Why all the hate? Don't you WANT fun battles? Way it is now is outdated.
It won't take any resources, give me a break, this isn't Crysis. LOL I could probably make one for them.
Fellas, if you disagree, lets hear it. WHY?
They are many factors :
- tactical battles need lots of ressources (developper time for their engine, AI, graphisms, etc...) that need to be taken from somewhere (if we don't want the game to be 100 euros), and so are likely to make other aspects of the game poorer, especially if they want to have tactical battles representation as satisfying and good looking as in other series (while I don't know the exact numbers I think Total War Serie games have easily 5 to 10 times the budget of a Paradox title, if Paradox is no longer a small indie company, they are not Sega or EA)
- lots of battles happen all the time in the world, and simulating them all using a tactical battle engine would use huge processing power (to the point no game in real time ever do that, they rather use some total strength based auto-resolve for every battle not involving the player) ; and if you need to reserve tactical battles system to the ones involving human player(s), it means he would play by different rules compared to the AIs, which is likely to create balance / power creep problems if tactical battles give an advantage to the player (which is ultra likely as developping a good tactical AI is lot of work that rarely succeeds) ; there are some examples of games that developped tactical battle engines only to realise they ruined all the challenge if they allowed the player to use them for all battles (for example Soveignity from Slitherine, that ended reserving the use of tactical engine to battles involving a rare player hero unit, as tactical battles were meaning quasi guaranteed win against their clueless AI, they had to force the player to auto-resolve most battles not using it for their game to keep any difficulty, making absurd the efforts to developp a whole battle engine in the first place)
- speaking of human player(s) what about multiplayer ? if there's a tactical minigame, you'd need to pause the game for all other players when a battle between two is resolved in tactical engine ; or just don't use that tactical engine in multiplayer at all, making its developpment even more a waste
- Paradox player base is used to no tactical battles since the first games they released, it's part of their identity to focus on grand strategy aspects rather than beautiful battles or tactical elements, there's no huge demand for changes in this department (like the negative reactions show)