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I wish it went up to 117, you could have a gamerule where Christianity is always destined to rise (If you believe the divine aspects of it) or where it rises only if Judaea/Jerusalem is controlled by a foreign non-Jewish power.Another problem is the timespan of Imperator. It takes place between 304-27 BC and that feels way too short.
Honestly, on the eve of the DLC coming out I can see no reason to be excited for it, bar stuff being added. The only people that would be excited for it are the biggest Paradox shills who are excited to hand out money for focus trees.Came across a video from a Youtuber who says they won't buy the latest HOI4 DLC due to the failures of the most recent ones.
https://youtube.com/watch?v=E4apb4Ii-5I
They brought up the idea that Paradox may be integrating old DLC in order to justify redoing focus trees for countries that would be sold in new DLC.
I spend more time disabling dlc mechanics then actually using them in modding. They add too much bloat and don't mesh well with mod mechanics. I also dislike pay walling content behind dlc, especially when you can just mod in identical mechanics.Honestly, on the eve of the DLC coming out I can see no reason to be excited for it, bar stuff being added. The only people that would be excited for it are the biggest Paradox shills who are excited to hand out money for focus trees.
Coal is going to be in the base game (like fuel) and that exists to stop snowballing (it will prob still be quite easy to get 400-500 actions as historical Russia before Barb). I don't really have much to say about that. Bar, if I wanted to really play with resources I'd play Black Ice.
There's also a new doctrine system but ehhh (it's just changing everything into sub branches instead of a linear path). I mean, yay you won't be able to rush the entire doctrine as the US before going to war with mastery? But even still, it's like: why does this cost so much?
I mean, the faction mechanics added seem to be useless slop. Granted, pretty much every additional thing added to HOI4 is a waste of time and bloat. Like fine, some people do like the designers for Ships (oh wait, it's in the base game now) Tanks and Planes - even though they are essentially just added micro and most players will use the same designs over and over. The same thing with MIOs which are just something set at the start. It's all a bunch of useless micro, and Paradox recognized this to the extent where you can just load MIO and designer presets. Oh, and raids. The only time anyone uses raids is for Nukes; and even then it's a waste of time to use nukes unless you're just aiming to destroy airfields to wipe out planes.
The only thing of any added use for every game (funnily enough) is spy agencies. Purely because of how they can be used to get and counter planning bonuses. Oh, and for Colab governments. I do also sometimes use them for naval blueprints (passively) as the Soviets so I can have ships (but that's personal to me).
Well they add AI calculations to taking a decision or not, so the more just things generally the AI must consider, the more it needs to run.I am also convinced they kill performance, but I don't have solid proof for that.
HOI4 is one of Paradox's most popular games, I think they will do whatever it takes to keep the gravy train rolling. By the end of its life as a title I won't be surprised if is insanely bloated with the systems the AI struggles to use that players will also have issues with unless they play a major country.Sure, there's precedent of Paradox making their games free, but the money with the games are made from DLC. Looking at CK2, the DLC was far, far more expensive and the point was to get people to pay for the dlcs over time (or subscribe to the DLC thing). This is the complete opposite to CK2 where the point is to get people to rebuy the DLCs
Oh they will, especially because Gotter made a lot of things much more difficult to get because of having to build facilities. Think Radar for example, you had to build a specific building for that. Now, Rader is very important for a lot of things such as sub detection. Don't have rader, you're shipping is going to be fucked. Meaning, you had to build a research facility as Japan for that role. Want flamethrower tanks? Another building. Think about getting super battleships? Another building for navy. Oh, and you need to make sure you get the breakthrough points.HOI4 is one of Paradox's most popular games, I think they will do whatever it takes to keep the gravy train rolling. By the end of its life as a title I won't be surprised if is insanely bloated with the systems the AI struggles to use that players will also have issues with unless they play a major country.
I wish it went up to 117, you could have a gamerule where Christianity is always destined to rise (If you believe the divine aspects of it) or where it rises only if Judaea/Jerusalem is controlled by a foreign non-Jewish power.
It was the height of Rome's territorial extent, and would gel well with Christianity as an early game crisis that causes huge unrest, mainly hits to stability because of Christians refusing to sacrifice to your nation's gods where persecutions result in you regaining stability but increased spread of Christianity, fits well since when Imperator starts Judaism is the only monotheistic religion, if you're Jewish it can also lower stability because of the claim that Jesus if the messiah and the lack of adherence to rabbinical laws. Bonus points for events determining the church's early history based on RNG allowing Christianity to become more pacifistic or militarist. Also I think estimatong the number of adherents to a religion in ancient times to be a fool's errand when we don't even know if there are emperors we've lost to history because of being damnatio memoriae'd.Any reason you would pick 117? Christianity was still very minor, heavily persecuted, and wasn't even recognized by Rome. Even in 200 it was followed by less than 1% of the empire. If Christianity was going to be an endgame situation I would end the game in 300 at the absolute earliest.
This is something that's been proposed, but that we don't have any real solid data on. Rodney Stark, whose work I greatly respect and who most of the commonly cited numbers are based on, used a model of exponential growth to calculate the demographic rise of Christianity; in his model, Christianity jumps from 220,000 in 200 AD to 1,170,000 in 250 AD to 7,500,000 in 300 AD (about 0.35% to 2% to 12% of the Roman Empire's population), out of the commonly estimated 60 million population of the Empire across 100 to 400 AD (I personally do not think this number is reliable either, but lacking alternatives it's what we have).Even in 200 it was followed by less than 1% of the empire.
I'd also say that what even was a Christian and how you might even define it in the pre-Chalcedon council period is a worthwhile discussion to have. It is entirely possible that what the Romans and contemporary Christians would define as a Christian would not pass muster now under any of the standing creeds beyond believing in Jesus as a divine or semi-divine figure. I would wager that the proportion of people who adhered to some Christian cultic activity is probably higher, but Christian exclusivists to be on the lower end.The problem is that Stark's model uses absolute numbers, not proportion of the population - so if the model the numbers are based on kept going it would have eventually resulted in about 110% of the population of the Empire being Christian by 370 AD. This isn't to say Stark's model isn't useful, but it shouldn't be taken as gospel either.
The only new mechanic I dislike for this DLC round is the faction overhaul. That one is undeniably bloat and very likely made as the central mechanic to underpin the DLC (much like experimental research was for Gotterdaemmerung) since Paradox always needs something to pretend like these releases aren't just dressed up focus tree packs. Similar to the command structure updates, just bite the bullet already Paradox and realize HOI3 had the ideal model for that. EU5 is evidence enough complexity isn't that big a killer for the modern audience.Honestly, on the eve of the DLC coming out I can see no reason to be excited for it, bar stuff being added. The only people that would be excited for it are the biggest Paradox shills who are excited to hand out money for focus trees.
Coal is going to be in the base game (like fuel) and that exists to stop snowballing (it will prob still be quite easy to get 400-500 actions as historical Russia before Barb). I don't really have much to say about that. Bar, if I wanted to really play with resources I'd play Black Ice.
There's also a new doctrine system but ehhh (it's just changing everything into sub branches instead of a linear path). I mean, yay you won't be able to rush the entire doctrine as the US before going to war with mastery? But even still, it's like: why does this cost so much?
I mean, the faction mechanics added seem to be useless slop. Granted, pretty much every additional thing added to HOI4 is a waste of time and bloat. Like fine, some people do like the designers for Ships (oh wait, it's in the base game now) Tanks and Planes - even though they are essentially just added micro and most players will use the same designs over and over. The same thing with MIOs which are just something set at the start. It's all a bunch of useless micro, and Paradox recognized this to the extent where you can just load MIO and designer presets. Oh, and raids. The only time anyone uses raids is for Nukes; and even then it's a waste of time to use nukes unless you're just aiming to destroy airfields to wipe out planes.
The only thing of any added use for every game (funnily enough) is spy agencies. Purely because of how they can be used to get and counter planning bonuses. Oh, and for Colab governments. I do also sometimes use them for naval blueprints (passively) as the Soviets so I can have ships (but that's personal to me).
The market can have some uses, but even then it's ehh. Just an easy source of IC at the start of the game.
And I am not interested in the new focus trees, I doubt most people are. I am someone who never really goes a-historical. But even then, why would anyone pay for Paradox to make focus trees when mods will do that anyways, for free?
Oh, and included in the DLC are three new special projects:
I see no reason as to why the latter two would need to be locked behind special projects. Support Ships basically exist to help save some of your ships from destruction (gotta win big). And escort carriers? Well, they are just smaller CVs. Oh, and both of them take over 400 days to research: Why?
- Submarine Carriers
- Support Ships
- Escort carriers
Plus, Submarine Carriers seem to be just a waste of time as they'll act like normal submarines in battle (and I can already add floatplanes to subs).
Research Facilities and their consequences have been a disaster for HOI4
Oh, and there's also how features clearly meant for the main DLC were taken out of it because of the backlash to both Trials of Allegiance and Graveyard of Empires and given to the south east asia dlc so that people don't complain about "just focus trees". The South East Asia DLC also barely has any countries added (You're repaying for Australia for people that actually bought the DLCs, and there's stuff for Siam and the Dutch East Indies. - It's actually funny how Paradox calls it Indonesia on the steam page, even though they keep Siam).
Really though, China should be considered as just one country where the sub-ideologies are all present as other countries. Hence, communist path being communist China and so forth. As such, you're basically paying for three focus trees (Japan, China and the Philippines). At least with Waking the Tiger, you had a-historical Germany thrown in and other content related to general traits (still micro but still). This is forcing people to buy focus trees again, where the Philippines is the only new addition and that's only good for Filipino nationalists.
Sure, there's precedent of Paradox making their games free, but the money with the games are made from DLC. Looking at CK2, the DLC was far, far more expensive and the point was to get people to pay for the dlcs over time (or subscribe to the DLC thing). This is the complete opposite to CK2 where the point is to get people to rebuy the DLCs
It's also funny how you're paying for modded content.
Like, in the past it was somewhat more passable to buy the DLCs but now? No, I'll just stick to the free content added (hell I'll probably revert versions).
I want whatever Paradox is smoking.
Another problem is the timespan of Imperator. It takes place between 304-27 BC and that feels way too short.
Coal is going to be in the base game (like fuel) and that exists to stop snowballing (it will prob still be quite easy to get 400-500 actions as historical Russia before Barb). I don't really have much to say about that. Bar, if I wanted to really play with resources I'd play Black Ice.
I don't mind games with short timespans. Nobunaga's Ambition is one of my favorite strategy series and most of the games have a timeline only covering the 1540s-1600s. My concern is proper simulation. Imperator is not designed to simulate the stagnation, contraction or collapse of empires from anything other than another (rising) empire. Stretching it to cover a new period would mean it would do it a disservice and removes potential depth from the period it is already trying to simulate. We saw this when CK2 pushed the date back to Charlemagne and the difficulties EU4 had at simulating anything after a hundred and fifty years.I thought that it was very odd that they cut it off there and not try to model the collapse to Rome as well. It’s just an exercise in map painting mostly and I don’t find that too fun unless there’s a challenge.
That was my big problem as well (I’ve only recently played it for the first time). Nothing stops Rome from flattening everyone without a pause.Imperator's biggest mechanical weakness, and the thing that kept me from enjoying it the most, was its inability to represent any real-anti snowballing mechanics. Roman expansion wasn't a constant slope, it had periods with sharp very sharp curves - and it wasn't preordained either.
Can you elaborate on this further? Specifically CK2.We saw this when CK2 pushed the date back to Charlemagne and the difficulties EU4 had at simulating anything after a hundred and fifty years.
The Frankish kingdom was not feudal by any measure, and in fact, feudalism wasn't a "thing" (as much as it could be "a thing") in Western Europe until the 11th century.Can you elaborate on this further? Specifically CK2.
CK2 was designed to represent a high-late medieval Europe with its simulation being loosely based on a simplification of Capetian feudalism (I'm autistic, I know). Feudal norms and religious divisions have already largely solidified, and while the simulations aren't too deep, a 1066 to 1453 campaign will usually result in a world that resembles history with a few butterflies, with the only real exceptions being the ahistorical resilience of Islamic dynasties and the Greeks.Can you elaborate on this further? Specifically CK2.
those don't collapse after their first historical ruler for you?he ahistorical resilience of Islamic dynasties and the Greeks.