As I said in my previous post we are aware that there might be some challenges now in the endgame. I hope you agree though that the early game definitely got less challenging morale wise due to the removal of the at war penalty, and expansion penalty only kicking in in mid to lategame. So maybe the meta now is to use the easier time in early game to prepare for the harder time in lategame. It also only harder if you try to win solo, as coalition players won't be hindered by the expansion penalty much (they only need to conquer like 15-25% of provinces each). But we will think about the topic again, and potentially make some adjustments.
I am tending to win most games I play lately since the expansion penalty came in. I only play 1-2 games at a time. I am basically playing a "building-game" pretty much full-time these days (and a boring one at that). Due to my strategy (not GM) I am coming to the lead usually in the first 10 days - and usually by 14 days I have knocked out the significant competition - but by then, as a solo player I'm getting up to a significant expansion penalty. Because I understand this, I then am spending almost all my time building fortresses - and then when im big enough or have enough wood, railways. As a solo player (but also in my coalition games where I am usually the largest country) the game is becoming tedious because in this scenario, I have limited choice but to maintain my morale pretty much full-time. Example in my last couple of games, when the expansion penalty really starts to bite, I built nothing but fortresses for a whole week!! In all these games I have had masses of double metal and still it has taken me 7 days to stabilise my morale (not build it, just stabilise it and recover it). In my most recent game I played Sweden so I had quite a lot of wood provinces near my centre so I could build more railways which is a good boost. But still I only get these tiny windows of opportunity to build weapons. Then my score starts stagnating (because you can only build limited score via buildings and morale) and to win the game solo, I then have to keep pushing to get more territory. And then, as a result, the expansion penalty shoots up (along with Distance to capital because more territory = further away) and so then im stuck for another 3-7 days of just building buildings.
I am finding that being a good solo (or even the dominant coalition player) is becoming tedious and somewhat joyless under this new expansion penalty. I like what you are trying to achieve but there is kind of no end to it for a successful solo player. I should not be penalised for being good at winning the game alone (this is obviously undesirable when a player shoots to the front and dominates using gold mark early on - but for players who manage this "ala naturale" via skill, the expansion-penalty combined with distance-penalty is very punitive). The effect of the penalty is way too strong for way too long.
I wondered if the expansion-penalty could be partially mitigated by a "stabilisation/cultural dominance" morale bonus each time you go through the "expansion VS stabilisation" cycle? Surely if you spend a whole week building fortresses throughout your whole empire (and building NOTHING else) this should have some kind of perpetual adjustment to your overall morale? This seems to be the imbalance in the application of the penalty - that you get no credit for your good works.
Example - Like if I expand to 20% of the map as a solo player, and then I spend a week stabilising my empire (at the 20% of map size) - the system should acknowledge that achievement somehow and make a recalculation - there should be a global reduction in the expansion penalty for that 20% of the total map (which represents the concretisation of my culturel influence over that part of the map = which is a real-life effect). New territory acquisitions after that would then be subject to the full effect of expansion penalty but the original "20% of map" gains a "stabilisation modifier" for rebuilding and maintaining morale over a period of time. This could be symbolised by a "stabilisation" or "cultural dominance" +modifier that counters the expansion penalty in each territory in the original "20% of map". In this way, the dominant player has been slowed down by a whole week but then gains a reward that represents the solidification of his cultural influence over 20% of the map. This 20% of the map then becomes somewhat more "stabilised" (meaning the expansion penalty becomes somewhat mitigated in this older more established territory.) Say I then conquer 30% of the map, the most recent 10% of map is subject to the whole expansion penalty but the prior 20% has lower expansion-penalty. Perhaps I spent the next week stabilising the morale on this whole 30% of the map (there's another week I can't build weapons or expand for other players to catch up). But then my current "30% of the map" then receives a "stabilisation" bonus. Then I am not being crippled to the point that it is almost impossible to win solo. Im getting rewarded for stabilising and maintaining my morale over a significant period of time - and then I have a chance to enjoy some warfare and strategy. In the current model, my hands are so tied-up in managing morale that it feel like I have no room to breathe militarily.
Surely the purpose of the expansion penalty is not to destroy the ability to enjoy the strategic essence of the game?
In the current game success is being penalised so heavily that the essence of the game is being lost for talented solo players or dominant players .
I totally support the idea behind the expansion penalty - of slowing down and interrupting the dominant player - to allow other players a chance to get back into the game - and to avoid early growers (especially those using GM) from completely dominating the game. But it has now swung the other way too far and im thinking of giving up the game because as a building game its rather dull (lets face it, its not designed to be like Civilisation with all the cool facets of culture and research etc - its a strategy game. period. ) And I am not able to get any space to explore my power strategically under the current conditions. Its just morale-building-grind over weeks and weeks and weeks. If you are winning each game you play and focusing into one main game, then the fun strategy stuff is over in the first 7-10 days - then its just a build-fortress/railway-morale-grind until the end of the 6 weeks / time period.
Until this recent game mechanics update introducing the expansion penalty, MANAGING MORALE was still THE CRITICAL factor in winning the game. It ACCURATELY represented the significance of ECONOMIC power behind any Military power. That was what I loved about this game. It was so hard to win. You had to manage both economy & resources & military strategy & diplomatic relationships all together to succeed at the game. It was quite well balanced and the most accurate strategy game I had ever played (not withstanding that a player could run away with a constant expansion and pretty much just steam roll everyone, up to a point - that was the only drawback). But the expansion penalty does interrupt that steamroller effect now but the application of it needs to be mitigated.
I think the previous comment of mine is the essence of my current experience - that I do know how to manage my morale under the expansion penalty. BUT, that all the strategic fun happens in the first 7-10days as a solo dominant player. And after that its just a morale-build-grind after that interspersed with tiny moments of weapon-building/attack-someone and then back to another week of morale-build-grind. Its becoming boring as f##k and its also a massive time-suck even using the build-menu. Because I'm powerful in these games, I get to destroy 1 country per week really quickly usually in less than a day. And then the next 4-7 days is spent managing my build cues. Its boring.
Please consider introducing a "stabilisation/cultural dominance" bonus modifier as I explained earlier to counter the impact of the expansion penalty. The current expansion penalty is killing the game for successful solo players.
In summary - we need to radically adjust the application of the expansion penalty so that it interrupts and slows down the relentless advance of dominant players. BUT they should then be able to integrate the expansion and therefore be able to mitigate the expansion penalty with a "stabilisation/cultural dominance" modifier, as a result of successfully managing their morale through sustained building and infrastructure development.
Secondly - the issue of morale pre-expansion penalty was already very significant in game success - it was closer to reality before the expansion penalty - so the expansion penalty has made the game less realistic because it impact is over-the-top, especially on solo players. Its application needs to be quite radically reconsidered.
Thanks for considering my feedback.