Post-Mortem
What worked.
The mechanical backdrop of EU4 obviated a lot of the usual stress and book-keeping that is involved in running a quest with resource management. It also removed having to roll for national opinions/alliances/relations, etc. It provided an easy method to export maps without having to make one and fiddle with it manually (...much). This also enabled rapid updates.
The early narrative was fun and easy to understand.
The inclusion of internal metrics such as the role of religion added depth and challenged modern-day ethics on what a government should and should not do.
What didn't.
There was no real way to express the population issue in game mechanics, so Elysia rapidly grew out of proportion compared to what it should have been capable of.
The lack of peer enemies made a slow and unstoppable steamroll effectively inevitable, and the opportunities for others to stop you are at minimum 100ish years in the future, almost 20 turns away.
As things proceeded, the procedural and management aspects became increasingly broad, and much of the new content materialised there instead of in the actual narrative, meaning that those simply reading then missed out on it.
The management aspect also increased points of friction between players, which sometimes erupted into arguments that nobody likes to see and proved stressful for all parties. Some individuals were more culpable than others.
Lessons to learn.
Starting on an even playing field is important. 1 development in the New World should mean the same as 1 development in the Old World, since you're all playing by the same rules. The New World's prosperity is predicated on a stream of colonists and population movement which were not applicable in this case.
There must be opponents and rivals across a spectrum of powers. Historicity was a weakness here, not a strength. Even without the Colombian Exchange, Elysian dominance of the continental US was assured and this fed into the above problems. Players should have to contend with weaker nations (which can be bullied, invaded, influenced, etc) on their own, nations of similar strength, and nations of greater strength (to work around, ingratiate, aspire to overthrow).
There needs to be a balance between automation and granularity. The idea of developing by area rather than individual game provinces was good, and later removed entirely by the idea of the Theme Office. It would have been a better idea to attach these costs to the actual colonization process, which would have both slowed expansion and made each area feel 'completed' and an integral part of the country. Equally, ship purchasing should be been by block rather than individual vessels, limited by the number of built docks and infrastructure. There should be more directional rather than specific choices to be made.
Ethical/internal/political decisions are always more interesting than the bonuses (which bypass immersion for numbers) or planning a spreadsheet for most people. These became less common as the obvious questions were knocked out of the way and the national foundation was set. But these should have remained quite regular, reflecting contemporary events, scandals, and power struggles.
As an added question (which isn't binding or even especially pressing, more a thought on what might be appealing in future), what kind of quest format do you enjoy?
[ ] Narrative Based (Great is the Fall of Gondolin)
[ ] Mixed Narrative/Nation Builder (Atlantis Rising)
[ ] Mechanics Based Nation Builder (From the Ashes/Elysian Dream)
What sort of setting do you like best?
[ ] Medieval (Lord of the Rings, generic fantasy, fictional history, etc.)
[ ] Scifi (Stargate, Star Trek, Stellaris, etc)
The mechanical backdrop of EU4 obviated a lot of the usual stress and book-keeping that is involved in running a quest with resource management. It also removed having to roll for national opinions/alliances/relations, etc. It provided an easy method to export maps without having to make one and fiddle with it manually (...much). This also enabled rapid updates.
The early narrative was fun and easy to understand.
The inclusion of internal metrics such as the role of religion added depth and challenged modern-day ethics on what a government should and should not do.
What didn't.
There was no real way to express the population issue in game mechanics, so Elysia rapidly grew out of proportion compared to what it should have been capable of.
The lack of peer enemies made a slow and unstoppable steamroll effectively inevitable, and the opportunities for others to stop you are at minimum 100ish years in the future, almost 20 turns away.
As things proceeded, the procedural and management aspects became increasingly broad, and much of the new content materialised there instead of in the actual narrative, meaning that those simply reading then missed out on it.
The management aspect also increased points of friction between players, which sometimes erupted into arguments that nobody likes to see and proved stressful for all parties. Some individuals were more culpable than others.
Lessons to learn.
Starting on an even playing field is important. 1 development in the New World should mean the same as 1 development in the Old World, since you're all playing by the same rules. The New World's prosperity is predicated on a stream of colonists and population movement which were not applicable in this case.
There must be opponents and rivals across a spectrum of powers. Historicity was a weakness here, not a strength. Even without the Colombian Exchange, Elysian dominance of the continental US was assured and this fed into the above problems. Players should have to contend with weaker nations (which can be bullied, invaded, influenced, etc) on their own, nations of similar strength, and nations of greater strength (to work around, ingratiate, aspire to overthrow).
There needs to be a balance between automation and granularity. The idea of developing by area rather than individual game provinces was good, and later removed entirely by the idea of the Theme Office. It would have been a better idea to attach these costs to the actual colonization process, which would have both slowed expansion and made each area feel 'completed' and an integral part of the country. Equally, ship purchasing should be been by block rather than individual vessels, limited by the number of built docks and infrastructure. There should be more directional rather than specific choices to be made.
Ethical/internal/political decisions are always more interesting than the bonuses (which bypass immersion for numbers) or planning a spreadsheet for most people. These became less common as the obvious questions were knocked out of the way and the national foundation was set. But these should have remained quite regular, reflecting contemporary events, scandals, and power struggles.
As an added question (which isn't binding or even especially pressing, more a thought on what might be appealing in future), what kind of quest format do you enjoy?
[ ] Narrative Based (Great is the Fall of Gondolin)
[ ] Mixed Narrative/Nation Builder (Atlantis Rising)
[ ] Mechanics Based Nation Builder (From the Ashes/Elysian Dream)
What sort of setting do you like best?
[ ] Medieval (Lord of the Rings, generic fantasy, fictional history, etc.)
[ ] Scifi (Stargate, Star Trek, Stellaris, etc)
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-[X] Send a diplomatic mission to Potawatomi (Request that they break alliances with Ottawa and Huron, and either become neutral or form an alliance with their co-religionists, Elysia and Haudenosaunee)
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-[X] [110 Military] The square formation first pioneered by the Iberians and adopted as standard for pike and shot has proved its effectiveness on the battlefield, but the difficulty in manoeuvring the formation has become more and more of liability as opponents adapt to the weaknesses of the tactic. Splitting it into smaller and more mobile formations of the same type will reduce their protective quality, but is needed to preserve their strategic effectiveness.
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-[X] [80 Diplomatic] While much of Elysia's wealth comes from cotton and the tobacco leaf, the value of furs should not be underestimated. At present this industry has lagged behind the others due to lack of interest in their expansion compared to the more lucrative and straightforward plantations, but we must be prepared to grasp all advantages in our ascent to dominance over trade in the New World.
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[X]Plan Build Up
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--[X]Also prepare for a war of conquest against the Ottawa IF they are no longer allied with the Potawatomi
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-[X] Send a diplomatic mission to Karankawa (Request that they attack and weaken the Mexicans, but avoid conflict with the West Indies Castilian loyalists for now)
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-[X] Prepare plans for a war of conquest against the Pawnee and Chickasaw, without directly declaring war on Cahokia
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-[X] Send a diplomatic mission to Vinland (Prepare for war against Cahokia and its allies in the near future)
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-[X] Send a diplomatic mission to Haudenosaunee (Arrange royal marriage for our heir, and prepare for war against Cahokia and its allies in the near future)
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-[X] [100 Administrative] There is always room for tax reform, especially when it comes to poll taxes. Equally there are always projects that cost only time and effort that will improve conditions for the citizens and thus their health - public baths and aqueducts the most obvious among them. It can take a great deal of work on the part of the bureaucracy to put such plans into action, but the returns are worth it. (Increases development and tax income.) [Repeatable]
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-[x] [60 Administrative] While the colonial bureau has been of great assistance to our expansion efforts, there is always room for improvement. They have been slow adopt new practices in response to the actions of the other colonizers, even if there are techniques or advantages in their methods. It's time to shake up the bureau and revitalise it with new blood. [Expansion Ideas]
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[X] Scifi (Stargate, Star Trek, Stellaris, etc)
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[X] Mechanics Based Nation Builder (From the Ashes/Elysian Dream)
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[X] Medieval (Lord of the Rings, generic fantasy, fictional history, etc.)
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[X] Major decisions.
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[X] Mechanics Based Nation Builder
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[X] Mixed Narrative/Nation Builder
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[x] all of the above
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-[X] [160 Administrative] It has been acknowledged and known for over a thousand years that iron is a superior metal to bronze and copper, yet utilising it to full potential has always been challenging. But hotter furnaces and new innovations in technique are beginning to make it easier and quicker to melt the ore and produce higher-quality metal. This is the first step to an age of steel, one long overdue.
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-[X] Prepare plans for a war of conquest against the Lipan and the West Indies.
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-[X] Send a diplomatic mission to Vinland (Prepare for war against Cahokia in the near future)
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-[X] Send a diplomatic mission to Haudenosaunee (Arrange royal marriage for our heir, and prepare for war against Cahokia in the near future)
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[X] Plan: Box the Mexicans In
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[X] Narrative Based (Great is the Fall of Gondolin)
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[X] Mechanics Based Nation Builder (From the Ashes/Elysian Dream)
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[X] Scifi (Stargate, Star Trek, Stellaris, etc)
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[X] Medieval (Lord of the Rings, generic fantasy, fictional history, etc.)
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[X] Mechanics Based Nation Builder
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[x] all of the above
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[X] Mixed Narrative/Nation Builder
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[X] Narrative Based (Great is the Fall of Gondolin)
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[X] Scifi (Stargate, Star Trek, Stellaris, etc)
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[X] Mechanics Based Nation Builder (From the Ashes/Elysian Dream)
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[X] Medieval (Lord of the Rings, generic fantasy, fictional history, etc.)
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[X] Mixed Narrative/Nation Builder
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[X] Mechanics Based Nation Builder
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[X] Narrative Based (Great is the Fall of Gondolin)
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[x] all of the above
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[X] Mixed Narrative/Nation Builder (Atlantis Rising)
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Adhoc vote count started by Sayle on Mar 11, 2019 at 7:15 PM, finished with 2852 posts and 24 votes.
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[X] Mechanics Based Nation Builder (From the Ashes/Elysian Dream)
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[X] Scifi (Stargate, Star Trek, Stellaris, etc)
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[X] Medieval (Lord of the Rings, generic fantasy, fictional history, etc.)
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[X] Mixed Narrative/Nation Builder
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[X] Mechanics Based Nation Builder
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[X] Narrative Based (Great is the Fall of Gondolin)
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[x] all of the above
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[X] Mixed Narrative/Nation Builder (Atlantis Rising)
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[X] Medieval (a Lord of the Rings quest, or WHF would be awesome)
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Adhoc vote count started by Sayle on Mar 12, 2019 at 9:47 AM, finished with 2866 posts and 37 votes.
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[X] Mechanics Based Nation Builder (From the Ashes/Elysian Dream)
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[X] Medieval (Lord of the Rings, generic fantasy, fictional history, etc.)
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[X] Scifi (Stargate, Star Trek, Stellaris, etc)
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[X] Mixed Narrative/Nation Builder (Atlantis Rising)
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[X] Mechanics Based Nation Builder
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[X] Mixed Narrative/Nation Builder
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[X] Narrative Based (Great is the Fall of Gondolin)
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[x] all of the above
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[X] Medieval (a Lord of the Rings quest, or WHF would be awesome)
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[x] Narrative Based
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[x] Medieval
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