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RabidWeasel posted:My biggest complaint about development is that it gets comparatively less attractive as an option as the game goes on due to development efficiency being worse than administrative efficiency, and some regions of the map being extremely inefficient to develop due to terrain. Also there's more ways of reducing coring and diplo annex cost than development cost. I'd like it if just for the sake of verisimilitude there were some points in the tech curve where developing provinces up to some baseline amount is relatively efficient. This is what I'm trying to get at via new world crops - they bring marginal land into use, which can be represented by a buff to development for low-development provinces. E.g. when maize makes it s way to China the end result should probably be +development to large parts of China's hilly, mountainous west, which saw a ton of land come into cultivation due to maize being suited to the climate and terrain, whereas rice and wheat were not viable. Similarly, there is a particular variant of potato in Sweden that ripens early, making it a viable crop farther north, where it's harder to grow traditional cereals. My contention is that many parts of the world that, in EU4, start out as very marginal become disproportionately less marginal due to these crop innovations. Maybe it could instead be represented by terrain-based development cost modifiers, e.g. "Importation of maize; -20% development cost on mountainous and hilly terrain". I'm not sure how to gamify it though. Maybe it should be transmitted via proximity, so you have an incentive to give Spain/Portugal a port so that you can get your hands on their crops.
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# ? Nov 19, 2015 19:40 |
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# ? Jun 5, 2024 09:10 |
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I don't think that should necessarily be done with development, it'd be incredibly uneven in the distribution, whereas in real life the new crops had fairly global reach. A triggered modifier or a modifier like the trade good price changes would work I think- something that adds a percentage modifier to the tax/production/manpower etc of every province. For instance maize could add like 30%+ manpower to hilly provinces or something. And then like I said before, if they want to go deeper with the random new world, they could make it so sometimes you don't get the modifier, and so your country (and hopefully the whole world!) develops in different ways, 'cause some countries that would normally get strong through crop introduction would find they didn't get that this time.
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# ? Nov 19, 2015 19:53 |
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Koramei posted:I think some things like that, along with the plagues in the Americas etc could really be modeled in some way. They had profound impacts on the world and it's kind of strange them being meaningless here. Especially with the new random new world it'd be kind of cool to have normally gamechanging effects like that not happen, and seeing how that changes things.
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# ? Nov 19, 2015 20:08 |
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I think if you had a New World Plague mechanic you'd need to make the native American provinces a lot better prior to it.
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# ? Nov 19, 2015 20:12 |
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Fister Roboto posted:Mana bonii. Oh my god.
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# ? Nov 19, 2015 20:17 |
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Koramei posted:I don't think that should necessarily be done with development, it'd be incredibly uneven in the distribution, whereas in real life the new crops had fairly global reach. A triggered modifier or a modifier like the trade good price changes would work I think- something that adds a percentage modifier to the tax/production/manpower etc of every province. For instance maize could add like 30%+ manpower to hilly provinces or something. If the potato doesn't happen you might as well turn all of Prussia into wasteland.
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# ? Nov 19, 2015 20:46 |
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I wish there was a thing that if your capital is in a bad terrain province, development on that terrain type is not as expensive as it normally is for you.
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# ? Nov 19, 2015 21:29 |
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Gort posted:I think if you had a New World Plague mechanic you'd need to make the native American provinces a lot better prior to it. That's what I'm thinking, yes. The idea would be that the end result is more or less the current situation (low-dev provinces, except maybe for some leftover Production to represent Europeans walking right in and taking over depopulated farms and so on), but before the Europeans show up there's a lot more development around. I think it'd make the early game for American nations more interesting, while also enabling some alt-history gimmicks with disease stuff happening different ways or whatever.
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# ? Nov 19, 2015 21:38 |
Roadie posted:That's what I'm thinking, yes. The idea would be that the end result is more or less the current situation (low-dev provinces, except maybe for some leftover Production to represent Europeans walking right in and taking over depopulated farms and so on), but before the Europeans show up there's a lot more development around. The Aztecs/Mayas/Inca without mass deaths
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# ? Nov 19, 2015 21:42 |
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Koramei posted:We have things like inflation, development, autonomy etc that could model so many things, but instead they all have just one job, and when there's a new system introduced in a new expansion they just add yet another thing, when it could easily be tied back into the old thing. I totally agree, I think it was really obvious that this was a mistaken approach when they did the expansion to V2 that added spheres of influence and there were separate scores for national opinions and imperial influence, even though the latter was described in terms of "cordial" and "friendly". They just tack on more mechanics!
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# ? Nov 19, 2015 21:47 |
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GreyPowerVan posted:The Crimson Empire causing mass deaths in Europe from the Crimson Plague Fixed.
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# ? Nov 19, 2015 21:48 |
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I swear the AI co-belligerizes the dumbest people. Way to go jackass the entire continent of Europe is against us now.
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# ? Nov 20, 2015 00:17 |
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That's one reason I can't wait for Cossacks. I hate having to join all of my allies' pointless and bloody wars if I want to keep them as allies.
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# ? Nov 20, 2015 00:20 |
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I'm 90% sure they don't figure the strength of the Emperor correctly, and 100% sure they don't consider the strength of the DotF, like at all.
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# ? Nov 20, 2015 00:20 |
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PittTheElder posted:I'm 90% sure they don't figure the strength of the Emperor correctly, and 100% sure they don't consider the strength of the DotF, like at all. I wish the AI made sure you would be able to get military access before relying on your numbers to win a war.
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# ? Nov 20, 2015 00:39 |
England, please... I don't want to disband my troops, just come at me already I just want to reform EDIT: I wasted so much time, it's 1580 and still no one close enough to reform off of. SSJ_naruto_2003 fucked around with this message at 02:20 on Nov 20, 2015 |
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# ? Nov 20, 2015 00:50 |
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So after 20+ restarts I finally just backed up a local ironman save where Castille has France + Aragon as rivals and France has Castile and not Aragon as a Rival. With that start it only took 2 restarts before France and Aragon were at war with Castille and winning. I waited until Feb 1 1448 when the truce with Castile was over and had to sit for 4 years with a fully occupied Castile where neither France, Aragon, or I had enough warscore to settle. Eventually France, then Aragon ended their wars and I got a 100% off Currently I have 100+ AE with Portugal and Aragon and 50-80 with France, England, Brittany, and Provence So far no coallitions have formed but I am thinking that maybe it was not worth it to take so much but I am improving relations with France and England and think I could defend with Morocco Tunis and Leon so long as its only Aragon or Portugal without much help. Meanwhile I dont know whether I can afford to make an investment in colonizing as a first idea group or whether I should get admin/religious, or a military idea like Quantity or Offensive
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# ? Nov 20, 2015 02:44 |
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Did today's dev diary get posted yet? https://forum.paradoxplaza.com/forum/index.php?threads/eu4-dev-diary-november-19th-2015.891822/ Colonial goods rework, cultural unions, "prevent nation ruining", and an achievement browser. The biggest news is that cultural unions aren't tag-based anymore; they require Empire rank now. Vivian Darkbloom fucked around with this message at 06:53 on Nov 20, 2015 |
# ? Nov 20, 2015 06:50 |
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Anything which hurts French and Spanish internal stability is fine by me
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# ? Nov 20, 2015 07:01 |
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Enjoy posted:Anything which hurts French and Spanish internal stability is fine by me It will be a slight boost for the Ottomans, who gain empire status by decision, and don't currently have a cultural union. Very slight, because the only cultures that belong to their group (Turkmeni and Azerbaijani) have kind of garbage provinces. Some good trade goods in Azerbaijan at least.
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# ? Nov 20, 2015 07:21 |
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Wiz posted:In 1.14, AI protectorates do not westernize. Oh man, this plus being able to use them in war mean Protectorates are finally going to be useful.
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# ? Nov 20, 2015 07:22 |
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GreyPowerVan posted:Is Montezuma coded to die young? I've been trying to get an Aztec game running and he's died less than 4 years in every time. I've restarted 5 times, this is kind of annoying. I don't think it's coded but he sure does die young a lot even when you keep him out of combat. Same with the starting Incan king, although my successful Sun God run he lasted a while (not that I was basing my run around that factor). I need to get back to Aztec and work on Sunset Invasion.
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# ? Nov 20, 2015 08:16 |
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I'm sort of going to miss the weird mechanics of 1.13 protectorates. You'd race with other powers to get protectorates over small states in Asia and the Americas, steal a bunch of provinces off them, and either they'd westernize (and get free) or they'd uselessly sit there all game. Mainly this was annoying when the protectorate's capital was a really good province that you couldn't steal.
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# ? Nov 20, 2015 08:19 |
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420 Gank Mid posted:So after 20+ restarts I finally just backed up a local ironman save where Castille has France + Aragon as rivals and France has Castile and not Aragon as a Rival. It's definitely worth taking as much as possible from Castille because once they pick up Finish the Reconquista they will never stop coming at you if they have any military advantage. Aragon grabbing La Mancha kinda sucks though cause that gold mine really helps early on. Be careful maintaining your alliance with Morocco. If Portugal picks up the mission to conquer Tangiers or finds any reason to fight Morocco you'll get dragged into that war and Morocco will gladly let you eat all of Portugal and Aragon's armies and beat off their amphibious assault.
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# ? Nov 20, 2015 12:49 |
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PittTheElder posted:Oh man, this plus being able to use them in war mean Protectorates are finally going to be useful. Poil fucked around with this message at 12:55 on Nov 20, 2015 |
# ? Nov 20, 2015 12:50 |
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Stream with Wiz and DDRJake about the features of the new expansion starts in 15 minutes. http://www.twitch.tv/paradoxinteractive
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# ? Nov 20, 2015 14:46 |
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Patch notes teasers from the stream, for those who missed it: Base number of buildings increased from one to two. (Farmlands reduced to one, but get a dev cost reduction) Autonomy is now more effective, flatly multiplying final results rather than being a modifier that slots in. Centers of Reformation now have to have at least 10 development. Improving someones opinion of you also improves your opinion of them. You can't make peace treaties your allies don't accept (no longer dropping a coalition onto an ally, RIP) AI's don't westernize if they're protectorates. Protectorates will base their liberty desire off of all protectorates. Maximum number of custom nations is now 75, up from 32. Buddhism buffs, it doesn't take as fast and the low/high karma effects have been flipped.
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# ? Nov 20, 2015 16:04 |
So autonomy is stronger? E: Oh hey maybe Buddhism won't be awful to play now.
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# ? Nov 20, 2015 16:13 |
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Tendronai posted:Patch notes teasers from the stream, for those who missed it: In completely unrelated news I'm only three more hours from reaching 1000 played.
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# ? Nov 20, 2015 16:13 |
I've never actually made a protectorate. What do they do?
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# ? Nov 20, 2015 16:14 |
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You get half their trade power, they get a tech discount, and as of Cossacks you'll be able to call them into your colonial wars.Tendronai posted:Patch notes teasers from the stream, for those who missed it: All of this is great, but so happy the Reformation can't start in Iceland anymore.
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# ? Nov 20, 2015 16:20 |
Half of their trade power? Why wouldn't i just conquer them for my CN anyway
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# ? Nov 20, 2015 16:29 |
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Before you always would. But now you'll be able to use them like subjects to conquer their neighbors. Plus they work outside the Americas. It also just stops the other Euros from conquering them, making for prettier borders, which is always the top priority.
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# ? Nov 20, 2015 16:30 |
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Yeah protectorates are more targeted at Africa, India, and southeast Asia, where you can't form CNs anyway.
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# ? Nov 20, 2015 16:36 |
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There's a subject interaction with them that lets you grab all their trade power, and you can even steal important provinces off them with another. I actually use them pretty routinely even in the current version; expanding into Asia is entirely about the trade power, and they let you do that just as well without spending a billion admin points on coring poo poo. The westernization thing was annoying but I never got why people thought they're useless. To be honest I actually think they'll be worse now; them relating their power to other vassals is gonna make doing like the British and having a giant pile of Indian protectorates practically impossible. I hope at least they'll have a big malus to liberty desire.
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# ? Nov 20, 2015 16:40 |
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There's also the fact that you can always protectorate a country in a single war. Doesn't matter if it's a OPM with three development or Mega Ming with 3000. One 100% peace deal is sufficient to subjugate them.
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# ? Nov 20, 2015 16:57 |
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The protectorate change is very nice. It was super loving annoying to have them westernize out from under you before, meaning you had to go to the of conquering a bunch of places where you really just wanted a little trade power. This will make them significantly more useful.
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# ? Nov 20, 2015 17:13 |
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So I just started an Ottomans game, and it's 1460 and I've just converted to Catholicism with about 100% religious unity, and it's time for me to pick my first idea group, and I'm really struggling with the decision. I know that humanism is probably the best one to synergize with the Ottomans and all the heathen land I'm going to be conquering, but I really love the idea of taking religious for the CB going east and minimizing AE. Anyone have advice on the first 2-3 idea groups to take for a playthrough like this? I'm assuming influence and administrative need to make an appearance as well.
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# ? Nov 20, 2015 19:07 |
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Palleon posted:So I just started an Ottomans game, and it's 1460 and I've just converted to Catholicism with about 100% religious unity, and it's time for me to pick my first idea group, and I'm really struggling with the decision. I know that humanism is probably the best one to synergize with the Ottomans and all the heathen land I'm going to be conquering, but I really love the idea of taking religious for the CB going east and minimizing AE. Anyone have advice on the first 2-3 idea groups to take for a playthrough like this? I'm assuming influence and administrative need to make an appearance as well. I just did this, my two cents- Definitely take Admin and Influence. Probably Admin first and get the first three ideas for super cheap cores. Humanist vs. Religious will depend on your goals. Are you doing tryhard Ironman for "get huge" achievements like world conquest, 1000 provinces, conquering India, etc? Probably want Religious, Humanist if you're not looking to do rapid conquest. Humanist will make the Reformation quite a bit smoother if you decide to convert again to Protestant, with Religious you'll have a few slightly rocky decades dealing with revolts and conversion. Humanist also allows you to get more out of your conquered provinces, which is not terribly useful if they're all 75% minimum autonomy as overseas. The CB is a huge deal since otherwise you're stuck with fabricating claims until you unlock Imperialism, and you'll be paying higher AE and diplomatic points for your un-claimed provinces until that point. The other major consideration is if you're going to create blocking vassals (like Syria etc) and exploit the overseas coring discount. I don't see an advantage to the cultural acceptance and tolerance in Humanist for the 75% minimum autonomy overseas provinces, they're going to be poo poo anyway and having the cultures accepted isn't going to make much difference at 75% autonomy. Looking for max-speed expansion and planning to exploit overseas coring discount? Go Religious. Not aiming for any of the large-scale conquest achievements and/or not bothering with trying to take advantage of overseas coring discount? Go Humanist.
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# ? Nov 20, 2015 19:20 |
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# ? Jun 5, 2024 09:10 |
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Pellisworth posted:I just did this, my two cents- Thanks. I'm quasi going for WC, but I probably will just get close since I'm never comfortable doing the amount of micromanagement hell that seems to be required to get everything done in time. But I do plan to push out as far as I can go, so religious seems to be a better choice (and my goal is to eventually go Protestant).
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# ? Nov 20, 2015 19:24 |