* https://eu4.paradoxwikis.com/Tax
There are entire Youtube tutorials on it.
* https://eu4.paradoxwikis.com/Tax
There are entire Youtube tutorials on it.
Definitely frustrating that you have to try to predict the game trajectory in advance. A game going well is almost a bad thing - you end up ahead of the curve and sit around doing nothing.
In my last long playthrough, the second half of the game was literally me just racing against the victory condition clock to see how much megastructures I can cram in, so I can see what they do in a single game. It got briefly interesting for a moment, when a fallen empire decided to start their crusade at my doorstep - I had to engage in some micro-heavy delaying action for some of in-game years, until my exponential trajectory made me out-tech them and I could get back to building megastructures.
I mean, I like the game - but I wish there was some more meaning attached to things, for the actions to be more complex than scaling some numerical modifiers, for the tech tree to not be a tree and not be shared, for battles to be something more than "weapons are rock-paper-scissors, whoever brings more total points into the fight wins"...
On launch they made a big deal about how they had the "cards" instead of a tech tree... turns out that's pretty much just a tech tree.
Stellaris tries to enable variety by using "cards" to prevent you from seeing the entire tech tree - but you still know there is a tree. You'll still walk through most of it roughly in the same order. So will everyone else.
In this sense, my dream 4x is to Stellaris what StarCraft was to Dark Colony. Where StarCraft gave you 3 completely unique tech trees, each with its own mechanics, playstyle and lore, Dark Colony gave you 2 species that were really just clones with different sprites for the same units (and in few cases, slightly different stats).
(I could rant on and on. One day maybe I'll just write the damn game myself. I already have a sketch of a design doc assembled over the years.)
Haha - If you ever end up writing that game, send me a beta invite!
I played recently ck3 and, even if the vanilla gamw is better than ck2, i got the same dull - boredom after 20 hours than i had when i played vanilla ck2 for thr first time. Give it some time :~)
This may cause you to crash and burn with your kingdom, but it's probably more akin to how humans (and rulers) actually operated.
Is this that VB game that got eventually rebooted(?) in C#, that's full of annoying little glitches[0] that would be trivial to fix if the author wasn't aggressively against any and all kinds of modding?
I'm definitely looking for a 4X equivalent of Dwarf Fortress. Stellaris ain't it - I like it, but it gets too repetitive after first longer game, because the mechanics is just rock-paper-scissors with a hundred thousand numerical modifiers that have little qualitative impact on gameplay.
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Like some number handling within the game being locale-dependent, so that unless you set your system locale to en_GB, it might behave unpredictably.