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ZéMalta

First Lieutenant
35 Badges
Sep 13, 2022
205
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  • Europa Universalis IV: Third Rome
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  • Europa Universalis 4: Emperor
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As much as I was fascinated by the possibilities of diplomacy, economy, the internal dealing with estates, vassal states; and the use of diplomatic and burocratic and military points, I was also feeling that besides the Missions I get pretty lost. Not only because the mechanics can be very arcane and complex to understand even after many tutorials and guides. I basically don't "feel" I'm playing with something that I can weave objectives and goals, or even benchmarks. It might be just a visual thing (although I dont think it is) that I see all as just a souless spreadsheet, calculations and buttons. I don't get that brain spark when I do something and something then happens, I don't see reactions or changes, only numbers.

[this paragraph is a ramble mostly]
It might fall in that "not the game for me" or "this Pdx game is like that and so I shouldn't be looking for this here" but yet, I can't help but dream. The Modern Period is a truly awesome time to explore in a game, the renaissance, the baroque, the reform, the absolutism, the imperialistic/colonialist fighting, the cultural and proto-national fighting between countries and the rulers. It is all a fascinating time to explore, full of the tragedies, nastiness and hypocrisies of humankind. Even as eurocentric as it is, well the game doesn't hide that it is, I can only immerse in the material that it focus on, which is a great one to do so. Very few games and media explore this time, I suppose cuz all of the nasty bits, and to romanticize is easy only when you ignore completely the unpretty parts. But part of the fun in Pdx games is to knowingly delve in the storytelling set in that time, with those dynamics and aspects.

And I believe people in the forum that explored the Pdx games as much and much more than me, can tell that there are many ways to make this game true to its identity and ethos, but also make it more rich and fun to play. What I think would most benefit the game, in my own biased opinion, is to make a more character-centric game, which doesn't need to be as fundamental as CK3, but still, don't just make rulers and governors be a sheet of 3 numbers and a merit of flaw that has close to no personality. Rulers were still a very important part of countries, even if only for a characterization of a nation at a given time, so it wouldn't be distorted to bring their personalities and particularities to be core in the gameplay and nation interaction. The Great Man theory was almost a maxim at the time, with heroes, enemies of the state, respected figures and Enlighted characters. And characters are the base of any story, and to me at least, the Pdx games aren't about history as much as they are about story.
But that is me, taking the character focus of CK3, the interest groups and interactions of Vic3, would benefit EU5 a whole lot. Of course always bearing in mind the adaptation for an Europa Universalis game, and what the game as its own can create for itself, independent of other Pdx games.

So what you people think EU5 could learn or make better from other games, and from its predecessor?
 
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Taking the character focus of CK3, the interest groups and interactions of Vic3, would benefit EU5 a whole lot.
Oh God, please no. Not the character focus. It has its place in CK and that's perfectly fine- in the end that's what CK is mainly about. But EU is a different type of game, spanning more years, and takes a more balanced approach to the main four areas of any PDS title: diplomacy, internal politics, warfare, economics (in no particular order).

I think that it is this balance that could be balanced (no pun intended) more in EU5. Focus a bit more on internal affairs (but not to the CK level where you actually deal with characters as the main game loop- element), improved warfare (Imperator: Rome could be used as the point of reference here, with more army compositions, tactics and optional AI automation), and last but not least- little bit richer economy system.

One reason why I like EU series and spent most time playing it, is that it is in fact that all-encompassing and most universal game out of all PDX grand strategy genre. To me it is this sweet spot that developers should work towards.

Having said that all, with every PDS game release I keep losing confidence in new games as they are getting more and more shallow at release, with little flavor, dumbed mechanics, etc. I understand the DLC model that allows maintaining games for years and providing players with hundreds and thousands hours of fun, but what's been delivered on day 1s for the past few years (since Stellaris really) is just not good enough.
 
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They tried to make a game which takes from Eruopa Universalis country management and Crusader King character focus already, it's called Imperator Rome. Didn't work
 
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Maybe it doesn't make a game bad, but it obviously doesn't make a game good
The inclusion of this combination of features in I:R was insufficient to overcome the game's flaws and make it good. That says nothing about whether or not it would be good in another game that doesn't have the exact same flaws as I:R.
 
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imho what EU5 could take from recent pdx games is their being more accessible, more understandable, easier to play when not being an expert of the series : info bubbles, tutorials, less abstract concepts than monarch power, etc. Simpler to grasp.
 
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I think eu5 needs to have more trade offs rather than opportunity costs.

For example, in eu4 you can either take religious or humanist (opportunity cost). if you take religious, you don’t get worse at humanist things (I.e, tolerance) just not any better. Later you can then take humanist and get the best of both worlds: a state in which you conduct mass cultural and religious cleansing, but no one rebels because you are also “tolerant” of other religious and cultures somehow. To me that makes no sense.

So I think you should be only able to get conversion buffs with costs to tolerance, and vice versa. Never both. That sort of logic should then apply to most things where it makes sense.
 
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Nothing.

EU4 is not a perfect game but it's pretty fun, entertaining and deep.
It just need more dlc and immersion packs for a bunch of areas.

EU5 will be a total new game, with better graphic and 6years needed to reach -maybe- the level of EU4.
I'm not very enthusiast for an EU5, specially when i test vicky3...

I mean i don't care about playing an 'anno graphic style' (real ugly by the way) if it's just a downgrade of all the stuff that bring the actual EU4.
 
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imho what EU5 could take from recent pdx games is their being more accessible, more understandable, easier to play when not being an expert of the series : info bubbles, tutorials, less abstract concepts than monarch power, etc. Simpler to grasp.

Here's my hottake
Yall would hate this game if it was more accessible, with better explained mechanics and everything.

EU4 is by its nature a puzzle game. The fun of it is figuring out how things work, and how to combine them to make a cool playthrough.
Once you've solved the puzzle, the look from above at all the individual systems isn't so pretty anymore.

As backward as it seems, EU4 being obscure works heavily to its benefit.
 
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EU4 has always been portrayed as a game of diplomacy. The thing is, that diplomacy works great when power disparaties aren't too big, but the moment they are, diplomacy is just not that useful anymore.

I'd like to see a balance of great powers mechanic, where even though you're the biggest baddest bloke on the block, your neighbours should actively try to keep you from expanding. Currently that's just not a thing, as long as you don't go over the arbitrary limit of 50 aggressive expansion. As long as you stay under it: everything's fine, even if you eclipse them 10 to 1 in development/army.
 
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EU4 has always been portrayed as a game of diplomacy. The thing is, that diplomacy works great when power disparaties aren't too big, but the moment they are, diplomacy is just not that useful anymore.

I'd like to see a balance of great powers mechanic, where even though you're the biggest baddest bloke on the block, your neighbours should actively try to keep you from expanding. Currently that's just not a thing, as long as you don't go over the arbitrary limit of 50 aggressive expansion. As long as you stay under it: everything's fine, even if you eclipse them 10 to 1 in development/army.
I recently created a thread about a related issue. I think that it's a problem with limited creation/aggressiveness of coalitions.
 
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imho what EU5 could take from recent pdx games is their being more accessible, more understandable, easier to play when not being an expert of the series : info bubbles, tutorials, less abstract concepts than monarch power, etc. Simpler to grasp.
Exactly, but that could go for any game. The info and descriptions are not very helpful and don't tell EVERYTHING you need sometimes. I've helped a lot of people on twitch screens understand the game because of the flawed and missing requirements for some things. Some of which have been around for years.
 
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Exactly, but that could go for any game. The info and descriptions are not very helpful and don't tell EVERYTHING you need sometimes. I've helped a lot of people on twitch screens understand the game because of the flawed and missing requirements for some things. Some of which have been around for years.
I disagree.

It is a part of the pleasure that you can get in this game (and other paradox games like stellaris, HOI4, CK). Being lost, being bad for hours and still find new things after thousands hours spend on it.
 
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EU4 with Pops. Just give us that on release date. I wouldn't mind sending off monarch points in a viking funeral, but just incorporating pops into the core of the game would be a great start.

Oh, and don't go with that 'no more message settings' schtick the newer games have. I hate that, and so does everyone else on the forum.
 
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Finding new things and discovering details, connections and all sorts of nooks and crannies is fun, for sure. But I don't think it is a particular good design primary. In terms of accessibility, I think PDX games should be easy to medium to play, but hard to master; for me that would keep the games deep and rich, but not so arcane and complex that most people get frustrated or rebuffed by the gameplay. Responsive and didactic, that is something EU5 should be, doesn't matter how complex it is, it gotta show the player their mistakes, that is how you learn.
And PDX games really got to make better and long tutorials. They hardly dip into 45% of the game's mechanics, systems and possibilities. CK3 is by far the one which best shows the overview of the game, but its because the game is much less complex than its counterparts.

And if EU4 is good and needs only a few changes, than there isn't much to discuss here. But that is not my relation with the game, hence why I'm chatting about improvements and changes. And changes is an important word, cuz if there is no change, there is no need to be another game. I see a lot of potential in Europa Universalis, and I see people also have a lot of love for it.


Pops could be nice, I think. The states (classes) are one of the systems that give the game some juice and back and forth, but aren't as engaging as it could be. And if there is a time where you should start to make your population of peasants turn into citizens, and your shabby smelly court into a marvelous, shining and enlightened smelly court, it is the EU timeline. Pops would also make the religious and cultural struggles much better. I don't think it needs to be a complex pops system, but there should be one.
 
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Also, it might be interesting to apply something like the expedition system from Vicky3 into EU5. Exploration and colonization can be a little tedious. Might be fun to have a separate system that doesn't rely on sending troops/ships around the map in the same way you'd launch an invasion. You could pay an up front cost (of ducts, manpower, ships, whatever), pick a general directive for your expedition (chart out the coast of Africa, explore the interior of North America, etc.) and then, when/if your expedition is successful, more of the map is revealed. Do something similar with colonies - you get to tell the expedition what general area you want to colonize (maybe a little more specific than just a colonial region) and then they try their best. Don't have it be a random success/fail chance like in previous EU games, but make it more difficult to just snipe all the high value trading provinces.
 
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EU4 has always been portrayed as a game of diplomacy. The thing is, that diplomacy works great when power disparaties aren't too big, but the moment they are, diplomacy is just not that useful anymore.

I'd like to see a balance of great powers mechanic, where even though you're the biggest baddest bloke on the block, your neighbours should actively try to keep you from expanding. Currently that's just not a thing, as long as you don't go over the arbitrary limit of 50 aggressive expansion. As long as you stay under it: everything's fine, even if you eclipse them 10 to 1 in development/army.
What you’re describing is best covered with the Coalition mechanic. However that system is hard for new players to understand, and fairly easy for experienced players to mitigate, the end result being that it doesn’t really work very well.

There’s also the Great Power Intervention mechanic. But again, experienced players know how to mitigate the chances of that actually occurring, so that doesn’t work very well either.

One change that needs to happen is that both those systems need to be tweaked to work together better. Once a player achieves Great Power status they’re usually large enough that coalitions aren’t a big threat, and other Great Powers are too busy fighting their own wars, or to deep in debt, to jump into the player’s wars on the other side.

Maybe they could make coalitions more limited by restricting what the coalition could accept/force the player to do. So they will not accept you releasing a bunch of small tags internally, so you can eat them again in a few years and start all over. The other thing is make them longer lasting, maybe even permanent. You’ve already proven you are a threat, you don’t become less of a threat just because you haven’t eaten someone lately.

Second, I would love to see EU5 have dynamic trade nodes and trade flows. So by action and/or decision trade can be actively managed to flow within (or around) an empire better.

Third, I would hope that EU5 ramps up the interactions with the various estates considerably. They function as the fulcrums by which political, social, military, and economic advancements are made (or inhibited) in this time period. A major historical theme is that by the 1700’s rulers were finally able to wrest more control from these estates so they could exercise more direct control over their nation’s affairs.

I know that’s what the current estate system is trying for, but I just don’t feel it. I’ll spend a minute looking at the estates at game start handing out some privileges, and then 30 seconds every 5-10 years or so as I take land. I don’t find that system very immersive.
 
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I disagree.

It is a part of the pleasure that you can get in this game (and other paradox games like stellaris, HOI4, CK). Being lost, being bad for hours and still find new things after thousands hours spend on it.
Are you saying that you enjoy mis/wrong information? Learning the game is something that takes a LOT of time, and I do enjoy that. But all the bugs, workarounds etc. not so enjoyable IMHO.
 
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