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Сообщить о проблеме с переводом
I like these suggestions. I would also say that some new idea groups are essential for improving tall gameplay - basically all current idea groups (except economic, trade, defensive, mercantile, innovative) are about expanding through either conquest or diplomacy, and there isn't very much to do when you're not expanding. I'd like more idea options that fit a small merchant republic for example - I think this would need new types of modifiers, things that provide interesting micromanagement at the province level as we have in Imperator: Rome. So keeping local populations happy could be more challenging and rewarding with multiple variables, a more dynamic trade system could benefit small countries that manage to develop their natural resources rather than being fixed to always favour England and the Italians, and buildings or local government policies could play a heavier role than they currently do, so that not everything is about optimising the realm for endless war or controlling one's smaller neighbours.
Agree, I'd like to see a similar design ethos as in Imperator's generic mission trees - obviously the mechanic in EU is different because there's just a fixed tree for the whole game unless you change tag, but we could have a more expansive generic tree with options for peaceful development and some more interesting challenges. Improve development level of all provinces in your home region for example, build certain buildings, whatever.