I don't think EU5 will be fun on its release. Perhaps a year afterward. Per usual, I'll just wait until things are smoothed out before investing in a new software title.
Seems like Paradox has made their newer games much more accessible, but that only exposed the core weakness.
At its base the games from CK, EU, Stellaris, HOI, etc, have always been extraordinarily lenient on the player. The difficulty comes from learning the game mechanics and interface.
Once someone is acclimated to that we have what is essentially a stable blob of a player realm that easily expands and sees no serious internal strife that commonly ripped apart/stagnated these realms. With no internal strife to churn the player's game and make large blobs (theirs particularly) unstable, there's nothing to engage the player except expand. Problem is that it's just ultimately shallow gameplay as you eventually become so big there's no external challenge large enough to engage the player anymore.
It's difficult to do of course as it's frustrating to lose progress with say, a realm fracture, independence war, civil war if you slip up on increasingly intensive realm maintenance as you grow larger. But I find it necessary as allowing constant growth with near nonexistent internal strife just means AI must be "unfair" (Very Hard bonuses) or blob out of control to even have a hope of engaging the player later in the game.
I think there are two fundamentally different groups of EU4 players.EU4 players are allergic to taking any losses.
When I noticed how insanely wildspread savescumming over even simple things is when I've realized that what you are talking about would probably just not be very succseful.
EU4 players by and large draw their enjoyment from feeling powerful. The success of mission trees recently - which are mostly about making the player feel powerful - is an example of that. If you make it so that they'll be able to lose their progress if they screw up like this, they'll either just save scum A LOT or stop playing.
I think there is room between the two extremes. I enjoy making my favourites do well, but I also wouldn't want it to be too easy, or it doesn't feel as rewarding.I think there are two fundamentally different groups of EU4 players.
One group plays for the Challenge. These guys use the word "boring" a lot when discussing the game. "I only play OPM vassals on very hard, otherwise the game is boring!" - basically, the game is entertaining to them as long as they are likely to lose, the enjoyment for them comes from adrenalin, from overcoming insane odds. Unfortunately for them, they are very good at solving problems, so after a while they learn all possible exploits and crazy strats for "doomed" tags, and at this point there's no Challenge for them anymore. This leads to a constant struggle between the devs patching out exploits and the Challengers finding new ones almost immediately.
Then, there's another group, people who just want to play in a sandbox. They enjoy the ability to play out some story in their head while playing the game. It might be a "my favorite nation conquers as much as possible" story, or it migt be "my favorite nation becomes very strong and prosperous" story, or it might be "my favorite religion converts all the heatens" story, or anything else, really. They want about as much challenge as a kid playing with their toys: the enemies should look scary and there should be an illusion that they can win, but if the enemy actually win it will be just annoying and frustrating, not "fun" at all! Fun is when my story can continue, not when it's rudely interrupted by an enemy blob or bad RNG!
Apparently, most players belong to the second group, so the game is mostly catering to them.
EU4 players are allergic to taking any losses.
When I noticed how insanely wildspread savescumming over even simple things is when I've realized that what you are talking about would probably just not be very succseful.
EU4 players by and large draw their enjoyment from feeling powerful. The success of mission trees recently - which are mostly about making the player feel powerful - is an example of that. If you make it so that they'll be able to lose their progress if they screw up like this, they'll either just save scum A LOT or stop playing.
You put it better than I ever couldI think there are two fundamentally different groups of EU4 players.
One group plays for the Challenge. These guys use the word "boring" a lot when discussing the game. "I only play OPM vassals on very hard, otherwise the game is boring!" - basically, the game is entertaining to them as long as they are likely to lose, the enjoyment for them comes from adrenalin, from overcoming insane odds. Unfortunately for them, they are very good at solving problems, so after a while they learn all possible exploits and crazy strats for "doomed" tags, and at this point there's no Challenge for them anymore. This leads to a constant struggle between the devs patching out exploits and the Challengers finding new ones almost immediately.
Then, there's another group, people who just want to play in a sandbox. They enjoy the ability to play out some story in their head while playing the game. It might be a "my favorite nation conquers as much as possible" story, or it migt be "my favorite nation becomes very strong and prosperous" story, or it might be "my favorite religion converts all the heatens" story, or anything else, really. They want about as much challenge as a kid playing with their toys: the enemies should look scary and there should be an illusion that they can win, but if the enemy actually win it will be just annoying and frustrating, not "fun" at all! Fun is when my story can continue, not when it's rudely interrupted by an enemy blob or bad RNG!
Apparently, most players belong to the second group, so the game is mostly catering to them.
I think there are two fundamentally different groups of EU4 players.
One group plays for the Challenge. These guys use the word "boring" a lot when discussing the game. "I only play OPM vassals on very hard, otherwise the game is boring!" - basically, the game is entertaining to them as long as they are likely to lose, the enjoyment for them comes from adrenalin, from overcoming insane odds. Unfortunately for them, they are very good at solving problems, so after a while they learn all possible exploits and crazy strats for "doomed" tags, and at this point there's no Challenge for them anymore. This leads to a constant struggle between the devs patching out exploits and the Challengers finding new ones almost immediately.
Then, there's another group, people who just want to play in a sandbox. They enjoy the ability to play out some story in their head while playing the game. It might be a "my favorite nation conquers as much as possible" story, or it migt be "my favorite nation becomes very strong and prosperous" story, or it might be "my favorite religion converts all the heatens" story, or anything else, really. They want about as much challenge as a kid playing with their toys: the enemies should look scary and there should be an illusion that they can win, but if the enemy actually win it will be just annoying and frustrating, not "fun" at all! Fun is when my story can continue, not when it's rudely interrupted by an enemy blob or bad RNG!
Apparently, most players belong to the second group, so the game is mostly catering to them.
Is there any post mortem for Imperator? I understand it probably won't ever be available to the public, but it's interesting to think about.No. I would not trust any developer no matter their track record, that the next game is great.
As a developer, you can only try to do your best. And its a good idea to talk with the community and listen to their concerns before release, so you avoid another Imperator.
i do not see any problem with "unfinished" campaigns. You reached your own goal. why play till 1820? Those are not really unfinished campaigns to begin with. you finished your game.
More internal and peacetime content would be nice if it was fun. A one Tag WC might be unrealistic and of questionable fun, but you would have to work hard to make "you are too big, now you get negative stuff thrown at you" make a better game.
i doubt it. it will not keep players engaged. it will keep players annoyed. but i would be totally on your side IF it would be good gameplay. i would take it with pleasure and be happy to have something to do but grow. i just do not believe it.So reach your goal, nothing stopping you doing so at whatever date. Unlike what we have now, Internal keeps players engaged all throughout the time period as their realm churns from expansion as any realm does.
I find the blase treatment of different cultures, realms, factions of nobility and such, providing little to no permanent internal problems rather more unrealistic. Worse, more trivial as you get larger, when the opposite should be true historically and gameplay wise.
And this has got doubly difficult in recent years. Since 2019 or so I’ve seen the question emerge and come up more and more frequently: should EUIV AI play like a historical country (a real human RPing), or should it play to conquer the world (like a “real human”)?The core issue seems to be… trying to come up with AI that would act at least somewhat like a real human agent is tenfold as difficult in a GSG game compared to, dunno, your average RPG.
should EUIV AI play like a historical country (a real human RPing), or should it play to conquer the world (like a “real human”)?
So now we need two different AIs and a way for it to determine which of the two is needed, right? Because when you’ve conquered half the world it’s already too late for the AI to go “oh, world conqueror is on the way, time to start playing competitively”. But then also it can’t do that too early, because no matter how good the player if the AI decides on 11.11.1444 that the human is a world conqueror they’re 100% doomed…It should react to the player.
Is the player just vibing in his single province in Lubeck? Yeah AI can play more or less historically (as in. with historical plausability)
Is the player blobbing and trying to conquer the world? yeah maybe it's kind of dumb that you can conquer half of the world and the other half is apparently fine with that and carries on with their merry exploration administrative idea groups picks.
Nope, in fact, what I describe is already how the AI works to a degree, just that it'd need to be significantly expanded in a targeted manner.So now we need two different AIs and a way for it to determine which of the two is needed, right? Because when you’ve conquered half the world it’s already too late for the AI to go “oh, world conqueror is on the way, time to start playing competitively”. But then also it can’t do that too early, because no matter how good the player if the AI decided on 11.11.1444 that the human was a world conqueror they’re 100% doomed…
And is that working successfully? If the AI was remotely competent at detecting and reacting to world conquerors then world conquest should be virtually impossible: even within existing mechanics however big you get, the coalition you’re perpetually facing should be several times larger and perfectly prepared to trucebreak and go deep into debt and all the rest.We don't need two AIs.
We need AIs that are able to correctly compute several metrics about the world and their surroundings in somewhat real time