from a pure 'systems' approach is a massive mistake, both as a historian and as a gamer. Countries are more than just the sum of their parts- what was the size of their population, what were the tenets of their religion. Now I don't oppose putting lots of simulationist systems into the game, I oppose doing that at the expense of gameplay that removes a lot of the identity in each tag. Which, I don't know, seems like not a crazy thing to argue for.
 
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Dont forget this, you can even more specialize your nation for a new Age
I do really like the addition of age focuses, and I would agree that they somewhat account for the restrictive bonuses given by idea groups. However, I do worry about the lack of variety in these age focuses. I worry that I will end up always picking one, as it seems best or "meta", and that it will end up not adding that much flavor/agency/strategic and varied gameplay. Idea groups aren't perfect, but I did feel that generally there was an okay balance between them, and I really loved the policies unlocked by different combinations leading to more variety and strategy. I'm not arguing for idea groups to come back, but I hope these things that I like about idea groups and somehow represented and improved upon with the mechanics of EU5, especially the larger number of idea groups available and the policy interactions between them.
 
Why ever would the advancement tree cause people headaches? It has already been told to you by the devs directly that the advancement tree contains unique advancements and advancements based on culture, religion, region, institutions, government type, and which age focus you chose at the start of the age. This is a system that is both simpler than EU4 techs + national ideas + idea groups, and it is more adaptable to what you want to do. This is pretty much exactly how you would do something like this when you are dramatically increasing the number of nations that exist while trying to preserve flavor and remove mana, and it seems to me the actual problem you have is not complexity nor imbalance, it's the fact that it is simply different from how EU4 does it. If you want to play EU4, I suggest you play EU4.
Dude. Take a chill pill. Why are you treating this so personally?

I'm saying it would be a bigger headache for the devs to decide where each tag's unique advances translate into places on the tech-tree to place them than it is to place them in a simple row.
 
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I do really like the addition of age focuses, and I would agree that they somewhat account for the restrictive bonuses given by idea groups. However, I do worry about the lack of variety in these age focuses. I worry that I will end up always picking one, as it seems best or "meta", and that it will end up not adding that much flavor/agency/strategic and varied gameplay. Idea groups aren't perfect, but I did feel that generally there was an okay balance between them, and I really loved the policies unlocked by different combinations leading to more variety and strategy. I'm not arguing for idea groups to come back, but I hope these things that I like about idea groups and somehow represented and improved upon with the mechanics of EU5, especially the larger number of idea groups available and the policy interactions between them.
I'm a bit more worried about getting 'locked in' for a hundred years. But I'm waiting to get my hands on it.