• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

IsaacCAT

Field Marshal
141 Badges
Oct 24, 2018
5.202
11.969
  • Victoria 3 Sign Up
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
Preface

In July I tried to establish a framework to analyze I:R strategic choices because I think they are what make games more enjoyable for players and one of the reasons to replay the game. In this thread I would like to compare progression decisions versus strategic alternatives. I will also want to praise and give tribute to the HMO characters pack mod that has implemented many good ideas into the game, showing one strategic alternative and improvements on the progress balance of Imperator by their mod.

Progression decisions and strategic alternatives

Many times we are faced in game with decisions that are faux choices. They do not bring any alternative but a set of modifiers with fancy names. They are not alternatives because they are on the path of progression or they are required in a given situation and do not imply choosing a different path.

On the other hand, strategic alternatives create a different path for the player that makes the game play differently. An example of strategic alternatives are legions vs levies, League cities, cultural integration/assimilation, etc...

Compare the strategic alternative to use levies or legions with the following conscription laws in HOI IV. It is clear from this example that your decision is part of the player progression (war support %) or it is available due to being at war. The implementation is a benefit modifier (increased recruitable population) with some malus modifiers for balance (output, speed, time). However, the game is not changed in any significant way.

1638094026308.png
https://hoi4.paradoxwikis.com/Ideas#Conscription_laws

I would like to see more strategic alternatives implemented and progression better balanced in the game.

Example of strategic alternative
The HMO mod improves the Permanent Ambassadors inventions from vanilla:

1638096417725.png
1638096511833.png


Vanilla progression with the inventions of Proxenoi, Permanent Ambassadors, Command Incentives and Hereditary Ambassadorship gives the player a total +70% improve opinion Maximum without any drawback nor changing the game whatsoever.

In contrast, HMO allows for news laws for the player to decide which one to enact. Not only giving a modifier progression but giving choice to the player.

In my opinion, the permanent ambassadors and Hereditary Ambassadorship may well be in the future a new job for characters that will be assigned in one country to handle their opinion, making the game more interesting. For example, hereditary ambassadorships will imply that the job is passed to the sons of the ambassador. The player enacting this invention will be playing a different game with characters as ambassadors.


Progress Balance suggestion
Progression in Imperator is not well balanced and the player ends up with a lot of modifiers stacked up that make the game unbalanced.

The invention tree is one of the main culprits and it could benefit from some balance review. This is not my own suggestion, but what the modders from HMO have implemented in their mod:

1638095733374.png
1638095768909.png


Every legion or fort invention has an increased maintenance cost when implemented. This makes a lot of sense for balancing the game at the mid/end stages where money becomes a non issue for players.
 
Last edited:
  • 5
  • 2Like
Reactions: