I was told that at least one Paradix dev frequents this thread, so I hopefully do it here.
I think you are thinking of @Grunt and the Stellaris thread.
I was told that at least one Paradix dev frequents this thread, so I hopefully do it here.
Well, now I at least know who it is!
I have been playing CK2 for years now. There are many things that kept me connected to the wider world from the very first release. The Crusades for one thing at the very least.The other games are a better comparison than CKII there, considering a lot of what you listed in CKII is from near on a decade of developing the game and adding things in.
CK2 was also a huge improvement upon the original Crusader Kings. Crusader Kings 2 was pitched as an improvement on the original Crusader Kings. It achieved that purpose really well.I don't remember ever hearing that.
That aside, it would have been basically impossible to include absolutely everything from the old games into Imperator at launch. Unless they spent a hell of a lot longer on developing it, on top of what they already did. I've been playing Paradox games since EU3...this is always how they look like on launch. Stellaris didn't have near as much stuff, CKII was pretty barren, and EUIV used a metric ton of EUIII code (still does, really).
Imperator is just continuing the trend. The basic things are all there, and they'll add more flavor as it goes.
Of course, one can complain about this, but it's probably better to have not expected something as fleshed out as the older games on launch.
EDIT: CKII, in specific, only let you play as Catholic Europeans at launch. Imperator already has more than CKII did.
CK2 is very different today than it was when it came out, but I would argue that the starting CK2 was a heck of a lot better than the original CK1, and offered a lot more in every aspect.Not even getting into all the things stuff like Way of Life and Conclave added.
Vanilla CK II is dryyyyyyyyyyyyyyyyyy.
In it, it describes how the concept of mana points takes away from the overall strategy that the game offers by basically allowing you to change your plans with zero consequence. How it makes it very easy to change strategy when faced with changing circumstances.
That's completely fair.Frankly, I strongly disagree with this and what is said in the video on the matter (more is said in the video than your post). There is strategy to the point system, but it is a different one. Maybe you don't like the strategy to the system, but that doesn't change the fact that it is there and you do have to take into account. The idea that there is zero consequence is false because you have only so many points and can only get some many at once so you have to carefully choose what you spend them on. The fact that the consequences are that you have committed points rather time doesn't mean that there are no consequences to the former because in both cases, you have committed a limited, but valuable resource and the opportunity costs of committing that resource down paths that have been rendered irrelevant/sub-optimal.
In the video, the guy is wrong when he gives his example for why there are no consequences in the point system. His example is how the claims system works by just having to save up orator points points to get a claim at once means there is no strategy because you can choose not to if the wars turns out to not be such a good idea when you got the claim. Okay, yes, you can not just spend the points and not get the claim, but by that point, you spend a good couple of years saving up those points. That fact that I have saved up those points for a war that is no longer doable means that I spent two years saving up points I could have spent on something else. I could have spend those points on assimilating pops so they are less unhappy and therefore more productive, not providing unrest and not making the province less loyal. I could have spent those points on getting more research points by promoting pops.
Yes, I don't have to commit points on a claim for a war which turns out to non-viable, but I am spending a couple years with lower research, lower income, lower manpower with more unhappiness and more unrest. I am not getting zero consequences from having to change my plans. I have ended up less productive nation than than I could have by saving up points for something which turned out to be undoable or not wise to do. I have definitely had consequences in that situation.
So the idea that you have zero consequences or less strategy from the point system is wrong. You have different strategy and different consequences, but that are still there. Maybe you don't like those different strategies and consequences, but they are still there and I find it annoying when people try to pretend that they aren't.
That's completely fair.
I think the crucible of the matter is that the points make all the problems you may have go away instantly. I am not denying that there is strategy in choosing when or how to spend the points, but that it gives too much freedom on the fact that all the way to use the points have immediate effects.
One thing that the video touches upon is that assuming you have shored up a couple thousand oratory and religious points. You could in theory, (and I have first hand experience in this) take over a province through war, and on the same day you signed the peace deal, go through all the pops in the province, and convert and assimilate all the population the cities in the province holds.
All in a single day.
There is strategy there, the guy in the video addresses it at one point. Just not a good one, or at least inferior to the ones found in Victoria II and other paradox titles. Look I like the game, and again, I am confident that these issues are being addressed, they have already announced the implementation of timers and some significant changes. (https://forum.paradoxplaza.com/foru...or-development-diary-29th-april-2019.1172430/) Among them are changes done to stability and religion, not making those changes instant, which is something that I really approve of.
That's completely fair.
I think the crucible of the matter is that the points make all the problems you may have go away instantly. I am not denying that there is strategy in choosing when or how to spend the points, but that it gives too much freedom on the fact that all the way to use the points have immediate effects.
One thing that the video touches upon is that assuming you have shored up a couple thousand oratory and religious points. You could in theory, (and I have first hand experience in this) take over a province through war, and on the same day you signed the peace deal, go through all the pops in the province, and convert and assimilate all the population the cities in the province holds.
All in a single day.
...
Knowing Paradox each nation will get a bunch of new flavor text and unique features, sold back to us at 20 dollars a pop.Where I have to agree though is that the game really lacks flavour and differences between the various nations.
You know, if the DLC was offered at a subscription rate, at the amount I've paid for DLCs for their core games since they came out, I think Crusader Kings 2 has been running me about $1.50 or $1.75 a month. HOI4 I picked up their expansion pass, so that is running me really close to $1.00 a month, and effectively getting cheaper every day.Knowing Paradox each nation will get a bunch of new flavor text and unique features, sold back to us at 20 dollars a pop.
Got it today.
Nice map.
50% of the mana is utterly wasted because nothing I can do or care about doing requires it at rates that would see me running out of it. Diplo and Religion mana, basically worthless
Civic, or more precisely, Research mana is used almost as soon as it fills up again, unless I see a tech looming that I want even more.
Military is used for traditions ASAP, I've gone down one tree already....
Now, starting as Opane - basically the bit at the very eastern end of africa - might have been a mistake but I didn't want to be surrounded by AI, and missions, and complex character business all at once for my first game.
But it is incredibly boring down there.
I thought I could colonize my way to entertainment, but it took till ~530 to grow 10 pops co I could.
Of course, I fucked the option to militarily colonize, a option the traditons brought me, earlier by not realizing that the 1 point of attrition I suffer in my own capital - it being a desert - would rapidly bleed my manpower once built a few more units.
To militarily colonize you need 2000 Manpower, some mana and an army with at least 2 units not loyal to their general. You also can't disband loyal units so fixing that mess basically bottomed out my manpower pool to the point that I could just do the 10 pop way.
In Africa, the event that gives you three free infantry is basically a trap you should read as "Do you want to suffer more attrition than manpower growth while being unable to disband units without offending your general who just got three loyal units?"
Building options seem to be incredibly constricted and boring. I also though you'd one pop of a class to build the corresponding building but it seems not.
How do I colonize islands? There's a juicy gemstone island just off the shore I'd like to grab.
How good are elephants? I got myself some war elephants and I hope I can use them to ride to Cairo.
quite an interesting addition to his discussion on their podcast.I'm kind of surprised that no one has posted it, but Johan has been writing a series of posts on Currency design in Imperator and the changes they're making.
Abstract Currencies, Agent-Mechanics, "Realistic" Currencies
This is the first post and covers the types of currencies and what they did right and wrong in Imperator.
The types listed are:
Johan then goes on to analyze what currencies worked well with Imperator and what didn't.
- Abstract currency- Things like monarchy power in EU4 that don't directly represent anything and instead act as 'soft' abstractions.
- Agent mechanics- The council in CK2, diplomats/colonists in EU4, currency in the form of specialized people.
- Realistic currencies- Things like gold, stability, manpower that represent concrete concepts or resources.
For examples of currency that worked well, he listed the ability to promote, convert, or assimilate pops manually at a great cost. Or you could do it cheaper which took more time.
He then covered how the various currencies didn't work well, such as how most currency usages had an instantaneous effect which made the world feel less real and more like a board game, not enough major decisions on what to spend your currency (some had too much stockpiling and some were spent too often), and that he considered gold to power to be a stupid decision.
The second post covered what they intended to change in Imperator to make its currency system feel more strategic, A new currency design
Their plans are to remove the four types of political power from the game and replace their costs with other consequences and one new currency called Political Influence. Political influence is gained by the loyalty of the characters in your government, if none of your characters are loyal you get nothing and if your co-ruler is disloyal then you lose it. A reported consequence of this is that choosing who enters your government will no longer be an easy choice, you'll have to balance loyalty and ability.
Johan went on to state that only a few actions will require political influence the rest will be using tyranny, stability, aggressive expansion, gold, manpower or war-exhaustion.
He also provided a few examples of price changes:
Military traditions are unlocked every 20 years, previously they had discussed connecting it to tech but that would hurt nomad factions too much. The value may change.
- Getting an Invention will cost 4 months of income.
- Enacting a Law costs some political influence, but also reduces stability by 25.
- Fabricating a Claim costs some upfront Aggressive Expansion
- Endorsing a Party is merely a small hit on stability and tyranny.
So far I have to say I'm very impressed with the changes they're making, abstracted currency isn't the worst but it really seemed like one of Imperator's most glaring flaws was its overreliance on it. The changes seem much more grounded and logically consistent. I'm happy that Johan was willing to admit his mistakes and lay down the kind of significant improvement Imperator seems to dreadfully need. If I had the money this might be enough to convince me to buy it.
The game is decent, but still very empty and lacking in features of both quality of life and general variety. It's fun, but there's a constant sense that you're lacking something.