Nobody has explained to me why mission trees are bad. Nobody has explained to me what their inclusion takes away from the game.
Like, I'm not a huge fan of the vehicle designer in HOI4. But I don't begrudge its existence since I don't have to engage with the mechanic super in depth if I don't want to, and people who enjoy it can have their fun with it.
I just keep hearing people complaining about 'optimal ways to play' and 'gamey rewards' and it sounds like pure autism. I'm not saying that EUIV mission trees are perfect, I'm sure there's room for improvement, what I don't get is people going 'NO, we MUST throw the baby out with the bathwater'.
You're just saying 'there should be other ways to create flavor and historical narratives' and I think that's a reasonable thing to say. I don't get how then we have to entirely ditch mission trees to accomplish that. I also disagree with the premise that it's better to remove any sort of structure to have a free-form sandbox gameplay at all times. That's just gonna result in countries feeling the same to play- this is my problem with Crusader Kings. Playing as England has no real difference than playing as Hungary, since both are catholic nations. You get access to all the same mechanics and events, the only difference being the geography. I don't know if Crusader Kings should have a mission tree system or something similar to it, or even how you'd implement it, but I do think it needs something that makes playing as different kingdoms feel distinct from one another. Of course- that's part of the design philosophy, where you are meant to play as a 'dynasty' rather than a nation, but that sort of mindset doesn't really appeal to me, specifically because the focus on families de-emphasizes culture and national history.
The rewards and optimum play is a fair point. And it's also just annoying to see the AI use the rewards (permaclaims are the most obvious example) when you try to ignore them, so you have to totally mod them out. But that will also introduce troubles since there are for example disasters that are coupled to mission trees. I'm thinking about the Majapahit, or the Byzantine starting situation. Anyways, that's all peanuts compared to my central objection. GSG's are a type of roleplaying game. The player is in charge of crafting a historical narrative. Which is why PDX hoping to better simulate imperial downfall is a good thing. The problem with mission trees is that they get in the way of the creativity of the player. PDX designs certain countries around them, preseting the player with a non-dynamic, right way to play that country. I want to be left free. I want to be able to push certain countries in certain directions. Yes, you are still incentivized to go certain ways with certain countries. Advances are a good example of this. They are the replacement for ideas, and countries have certain unique advances so you are incentivized to pick a certain advancement group to advance in in a certain age. But you can ignore it, and gain the same amount of bonuses still, since there is something else to do. It's flavour, it pushes newer players who may want the handholding in a certain direction, but I won't be worse off for choosing to say "no PDX, thanks for the offer, but I'm a big boy and I make big boy decisions".
To reject the "throwing the baby out with the bathwater" accusation, let's think up a compromise, because as much as I despise them, I do still think they have a place. PDX has long struggled with providing players with tutorials, and mission trees offer up a great way to new players to recieve guidance throughout a game. What is best done is to make a selection of countries and build a tree around focussing on a certain aspect of the game. Choose a country and make that the "generic" tutorial, let's say a Irish minor, which would be a bit of everything. Then, construct a Portuguese tutorial focussed around the trade, exploration and naval aspects of the game. Austria? Diplomacy and religion. Choose maybe some 5 to 10 countries around the world with perhaps a minor European bias, and give them mission trees. And keep it at that. I think new players would benefit greatly from the handholding and the goalsetting, and in the future they can set their own goals and know how to achieve them. What this also allows is for modders to use this form of mission trees. Are you a player that does want each country to have a mission tree? Go for it, download that mod! They work great in complete overhaul mods as well. Why? Because mods are something we, the players, ourselves go out to look for. They fit completely with that vision of "gsg's as a roleplaying game". PDX games are at their best when players are allowed to customize their experience
The issue with mission trees in EU4 (other than being very samey in that they often gave a bunch of claims/cores) is that the rewards for them were very substantial for following the path. This meant choosing between following the mission tree and not had drastic differences in the power levels/rewards, and that not following them felt like intentionally gimping your nation in many cases.
If mission trees just gave small bonuses or flavourful rewards I don't think people would have as big of a problem with them. Or even more varied rewards/conditions so that most of them weren't conquer something and get tons of free claims/cores.
They are basically event chains, but the mechanics to spawn them are not hidden on some wiki/in the code. If event chains had been given the same rewards as mission trees, people would be clamouring to remove unique events from the game.
Events by their very nature can be a lot more dynamic, but yes you can also effectively design them as constraining as mission trees. What is mainly required on PDX's side is a willingness and a capability to design flavour keeping the different states of the world in mind. Simple example: Anglicanism must spawn. Who does my king of England want to marry? Does he want to marry a generated woman, or does he want to marry a woman named Anne Boleyn every game?
Like France should get a permanent claim to the region of France. Whoever claims the Mandate of Heaven SHOULD get a permanent claim on China.
Sure, but this can be tied in directly with the tag can it not? We can recognize these spaces being tied to these entities. That kind of "national unification" is very natural. But why should Russia get permaclaims on the steppe? That kind of connection is not there. Certainly, they may want to expand there and may have very good reasons to want to, but does it warrant the kind of recognition that a permaclaim gives? I would say not.
You are in a minority and you are not gonna get your way. Sorry.
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I don't care for the majority opinion. The purpose of this forum is feedback, here is mine. Plus, a argument can be made that if you present flavour systems better than missions, that number would collapse. It simply represents the current status quo in the community and PDX's design philosophy.
So what you are saying is there should be nothing there to reflect what happened when Spain conquered Mexico- as what happened in Mexico would have been THE EXACT SAME if say the French, or English, or the Kongolese conquered Mexico instead. All content for invading Mexico should be generic that applies to all nations equally. No flavor.
Do not pretend as if missions are the only flavour there is.
So what you are saying is that Byzantium should get the same amount of content regarding the ownership of Constantinople as literally every other Orthodox tag.
Can you hear why I think you're an insane person?
You're strawmanning here
No, French colonisation of Mexico should be different from Spanish colonisation. But the game already simulates the differences between France and Spain that would create the difference between the two scenarios organically.
Yes. In this example: the difference in colonisation should be down to colonial policy, not down to tag = SPA
But if EVERY nation has that ability, what would be the benefit of playing as Prussia?
To larp. The benifit of playing Prussia in that scenario is to larp. Which is "gsg's as rpg's" as I described them above, but in a more crude manner.
But you believe it's impossible to do both. And that your gameplay preference is more important than anyone elses.
It is completely fair to argue fully from one own's perspective. Just like you believe that your gameplay preference is more important than his.
Real history is literally the greatest story ever told, the most fleshed out and detailed backstory and the most comprehensive lore a game could ever have. You want to replace that with randomized generative AI-slop, and that is why you are part of a minority that will never get your way.
I prefer to be the one writing the greatest story ever told, not to have it spoon fed to me by PDX
What does it having to do with WW2 mean that it's not a paradox grand strategy game? Victoria 3 is about the industrial revolution, does that mean it's not a 'typical grand strategy' game? It having a compressed timeframe ends up not holding water when you remember that the game is simulated down to the hour- campaigns take just as long from a player experience, the difference between it and EUV on a timeframe scale is just that the transportation and communication technology of the error means troops and resources were moved around faster in real time. A full campaign still takes a couple of days to play through to completion. The ammount of time that passes in game isn't really relevant to how its played, what is relevant is how much time the player spends on decisions, and how decisions they make in the early game can play into things several hours into playing the game.
So yes, it sounds like you're saying Hearts of Iron IV doesn't count as a grand strategy game, simply because it relies way more on mission-trees, and to the benefit of its gameplay. I don't like the character system in Crusader Kings, and I would argue against using the exact same system in EUV, but my reasoning wouldn't rely on the idea that Crusader Kings isn't a 'real' grand strategy game.
The issue with the HoI series is its limited scope. It has always heavily relied on scripting to achieve a conflict that feels like WW2. Japan attacks China in 1937. Germany makes a deal with the USSR to attack and devide Eastern Europe in a particular way, only to go on to backstab them in 1941. The game is about combat in a very limited timeframe and must hit specific beats to feel right. PDX has never achieved that with dynamic sytems, thus the scripting. Heck, a often repeated complaint is about the unrealism of economic growth that each HoI game has one way or another. But that doesn't matter because of the game's scope. You do not need to deal with the aftermath of the war, the moment you achieve victory you close the game. The Europa Universalis series has always had a much wider timeframe. A war is but a blip on the map and your considerations are always much wider. Because of this, it has always relied more on emergent systems because scripting and railroading creates greater dissonance. Scripting and the flavour text and modifiers that goes along with that have a tendency to increase in distance from the actual state of the world the further you get from the start date. Scripting and railroading are more contentious issues in EU than in HoI because of the scope and what the game tries to depict. HoI is a series about war, in EU war is but one tool at your disposal, this is why these games set out to achieve enjoyable experiences in different ways. This is also why EU5 and CK should have different character systems. In CK, the state is made up of different characters and their personal and feudal relationships. In EU, they are moreso tools for the state to use. Different games have different considerations
I'm ignoring all of the shitflinging above but I'm seeing a lot of
>dynamic outcomes
>organic gameplay
And the like and I'd like to remind that from the get-go EUV (formerly Project Caeser) spurned that kind of gameplay design as PDX feel it's doesn't work and isn't as played. It's something often requested but the clamouring for it never seems to turn into actual player numbers.
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It's why they've gone whole hog on flavour in general this time round.
This feels like dissonance. An admittance that what PDX is trying to do is trying to statisfy the playerbase's urge to have its cake and eat it too. "Yes, I want to change history, but I want to have it in this little bubble and not affect the rest of the world." At what point do we have to admit that this is a balancing act that will not hold, and that if the player wants to fight the Ottomans at the gates of Vienna, perhaps they should pick the startdate where the Ottomans are at the gates of Vienna, instead of starting back in 1337?