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Well said.

Well, I don't perhaps mean it as strongly as it sounded.

He's right about this game qua game. Changing mechanics could add "depth".

But the appeal of Paradox products are not because they're logical yet challenging games, it's because they approximate history pretty interestingly.

If I simply wanted a game qua game with a vaguely historical theme, I would just keep playing all those neat new offerings coming out of 1C; or maybe Civ. Or even Total War.
 
1000 land provinces, same game region as CK1
 
NTM extending the map out that way forces the addition of a huge and completely useless Atlantic expanse.

Actually why? I'm not really in favour of adding Greenland. But if it were added the Atlantic passage could be abstracted. For instance just place one ocean zone between Iceland and Greenland and have that zone require longer time of passage. This same notion could be used in other map areas, both ocean and land. Larger land provinces in Asia and Africa at increased movement cost, on the other hand a number of tiny land provinces throughout Europe representing the most important cities (London, Paris, Ghent, Cologne, Rome etc.) with low movement costs...

P.S.: Sorry, don't seem to be very good at expressing myself in english today...
 
Total and complete disagreement. Because of move=attack and provinces being atomic entitites, EU3 was a ca. 2000 Total War game and remains so without mods that either add a ton of provinces (MEIOU) or write overwhelming amounts of events to make conquest really hard (MM).

EU should not be a total war game.
Sez you. :p

I would have to respectfully disagree with your statement. I found EU3 an excellent game without any mods whatsoever..


Again, some vague fear of micromanagement and a nebulous appeal to "more depth". Those aren't good arguments.
Which is why they were presented as concerns and I beg to differ: They weren't vague.

If you have to click N times per province to perform some sort of management (building buildings being the obvious one), having twice the number of provinces in the game will, all else being equal, tend to make me click twice as much if what I have to directly administrate is twice as much.

I don't mind that so long as I am giving meaningful choices for most of those clicks, but when as is so often the case in strategy games the choices aren't meaningful in the first place (e.g. I build these buildings because I build them in every province and I am not facing severe resource constraints because the games are sensibly designed to be playable by average players, who prefer not to face much of a challenge, and I do not face time or order constraints, because it is practically always better to build them in a specific order), I do.

Every Paradox game until now features trivial decisions with province improvements resulting in micromanagement of the provinces that scales by number of provinces without providing interesting choices. Some have been worse than others (IC production in the first HoI, railroads in Victoria 1 and 2 come to mind) but it is a constant feature of the games and I have absolutely no reason to expect CK2 to be different in that respect.


For the record, though, I'd point out that your "EU should not be a total war game" (something you seem to associate with "low" number of provinces) and by infererence CK too, does not make a good argument either.


Pray, what depth? The province is simply a square on a board the way Paradox has it, and adding more micromanagement per province will do NOTHING if 25% of them change hands in year one of the game, and the map becomes the playground of 7-9 disjointed blobs halfway through the campaign.
If 25% of provinces change hands in year one of the game, the design has almost certainly failed to live up to its intentions.

If the map becomes the playground of 7-9 disjointed blobs halfway through the campaign, likewise.

If the map becomes the playground of 7-9 mostly continuous and contiguous blobs whose provinces still belong to different members in the feudal order, that would be fine with me - it was an age of beginning blobbification and I have absolutely no objections to blob forming. I would prefer this to not happen every time in single-player, but I would not consider it bad if it did. You might reasonably have another opinion on this issue. :)


The only way to prevent that happening without adding more strategic depth with more provinces is to have events that prevent you from playing generically.
You fail to provide any argument to support this statement of exclusitivity.

Moreover, and this is another point entirely, you fail to argue why players should be prevented from playing in what you consider a 'generic' way.

You might not like playing that way, but that is, by itself, not a good argument for preventing other players from playing that way. It is an argument for providing game mechanics that support you in playing the way you like but that is not the same as cutting off the options to play in other ways.



Provide an actual example of tactical and strategic depth.
Tactics is hard given the limitations of the real-time engine developed for N-player multiplayer, I will admit.

The real question here is whether Paradox intends to keep the province-army tie or go to a regiment model used in the Clausewitz games. If they do keep the CK model, and there are excellent reasons to, there's only so much that can be done. If they go over to the Clausewitz regiment model (or a variant of it more suited to the age, perhaps), there is room for meaningful player decisions - but admittedly it is scant. Most of the decisions regarding that model are strategic in nature and based on army composition rather than tactical, though army movement speed is of tactical value.

As for strategic depth, I would like the game to focus more on dynastic relations and diplomacy between nobles. That is an area that always felt lacking to me in the original. Allow me to accomplish as much (under the right circumstances) with the pen as with the sword, and cut down on the micromanagement required (marriage subgame anybody? It needs to be there and it is an important thing for your important characters, but endless proposals and counterproposals as seen in CK1 was - at least to me - not fun). Spend a major effort on designing a "Feudal interface", if you will, with focus on showing pertinent information rather than drowning the player in endless lists of characters. (Much easier said than done, I know, but that's why I would wish for it in the first place).

There is so much that can be done with the dynastic and feudal systems to add not just convenience but also depth and which wasn't done in CK1 because what we got was a game internally developed under terrible stress with way too little actual development time to save what little could be saved after the Snowball fiasco, and Deus Vult was to a large degree an excercise in repairing a funny game that could have been so much more if it had been scheduled for internal development in the first place.

THAT is where, if I were to decide things (which I am not :D), effort would be put. A total redesign of many core game mechanics, which will have many of the same design goals as the original, but will be carried out by a team working on a sensible time schedule.


...and I'd, as always, love if even a rudimentary logistics system was implemented. There are good reasons not to - many people either dislike or are poor at dealing with logistics, it can be a pain in the arse to write an AI for it, and it does take development time up that could possibly be spent better - but it is something I wish for every time I see yet another Paradox game pre-WWII with armies living off the land wherever they are, even deep within enemy territory with their retreat cut off.

I know it is at least half wishful thinking, but just think of how utterly gorgeous it would be if Paradox developed a game where you might actually need to lay the groundwork before launching a campaign to succeed with the campaign? (In singleplayer, that is - in multiplayer you do need to lay the groundswork, but in MP it is the diplomatic agreements directly between players and outside the game mechanics that constitute that groundwork :D)

More provinces? Nah.

I have one - more squares on the board. That's depth. You have nothing concrete that I can see.
No, it is not depth. It is width. You don't make the model any deeper to deal with, you don't give the player new challenges to meet or new problems to consider, and you don't make the player's decision-making any more difficult. You merely change the scale of things.

A change of scale can increase depth by opening up for strategic options that are not available at smaller scales, but it is in no way guaranteed to do so.
 
If you have to click N times per province to perform some sort of management (building buildings being the obvious one), having twice the number of provinces in the game will, all else being equal, tend to make me click twice as much if what I have to directly administrate is twice as much.

I like building games. This isn't really a chore for me, but I would never object to a more passive development system. I severely doubt the Kievan Grand Prince would really be laying dirt roads in Pronsk, so it does not infringe on the historical impression the game is meant to give.

Every Paradox game until now features trivial decisions with province improvements resulting in micromanagement of the provinces that scales by number of provinces without providing interesting choices.

And the problem with lack of interesting choices is party small maps. There's no reason not to upgrade everything because every square on the board is ultimately valuable and decisive. In fact, having followed MM's co-evolution with official expansions, the story of EU3 was mostly that of artificially lowering the impact of having more provinces through the system of cores, acceptance, culture and religion etc. etc.

Of course they also gave you remedies to all that in form of spies, cultural conversion and missionaries. Why must I convert all the Tatars? Because every province is of decisive importance towards the end game. Not as decisive as extreme slider positions maybe, but pretty close.

For the record, though, I'd point out that your "EU should not be a total war game" (something you seem to associate with "low" number of provinces) and by infererence CK too, does not make a good argument either.

I agree. It's not a good or precise argument and it's very poorly phrased.

If anything, new TW games have more tactical depth than Paradox games, with fewer provinces. That's because a province is not an atomic entity, and an army exists within a small fraction of a province. There's stuff to do.

Reign:Conflict of Nations has a smaller map and more diplomacy and just stuff to do. From what you said, it looks like you might enjoy it.

If the map becomes the playground of 7-9 mostly continuous and contiguous blobs whose provinces still belong to different members in the feudal order, that would be fine with me - it was an age of beginning blobbification and I have absolutely no objections to blob forming. I would prefer this to not happen every time in single-player, but I would not consider it bad if it did. You might reasonably have another opinion on this issue.

This is exactly what I meant when I was talking of a "Total War" game. Total War, shogun and MTW that is, had this setup where things changed hands really rapidly, there was no depth to retreat to, and blobbing was a done deal leaving you with 3-4 contenders by midgame. If you liked quick arrivals to obvious conclusions, they were goo games. But notice they're rarely done that way now.

The fewer the number of provinces, the more likely this becomes and the more elaborate the mechanics to prevent this.

The fact is, most "counties" in CK are already enormous units. The feudal order is so curtailed as to be almost meaningless. It does nothing for my suspension of disbelief.

You fail to provide any argument to support this statement of exclusitivity.

Ah. Let's rephrase that. I do not see any other efficient way to do it. I hope you have some real examples to make me change my mind, but even your second post spends more time criticising my poor argumentation than providing counterexamples.

Moreover, and this is another point entirely, you fail to argue why players should be prevented from playing in what you consider a 'generic' way.

Oh, no, not at all. I want players to be able to play generically and still be able to achieve some impression of writing history. I'm not a fan of deterministic events, more of contextual ones.

To wit, there are plenty of historically-flavoured games where conquest is of great scale and rapid. I was kind of hoping Paradox would keep working to develop a differnet niche.

Tactics is hard given the limitations of the real-time engine developed for N-player multiplayer, I will admit.

Most of the decisions regarding that model are strategic in nature and based on army composition rather than tactical, though army movement speed is of tactical value.

No, see, I don't see the problem that way at all. Unit variety and whatever aside, there's no space - you call it breadth, I'll play along - to do anything much besides march straight at where you want to. You can't even really choose where to defend.

The army, in all CK games, occupies the Entire province. To arrive is to siege. To move is to attack. That will not change. The only way I see to prevent always-decisive wars without relying on a timid peace AI (as now) is to add more map squares. If there's space to maneouvre, wars can be decisive or inconclusive dependent on player and AI skill. Nobody's play style is affected.

Because of paucity of provinces in EU3, wars were either ping pong fests that made you run from Berlin to Perm and back again, or as now, balance budget-build bigger army-instawin unless you're non-Western. And - when the game revolves around gaining money and only that, provinces are very important, which encourages you to make wars decisive.

As for strategic depth, I would like the game to focus more on dynastic relations and diplomacy between nobles. That is an area that always felt lacking to me in the original. Allow me to accomplish as much (under the right circumstances) with the pen as with the sword, and cut down on the micromanagement required (marriage subgame anybody? It needs to be there and it is an important thing for your important characters, but endless proposals and counterproposals as seen in CK1 was - at least to me - not fun). Spend a major effort on designing a "Feudal interface", if you will, with focus on showing pertinent information rather than drowning the player in endless lists of characters. (Much easier said than done, I know, but that's why I would wish for it in the first place).

Yes. Yes. Absolutely would love all those features.

Absolutely no point even designing them since most of the character sets will belong to something like the "County of Aargau" which will vanish within the first 20 years of the game. What's the point of dimplomacy when conquest is easier and there's nobody much left to do diplomacy with anyway by 1150? Anyone still there by 1200 is a blob and your mortal enemy, or a pop-a-rebel. I did mention Total War, did I not?

A change of scale can increase depth by opening up for strategic options that are not available at smaller scales, but it is in no way guaranteed to do so.

It's a much easier and more realistic solution than functionality that doesn't really exist.

However, I still recommend you personally giving Reign a try. There's a lot of those elements in it, but also lots of silliness of its very own.
 
Because of paucity of provinces in EU3, wars were either ping pong fests that made you run from Berlin to Perm and back again, or as now, balance budget-build bigger army-instawin unless you're non-Western.
I would have to disagree with this statement.

EU3 is not at all like that.

Singleplayer wars often have that as a result, but that has nothing to do with the number of provinces, it is because the AI is incapable of putting up a good fight, something that increasing the number of provinces does absolutely nothing to address. If the failing you observe in singleplayer was a consequence of a paucity of provinces, it would be the rule in multiplayer as well, but it isn't. A bigger army does not guarantee a win.

As soon as the other player is actually capable of understanding concepts such as defence in depth and concentration of forces for key battles, the notion that the bigger army always wins is trashed - that's how it has been in all Paradox games until now and I wager that that's how it will be in CK2.

Heck, in singleplayer EU3 the human player is pretty much guaranteed victory in any conflict of equivalent tech so long as odds aren't more than four or five to one against him.
 
Greenland could be left out as eventually it was abandoned anyway.

I think though the eastern map should extend to conquests of Alexander the Great if someone wanted to recreate his empire and also all of the coastline of the Arabian penesula (the inner region can still be PTI.
 
Peter Ebbesen has sound and logical arguments, but I'd put it another way:
adding provinces means that any campaign will take even more time to play. Frankly, considering how long EU3 or even CK campaigns already are, I really don't know what people who want even more provinces do with their life. If we go this way, it'll soon take us 6 months to play a single campaign. :rolleyes:
I mean, seriously, don't delude yourself: most PI players are barely able to finish one full campaign, they usually tend to leave after half a game, because it's already so damned long.
 
As soon as the other player is actually capable of understanding concepts such as defence in depth and concentration of forces for key battles, the notion that the bigger army always wins is trashed - that's how it has been in all Paradox games until now and I wager that that's how it will be in CK2.

I would disagree with all of the above.

First of all, unless you're France or Ottoman Empire ca. 1600, there's no "depth" to defend in. It's literally one battle between concentrated forces and concessions following, and this is only including human vs. human wars. Wars vs. AI are presumably the same in multiplayer as single player.

You gain "depth" by speeding up blobbing by human players vs. AI players because human players are aggressive. You're not addressing the problem, you're talking about a completely separate game mode that has little to do with the previous discussion and in fact itself simply obscures the simplicity of the game by cranking up opponent competence.
 
I would disagree with all of the above.

First of all, unless you're France or Ottoman Empire ca. 1600, there's no "depth" to defend in. It's literally one battle between concentrated forces and concessions following, and this is only including human vs. human wars.
One huge battle between concentrated forces and concessions following?

That has never, ever, been my experience in multiplayer in Paradox games. Not in EU2, not in CK, not in Victoria, not in HoI, not in EU3, not in HoI2, not in EU3 Rome, and most recently not in Victoria 2 either. Obviously our experiences differ significantly.

EDIT: That's not quite true. I have experienced it playing as a minor, but not when playing a major.
 
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One huge battle between concentrated forces and concessions following?

That has never, ever, been my experience in multiplayer in Paradox games. Not in EU2, not in CK, not in Victoria, not in HoI, not in EU3, not in HoI2, not in EU3 Rome, and most recently not in Victoria 2 either. Obviously our experiences differ significantly.
Load up a 1 province state next time and DoW someone with superior tech, more land and better leaders on the hardest setting.
 
I'm not fan of adding Greenland for one reason. A German noble conquering Iceland is plausible, all we heard in the Ring of the Nibelung history as the protagonist marry with an "Iceland Queen" and all the shit. But a German noble putting foot in "Greenland" is a completely different thing. If we add Newfoundland it is even worst, with everyone sending troops to America we will see the rise of the "Sheik of Newfoundland".

I suggest the inclusion of Yemen and maybe some trade routes and oasis in the Sahara. About the number of provinces I support the inclusion of Alcalá de Henares, Medina-Sidonia, Ronda and Gibraltar.
 
Load up a 1 province state next time and DoW someone with superior tech, more land and better leaders on the hardest setting.
I regret to say that I have never played a 1 province minor in multiplayer.

Please note the statement I was responding to ("unless you're France or Ottoman Empire before ca. 1600", "human vs. human") before throwing out a lame "but what if you are a one-province minor?" retort to my answer, will you? :D
 
And the problem with lack of interesting choices is party small maps. There's no reason not to upgrade everything because every square on the board is ultimately valuable and decisive. In fact, having followed MM's co-evolution with official expansions, the story of EU3 was mostly that of artificially lowering the impact of having more provinces through the system of cores, acceptance, culture and religion etc. etc.

This is a basic problem in almost all strategy games, whether real-time or turn based. Whatever the basic map "unit" is in which improvements and the like are builty, be it a city, a county, a province, or a planet; the player will eventually build every available structure in every city (or province or planet or whatever). The only reasons that a player wouldn't do it is because of lack of money or whatever other resource(s) that are required to build structures, or because the player is doing a "zerg rush" and just building units. In the Civilization series, you're going to build every possible structure in every possible city. Same thing in the Heroes of Might and Magic series. In Master of Orion and it's sequels, you're going to build every possible structure on every possible planet. In Master of Magic, you're going to build every possible structure in every city. Well, that one has a little bit of variation, in that some races can't build certain structures, but still, if it's possible to build something in a city, you're going to build it. And in Paradox games, you're going to build every possible structure in every providence or county. It's an inherent "flaw" in almost every strategy game. The only exception I can think of offhand is in Colonization, where you won't build some structures because they'd be useless; i.e., if a city doesn't have a square in its radius that produces tobacco, you won't build a cigar maker's house or whatever it was called there; if it doesn't have cotton, you won't build the weaver's house, etc.
 
EDIT: That's not quite true. I have experienced it playing as a minor, but not when playing a major.

What's the basic difference between a minor and a major?

I know that there's no real guarantee that more provinces would fix everything, but I'm glad to see you also notice the difference between conflict involving few board pieces and a conflict involving many.
 
Peter Ebbesen has sound and logical arguments, but I'd put it another way:
adding provinces means that any campaign will take even more time to play. Frankly, considering how long EU3 or even CK campaigns already are, I really don't know what people who want even more provinces do with their life. If we go this way, it'll soon take us 6 months to play a single campaign. :rolleyes:
I mean, seriously, don't delude yourself: most PI players are barely able to finish one full campaign, they usually tend to leave after half a game, because it's already so damned long.

Ugh, no. My main beef with Victoria is the extreme brevity of the campaign. Hell, sometimes EU3 even feels too short to me. It's not like you have to play to the end to experience an "ending", like in an RPG. You can quit at any time it's no longer fun and not really feel like you've missed something vital. Anyway, more provinces has nothing to do with this, as the fixed end date of the game would be unaffected.
 
This is a basic problem in almost all strategy games, whether real-time or turn based. Whatever the basic map "unit" is in which improvements and the like are builty, be it a city, a county, a province, or a planet; the player will eventually build every available structure in every city (or province or planet or whatever). The only reasons that a player wouldn't do it is because of lack of money or whatever other resource(s) that are required to build structures, or because the player is doing a "zerg rush" and just building units. In the Civilization series, you're going to build every possible structure in every possible city. Same thing in the Heroes of Might and Magic series. In Master of Orion and it's sequels, you're going to build every possible structure on every possible planet. In Master of Magic, you're going to build every possible structure in every city. Well, that one has a little bit of variation, in that some races can't build certain structures, but still, if it's possible to build something in a city, you're going to build it. And in Paradox games, you're going to build every possible structure in every providence or county. It's an inherent "flaw" in almost every strategy game. The only exception I can think of offhand is in Colonization, where you won't build some structures because they'd be useless; i.e., if a city doesn't have a square in its radius that produces tobacco, you won't build a cigar maker's house or whatever it was called there; if it doesn't have cotton, you won't build the weaver's house, etc.

sometimes you have to made choices in those games.
in medieval total war you have 2 orientations for cities : city or castles with different buildings available.
in heroes of might and magic (the 4th one) : you have the choice between some buildings that provides different troops. and different factions have different unique buildings.

so, strategic aspect can be found in buildings/improvements of a province to achieve different goals (trading/religion/cultural prestige/militar etc...)