I just completed a full game in the 1.9.6 beta, playing as Krakow. The latest beta release was much more stable, allowing me to complete the game. In a previous post I made suggestions for a very large overhaul of the game itself, but recognizing that scope of changes will be much smaller for the rest of the year I am writing this post to provide some suggestions for smaller changes that fit in the reduced scope.
1. Minting seems overpowered.
Economies now grow much larger, meaning that minting income also grows. In my last game I basically played on lowest taxes and got 60% of my income from minting. Social security, max expenditure on army and admin - all of it was basically paid by minting. This removes much of the tension from the game (There is no fiscal reason to resist social reforms / laws). Reducing it 10X would help make the financial side of the game more interesting.
2. Unit upgrades are a UX hassle.
I've argued a lot against the use of discrete units, but since they are here I think a smaller fix would be removing some of the UX pain points. I reached the last tier of military units in my game (tanks). Infantry could be upgraded for all armies, with a single button, in the military menu. But both artillery --> heavy tanks and cavalry --> light tanks wasn't possible. Instead I had to remove all of my artillery / cav from my armies and rebuild it as their upgraded units. I do not really understand why it works this way. It doesn't change anything gameplay wise, it just makes it a UX hassle (one that the AI never seems to figure out - they use mech-inf but I did not see them use heavy tanks, making warfare very easy for me) As an aside: tanks replacing artillery does not really make sense. I would suggest either leaving siege artillery or adding interwar artillery as a new unit, and move all tanks to replace the cavalry. (As tanks represent the mobile component of the armies).
3. Company bonuses are overpowered.
Late game, financial centers do not stand a chance, its all companies. I think mild nerf of the company throughput bonus would make the economic game more interesting. It would give local capitalists some leeway making the AI more competitive.
1. Minting seems overpowered.
Economies now grow much larger, meaning that minting income also grows. In my last game I basically played on lowest taxes and got 60% of my income from minting. Social security, max expenditure on army and admin - all of it was basically paid by minting. This removes much of the tension from the game (There is no fiscal reason to resist social reforms / laws). Reducing it 10X would help make the financial side of the game more interesting.
2. Unit upgrades are a UX hassle.
I've argued a lot against the use of discrete units, but since they are here I think a smaller fix would be removing some of the UX pain points. I reached the last tier of military units in my game (tanks). Infantry could be upgraded for all armies, with a single button, in the military menu. But both artillery --> heavy tanks and cavalry --> light tanks wasn't possible. Instead I had to remove all of my artillery / cav from my armies and rebuild it as their upgraded units. I do not really understand why it works this way. It doesn't change anything gameplay wise, it just makes it a UX hassle (one that the AI never seems to figure out - they use mech-inf but I did not see them use heavy tanks, making warfare very easy for me) As an aside: tanks replacing artillery does not really make sense. I would suggest either leaving siege artillery or adding interwar artillery as a new unit, and move all tanks to replace the cavalry. (As tanks represent the mobile component of the armies).
3. Company bonuses are overpowered.
Late game, financial centers do not stand a chance, its all companies. I think mild nerf of the company throughput bonus would make the economic game more interesting. It would give local capitalists some leeway making the AI more competitive.
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