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Honestly what bothers me more is how much the AI does come to my aid. You can use a shared rival + royal marriage to make France/Castile/Austria/Poland feed you as a lot of countries. I think the AI should be more sensitive to whether or not you've done anything for them lately, possibly even keeping track of this as a ticking score. To prevent abuse, if you cancel an alliance with someone you owe favors to, it should incur a trust penalty distributed similarly to how an AE penalty would be distributed. E.g. if you use France to take a bunch of Burgundian territory for yourself as a Dutch minor, and then you break it off with France, Austria will see you as untrustworthy and won't jump in to throw themselves on France's sword, which is what they definitely do now.
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# ? Sep 23, 2015 18:52 |
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# ? May 13, 2024 11:58 |
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That's why I was suggesting making allies more willing to white peace in general if they don't want something in the war. This should cut both ways, so you can't just use France or whomever as a bulldog to do all your fighting for you, and AI allies won't fight to the death in distant wars they don't have a stake in.
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# ? Sep 23, 2015 19:07 |
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Pellisworth posted:That's why I was suggesting making allies more willing to white peace in general if they don't want something in the war. This should cut both ways, so you can't just use France or whomever as a bulldog to do all your fighting for you, and AI allies won't fight to the death in distant wars they don't have a stake in. France should be your bulldog, but they should own you afterwards. If France helps your little Brabant become a bigger Brabant then you should be stuck playing second fiddle to them for a while. Maybe make it so that you can pay off your alliance debt by doing things like transferring trade power.
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# ? Sep 23, 2015 19:17 |
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Pellisworth posted:That's why I was suggesting making allies more willing to white peace in general if they don't want something in the war. This should cut both ways, so you can't just use France or whomever as a bulldog to do all your fighting for you, and AI allies won't fight to the death in distant wars they don't have a stake in. I was actually just ran into this last night. I was Orissa, in a colonial war with France involving South American colonies. France was allied to the Commonwealth, who had shipped ~30k men to the new world. Their war enthusiasm was just +6, so I figured it should be easy enough to peace them out. Except they had a -1000 for 'Desires Concessions Other than Gold', but also didn't want any other concessions. So literally I could do was sit around waiting for Length of War to tick up.
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# ? Sep 23, 2015 20:05 |
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I tweeted a WIP picture of the reworked Random New World for anyone interested. Trade nodes are now dynamically generated along with the world instead of re-using the old new world connections. The trade node names are silly because they're placeholders from a random place name generator.
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# ? Sep 23, 2015 20:08 |
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Wiz posted:I tweeted a WIP picture of the reworked Random New World for anyone interested. Trade nodes are now dynamically generated along with the world instead of re-using the old new world connections. The trade node names are silly because they're placeholders from a random place name generator. Exciting! Sane (saner?) trade nodes will help a lot. Assuming 1.14 still a fairly long ways out, hopefully you'll do a second diary on it.
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# ? Sep 23, 2015 20:23 |
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Fintilgin posted:Exciting! Sane (saner?) trade nodes will help a lot. When it's more finished I will. There's a lot more cool stuff coming, continents that are hooked into the edges of the map for one.
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# ? Sep 23, 2015 20:26 |
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Wiz posted:I tweeted a WIP picture of the reworked Random New World for anyone interested. Trade nodes are now dynamically generated along with the world instead of re-using the old new world connections. The trade node names are silly because they're placeholders from a random place name generator.
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# ? Sep 23, 2015 20:32 |
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Wiz posted:When it's more finished I will. There's a lot more cool stuff coming, continents that are hooked into the edges of the map for one. I'm almost as excited to make tiles for the generator as I am to play with it.
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# ? Sep 23, 2015 20:34 |
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Wiz posted:I tweeted a WIP picture of the reworked Random New World for anyone interested. Trade nodes are now dynamically generated along with the world instead of re-using the old new world connections. The trade node names are silly because they're placeholders from a random place name generator. Very cool, it's rad that you guys are taking time out of other development to work on this.
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# ? Sep 23, 2015 20:43 |
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Fuligin posted:Very cool, it's rad that you guys are taking time out of other development to work on this. Fixing RNW has been one of my biggest ambitions since I became project lead. The old implementation simply wasn't worthy of an EU4 expansion.
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# ? Sep 23, 2015 20:46 |
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Wiz posted:No, the point isn't to make you play differently but rather that AI does not need to be a stubborn jerk if the player isn't, so maybe have it act accordingly. That might be tricky in a multiplayer game with only 2 or 3 people - one might be a belligerent greedy rear end in a top hat with others acting more rationally.
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# ? Sep 23, 2015 21:40 |
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double nine posted:That might be tricky in a multiplayer game with only 2 or 3 people - one might be a belligerent greedy rear end in a top hat with others acting more rationally. Obviously it would be how they behave towards that country, not globally. If you refuse to ever peace out AIs before hitting 100%, they'll do the same to you if given the chance, stuff like that.
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# ? Sep 23, 2015 21:42 |
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Might be good as part of trust. I notice that countries you don't wrong usually have OK trust even if you've never been allies
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# ? Sep 23, 2015 21:44 |
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Wiz posted:Fixing RNW has been one of my biggest ambitions since I became project lead. The old implementation simply wasn't worthy of an EU4 expansion. I have still never played with RNW enabled, I've heard it is essentially a string of islands or something akin to that. I suppose I need to try it sometimes so I can appreciate the new one being worked on.
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# ? Sep 23, 2015 21:49 |
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Node posted:I have still never played with RNW enabled, I've heard it is essentially a string of islands or something akin to that. I suppose I need to try it sometimes so I can appreciate the new one being worked on. It creates a bunch of amorphous islands that stick out like a sore thumb compared to the rest of the world, but that's just the start of its problems really. Basically the original RNW had entirely wrong design priorities and by the time this was realized it was too late to do anything except try to polish what was there. I've been trying to fit a fix into the schedule and finally found the time/resources without impacting the next expansion.
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# ? Sep 23, 2015 21:51 |
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Node posted:I have still never played with RNW enabled, I've heard it is essentially a string of islands or something akin to that. I suppose I need to try it sometimes so I can appreciate the new one being worked on. Just start a random game, put TI (?) into the console to reveal the map and take a look. It never got upgraded when the American map got updated so it generates a small number of pretty big provinces. It's (sadly) not really worth wasting a real game on in its current state. I wanted it so bad that I've always felt a bit guilty at not enjoying what we got. Wiz is a hero for seeing it gets upgraded/improved.
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# ? Sep 23, 2015 22:01 |
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Are there any mods that remove the "directionality" of the trade system? It seems wrong that some nodes are basically pre-destined to be incredible trade earners and others to just have the value sucked out of them.
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# ? Sep 23, 2015 22:07 |
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Gort posted:Are there any mods that remove the "directionality" of the trade system? It seems wrong that some nodes are basically pre-destined to be incredible trade earners and others to just have the value sucked out of them.
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# ? Sep 23, 2015 22:11 |
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Wiz posted:It creates a bunch of amorphous islands that stick out like a sore thumb compared to the rest of the world, but that's just the start of its problems really. Basically the original RNW had entirely wrong design priorities and by the time this was realized it was too late to do anything except try to polish what was there. I've been trying to fit a fix into the schedule and finally found the time/resources without impacting the next expansion. Will RNW ever have archipelagos? That is one thing that I find adds "noise" to the map in ways that makes it look more believable.
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# ? Sep 23, 2015 22:13 |
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Dibujante posted:Will RNW ever have archipelagos? That is one thing that I find adds "noise" to the map in ways that makes it look more believable. Yes, the tile system already has a bunch and we're adding more.
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# ? Sep 23, 2015 22:27 |
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Gort posted:Are there any mods that remove the "directionality" of the trade system? It seems wrong that some nodes are basically pre-destined to be incredible trade earners and others to just have the value sucked out of them. Now there's a cool alt-hist mod idea. Swap the directionality of all the trade nodes, so trade begins in the English Channel, Genoa and Venice, and spreads outward from there. Then just see what happens.
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# ? Sep 23, 2015 22:36 |
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PittTheElder posted:Now there's a cool alt-hist mod idea. Swap the directionality of all the trade nodes, so trade begins in the English Channel, Genoa and Venice, and spreads outward from there. Then just see what happens. That'll be crazy weird what with half the end nodes starting the game completely uncolonized. Colonial Nations in Australia, California, La Plata, and Canada will end up way richer than their overlords in no time, and Siam will be the most valuable node in the game.
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# ? Sep 23, 2015 22:41 |
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Gort posted:Are there any mods that remove the "directionality" of the trade system? It seems wrong that some nodes are basically pre-destined to be incredible trade earners and others to just have the value sucked out of them.
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# ? Sep 23, 2015 22:48 |
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I've done some thinking about the trust system since it was mentioned and it seems to me that might be a good route to tweak rivals and alliances. A common complaint is when nations you've had stellar relations with for centuries all of a sudden decide they want something of yours and rival you. A rework of the trust system would help with that issue, and if trust was a factor in allies' willingness to peace out of wars that might be a good way to tweak the sometimes bizarre all-or-nothing AI participation in wars. If a nation trusts you a lot, they would be more willing to fight to the death in your wars and less likely to accept a separate peace. Conversely, lower trust makes nations less willing to fight for you and more ready to accept a separate peace and exit a war.
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# ? Sep 23, 2015 23:00 |
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Gort posted:Are there any mods that remove the "directionality" of the trade system? It seems wrong that some nodes are basically pre-destined to be incredible trade earners and others to just have the value sucked out of them. Pretty sure this is impossible without a Paradox ground up rework of the trade system (i.e. not going to happen before (maybe) EUV).
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# ? Sep 23, 2015 23:38 |
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Just to mention though; using a larger AI nation is one of the things which makes several starts viable and can help smaller nations near blobs like the Ottomans survive (occasionally). Huge committed alliances are also one of the few things in the late game which can give a human player pause.
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# ? Sep 24, 2015 01:39 |
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Can Sweden make ridiculous amounts of cash by pumping Production development into Dalaskogen (the Copper province with +5 goods produced)? Or is that modifier not affected much by buildings and development?
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# ? Sep 24, 2015 01:51 |
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Bort Bortles posted:Can Sweden make ridiculous amounts of cash by pumping Production development into Dalaskogen (the Copper province with +5 goods produced)? Or is that modifier not affected much by buildings and development? The PE building yes buying development there is simply additive
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# ? Sep 24, 2015 02:15 |
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Munin posted:Just to mention though; using a larger AI nation is one of the things which makes several starts viable and can help smaller nations near blobs like the Ottomans survive (occasionally). Yes, exactly. Killing this system would probably harm the game a lot. I think it would be better to simply make the player pay the true cost of this system
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# ? Sep 24, 2015 02:32 |
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Please make development not affect ship building speed because it is annoying when templated ships arrive at different times.
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# ? Sep 24, 2015 04:42 |
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I wouldn't mind that if the game could properly calculate building speed and prioritize quickest building when I build something out of a template. Unfortunately it doesn't so building 30 carracks as a template is a terrible idea because then like 10 of them will be a decade late because they're being built in a province with 75% autonomy and 5% unrest.
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# ? Sep 24, 2015 04:49 |
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VDay posted:I wouldn't mind that if the game could properly calculate building speed and prioritize quickest building when I build something out of a template. Unfortunately it doesn't so building 30 carracks as a template is a terrible idea because then like 10 of them will be a decade late because they're being built in a province with 75% autonomy and 5% unrest. It's annoying that it refuses to use non-contiguous coastline to build boats via template. It makes playing non-blobby Venice pretty irritaiting
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# ? Sep 24, 2015 04:53 |
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I wish I could click a box in a province that was "build boats here yes/no" OR you could click a box in the template screen that would tell it to only build boats off of provinces with a Shipyard OR would let you click ona seazone to build the template off of, and any province with a port that exits into that sea zone will build the template.
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# ? Sep 24, 2015 05:16 |
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Finally finished Foremost Servitor. The lauinch is a bitch; I had a bunch of restarts until I got a start where Bahmanis allied Jaunpur rather than Bengal, and a megawar between all the Muslim sultanates broke out. Vijay will drop their hostility once you get relations up to >75. Then you can be Hindu bros and smash up Bahmanis, grab their gold mine, and you're off to the races. I'd like to say that their help is why I left Vijay alive, but it was actually just because I'd been short on admin points until this very year. Khandesh is my vassal, and holds a bunch of poisoned Rajput cores, so I never planned to annex them. Prioritized colonizing Indonesia, while one colonist worked his way over to South America. Westernized in 1602. Fighting all these colonial wars with the Europeans has just been extremely annoying rather than difficult, since they land troops all over the place. But I have >100k troops in each theatre, so it's just a matter of concentrating and wiping them out. Tomorrow I try to swing this into a Sun Never Sets run too. Given that my navy is now twice the size of anyone elses, it shouldn't be a problem. e: VVVV Quantity Ideas are a colonizers best friend. 336/457 Army Forcelimits, 286/599 Naval Forcelimits. 31 ducat surplus with triple 3 star advisors, so I could go higher. PittTheElder fucked around with this message at 06:53 on Sep 24, 2015 |
# ? Sep 24, 2015 06:49 |
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How does that work, getting 200K troops without breaking the bank?
Baron Porkface fucked around with this message at 07:11 on Sep 24, 2015 |
# ? Sep 24, 2015 06:51 |
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Riga
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# ? Sep 24, 2015 07:34 |
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Looks like I was luckier than you, I even beat the euros to the Cape, guess who's earning 200+ in trade. But it will be very close for me, I am currently thinking 1790/1800 to finish it, if I even can, due to being to scared and grabbing extra land to be more powerful for dealing with the euros.
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# ? Sep 24, 2015 08:39 |
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I posted a dev diary about Horde features in the secret new expansion we're working on.
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# ? Sep 24, 2015 09:02 |
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# ? May 13, 2024 11:58 |
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Please send help, CK2 has found its way into my copy of EU4.
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# ? Sep 24, 2015 09:32 |