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One of the important, if unappreciated, benefits of the whole Imperator experience is the fact that if the game had never existed and the mistakes there hadn't been made, the exact same mistakes almost certainly would have occurred in EU5 instead.
I have a fear that the wrong lessons were learned. That if you release a game in a bad shape and then develop it into an actually decent one, its not going to pay off.

I bought imperator few months before they axed it and it left me somewhat dissapointed.
 
I have a fear that the wrong lessons were learned. That if you release a game in a bad shape and then develop it into an actually decent one, its not going to pay off.
That's not the best lesson, but it's not a wrong lesson. (Partly, the lesson is that you need to make the improvements quickly.)

And I dare say Imperator might have been kept alive longer if other, more promising, projects hadn't been short-staffed.
 
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EU5: What I hope most for, beyond everything that was talked about in the thread, is a commercial reworking, or rather, of the income system in general, for the EU4 it is fine as it is, with a progressive change in income from taxes and gold to trade and production, however I hope that in EU5 each one has a unique value, interpreting that taxes are the tax on the land, production is the production of raw materials and products where we earn a tax for its marketing within the kingdom itself and trade is tariffs on the sale of production abroad.

But I don't know, I don't want a Victory for this issue either, but it seems to me that it should be rebalanced, since the income from vassals, for example, is not worth it at all, I would prefer that they not give me anything so that they can have stronger armies without me having to You have to give them subsidies and pay them debts, regardless of how many modifiers you accumulate, the gold fleet of the Indies is fine, but by the time you obtain that gold its value is very low in relation to what you earn from other sources, so the inflationary phenomenon that Spain suffered, for example, that would have occurred in practically any country with those amounts of gold and silver more than anything.

Although I didn't give many details of what it could be like, I'm not a developer nor do I know how much of that is feasible, but I do have an idea about the devastation and prosperity:

For me, devastation and prosperity should be more of an indication of the economic reality of a specific province, currently it does, but it is nothing more than some modifiers, but for example, lower the devastation of a province through 4 clicks If development were impossible, it would not be better to do it through buildings, that is, devastation and prosperity would be like karmic religions, every time you create buildings, lower the devastation, bringing it closer to 0, that is, it would be a negative number, while prosperity It would go up with the same action, interpreting how a province with many buildings is very prosperous because instead of increasing prosperity by monarch points it would go up by buildings, that is, available work, obviously the more advanced buildings give more "work."

This would make it more dependent on playing at the top, the devastation should also cause riots, and I would also say that if they occupy a province and every 10 of devastation from 30 you could lose a building, that is, in devastation 30 you lose the church for example, in devastation 40 the trading plaza, etc., but it is random which building you lose, so it would make it more of a challenge to fight against even the smallest nations because now it often comes down to: I occupy the capital and I ask for peace, while they besiege my entire country because "I only put forts in mountains because if not, they are not useful" (sorry, I hate people who only put forts in mountains, I know it's an MP issue, and the I understand, but it still bothers me), with this devastation system it would be necessary to build more forts in your country, not just borders, since you would want to lower the devastation as much as possible and not get carpet siege.

Obviously it would need polishing, as I said, I'm not a developer, it would also lack a way for prosperity to go down in times of peace, but this would at least make it more challenging internally, raising the unrest, as well as externally because if they take up a lot of land You would lose a lot of income, manpower and limit of forces after the war.

PS: The devastation could also increase by adjacent province controlled by the enemy, if for example we occupy all the provinces of Venice, Venice would increase devastation by 0.10 per month more because we also control Treviso, Treviso on the other hand would increase by 0.30 per month of devastation, the only problem with this entire devastation/prosperity system that I planted at the concept level would be: How do we prevent players from taking advantage of it to plunder a nation to its foundations? Although it would be quite historical for the hordes and I suppose for the Swedes in the Great Swedish Flood in Poland, the other time I was reading some incredible data about the devastation caused in Poland, they were taken to the floors of Polish houses, obviously there are more examples , but it's an example that I find funny because of how exaggerated it is.
 
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That's not the best lesson, but it's not a wrong lesson. (Partly, the lesson is that you need to make the improvements quickly.)

And I dare say Imperator might have been kept alive longer if other, more promising, projects hadn't been short-staffed.
In my opinion Imperator was abandoned too early, of course, you can polish mechanics, add new ones, etc., but what it lacked most was content in my opinion, on the other hand the game is quite solid (after the patches, not I tried day 1, which a lot of people hate, although I admit that the big house system needs to be reworked, the house limit always bothers me).

In relation to the topic that was discussed a lot in the thread, it lacked a bit of external and internal challenges, but if you did not play as Rome or Carthage, one usually dominates the other and becomes an immense challenge.

The issue is also that although the Imperator mission trees are the best in Paradox, they should first be clearer about what is exclusive content for one nation or another because sometimes it is confusing, on the other hand, to make the mission trees generics to develop or conquer regions are less generic, for example, developing a region is fine, but it would not also be fine to have a generic one to improve your capital and its immediate surroundings, as well as another generic one to develop important provinces such as large cities around everything your empire?