I would love POPs in a "Victoria 1492" game, but let's keep the EU franchise erring on the boardgamey side of wargaming.
EU hasn’t been board gamey since, at the most recent, EU2.
I would love POPs in a "Victoria 1492" game, but let's keep the EU franchise erring on the boardgamey side of wargaming.
I liked the original where there were three tiered options to attempt to explore and colonize...the more ducats you laid down the bigger the chance of success.Colonisation style like in Vic 3. I love the gradual growth of colonies instead of the "one province at a time" thing EU4 currently has.
Because of this, Pokemon has endured as long as it has. You can "beat" the game as soon as you arrive at E4. If you'd like to take in the scenery, you can. It also works if you want to collect them all. You don't think it's difficult enough? Nearly every game features post-game stuff of some form that is at least harder than the story. There are also breeding mechanics, EVs, and IVs, but you don't need to understand them to have fun with the game.EU 5 could be an EU 4 port into a new engine for all i care. with all current DLC. I would not want EU to be any less and to be honest, i do not care for it to be a good game for new players.
I play a lot of easy and relaxing games, hell pokemon is fun from time to time, but paradox for me was a niche publisher for something else and while I am happy for paradox current success, I have more than enough choice in other games.
I feel a "70%" metacritic GSG was always better for me than a modern "85%+" metacritic game.
Its all about feelings i guess and i had fun with CK 3 but it felt so non PD to me. Not a game I come back to from time to time, but a game I play between playing "old" paradox games.
reading that myself i sound like some heavy metal fan moaning about the new direction of his beloved band, proclaiming everything after 1995 is bad... but well... old i get...
There are obviously properties that separate widely beloved games from shovelware, with the latter being described as "soulless". But that strikes me as a shortcut/ill defined specifics, not a legit criticism.
But also for what I think they should do is emphasize how much the world is changing. I don't want a CK style character focus, like some people have suggested, but I think that a vassal system with way more complexity would be good for the game. Like CK, your vassal states should be entities you need to keep happy to improve how they'll help you and to prevent either rebellions, revolts, etc., and with more complexity than what EU4 models. EU5 needs more internal complexity that you need to deal with to keep your nation in line and that you are able to exploit in your enemy
I liked the original where there were three tiered options to attempt to explore and colonize...the more ducats you laid down the bigger the chance of success.
Too reductive. There are reasons why something moves emotions for players. Shovelware and highly rated games both get described as "soulless", but by a different % of people who try them. "Soul" is not predictive, the games are doing different things and eliciting different emotions.It is legit criticism: it means that the game (or a piece of art) does not move players' (viewers') emotions.
I haven't picked up newer Pdox titles. I was gifted CK3, but have yet to try it. The only video on Vicky 3 I saw was Spiffing Brit's "rock economy" video, which was amusing. I can't legit criticize Vicky 3 though, because I barely touched Vicky 2. Both have different off-putting problems, but in contrast to EU and HOI their core intended experience is also less appealing to me. Thus for me personally, Vicky series won't move me emotionally even if they're closer to perfect than most games (which by all reviews/evaluations from people I trust trying it, they aren't anyway).When You watch frontline in Vicky3 do You feel any positive emotions? If not - this part of the game is "soulless" and devs failed with it.
Problem with this is that mechanically, colonization is already questionable. Each colony actually costs a fair amount of money, takes ages to return it, and requires investment into idea groups to the exclusion of excellent alternatives. Given how EU 4 works overall, even ahistorically strong colonies are not slot-competitive options in terms of idea group investment.There should actually be a possibility for the colony to be unprofitable. Even Alaska was sold because Muscovy could not squeeze enough profit from it.
Too reductive. There are reasons why something moves emotions for players. Shovelware and highly rated games both get described as "soulless", but by a different % of people who try them. "Soul" is not predictive, the games are doing different things and eliciting different emotions.
Problem with this is that mechanically, colonization is already questionable. Each colony actually costs a fair amount of money, takes ages to return it, and requires investment into idea groups to the exclusion of excellent alternatives. Given how EU 4 works overall, even ahistorically strong colonies are not slot-competitive options in terms of idea group investment.
There's still a reason for that, some objective properties of the game that lead to the conclusion.If a game is soulless for most of the players, it can be objectively called "soulless".
It was way before 1.18. Pre-1.10, IIRC.I stopped playing colonization after they forced colonial nation creation on me. 1.18? I don't remember.
There's still a reason for that, some objective properties of the game that lead to the conclusion.
I agree with that, but IMO it's still useful to try, because in doing so player will frequently reveal whether the criticism is against things that most agree with vs not. To me, "soulless" is too close to a fully general complaint that could (in principle) be slapped on any game/piece of media. I also suspect that if most players try, they can come up with concrete examples...in fact you even did exactly that yourself in our discussion.Could be - but as with every complicated piece of art - it is not always visible to the player; and in some instances, it may not be visible at all. We just know it does not work as it is.
Conquest of Paradise 1.04. Never really interested in colonisation in Americas after that.There's still a reason for that, some objective properties of the game that lead to the conclusion.
It was way before 1.18. Pre-1.10, IIRC.
Before recently, I'd have said accuracy of information presented, but that's seeing actual improvement lately.What would be the most glaring, long-ongoing, antiquated and/or big problems of EU4?
Things that should be addressed in the future game without fail.
How would you work this in terms of playability?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.
How would you work this in terms of playability?
What would you like them to add to the game? Or is it mainly for appearances?I’m not sure what exactly you’re looking for in an answer here. Several P’dox games have pops: Imperator, Vicky, and Stellaris. Something like those, tweaked for the EU setting/gameplay.