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Each game depends geopolitical situation. Now I am playing Vijayanagar and in middle game I change mind and I am going for full Naval gameplay.

I have Administrative, Exploration, Quantity, Religions ideas. Next will be Naval, Maritime ideas.
 
I sort of agree that getting random PUs and other things happening were a lot more fun. Things are fairly static and routine. I think that comes down to the mission tree. Making the AI go after the mission tree more might be a bad thing. Yet colonization is still a mess. I don't know. The estate changes plus the mission tree has definitely hurt the balance of the base game. Everyone's ahead on tech around the world and institutions are meaningless. Oh well. This game has had too long of a tail. Devs should have ended development ages ago and focused on a sequel.
I definitely agree with you about mission trees and colonization, but I like the estate changes from Emperor. Do you think they hurt the balance because they give unbalanced modifiers and some countries don't access to them?
Because I don't have those options. That's the point of my post. There were times when it seemed like stuff was going in that direction - local autonomy and reworked estates are the primary points of delusion - but for the most part, EU4 glosses over the internal state of the country except for mechanics that say how it should be. And as you said, it's "just more fun" to follow the river where it wants to lead you, because when you step out of it there is... very little.
Indeed, caricaturing, I would say I would like to interact with my country as it evolves, not play a visual novel.

About the profound changes that were done to the game in the past and that made me hope for more, I can list the introduction of heirs in Heir to the Throne (EUIII). This made me hope for more dynastic components, maybe a family tree down the route. Then the only things we had were consorts and traits. Mission PUs are magic gifts from the gods (content designers).
 
You can still play France in ten different ways though? If you don't go colonial, you don't get the bonus to...colonialism. Shocking.
Alright. But next missions from that chain provide:
  • +30% trade efficiency for 20 years;
  • -20% trade company investment cost forever (and since 1.30 trade companies are global, you can even have one in your home node and that's damn profitable);
  • 10 mercantilism.
This bonuses are undoubtedly very powerful, if not outright OP. As this is strategy game, you cannot simply ignore their existence. And AI shouldn't ignore them as well, as they make country stronger (there are specific strategies when mercantilism becomes a disadvantage, but in general it's a good bonus too).

Hence the "railroading" argument. Playing for certain country, at some point of each campaign you'll want to complete all (or at least most of) mission trees, may be in a different order.

If missions were tied to conditions instead of specific tags, each of paths you've suggested would result in access to different missions with different bonuses. Same with AI - different situation for certain country in a different campaign can change their set of available missions, thus "railroading" it to the different path.
 
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It's this weird state where EU4 is too complex for 90% of the player base, but then the other 10% plays it so much they consider the game too easy and there's never the inbetween that scratches that itch. Can you really say the game is too easy after you've played 3000 hours of it?

I don't think the game is too hard at all. It is difficult for people who haven't put in the time needed to understand simply because it is packaged this way. Let me reiterate: The game is easy, but does a poor job at explaining itself.
 
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Alright. But next missions from that chain provide:
  • +30% trade efficiency for 20 years;
  • -20% trade company investment cost forever (and since 1.30 trade companies are global, you can even have one in your home node and that's damn profitable);
  • 10 mercantilism.
This bonuses are undoubtedly very powerful, if not outright OP. As this is strategy game, you cannot simply ignore their existence. And AI shouldn't ignore them as well, as they make country stronger (there are specific strategies when mercantilism becomes a disadvantage, but in general it's a good bonus too).

Hence the "railroading" argument. Playing for certain country, at some point of each campaign you'll want to complete all (or at least most of) mission trees, may be in a different order.

If missions were tied to conditions instead of specific tags, each of paths you've suggested would result in access to different missions with different bonuses. Same with AI - different situation for certain country in a different campaign can change their set of available missions, thus "railroading" it to the different path.
I wouldn't call any of those bonuses "very powerful". And they're nothing close to OP.

Assuming, as France, your home node is somewhere in Europe, which it should be, then, no, you can't have trade companies in your home node without moving your capital, which you shouldn't.

I'm sure you could make an argument that missions feel railroady, but this isn't it.
 
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If missions were tied to conditions instead of specific tags, each of paths you've suggested would result in access to different missions with different bonuses. Same with AI - different situation for certain country in a different campaign can change their set of available missions, thus "railroading" it to the different path.
And then, for those who think missions are somehow “flavour” and “historically accurate”, you could have a general text explaining that the road you took with Brandenburg was historically something France did because it made X and Y choices and had A and B initial conditions, that you managed to replicate because of the way you played the game.
 
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Assuming, as France, your home node is somewhere in Europe, which it should be, then, no, you can't have trade companies in your home node without moving your capital, which you shouldn't.
OK, maybe not in home node in this case, but you still can have trade companies in Eastern Europe, Africa, and everywhere else besides Western Europe and colonial regions. Trade companies have an investment that add 10% to all trade value produced in node, massively boosting trade income (and production income for owned provinces), and -20% saves you 200 ducats per such investment. Another investment is the one which adds trade power, allowing you to obtain merchant with smaller number of provinces. So this modifier is quite powerful.

And +30% trade efficiency is just insanity, IMO.

Value of 10 mercantilism may vary depending on your strategy, but it's an equivalent of 1000 dip points.
 
OK, maybe not in home node in this case, but you still can have trade companies in Eastern Europe, Africa, and everywhere else besides Western Europe and colonial regions. Trade companies have an investment that add 10% to all trade value produced in node, massively boosting trade income (and production income for owned provinces), and -20% saves you 200 ducats per such investment. Another investment is the one which adds trade power, allowing you to obtain merchant with smaller number of provinces. So this modifier is quite powerful.

And +30% trade efficiency is just insanity, IMO.

Value of 10 mercantilism may vary depending on your strategy, but it's an equivalent of 1000 dip points.
You're overlooking that, by the point where you're getting these rewards, and can start dropping trade company investments everywhere, ducats really shouldn't be a limiting factor anymore.

+30% trade efficiency is great, definitely. It gradually diminishes in impact as the amount you already have increases, and, again, at this stage of the game you should already have a lot. It only lasting 20 years is another nail in the coffin. And again, again, it's ducats, which you shouldn't be limited by.

10 mercantalism is not, in any way at all, the equivalent of 1000 dip points. 1000 dip points is 2 and a half ideas. It's at least one, possibly multiple dip techs. It's years of going over your relations cap. It's integrating and coring multiple subjects. It's a significantt amount of development. 10 Mercantilism is some more ducats. If given the choice between 100 dip points and 10 mercantalism, I'd take the points every time.
 
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Assuming, as France, your home node is somewhere in Europe, which it should be, then, no, you can't have trade companies in your home node without moving your capital, which you shouldn't.
just look at Prussia, Austria, Bohemia, Hungary, Poland - you can easilly move your capital between western and eastern Europe. After moving capital to the east with German culture you can make HRE provinces into states but French or English into TCs and make home node in the Channel.

As France sometimes I also switch primary culture to bigger group and can do the same thing. When you are empire you accept all cultures in your group so it's better to accept all German cultures and promote just 3 cultures - French, Occitian and Burgundian because others are to small. Having other culture while being empire allows you to core provinces faster and you don't have many advantages when keeping French culture
 
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About the “money is infinite” idea, I might betray my poor sense of economic management, but if you don’t start in the English channel and are unwilling to shift your main trade there, if you have a shitty node and have to fight for dominance over your region, instead of having it granted to you freely, if you don’t create unrealistic trade companies, if you don’t manage to get the Golden Coast or the Caribbean and to steer everyone and his mother to you…

I feel like there is still some financial pressure even late in the game.
 
About the “money is infinite” idea, I might betray my poor sense of economic management, but if you don’t start in the English channel and are unwilling to shift your main trade there, if you have a shitty node and have to fight for dominance over your region, instead of having it granted to you freely, if you don’t create unrealistic trade companies, if you don’t manage to get the Golden Coast or the Caribbean and to steer everyone and his mother to you…

I feel like there is still some financial pressure even late in the game.
Sure, but as France you do start with access to the channel. And, sure, if you're not setting up trade companies everywhere and colonising everything, then you're not going to get as much money, but you're also not doing the things that are why you'd want those silly amounts of money either. And if you aren't expanding so much, then it's not possible to build as many trade company investments, so the discount on them isn't as good either.

I'm not saying "money is infinte", I'm saying that the three examples of mission rewards given for France in the post I quoted shouldn't make someone feel forced to complete France's missions.
 
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@Republic of Mercury In the context of France, it may be so, but nobody can contest that l following England mission tree and PU France gives you a huge disadvantage.

Arguably, missions stemming from recent history like the English PU over France are perhaps the most justified.

I still think those missions should instead be the object of global mechanics flexible enough to integrate the situation they portray. England claim over France was after all a not so distant dynastic link.
 
I still think those missions should instead be the object of global mechanics flexible enough to integrate the situation they portray. England claim over France was after all a not so distant dynastic link
And you have the Claim throne mechanic for that. All you need is a dynastic link, a ruler dying at an inopportune time and higher prestige. If you are willing to disinherit aggressively/strategically, with a bit of luck you could force any Christian monarchy into a PU. If we don't take into account AE gain and the coalition that would inevitably form (which could be there even with mission generated PU claims, see for example the England PUing France noobtrap which results in one in an instant if you don't put your diplomats to work from the start of the war since they've jacked up AE gain for enforcing unions), I'd say it'd possible to PU nearly all of the Christian monarchies just by aggressive use of this mechanic.
 
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I probably don’t use it correctly, but for me, claim throne is very RNG related. Other countries with my dynasty are not that often in the red in terms of relationship.

I’m not saying either it should be super predictable. In real life it wasn’t always. But if you take the war of Spanish or Austrian succession, the writing was on the wall years before the actual wars happened. There were also clear claims as opposed to a very abstracted “the heir is red and it’s my dynasty” that we have currently in EUIV.

With a mission tree PU, as long as you follow the damn mission, you can enact it at the time of your leasure, prepare and strike whatever dynasty is on the throne and whatever their legitimacy is.

By the game’s standards, mission PU is like magic. And since it breaks internal consistency, it’s an unfun mess (to me).
 
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With a mission tree PU, as long as you follow the damn mission, you can enact it at the time of your leasure, prepare and strike whatever dynasty is on the throne and whatever their legitimacy is.
I'd say ability to "click" mission and enable its outcome exactly at the moment when it's advantageous for you is always a magic (e.g. it's a common tactic in MP to complete missions that provide military bonuses, and then stack them all at the beginning of important war). But ability to claim the throne whenever you like sounds egregious.

Also, there are missions that provide CBs with time limit, e.g. Subjugate. If player is aware that CB is timed, they can click mission whenever they like, defeating time limit. However, inexperienced player is likely to be unaware of this and get a notification only a few months before CB expires.
 
Also, there are missions that provide CBs with time limit, e.g. Subjugate. If player is aware that CB is timed, they can click mission whenever they like, defeating time limit. However, inexperienced player is likely to be unaware of this and get a notification only a few months before CB expires.
Indeed, and I think the “subjugation” casus belli only applies to “lost” PUs in the rest of the game.