I'm hyped for the more indepth armies system with unique cultural levies, the ability to make roads, the expanded cabinet system, and the new flexibility of situations, IO's, and disasters.
I'm currently concerned with them trying to move national ideas to advances, since only certain nations are getting those, and I don't trust the AI to get them all, and likewise with them trying to replace idea groups with societal value sliders. I don't think the sliders are bad, I just don't think they'll inform the same strategizing decisions. I'm also concerned about the current de-emphasis on misison trees- I think their inclusion will be bare bones on release, and they won't get flashed out until we get dlc expansions (and I think their lack of inclusion will be felt negatively on launch). I'm also worried about the trade system being undercooked- I like pops demanding certain trade goods, having to think about access to food, and trying to reform your economy around different tarde goods, with different buildings requiring different goods. But I'm concerned that it's implementation with the bilateral trade deals like in Imperator takes out a lot of the 'oomph' out of the system. There doesn't seem to be any sort of consideration for trade routes between markets, and given playthroughs it seems like it's always in your interest to just make your own market. I think there should be a level of dynamism for trade as it change over time, but that there should be some more sort of bumper rails on it.
I'm currently concerned with them trying to move national ideas to advances, since only certain nations are getting those, and I don't trust the AI to get them all, and likewise with them trying to replace idea groups with societal value sliders. I don't think the sliders are bad, I just don't think they'll inform the same strategizing decisions. I'm also concerned about the current de-emphasis on misison trees- I think their inclusion will be bare bones on release, and they won't get flashed out until we get dlc expansions (and I think their lack of inclusion will be felt negatively on launch). I'm also worried about the trade system being undercooked- I like pops demanding certain trade goods, having to think about access to food, and trying to reform your economy around different tarde goods, with different buildings requiring different goods. But I'm concerned that it's implementation with the bilateral trade deals like in Imperator takes out a lot of the 'oomph' out of the system. There doesn't seem to be any sort of consideration for trade routes between markets, and given playthroughs it seems like it's always in your interest to just make your own market. I think there should be a level of dynamism for trade as it change over time, but that there should be some more sort of bumper rails on it.
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