This week on the blog, our look at Paradox's historical grand strategy game, Europa Universalis IV continues with a look at how EU4 handles global history, global trade and global slavery. Better than most games, but not well, it turns out:https://acoup.blog/2021/05/14/collections-teaching-paradox-europa-universalis-iv-part-iii-europa-provincalis/ …
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i mean this is genuinely a hot take but there's a tension here between the impulse towards "an accurate simulation of the underlying mechanics," "mostly emulates actual history," and "the player has absolute control over a state"
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because with an accurate simulation of the mechanics and the player's total foresight of them, it might be possible for states to speedrun the tech tree sprint for those key developments that do in fact wildly alter the balance of trade (e.g. the flintlock), then run with them
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