Preface: In my pursuit of improvement using radical thinking I want you to consider this suggestion of planning for military traditions.
Objective: freedom of choice for the player with immersive storytelling and game-play integration.
Suggestion Implementation:
A priori, any number of military inventions can be pursued simultaneously if requisites are met. However, I can envisage a limit on the number of concurrent military inventions that can be pursued at the same time. This cap could be increased, for example, by building military schools.
As a result, every game planning is different, as the player can decide different priorities adapted to their game. I would suggest that the game draw this Gannt Chart for the player.
Examples:
In the first scenario the player has produced 100% military experience and has distributed this experience to implement 13 military traditions in the following timeline:
In the second scenario, the work to implement the traditions, the requisites and the military experience produced are the same. However, the Gantt Graph is completely different because the player has decided to invest on different traditions with different military experience and dates.
These changes are direct consequence of the game-play, the player may not produce the same quantity of military experience every time; or the challenges he/she faces are different, thus the priorities for investing in military traditions may change.
PS: Note that none of the actual tradition’s requisites follow an historical path. If they did, they could be made a requisite like the fire of land for veterans’ event. This is not HOI4 and these are not political focus trees.
Objective: freedom of choice for the player with immersive storytelling and game-play integration.
Suggestion Implementation:
- The game devs define the requisites for each military invention and their work cost (time) for implementing them.
- The player produces military experience (resources) by combat, drilling cohorts or other means.
- The player decides when and the quantity of military experience that is spent in the implementation of military traditions.
A priori, any number of military inventions can be pursued simultaneously if requisites are met. However, I can envisage a limit on the number of concurrent military inventions that can be pursued at the same time. This cap could be increased, for example, by building military schools.
As a result, every game planning is different, as the player can decide different priorities adapted to their game. I would suggest that the game draw this Gannt Chart for the player.
Examples:
In the first scenario the player has produced 100% military experience and has distributed this experience to implement 13 military traditions in the following timeline:

In the second scenario, the work to implement the traditions, the requisites and the military experience produced are the same. However, the Gantt Graph is completely different because the player has decided to invest on different traditions with different military experience and dates.
These changes are direct consequence of the game-play, the player may not produce the same quantity of military experience every time; or the challenges he/she faces are different, thus the priorities for investing in military traditions may change.

PS: Note that none of the actual tradition’s requisites follow an historical path. If they did, they could be made a requisite like the fire of land for veterans’ event. This is not HOI4 and these are not political focus trees.
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