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Sockerbagarn posted:Dear Leader is dead, Long live Dear Leader! That reminds me of one my old HTTT screenshots when you got full cores on inheritance for any country. Enforcing new claims was easy, my vassals/PUs did all the work for me. The last picture I had of that game, when I finally decided to reform the HRE
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# ? Jun 17, 2013 00:55 |
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# ? May 30, 2024 14:34 |
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Ah yes, Joseph von Habsburg of Vijayanagar
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# ? Jun 17, 2013 06:32 |
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Paradox has finally dumped Salem. http://forum.salemthegame.com/viewtopic.php?f=2&t=6800
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# ? Jun 17, 2013 09:05 |
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a bad enough dude posted:Paradox has finally dumped Salem. "Don't worry guys, it'll be playable after another couple years of beta - hey wait where are you going oh no"
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# ? Jun 17, 2013 09:07 |
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Cynic Jester posted:The difference is that the points you are using for a national idea could have been used for something else. Getting a new tech level, coring a province, declaring war, etc etc. Pretty much exactly what I was going to say, there's an opportunity cost associated with picking ideas, then you have the question of getting ideagroups which are stronger for you in the early or midgame, etc.
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# ? Jun 17, 2013 09:41 |
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Cynic Jester posted:I'd disagree. So many of the core gameplay systems have changed. No sliders is huge for me, the removal of complexity through obscurity, a trade system that you can actually interact with, the addition of the powerpoint system and so forth. If you consider EU4 to have an expansions worth of content, I'm not sure what game sequel you'd actually consider to be a separate game and not just an expansion. Psst, iCe-CuBe may not be posting seriously. Or perhaps he just suffers from chronic bad opinions, who knows?
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# ? Jun 17, 2013 11:53 |
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RabidWeasel posted:Pretty much exactly what I was going to say, there's an opportunity cost associated with picking ideas, then you have the question of getting ideagroups which are stronger for you in the early or midgame, etc. Also one idea group might be more important to you long term, but the next bonus is middling for now but a bonus in a different idea group is immediately helpful. As long as the capstone and overall balance is similar between idea groups, having highs and lows in idea usefulness is actually good for EU4s depth.
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# ? Jun 17, 2013 12:56 |
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Are there any AI improvements for Their Finest Hour? I gather the big community improvements of previous versions were integrated in TFH. Any new AI improvement projects one should know of? Is there a disadvantage of just moving units at 95+% to the bottom of the production queue so you don't have to deploy and supply them before the war? Is this a non-issue or a known exploit?
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# ? Jun 17, 2013 18:20 |
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a bad enough dude posted:Paradox has finally dumped Salem. Good to see Paradox starting to actually dump games that are just sinkholes for dev money. That's at least 3 games in the last year that they've cut ties with, Magna Mundi of course being the one we all like to laugh at.
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# ? Jun 17, 2013 18:43 |
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I never really followed the development of Salem. Anyone have a brief summary of what was wrong with it? From what I gathered it was just in beta forever but beyond that I got nothing.
burnishedfume fucked around with this message at 18:51 on Jun 17, 2013 |
# ? Jun 17, 2013 18:45 |
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a bad enough dude posted:Paradox has finally dumped Salem. The thing is that I loved Haven and Hearth, largely due to the rapidly decreasing returns of leveling past a point and the ease at which people could be killed by a group. Salem didn't have either of those things, and suffered for it. A good game idea has been lost. RIP.
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# ? Jun 17, 2013 18:47 |
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I have some continuing Texas questions from my first Vic 2 game (since you guys have been so much help): 1. The CSA is pretty crippled at the moment, with territories scattered all over the south and all are occupied by rebels (no rebel armies though, those were defeated by the USA military) but the USA won't invade the CSA and take back their lands for some reason. I'm thinking this is a good time to go get myself Louisiana, but in order to do it I have to spend 500 days creating a justification for the war. Is this a good idea? What are my chances at being caught and getting slammed with a ton of infamy? I'm right in thinking that, with the rebels occupying their lands, they can't raise levies? 2. What do Forts do? 3. I built a bunch of navy ports just because I could now. Is it a good or bad idea to have those in all of your coastal territories? 4. The USA went to war with Mexico and took California and Arizona. Then they tacked on Chihuahua and took that as well. Now I have a movement growing in Texas that wants me to liberate Chihuahua for Mexico. Is that normal? Should I just ignore it to make it go away? (I don't want to suppress movements, I haven't had to yet.) 5. I have my national focus set to encouraging Socialism, which has been growing. But it capped out around 9% of the upper house and is no longer growing. What should I do besides wait for election years to make decisions?
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# ? Jun 17, 2013 19:10 |
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ExtraNoise posted:I have some continuing Texas questions from my first Vic 2 game (since you guys have been so much help): Pretty good chances, but Infamy has negligible effects unless you risk breaking past 25 Infamy (when everyone gets a Cut Down to Size CB on you), so if you're below that go and hit it. The only risk is having the USA conquer that territory before you if rebels have pretty much broken the CSA. quote:2. What do Forts do? They grant a bonus to armies defending that territory and makes taking control of them take longer for attackers. Engineers can mitigate this. quote:3. I built a bunch of navy ports just because I could now. Is it a good or bad idea to have those in all of your coastal territories? Sure. They don't really do anything other than repair ships without Heart of Darkness though, where they determine the size of the fleet you can maintain and the colonial points you have available. quote:4. The USA went to war with Mexico and took California and Arizona. Then they tacked on Chihuahua and took that as well. Now I have a movement growing in Texas that wants me to liberate Chihuahua for Mexico. Is that normal? Should I just ignore it to make it go away? (I don't want to suppress movements, I haven't had to yet.) Are you sure those aren't Mexican POPs wanting to free parts of Chihuahua from you? I don't think I ever noticed a movement to free territory from another country, but if that's a thing, it shouldn't be much of a problem, so just ignore it. quote:5. I have my national focus set to encouraging Socialism, which has been growing. But it capped out around 9% of the upper house and is no longer growing. What should I do besides wait for election years to make decisions? You can tinker with upper house composition laws. Also, you don't really need to wait for election years, as you can just repeatedly call for elections. If you want to pass reforms you can also try pissing off your population (e.g.: lose an humiliation war against a country that can't harm you, suppress movement, take militancy increasing choices in events), or direct frustration towards social reforms in general, as some events will let you.. Make sure you have free press.
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# ? Jun 17, 2013 19:30 |
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I was actually wondering, do Vic 2 forts provide a defensive bonus only to forces that belong to the owner of the province, to any forces that belong to the controller of the province, or just to any army that happens to be in that province first? Also, I'm looking for some impressions of the VRRP mod in case anyone has tried it and has a strong opinion.
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# ? Jun 17, 2013 20:25 |
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I finally decided to play a game of Victoria 2 as a nation that has been recommended countless times in this thread: The nation of Brazil. This is the Brazil you guys were talking about right? At some point near the end I noticed that no great power could actually land enough soldiers in my country to be a threat to me, since no European nation had allies in South America. This resulted in me going far over my infamy cap, and a lot of wars. The final result: (NOTE: the pinkish nation to the south of me (the yellow in South America) is Patagonia. The one to the north is Bolivia) (Also I noticed Great Britain goes fascist in a lot of my games. I can never figure out what it is, I looked over at the nations that were being released from British lands and none of them had British cores. Really strange)
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# ? Jun 18, 2013 02:32 |
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According to http://victoria2wiki.com/Fort * Forts make sieges take longer, with a level 1 Fort making province occupation take twice as long as without no Fort at all * If an enemy army is in one of your provinces (or one of your occupied provinces), and they have not yet occupied the province, and the province is adjacent to or has a Fort, the enemy army takes 2.0% attrition * A level 1 Fort increases colonial range by 100 * A level 1 Fort is worth 10% Tactics to the province owner, with higher level Forts being worth more. For that last point, it means that if an enemy army is sieging one of your provinces, your army will still get the Fort bonus as they walk into the province, even if the enemy army got to the province first, as long as the enemy army has not yet completed occupation. Letting the enemy get there first means no Dig-In bonus, though. This goes well with the idea that when fighting a war, one strategy is to abandon your border provinces and let the enemy just waltz right in. Attrition will deplete their numbers, and they may even split the stack into more digestible parts. Just don't let them complete the occupation if you can help it.
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# ? Jun 18, 2013 02:36 |
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In EU3 Divine Wind, if you are a merchant republic and have 2 CoT's what happens? Also what if you invite someone who has their own CoT? Usually as I understand it, if you have a CoT, and you invite someone without one, their provinces will trade in your CoT instead of someone else's, but what happens with the above?
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# ? Jun 18, 2013 03:04 |
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Raenir Salazar posted:In EU3 Divine Wind, if you are a merchant republic and have 2 CoT's what happens? Nothing special, you just make more money. You can have as many CoTs as you wish. I don't remember if the global_cot_gravity setting is defined in vanilla, but if it is you'll also have more provinces in your CoT than a non-MR would in theirs. Raenir Salazar posted:Also what if you invite someone who has their own CoT? They won't accept the invitation. The AI is hardcoded to never join a league if they have a CoT, and to leave if they want to create one or ever conquer one.
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# ? Jun 18, 2013 03:21 |
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Cynic Jester posted:It's especially bad in the HRE as you get cores. Actually you get cores on any country you inherit that's in your culture group. You got cores in the HRE because almost everyone in the HRE is German. That's one thing that makes the Ottomans so powerful, a huge portion of the world is in the Turko-Semitic group.
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# ? Jun 18, 2013 04:05 |
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Fister Roboto posted:Actually you get cores on any country you inherit that's in your culture group. You got cores in the HRE because almost everyone in the HRE is German. That's one thing that makes the Ottomans so powerful, a huge portion of the world is in the Turko-Semitic group. HRE also specifically gets cores, even for non-culture group countries. Easy to test if you start a game as Burgundy, marry Baden, and then use the console to kill their ruler to make a PU, and then kill yours repeatedly until you inherit.
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# ? Jun 18, 2013 04:15 |
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Germany's so great when you decide you just want to wreck everything in your path. Is it possible for infamy to roll over? Because I'm pretty sure I didn't spend long enough without adding a wargoal for it to suddenly drop below the limit several times. Also, best autopilot economy: (I was at +1000/day, only half taxes, max expenses)
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# ? Jun 18, 2013 05:17 |
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Does the AI suffer from attrition in vanillia (with More Nations)? The Brits just jumped in on my war (as the Ottomans) to unify the Arabian peninsula, and they are marching a 60-70 unit stack around the the loving Rub-Al-Qali with no skull showing attrition. Does it (the icon) just not appear for non-player nations?
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# ? Jun 18, 2013 05:30 |
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As the US in Victoria 2, I've got all of the continental US as states except Idaho, South Dakota, and Colorado. I've had NFs on them to encourage bureaucrats for years, but still they've all got 0 of them. Am I missing something?
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# ? Jun 18, 2013 05:33 |
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PrinceRandom posted:Does the AI suffer from attrition in vanillia (with More Nations)? The Brits just jumped in on my war (as the Ottomans) to unify the Arabian peninsula, and they are marching a 60-70 unit stack around the the loving Rub-Al-Qali with no skull showing attrition. Does it (the icon) just not appear for non-player nations? It does and they operate by the same rules as you do. Depending on the year they might have researched a high enough level of the Chemistry technologies, which increases supply limits.
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# ? Jun 18, 2013 05:33 |
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DrProsek posted:I finally decided to play a game of Victoria 2 as a nation that has been recommended countless times in this thread: The nation of Brazil. Was that with New Nations, HoD, or both? I can't ever get any cool nations to form in my games.
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# ? Jun 18, 2013 05:34 |
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Gilg posted:As the US in Victoria 2, I've got all of the continental US as states except Idaho, South Dakota, and Colorado. I've had NFs on them to encourage bureaucrats for years, but still they've all got 0 of them. Am I missing something? I've never played the US in Victoria, ever, so I don't know what the POPs are like in those states, but it could be the new hard-rule that prevents non-primary/non-accepted cultures from converting into Bureaucrats, ever.
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# ? Jun 18, 2013 05:47 |
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gradenko_2000 posted:I've never played the US in Victoria, ever, so I don't know what the POPs are like in those states, but it could be the new hard-rule that prevents non-primary/non-accepted cultures from converting into Bureaucrats, ever. That's probably the case. Try encouraging immigration for a year or three and then switch back to bureaucrats.
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# ? Jun 18, 2013 05:53 |
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Yes, that's it. I didn't realize Dakota / North American Minor were not accepted cultures. Thanks!
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# ? Jun 18, 2013 06:07 |
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What's the difference between a core province and a non-core province once it's in your empire in HoD?
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# ? Jun 18, 2013 11:25 |
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Littlefinger posted:Are there any AI improvements for Their Finest Hour? I gather the big community improvements of previous versions were integrated in TFH. Any new AI improvement projects one should know of? Anyway, another question: what happens when you don't have enough supplies and refuse to manufacture more? In HoI2 that drove up dissent, but I didn't notice anything similar in TFH. Did HoI3 just introduced another exploit here?
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# ? Jun 18, 2013 13:21 |
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Darkest Hour is doing the oddest things for me. I managed to overrun France as Germany in 1916, and the reverse treaty of Versailles event seems to be firing - but all it does is institute a white peace. The only thing I can think of that might throw the game for a loop is that I didn't declare war on Belgium?
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# ? Jun 18, 2013 14:06 |
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LP97S posted:Was that with New Nations, HoD, or both? I can't ever get any cool nations to form in my games. It was with New Nations Mod. Yeah even with the crisis system, I hardly see any fun ahistorical nations pop up. I had to go to war with Argentina and Chile to get Patagonia to be free. Newfoundland and Iceland aren't too common, so them getting independent was new but yeah crazy ahistorical nations tend to be rare.
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# ? Jun 18, 2013 17:49 |
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Gort posted:What's the difference between a core province and a non-core province once it's in your empire in HoD? Non-cores will have a penalty to state admin efficiency, and the POPs of that core culture will gain extra militancy, which in turn causes nationalist uprisings and crises to occur. Furthermore, POPs that have a core in their province (whether you have a core there or not, like Turkish-owned Albania) will never assimilate.
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# ? Jun 18, 2013 18:09 |
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It's still some way off yet, so I don't expect anyone to know for sure, but has there been any word about East vs West possibly getting a Linux release?
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# ? Jun 18, 2013 22:30 |
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For EU3, is there any way to make it more likely to inherit another country's throne? I'm playing as Muscovy right now and want to conquer Ryazan through royal marriage rather than militarily since they're allied to a bunch of countries I'd rather not go to war with.
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# ? Jun 19, 2013 02:21 |
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NEED TOILET PAPER posted:For EU3, is there any way to make it more likely to inherit another country's throne? I'm playing as Muscovy right now and want to conquer Ryazan through royal marriage rather than militarily since they're allied to a bunch of countries I'd rather not go to war with. Keep prestige and relations high for a better chance to inherit. Alternatively, press your claim on the throne and go to war to force a personal union. Within a few generations you'll be sure to inherit.
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# ? Jun 19, 2013 02:28 |
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NEED TOILET PAPER posted:For EU3, is there any way to make it more likely to inherit another country's throne? I'm playing as Muscovy right now and want to conquer Ryazan through royal marriage rather than militarily since they're allied to a bunch of countries I'd rather not go to war with. Last I checked, no one really knows because the devs refuse to explain the mechanics behind it for some reason. High prestige and a ruler with good diplomatic skill, along with good relations and a high level of trust with the target county are the oft-cited factors (trust in particular seems to be really important).
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# ? Jun 19, 2013 02:28 |
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Only 18 million? Golly!
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# ? Jun 19, 2013 09:40 |
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Kersch posted:
I like the 1k stack.
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# ? Jun 19, 2013 09:51 |
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# ? May 30, 2024 14:34 |
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Fister Roboto posted:Non-cores will have a penalty to state admin efficiency, and the POPs of that core culture will gain extra militancy, which in turn causes nationalist uprisings and crises to occur. Furthermore, POPs that have a core in their province (whether you have a core there or not, like Turkish-owned Albania) will never assimilate. Does that mean you should satellite off places like Turkish-owned Albania immediately? I was assuming that if I clung on for long enough they'd settle down.
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# ? Jun 19, 2013 09:51 |