IRL Prussia was all about the military. But in the game we are allowed and supposed to do other things. Prussia is militaristic wasn't some divine proclamation of destiny. It was the culmination of numerous smaller decisions throughout their history.We could go back to the Prussia example, Prussian national identity is heavily tied to its heavy militarization, and going 'merchant Prussia' defeats the entire point of this national identity.
We have no way of knowing what people other than ourselves like or dislike. For myself, mission trees made EU4 worse in nearly every way. I don't really understand it, but you are certainly not wrong for liking them.I'm hearing an awful lot of 'I would likes' not a lot of 'players would enjoy'. Pretty much all the arguments I've heard are for why people on a personal level don't like mission trees, and not how they impact enjoyment of the player base writ-large. Which is why I'm skeptical this is really about making the game better for everyone.
I like mission trees. I like the railroading and the gameyness and the artificiality. Why would I, as someone else who plays Paradox games, be better off for the removal, why am I wrong to like mission trees, and how should my like of mission trees be weighted against your dislike of them when it comes to design philosophy?
I think the only compromise is to make them truly optional. Don't put any core uniqueness (reforms, laws, estates, etc) inside them and let people turn off the rewards or the entire tree as was in the game rule screenshot from earlier in this thread. By letting them be disabled, devs won't be able to make mission trees the only way of accomplishing things (resolving disasters, obtaining estate privileges, etc).
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