Only if score is the only thing you get from mission trees.One improvement to the scoring system would be to also include mission trees as part of it.
Nothing else.
At all.
Ever.
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Only if score is the only thing you get from mission trees.One improvement to the scoring system would be to also include mission trees as part of it.
One idea I had for revolt risk is that it should be less "peasants with pitchforks" and more reflected in how loyal they act. If RR is high, you have to spend a ton of effort to eek out taxes and manpower from the provinces, and when at war the provinces with high RR will be more likely to just up and surrender to sieges since they don't care about the state.I think rebellions are too preventable moreso than they're too predictable.
EU5 needs (far) less "A Comet!!1!1!" random malus idiocy you can't do a damn thing about, not more. Very little in a strategy game should be "fully random".
I do think we now get too precise an indication *when* a rebellion is coming, but we should get enough of an understanding *that* -- and *why* -- one is coming that we at least have a chance to try to do *something* to prevent it. But, yes, that *something* could be a lot more difficult to achieve than it is right now.
So can anything in the game, though.Mission trees (and their fulfillment) can be a useful means of determining which nations podium at the end, assuming there is an AI that makes reaching the end worthwhile, without which EUV is pointless.
Even in CK3 they managed to ruin it with hooks which in the few hours I played the game pretty much always could be used as an I win button.There is one Clausewitz/Jomini engine gameline where Paradox have managed to make covert sabotage fun for people who aren't covert sabotage fans: Crusader Kings, which is a game about being a mediaeval martial aristocrat, rather than a game about being a (nation-)state
For me it's the opposite. There are few things more annoying than getting those permanent claims half a decade or more after I conquered the area since I was presented with a perfect opportunity before taking the prerequisites for those missions. The old colonizing mission which caused me to colonize one 3 dev province over another 3 dev province gave me more joy than the current mission trees.They wont ever dissapear sadly since they give players a quick cheap dopamin rush for very little effort required in designing them.
As someone who have critizised the lack of attention to AI in Paradox games for years, and as someone who thinks mission trees as they are currently implemented in EU4 is the worst mechanic ever implemented in a Paradox game I couldn't care less how badly the AI handles mission trees. I can't see it being worth the effort required under any circumstances. An AI "guided" by mission trees just sounds like an AI which is extremely easy to manipulate/exploit.There is a lot of potential to mission trees, but it requires an AI that can be guided by them to take full effect of them...too many times I have seen Spain and Portugal screw each other over in colonization for starters, even with great relations and trust.
For single player games I don't see why anyone would care about "podiums". For multiplayer I don't see how an AI would ever be expected to affect how worthwhile it is to reach the end game.Mission trees (and their fulfillment) can be a useful means of determining which nations podium at the end, assuming there is an AI that makes reaching the end worthwhile, without which EUV is pointless.
Why would you want to predetermine which nations are likely to do well?Mission trees (and their fulfillment) can be a useful means of determining which nations podium at the end, assuming there is an AI that makes reaching the end worthwhile, without which EUV is pointless.
Because they make for better opponents.Why would you want to predetermine which nations are likely to do well?
I don't think this is true, and even if it was I don't think it's worth the level of railroading you're suggesting.Because they make for better opponents.
Even now EUIV is only debatably better than EU3. EU3 rocked.I have a vague memory from a stream several years ago hearing Johan and/or Chris King talking about how they had a requirement that EU4 (or was it CK2?) had to be at least 25% (or was it 40%?) better than its prequel, and that it would be something they would want to apply to any future sequels. For me they were far off that for CK3, but I hope that is something that is still the goal for EU5.
I agree that this would be better than the current mission tree design, but I don’t think it’s better than (for example) the old pick-one-of-three-dynamically-generated-missions system. Because:I think Mission Trees are nice, but mostly be modular and Culture based. Like, different cultures, faiths and regions, should mesh into a different Tree made of the same materials. But, having one or another core, mission or branch that is unique. I also think the rewards should be boosts for some years, not permanent bonus.
I just think that longterm, modular, meshing and based on common cores design is better, with a peppering of unique.
I also believe a fun way to make Mission would be to have a single path to follow, and in each stage there are different possible branches to go, and they are chosen by a Diet or similar definition, of internal powers of the realm. Making you jockey and wrestle with them to choose the right one to follow. This could also work as a Realm Focus (like a Character Focus in CK) - while you are following a Mission you get some bonus specific to it - that nets some more enduring boost if completed, and some debuffs and bad effects if failed to be completed in time.
I agree that EU4 1.34 is only debatably better than EU3.Even now EUIV is only debatably better than EU3. EU3 rocked.
Mmm, for me it was Art of War, I think. I didn’t much like monarch-points-into-development and since then it’s been mostly downhill, in my view.I agree that EU4 1.34 is only debatably better than EU3.
But I'll go out on a limb, and say that EU4 1.18 with RoM installed is by and large considerably superior to both EU3, and EU4 1.34.
1.18 made Monarchies playable again. (I was thoroughly burned out on regency council nonsense.)Mmm, for me it was Art of War, I think. I didn’t much like monarch-points-into-development and since then it’s been mostly downhill, in my view.
I adore the random new world, although its generation and integration into the rest of the world (triangle trade events when the RNW is all fur provinces?) could be dramatically improved. I think it’s worth keeping and iterating on.
Not least because RNW trade nodes are far more dynamic than regular ones: it’s not at all unusual for all RNW nodes to be routable either east or west. That and RNW often putting landmasses nearer (which is to say within reach of) Asia often makes for a more interesting game.
People love lucky nations, right? That feature never gets any complaints.Because they make for better opponents.
I strongly suspect you’re right, but I still thought maybe worth pointing out that there are those of us who appreciate it! I’d even be down for a feature that could (semi-) randomise continent-by-continent: exploring a regenerated Europe and Asia as Mali would be cool.I suspect you will be disappointed in regards to it being kept and iterated on. It is impossible for me to search through all the posts in an attempt to locate one or two specific examples that may have been given years ago by the devs, but I believe RNW is considered more or less a failure by the dev team (though if I am wrong on that I am happy to be corrected).
Essentially it's a gigantic development time sink for a feature barely anyone uses. I'd be stunned if they bother to bring it back.
Except for the fact that designing complex, intriguing, dynamic, and universal mechanics in incredibly time intensive to develop. Don't forget how broken even a well designed one can be. It's not sustainable for a long term game project that continuously updates to add massive new interesting systems and mechanics.There’s no problem they solve that isn’t better solved by better AI or mechanics design. They’re just bad.
Because they cause problems, so they need to solve a problem that is worse than the one they cause.Also, why do mission trees need to "solve a problem."