You set out to play Jewish Ethiopia, so you are already playing suboptimally.
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Mission trees are like national ideas: You can ignore them, but if your country has its own mission tree, ignoring it is almost always a terrible plan.You can choose to ignore mission trees.
What new mechanics do they introduce?I like mission trees actually. It seems like in the minority in this forum, but still I like them.
There are a pletora of reasons why:
- An argument often said is that it hampers introduction of new mechanics, yet it's often the mission trees themselves that introduce new mechanics, so I don't really agree with this argument.
Off the top of my head, if you’re attempting the achievement Australia-Hungray, you’ll get introduced to the new Aborigine tribes, their NI’s, and the various reworked tribal mechanics. From those tribe’s mission trees you’ll also get introduced to their new faith mechanics.What new mechanics do they introduce?
They don't add any mechanics themselves then.Off the top of my head, if you’re attempting the achievement Australia-Hungray, you’ll get introduced to the new Aborigine tribes, their NI’s, and the various reworked tribal mechanics. From those tribe’s mission trees you’ll also get introduced to their new faith mechanics.
Or perhaps Austria and AEIOU, messing around with HRE and Reformation mechanics? Most people seem to either avoid that area entirely or intentionally try to break them. But if you try to work *with* them, it can make for an interesting game.
Half of Austria's missions getting locked up if you try to do anything other than "be the Emperor"Or perhaps Austria and AEIOU, messing around with HRE and Reformation mechanics?
No, he didn't ask "how to modernize the army". What he asked was where in the mission-tree does it state that completing mission XYZ will result in changing to western tech units?The missions leads to an event called modernization of the army. You could check this yourself in the game. Given how you did all those research you are probably aware of it. Its the only mission in the tree with such an event. You wanted to know the requirements to modernize the army. The mission pretty clearly states the requirements for completing the mission.
I unified the Empire for the first time in 2014. (As France!)Or perhaps Austria and AEIOU, messing around with HRE and Reformation mechanics? Most people seem to either avoid that area entirely or intentionally try to break them. But if you try to work *with* them, it can make for an interesting game.
Can it be considered OP if everyone has it?
Half of Austria's missions getting locked up if you try to do anything other than "be the Emperor"
is not something i celebrate.
I guess we can go into a semantics discussion as in what is a mechanic, but I mean stuff like allowing a nation to get 3 tax dev with a single click (Japanese missions), or allowing admirals to give army professionalism, or unlocking unique estates, estate mechanics, government reforms, ...What new mechanics do they introduce?
Yes. If you make dev cost reduction far and away the most attractive modifier in the game to the detriment of all others, that is overpowered. If you make manpower pools number in the millions and also introduce a mechanic that allows you to click a button and instantly generate two years worth of manpower, that is overpowered. If you create a mechanic where a stacking modifier allows you to deal more damage while simultaneously taking less damage and then give it out like candy, that is overpowered. Etc. Youll notice that DCR, slacken, manpower mods, etc have all been nerfed because they were overpowered, even though everyone had access to them.
- An option is overpowered if, when presented as a choice, it will always be chosen by members of a group.
- An option is balanced if, when presented as a choice, it will be chosen sometimes, due to its ability to fulfil requirements.
- An option is underpowered if, when presented as a choice, it will always be ignored by the group.
What youre describing (every nation gets an extensive mission tree that ultimately culminates in +5 disc, +5 admin efficiency, +25 permanent power projection, +gov cap, etc until end of game) flattens the experience into a choice that any player is going to pick every time. That isnt good and immersive game design, its boring.
I like mission trees actually. It seems like in the minority in this forum, but still I like them.
There are a pletora of reasons why:
- As long as there are plenty of mission trees (which there are), they increase the amount of ways you can play the game, not reduce it. As an example: Take two next door OPM neighbours inside the HRE. How would nation 1 be vastly different than nation 2 as well as play differently without mission trees? [...]
It's funny you should mention Castile, a tag which can easily end up being very difficult the first time you play it if you don't go to the wiki to read up on the Castilian civil war first.EU 4 should have clear starting rules and difficulties. Want to play a hard game? Pick Albania. Want an easy one? Pick Castile.
My first thought when seeing something called "... reform" is to check the government reforms, but that's usually not it eitherPlease don't respond by telling me under what terribly designed rock "Biblical Sabbath Reform" is hiding in.
The problem here is that then people come along and say that "you don't have to choose the option of playing mission trees" is bad design. Guilty in either case. It's not a problem of mission trees, it's problematic players.What youre describing (every nation gets an extensive mission tree that ultimately culminates in +5 disc, +5 admin efficiency, +25 permanent power projection, +gov cap, etc until end of game) flattens the experience into a choice that any player is going to pick every time. That isnt good and immersive game design, its boring.
I have a small problem with your post, in that you start it with "you like mission trees" but I feel like you end up defending the concept, and individual small ways it was implemented, rather than the system in the game as we have it overall.I like mission trees actually. It seems like in the minority in this forum, but still I like them.
This is more important than I feel you might realize. The AI doesn't complete its mission trees because it straight up doesn't know how to.- You can choose to ignore mission trees. Sure, the argument is then that the AI doesn't ignore it, yet how many times have you seen an AI complete its mission tree?
No, he didn't ask "how to modernize the army". What he asked was where in the mission-tree does it state that completing mission XYZ will result in changing to western tech units?
Again there is one part of the mission tree that mentions the army. This is the mission that will give you western units. Now you can argue that it doesn't say it gives western units which is what I assume you are referring to. If you already know that you will get better units to I assume reading a dev diary (where I am pretty sure its mentioned) or watching a guide looking at the missions will tell you that this is the only possible path.Ok. Tell me how to switch Ethiopia's units to the super powerful western ones by reading me the mission tree. Give me a screenshot or the quote from the mission text.
Yeah, I'm nowhere near as adamantly against mission trees as some people here, nor do I agree entirely with content or tone of their comments. But this here is exactly what he's talking about when he mentions homework.If you already know that you will get better units to I assume reading a dev diary (where I am pretty sure its mentioned) or watching a guide looking at the missions will tell you that this is the only possible path.