I recently took the time to get into the EU series by starting with EU3, because it runs best on my machine and has a relatively complete lineup of expansions. I feel like I've gotten a good handle on how to play now, but I've reached the point where I don't feel like firing it up anymore because there are too many things that bug me about the game design. I am wondering though whether this is different in EU4.
All of these boil down to how it functions as a history simulator. On one level I'm impressed at some of the complexity worked into the game, but there are some areas that just feel downright wrong:
Trading. It gets some things right. Large centres of trade earn a lot of money for the government who owns it, fine. Nations that favour mercantilism are better at monopolising their own trade versus those who favour free trade can compete better at other centres, fine. However, the game completely fails to model the effects of localised trading on a nation's economy. If you pump hundreds of ducats into your trade buildings but your merchants get kicked out of COTs everytime you send them, you get nothing. How is that realistic? Of course you want to simulate the effects of a massive trading hub and reward players who can take advantage of it, but you should also be earning a smaller amount of cash for doing local trade properly.
War I like how this game models war, but I hate how it models peace. The whole notion of there being 'War Leaders' is good but it's far too rigid and can result in some problems. Case in point: I was allied to Hungary in a war against Bohemia and they were the leader because they had more troops at the start of the war. We both took a pummeling early on, but I managed to build my forces back up and with 6 vassals I eventually wiped out the Bohemian armies. Here I was poised to roll across their territory for a 100% victory and the Hungarians took white peace because they had lost a fair bit of territory. I reloaded the game about three times and got the same outcome. Surely if it was realistic, the War Leader should change at this point?
Moreover, the number of times I've faced an island nation like England and taken all their territories on the mainland, only to be forced to cede them back in a peace deal because I don't have enough 'war score' is just ridiculous. I can't muster up a navy to cross the seas and wipe them out, but by the same token they don't have the troops to beat back my army. Stalemate, but I'm still holding their territories, they shouldn't just arbitrarily go back to them because I didn't faceroll their entire kingdom to accrue the necessary warscore!
Technology and 'Westernization'. This is the big one. The game mechanics already allow them to model the effect of being isolated from major technological developments by granting bonuses based on what your neighbours are up to; so why the completely arbitrary grouping of people into tech groups? it basically just hard-codes the Eurocentric bias into the game, with non Western nations having little option but to undergo the even more arbitrary process of 'Westernization'. Why not model the kind of innovations that pushed Europe into a dominant position in-game so that people can play out a proper 'alternate history'? Make scientists, universities etc have a real effect as opposed to just getting you that +1% bonus four years before everyone else.
Back to my original question: are these things handled differently in EU4, or should I just accept that this isn't going to be a perfect model for alternate history development and enjoy it for what it is?
All of these boil down to how it functions as a history simulator. On one level I'm impressed at some of the complexity worked into the game, but there are some areas that just feel downright wrong:
Trading. It gets some things right. Large centres of trade earn a lot of money for the government who owns it, fine. Nations that favour mercantilism are better at monopolising their own trade versus those who favour free trade can compete better at other centres, fine. However, the game completely fails to model the effects of localised trading on a nation's economy. If you pump hundreds of ducats into your trade buildings but your merchants get kicked out of COTs everytime you send them, you get nothing. How is that realistic? Of course you want to simulate the effects of a massive trading hub and reward players who can take advantage of it, but you should also be earning a smaller amount of cash for doing local trade properly.
War I like how this game models war, but I hate how it models peace. The whole notion of there being 'War Leaders' is good but it's far too rigid and can result in some problems. Case in point: I was allied to Hungary in a war against Bohemia and they were the leader because they had more troops at the start of the war. We both took a pummeling early on, but I managed to build my forces back up and with 6 vassals I eventually wiped out the Bohemian armies. Here I was poised to roll across their territory for a 100% victory and the Hungarians took white peace because they had lost a fair bit of territory. I reloaded the game about three times and got the same outcome. Surely if it was realistic, the War Leader should change at this point?
Moreover, the number of times I've faced an island nation like England and taken all their territories on the mainland, only to be forced to cede them back in a peace deal because I don't have enough 'war score' is just ridiculous. I can't muster up a navy to cross the seas and wipe them out, but by the same token they don't have the troops to beat back my army. Stalemate, but I'm still holding their territories, they shouldn't just arbitrarily go back to them because I didn't faceroll their entire kingdom to accrue the necessary warscore!
Technology and 'Westernization'. This is the big one. The game mechanics already allow them to model the effect of being isolated from major technological developments by granting bonuses based on what your neighbours are up to; so why the completely arbitrary grouping of people into tech groups? it basically just hard-codes the Eurocentric bias into the game, with non Western nations having little option but to undergo the even more arbitrary process of 'Westernization'. Why not model the kind of innovations that pushed Europe into a dominant position in-game so that people can play out a proper 'alternate history'? Make scientists, universities etc have a real effect as opposed to just getting you that +1% bonus four years before everyone else.
Back to my original question: are these things handled differently in EU4, or should I just accept that this isn't going to be a perfect model for alternate history development and enjoy it for what it is?