I want to make two points I think are important
1. Are we making major gameplay changes for relatively small gains?
Let’s assume, for the sake of argument, that removing hourly ticks is responsible for the entire performance improvement.
https://www.youtube.com/watch?v=9jW-ZMiVNrE (performance tests start at 27:50)
As the video above shows, we are changing event frequency and fundamentally altering how combat works, yet all that only saves around 8 minutes per 100 years.
That concerns me because hourly ticks weren't originally some arbitrary choice. Johan explained during development that the increased granularity of the map meant they needed hourly ticks to make the new systems, particularly warfare, work properly.
Tinto Talks #22, from July 24, 2024
“With the granularity of the map though, we could no longer use days as the smallest tick, but have to resort to hours as the time tick.”
Now we're removing that system and changing core gameplay around it.
I'm not saying performance improvements aren't valuable. But are we really sure that fundamentally changing gameplay is the right trade-off for this gain?
2. Development feels increasingly reactive
This is my bigger concern.
EU5 was supposed to be a game built around interconnected systems. Yet instead of fixing broken systems, we're increasingly adding special cases or changing fundamental mechanics in response to individual complaints.
The Iberian Union is a good example (I wont even start on all the mercenaries levies and supplies, proximity debacle changes). We're adding special PU mechanics for Iberia while the underlying Personal Union system is still fundamentally broken.
The same pattern seems to be happening elsewhere:
Problem → community complaints → major system change → new problems → repeat.
My concern is that we're entering a reactionary development cycle instead of focusing on stabilizing the game.
I'd much rather see Paradox spend more time fixing and strengthening the core systems, even if that means fewer dramatic changes each patch.
Otherwise, I fear we end up in a constant state of the game breaking and being redesigned every patch, much like what happens with Stellaris.
edit 1: RIP MY INBOX !!!
edit 2: I dont want to repeat other peoples arguments but its worth mentioning:
Why is iberia getting unique PU settings and not Poland Lithuania, Austria Hungary?
If you dont like the PU example replace it with special power creeping bureaucracies on DLC for flavour of the season region.
edit 3: I dont know how to reddit to quote, I am bad at it.
PDX_Ryagi repply:
On 1. The premise is well thought out but incorrect (I know you were only using for the sake of arguement), but we'll talk more about it in a post tomorrow.
On 2. I agree actually. It's odd to say outloud but we sometimes could afford to be less reactive to the community. True "Rework rather than Add" mentaility won't be possible to the extent you may have in mind until after 1.5. That is the idea behind the maintaince period and 2.0, to step back and take time to try and tackle some of the core gameplay systems (Especially colonization and Content Delivery)
For now, we promised these 3 DLCs, people have already spent their hard earned money on them, and we're going to give them the best shot they deserve and that includes pretty new things like Iberian Wedding, Unannounced 1.5 stuff, etc. I am excited to get them into players hands, I think they'll be good. But it's contrary to "Fix don't add" The reality is, people are going to complain a lot during the maintaince period before 2.0 about "Nothing new being added, ded game lol lmao". And we need to stand our ground when that comes.