Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But, yes, there are better ways to do that, maybe somewhere between a harsh 100% CA requirement and a soft limit to assimilation speed. I'll try to figure it out.
What I really like is that feeling of "I conquer new lands, my government is struggling to administer those lands, over time I slowly integrate them into my empire and then I have the capacity to conquer new lands."
Cultural assimilation used to give me this fun feeling, but in an admittedly unrealistic way. I guess culture isn't the best way to accomplish this.
Maybe make a 0-100% "government integration" modifier per province? When you conquer a province, it gets a low government integration score, perhaps depending on culture, religion and distance from capital. So if you're the Ottomans and you conquer the Mamluks, you instantly have a pretty good government integration score in your newly conquered provinces. If you're the British and you conquer Indian provinces overseas, you'll have near-0%.
Of course, a bad government integration score should make the province cost a lot of government capacity. Government integration should tick up over time to some equilibrium (with that equilibrium maybe depending on culture, religion and distance from capital). You can also increase it by building a province government or with a centralization decision.
This could lead to that fun feeling of "conquer new land, now your administration is overstretched, spend time and money integrating the provinces into your empire, then you have the administrative capacity to go conquer new lands."
You know?Your comment actually put off 4.9 release a lot since I need to work out this great idea. Your fault.
Hope we don't end up with two sets of functionally similar, structurally redundant mechanisms.
It's great to separate Government Integration from Cultural Acceptance, but that would force us to confront again the key problem with EU4's Culture system:
There are Cultures that should really belong to multiple Culture Groups simultaneously.
The best example is probably Occitan. Linguistically, culturally, and I would argue historically, it should belong in the same Culture Group as Catalan or Piedmontese, as much as if not more than with Norman or Walloon.
Another good example is the Mongol - Turkic distinction. I've rarely heard people agree on where the line should be drawn. Was Timur more Mongol or Turkic? Should it matter? And yet in EU4 Mongol and Turkic are two different Culture Groups, in the same way that Scandinavian and Dravidian are. It's quite unsatisfactory.
***
[1]
One way is to implement specific history-based mechanisms of Cultural Acceptance and Cultural Assimilation. This is equivalent to manually implementing overlapping Culture Groups (which afaik EU4's engine does not directly allow).
To use the two examples above, a specific mechanism can allow any country that accepts any one Culture out of Occitan, Catalan, and Piedmontese to become similarly accepting to the other two. Another mechanism can allow Turkic Culture countries to more easily/freely accept Mongol Cultures, and vice versa.
The Diwan Culture Acceptance introduced in Dharma could be retooled for this, though I admit I have not played with it much.
***
[2]
The other way is to largely abandon the concept of Culture Groups altogether, and instead make Cultural Acceptance/Assimilation depend on other variables such as Religion, travel/communication distance, Government/Estates, climate/terrain, etc.
But of course, this would make it seem more and more similar to Government Integration, which may be better in terms of realism than in terms of gameplay.
You can also accomplish the same more cleanly with a full-fledged Pop system, with each Pop having individual Religion and Culture which change as an integral part of how Pops birth or die.
***
Personally, I think [2] is obviously the way to go in designing a game from scratch. But given the limitations of EU4's engine and especially its interface, [1] is much more feasible.
Ultimately, Culture (which is more than just Language) is a much more vague and debatable concept than Religion or Government Integration (both of which can be measured and defined much more precisely).
Accordingly, Culture should have a smaller effect on gameplay than Religion or Government Integration.
Isn't there a third option, which is to make bigger culture groups? So delete the Turkic culture group, delete the Mongol culture group and include a Mongol-Turkic culture group? Of course this would have gameplay implications but it's probably the most straightforward option to implement.