I disagree. The system was far from perfect but it allowed countries with historically strong trade links to punch harder than their weight. Venice would not be a player in the early game without its Centre of Trade, nor would it decline as easily were that CoT not diluted as time goes by. Ironically the system was much smoother as first conceived and released. It was a certain type of player that persuaded Paradox to make many nations far more competitive over trade in patches that led to some of the repetition you refer to.
The EU trade system is a failure in terms of GAME design. It was a boring, repetitive task. It had two effects (the actual income generated by merchants, and the income generated by the CoT itself), the income from merchants could be quite a lot - but the act of placing them was boring, but even worse the actual cost/benifit of this boring monotonous task was very hard to guage (placement cost vs income generated vs rate of merchant loss was VERY difficult to figure out). The merchant placement task was I will say again, pointless and stupid.
The EU trade system was built to simulate the fact that certain cities were of great value because of the trade generated. Thats all nice and good, but that came at a cost, a trade off: slightly better history simulation at the cost of gameplay.
I would use the HoI tech tree as another example of that. As much as I enjoy reading the description of the technologies and the pictures (which are both great). My problems with it are:
A) its fake added complexity. There are certain Ideal paths one can take through the tech tree to one of a couple end goals. Although it seems very rich, it does almost nothing to add to the games strategy.
B) as a player, I usually take one of two paths up the tech tree. The fact that I need to research the same one hundered techs to get to Advanced Improved Tactical Bomber over and over again in every game... its boring.
C) a great number of those technologies are redundant.
Improved Suspension
Improved Tracks
Improved Engine
(for example) all have the same requirements, so they all become researchable at the same time. None of them have any effect on the game except to make Improved Medium Tank available. Why didn't paradox choose to roll those three techs into a single tech, and just increase the time required to finish researching it? (ps: please dont correct the names of the techs, its an example).
Additional complexity without a real, meaningful enhancement to game play is a mistake.
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