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Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Is there a bug with Trade Companies? Adding provinces to the TC doesn't seem to increase the amount of control they get and I'm not getting the merchants I so rightfully deserve. :(

Also, is there any reason to convert TC provinces to my religion?

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reignonyourparade
Nov 15, 2012
SUPPOSEDLY if you wait until you have enough provinces that youll get to 50% right away and only then actually add provinces to the trade mode you'll get your merchant but I haven't actually done that yet because keeping institutions away from mg future victims is my primary use of trade companies.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Adding a bunch of provinces from the trade node interface rather than one by one from the province tab, you mean?

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

skasion posted:

Depending on whether you choose to take over France or not, England is either a really fun hectic start that soon becomes insanely strong or a fun laid-back start that slowly becomes slightly less insanely strong.

The big problem with killing France early is it makes it feel like you've already won the game by 1500 or so.

Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.

I feel the game would benefit from some kind of "how much I give a poo poo about this war" modifier for the AI.

Heavily impacted by current match up ie. troop numbers, how much ally land is already under siege etc, how far away they are from the front line (two main combatants) and how much they generally care about the area (or how much they like/hate you).

So all wars didn't have to be all in hell wars against people that really don't care.

Poil
Mar 17, 2007

You mean how a country will still be at "medium" war enthusiasm despite having their lovely OPM capital under siege and their entire alliance having not a single loving soldier left? Gotta finish that siege.

Fintilgin posted:

The big problem with killing France early is it makes it feel like you've already won the game by 1500 or so.
There is still the Ottomans, Russia and Ming to beat up. Personally I've found England to be incredible boring since you can't attack anyone but France, HRE and Norway.


What in the? Usually they spawn in Scandinavia and the British Isles so they don't accomplish much. This is a completely new fail. Would making the first center guaranteed to spawn at the correct historical location make it better?

Poil fucked around with this message at 15:07 on Dec 12, 2017

canepazzo
May 29, 2006



Fintilgin posted:

The big problem with killing France early is it makes it feel like you've already won the game by 1500 or so.

My France is consistently broken in every game I played since CoC, they have troops that never move anywhere. I've seen them declare on Provence and lose as Provence just carpets sieges around their immobile, attritioning doomstack. For some reason, they do use them in colonial subjugations. In my Austria game, they're reduced to some territory in South Africa after I kicked them out of Europe.

As an aside, finally saw an AI Ming loss without my intervention: Japan took most of the Manchu land and resisted any tributary war or request, Korea took the rest of Manchu and hosed off, and Russia getting a border on Ming tanked their already weak mandate (they were at 2 decisions in 1550). They've been losing chunks every couple of decades, either to a bloated Transoxiana (!) or to rebellions. I suspect they also have the unmoving armies bug.

canepazzo fucked around with this message at 15:01 on Dec 12, 2017

THE BAR
Oct 20, 2011

You know what might look better on your nose?

oddium posted:

huge slam on the scots out of nowhere

Blame EU4s wonky default map.

canepazzo
May 29, 2006



Patch 1.24 is live!

- Low mandate now impacts on available mercs and unrest, up to -100% and +5 respectively
- Effects of devastation on Mandate increased
- Overlord can no longer build units in Tributary States.

Holy poo poo pissssssss

canepazzo fucked around with this message at 15:22 on Dec 12, 2017

Gort
Aug 18, 2003

Good day what ho cup of tea
Why did you only post 3 of the changes

quote:


##############################################################
######################## 1.24 Japan ##########################
##############################################################

###################
# Free Features
###################
- Optimized save file transfer, host was copying the file a bit too many times
- Optimized AI Performance in evaluating threat, they now all help each other out to make it faster.
- Improved thread utilisation of AI
- Optimized MTTH based events evaluation
- Improved countries usage of several threads for event evaluation, all on_bi_yearly_pulse are run multithreaded now

###################
# Gamebalance
###################

# Economy
- Interest reduction modifiers have been reduced in impact
- Minimum interest rate set to 1.0
- Low mandate now impacts on available mercs and unrest, up to -100% and +5 respectively
- Effects of devastation on Mandate increased
- Now need to have fully cored a province in a state for it to count towards heathen development when raising Janissaries.

# Governments
- Steppe Nomad government type grants faster movement speed for units.
- Mamluk Government now costs 60 points in the Nation Designer.
- The Horde Estate is less crippling to Horde Unity when mad.
- Tribal Allegiance decay is now capped to not be more than -3.0/year.

# Units
- Unit movement speed reduced from 1 to 0.7.
- Drilled armies now have an increased movement speed. 20% faster at 100%. Mercenaries will however slow them down.
- Overlord can no longer build units in Tributary States.

# War & Peace
- Switched Army Professionalism Bonuses: Reserves morale impact and General Costs.
- Supply Depot now lasts 5 years instead of 2.
- Doubled base morale damage for reserves

###################
# AI
###################

# Diplomacy
- Subjects no longer start out as rebellious due to uncalculated army power cache during initialization.
- AI will no longer guarantee rivals under any circumstances.
- Tributaries and daimyos now do power balancing internally in realm.
- Religious league leader now gets a -1000 penalty on allying opposing league leaders.
- Rebels (or other occupants) controlling provinces no longer influence want provinces the AI desires.
- AI is able to break alliances again.
- Unknown attitude now gives -1000 acceptance for Support Independence requests (fixing e.g. Transoxia getting support from Ming at game start).
- AI should now avoid warning much smaller nations.

# Economy
- Fixed that AI still cheated with fort maintenance sometimes.
- Dependent subjects allow a larger amount of their income to go to loan interest prior to declaring bankruptcy.
- Dependent subjects no longer recruit if they have any loans, provided their Liberty desire is low and they have no rebels.
- Dependent subjects will never lower autonomy.
- Subjects no longer spend twice as much on forts as non-subjects.

# War
- Improved AI for strategic regional planning.
- Improved AI for coordinated attacks.
- Improved AI logic for when to interrupt an enemy siege.
- AI now more careful with issuing assaults.
- The AI is now more likely to stand its ground when an enemy army approaches if in favorable terrain.
- AI now considers progress of siege when deciding whether to leave it.
- Improved AI siege logic.
- Fixed that AI sometimes thought it could attack a target from a neighboring wasteland, causing inaction.
- AI prefers to siege with 1 or 3 regs above minimum of limit now to avoid attrition.
- AI armies currently receiving attrition will no longer be drilled (this to prevent additional decision complexity, as well as risk of losing drilled troops to sustained attrition).
- Fixed another AI recruit - disband issue.
- AI armies waiting to be transported are now free to move normally until transports are available, this should e.g. lessen attrition and inactivity.
- Identified where approximately in code AI fort ZoC ignore bug comes from and tried to suppress it.
- Fixed eternal wars with other AI due to demanding provinces in areas without any forts controlled.
- Fixed some instances of AI fleets disobeying movement lock when cancelling movement.
- If an ally is asked to Prepare for War, they will now stop drilling to raise their morale.
- Splinter armies are a bit more likely to gather up with main close by rather than derping off elsewhere in a few cases.
- Fixed case of AI having much lower acceptable battle balance if a province was on the way to a target rather than the target itself, leading to suicidal behavior.
- Splinter armies will no longer stall offensives (should reduce sleepiness somewhat).
- Made offensives more likely to gather up properly.
- AI no longer tries to merge together fleets that have no ships in them, it discards them instead as it should.

#Other
- Improved AI for handling attrition.
- Improved AI for handling rebels overseas.
- AI no longer afraid of rebel armies more than one province away.
- Indulgent Personality AI no longer make random troop moves (just made the AI worse, and harder to debug).
- AI is (much) more likely to avoid reassigning leaders for drilling units while at peace.
- Reserved margin for rounding error in drilling logic, should eliminate a few on-off cycles.
- Fixed exiled armies refusing to path home through uncolonized land due to high threat levels.

###################
# Interface
###################


# Icons/Art
- Added new flag for Great Horde.
- Added new flag for Shirvan.
- Advisors now look at their own culture first for portrait graphics, then the province.

# Other
- Army Mintenance is no longer a thing.
- When you don't have a nation selected you now see all victory cards in the world in the victory card mapmode.
- Will now push decisions you've marked as uninteresting to the bottom of the list.
- Intel HD chipset users now only get told once that they don't have enough VRAM instead of every time they start the game.

###################
# Usermodding
###################
- Added defines ACCEPTABLE_BALANCE_DEFAULT and ACCEPTABLE_BALANCE_FRIEND_IN_COMBAT to specify thresholds for AI to join battle (also to clean up by centralizing lobotomized code).
- Fixed "else" effects within "if" effects being executed when that "if" failed even if it were immediately preceded by an "if" on the same level. In the below example, that means that the "else" would get executed if the limit of "If 1" failed rather than "If 2":
if = { # If 1
if = {} # If 2
else = {}
}
- It is now possible to scope to provinces in localisation. Example: [1234.GetName]
- Added transfer_subjects_when_made to subject types to encode personal union exception for subject takeovers.
- Added Drill decay modifier
- Added Province Triggered Modifiers which are way faster than the global triggered modifiers. They also have on_activation and on_deactivation effects you can do fun stuff with.
- Can now refer to first province in a state with FROM in potential and allow script
- Fixed misspelled on_janissares_raised, it is now spelled on_janissaries_raised.
- Fixed crash in religious school triggers caused by you removing muslim religion group.
- Added army wide drill modifier which uses the armies average drill value.


###################
# Script
###################
# Achievements
- The Rags to Riches achievement now requires that you start with no province over 10 development.
- The "It all belongs to Mother Russia" Achievement is now available for countries that start as Muscovite, Ryazanian or Novgorodian culture. Rather than just Muscovite.
- The "Definitely the Sultan of Rum" achievement is now available to both Ottomans and Rum.
- Venetian Sea achievement now requires 75% trade power instead of 90%

# Decisions
- Mutually exclusive religion decisions should now have clearer tooltips.
- The decision to move capital to Constantinople for the Ottomans and Rum now checks that you are in the Muslim religion group rather than just Sunni.
- Decisions that remove provinces from the Holy Roman Empire should now do so more consistently.
- Decisions that remove provinces from the Holy Roman Empire no longer list all provinces affected.
- You can now form Egypt even with a Mamluk government. This will however still change your government to an Administrative Monarchy.
- Added decision to increase missionary strength against heretics for Muslim countries, replacing the old Sheikh-ul-Islam decision.
- Muslim states can now adopt the Iqta government.

# Events
- Talented Qadi can no longer target your capital state.
- The Dalai Lama Flavor event for Tibet now changes your religion to Vajrayana.
- The event "Secrets in our Alliance" will no longer trigger unless your ally is actually spying on you.
- Added 26 flavor events for various playable countries in Japan.
- The Ottoman events regarding Crimea no longer transfers Crimeas vassals to the Ottoman Empire.
- Converting to a non-muslim religion will now make you lose the Mamluk government.

# Ideas
- Malayan and Moluccan Ideas now give Settler Increase instead of an extra colonist.
- Added Kitabatake ideas.
- Added Madjas Ideas.
- Added Oda Ideas.
- Added Tokugawa Ideas.
- Added Luzon Ideas.
- Added Cebu Ideas.
- Added Butuan Ideas.
- Added Mindanao Ideas.
- Added Ainu Ideas.
- Added Hojo Ideas.
- Added Mori Ideas.
- Added Asakura Ideas.
- Added Chosokabe Ideas.
- Timurid tradition now +1 land leader shock instead of reduced nationalism on conquests
- Timurid idea Mantle of Great Khan now gives +10% land morale instead of +20% Cavalry power.

# Missions
- Upped the weights for the Ottoman mission to conquer Constantinople even more.

# Modifiers
- Added Jingdezhen Kilns, a Goods Produced modifier for Chinaware in the Poyang province.

# Setup
- American Republic and Federal Republic now available in Nation Designer.
- Added 9 provinces in the Philippines.
- Added the provinces of Ise and Mikawa in Japan.
- Added Pangasinan tag.
- Added Tondo tag.
- Added Madjas tag.
- Added Cebu tag.
- Added Maynila tag.
- Added Butuan tag.
- Added Kitabatake tag.
- Oda is now a playable Daimyo in 1444.
- Tokugawa is now a playable Daimyo in 1444.
- Sulu is now a playable country in 1444.
- Maguindanao is now a playable country in 1444.
- Qara Qoyunlu no longer accepts Armenian culture in 1444.
- Mzab now starts as a feudal theocracy.
- Brunei, Maldives, Yarkand, Kanem Bornu, Songhai, Kedah, Pasai and Siak now start as Iqtas.
- Changed the map color of Isshiki.
- Added some starting alliances to Japan.

###################
# Bugfixes
###################
- Changed two instances of too much green in tooltips for culture and religion event 2.
- Tributary subjects that attach to someone will no longer be exiled due to tributary overlord lacking access.
- Imperial mapmode is now updated when adding/removing provinces to/from the HRE.
- Harmonized some hyphen usage.
- Chukoruva area now properly named Çukurova.
- You must now have no provinces outside the British region at start to be eligible for the 'Around the world in 80 years' achievement.
- Fixed bug where Culture and Religion event 11, 'Rising support among the x Population', triggered correctly but referred to the wrong advisor name in the text.
- Fixed some issues with Culture and Religion event 10, 'Intrigues in Capital' that made it unable to trigger under some circumstances.
- Reduced the chance of the religious harmony event.
- Propagate Religion Trading Policy: Fixed Religious Centers being limited to 3 per religion (e.g. max 3 Sunni centers in the world).
- Fixed that Non-Accepted was spelled Non-Accpeted in the accepted culture slot tooltip.
- Removed extra word in chapter 3, page 10 of the tutorial.
- Rewrote the tooltip for declaring bankruptcy to be clear and readable.
- Tutorial chapter introductions should now be more consistent in their coloring.
- Expected date for next favor point will now be yellow in the tooltip for favor.
- Enforced more consistent capitalization of "Go to".
- The Ambrosian republic event now triggers a few days after the death of the Milanese monarch instead of immediately upon succession. This means it will no longer check triggers miliseconds before the country might have fallen under personal union, which made the checks against such unions fail.
- Hordes no longer get information about regencies in their startup screen.
- Fixed potential CTD in CTradeCompanyRegionTrigger if Trade Company Regions were modded.
- Fixed potential CTD in CTradeGoodsDataBase::ReadPrices if trade goods were modded.
- Fixed trigger switch effect not propagating selected event option (causing e.g. Ruler always getting name from first option).
- Fixed bug that caused AI to be stuck on "Hunt for the Seven Cities" for ever.
- Fixed rulers created from rebel leaders sometimes getting skills higher than 6.
- Fixed that depletion chance of gold mines was truncated to whole percentage points in calculation.
- The Start Screen text on war declarations and piety is now clearer on the fact that heretics also count the same as heathens.
- Fixed that Culture and Religion event 16 displayed the country religion instead of the local religion in one of the sentences of the descrioption.
- Fixed a few text problems in startup screen texts.
- MP: Players can now join if Custom Nations were created after creating Random New World.
- MP: Players can now join if Custom Nations were created after loading a save
- Bugged armies pretending to be navies by swimming in the ocean will no longer CTD game when hovering mouse over them.
- It is again possible to cancel an autotransport mission by moving or retreating transporting fleet.
- If you order an autotransport fleet to move or cancel, any army loaded will stop the autotransport mission (this is more intuitive rather than needing to issue an additional cancellation order to loaded army).
- Fixed Become Tributary treaty inhibiting other treaties such as cede province.
- Game will print (at most one) name of a missing variable to error.log rather than crash when executing CSetVariableEffect.
- Added guard against crash in naval mission with unknown cause.
- Noculture provinces will no longer cause crashes when trying to recruit advisors from them.
- You can now transfer control of your subjects' occupied provinces to yourself again.
- Suez cannal now requires Sharqiya instead of Dumyat.
- Decision to form Byzantium now gives better permanent claim distribution for the new map.
- Fixed bad trigger in the "Trust Your Neighbor" corruption event.
- Fixed typo in Startup Screen for Muscovy.
- Perfume no longer spelled "Pefume" in some events.
- The Safi Trade Node no longer count some provinces twice.
- Did some Startup Screen dynasty name polishing.
- Personal union juniors can no longer demand that their ruler convert to their religion, often resulting in the ruler constantly being asked first by their juniors to change and then by their own countries to change back.
- Adjusted some remaining events related to piety.
- Forming Armenia now properly requires the Van province and not Warangal in India.
- Fixed nation designer templates with republics being considered corrupted.
- Moses Mendelson now correctly jewish when created.
- Strong trade company merchant bonus fixed.
- It's no longer offered by GUI to transfer occupation to existing controller (i.e. for no net change).
- Tweaked some missions scripts that had target province checks that didn't match the requirements to be available.
- Unite Georgia decision now correctly looks for Kartli instead of Tao twice.
- Fixed a number of improperly scripted cultures and religions for historical characters.
- Fixed issue that could make centers of reformation not appear if the reformation started in a place where centers of reformation weren't allowed to spawn.
- Fixed bug where the "Adopt Islam as State Religion" decision could be taken by subjects other than tributaries.
- Fixed issue with the mission for Coptic countries to conquer Alexandria that would make it instantly complete.
- Fixed estimation of relative strength of alliances (Fixes Demand Unlawful Territory, Threaten War and various AI strategy issues)
- Added check so that only non-subject USA will switch to American government.
- Added missing word in description for the "Poor of X" muslim school event.
- Orthodox Event 5 will now generate a proper name for its foreign advisor.
- Fixed unintended takeover of subjects when creating dependencies other than personal unions.
- Building units and regiments in a subject when you have an overlord of your own (e.g. Ming) no longer auto-deletes them without refund the next day.
- Not demanding independence in a peace deal of an independence war where you become Shogun now keeps daimyos as tooltip says.
- Added missing word in description for the "Poor of X" muslim school events.
- Fixed bug that could give the Safavid Order modifier to Ardabili provinces.
- Fixed bad tooltip for the followup event for the coming of the Oromo.
- Fixed a number of minor script errors.
- Fixed that the decision to accept Rhodians into the knights gave a local modifier to a country scope, giving no effect.
- Fixed "Enthrone Timurid Ruler" decision not giving the ruler promised by tooltip.

Playstation 4
Apr 25, 2014
Unlockable Ben

canepazzo posted:

Patch 1.24 is live!

- Low mandate now impacts on available mercs and unrest, up to -100% and +5 respectively
- Effects of devastation on Mandate increased
- Overlord can no longer build units in Tributary States.

Holy poo poo pissssssss

loving FINALLY.

oddium
Feb 21, 2006

end of the 4.5 tatami age

"low mandate" :thumbsup:

Cheen
Apr 17, 2005

I guess they wern't able to get around to fix the merchant issue with trade companies?

SkySteak
Sep 9, 2010
-Nevermind, issue got fixed!-

SkySteak fucked around with this message at 15:51 on Dec 12, 2017

THE BAR
Oct 20, 2011

You know what might look better on your nose?

quote:

- Army Mintenance is no longer a thing.

What if you don't have CoC?

Drakhoran
Oct 21, 2012

Fat Samurai posted:

Also, is there any reason to convert TC provinces to my religion?

Very little. TC provinces get neither the positive nor the negative effects of being the right/wrong religion/culture. You can still convert provinces before adding them to the TC to get prestige/papal influence from the conversion, but that's rarely worth it.

AnoHito
May 8, 2014

Cheen posted:

I guess they wern't able to get around to fix the merchant issue with trade companies?

1.24 Patch Notes posted:

- Strong trade company merchant bonus fixed.

Jay Rust
Sep 27, 2011

THE BAR posted:

What if you don't have CoC?

Might be referring to the typo

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Jay Rust posted:

Might be referring to the typo

Someone earlier in the thread just had the idea of removing army maintenance, they might've listened to that as well.

Cheen
Apr 17, 2005


Thanks for making up for my mental deficiencies.

ugh its Troika
May 2, 2009

by FactsAreUseless
Why does my game crash when I mouse over Farm Estates after unlocking them? :raise:

Poil
Mar 17, 2007

quote:

- The event "Secrets in our Alliance" will no longer trigger unless your ally is actually spying on you.
Well that explains why I kept seeing it over and over.

quote:

- Malayan and Moluccan Ideas now give Settler Increase instead of an extra colonist.
Aw man. :(

quote:

- It is again possible to cancel an autotransport mission by moving or retreating transporting fleet.
- If you order an autotransport fleet to move or cancel, any army loaded will stop the autotransport mission (this is more intuitive rather than needing to issue an additional cancellation order to loaded army).
Great news! This makes me very happy.

Shroud
May 11, 2009

ugh its Troika posted:

Why does my game crash when I mouse over Farm Estates after unlocking them? :raise:

Do you have any mods enabled?

oddium
Feb 21, 2006

end of the 4.5 tatami age

ah time to do the tall venice of run for the chieve

Poil
Mar 17, 2007

ugh its Troika posted:

Why does my game crash when I mouse over Farm Estates after unlocking them? :raise:
I just checked it in my game and I didn't crash no matter what I did with them. But my save is from the previous patch if that matters at all. Also unmodded.

skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?

Poil posted:

I just checked it in my game and I didn't crash no matter what I did with them. But my save is from the previous patch if that matters at all. Also unmodded.

Didn’t this patch include a map change? I think it probably breaks saves.

Poil
Mar 17, 2007

skasion posted:

Didn’t this patch include a map change? I think it probably breaks saves.
I could load the save just fine. :shrug:

Pellisworth
Jun 20, 2005
The new provinces will show up as TI but it shouldn't break saves

MatchaZed
Feb 14, 2010

We Can Do It!


Playstation 4 posted:

loving FINALLY.

Good job Groogy.

StealthArcher
Jan 10, 2010




"PairOfDucks posted:

###################
# Gamebalance
###################

# Units
- Unit movement speed reduced from 1 to 0.7.
- Drilled armies now have an increased movement speed. 20% faster at 100%. Mercenaries will however slow them down.

# War & Peace
- Switched Army Professionalism Bonuses: Reserves morale impact and General Costs.
- Doubled base morale damage for reserves




Boy, Reman really chapped their rear end quick this time, that's a :turianass: boost :turianass: of everything he said makes drilling worth it (which wasn't much) by now just penalizing the baseline :v: Also, goodbye 125 Military Mana for 2 years of MP.


E: Realistically, a boost to catch armies was always something I wanted, so technically I'm not complaining :v: or i wouldn't be except everyone below caught my subtle point.

StealthArcher fucked around with this message at 22:00 on Dec 12, 2017

MrBling
Aug 21, 2003

Oozing machismo
This must be those secret DDRJake rebel strats I've heard so much about.

https://clips.twitch.tv/SpookyKitschyAntelopeAMPEnergyCherry

really queer Christmas
Apr 22, 2014

Does patch break saves? Was in the middle of a game and would like to finish it. Though I also want to start a new one now :ohdear:

AnoHito
May 8, 2014

really queer Christmas posted:

Does patch break saves? Was in the middle of a game and would like to finish it. Though I also want to start a new one now :ohdear:

They said it's compatible, but I'd make a back up save just in case.

ugh its Troika
May 2, 2009

by FactsAreUseless

Shroud posted:

Do you have any mods enabled?

Yeah, but nothing that should obviously be causing this. Basically just this guy's stuff.

Funky Valentine
Feb 26, 2014

Dojyaa~an

Ainu ideas out of nowhere.

oddium
Feb 21, 2006

end of the 4.5 tatami age

populated philippines makes a ryukyu start way faster. and theoretically weaker ming is theoretically nice. im gonna do it

uPen
Jan 25, 2010

Zu Rodina!
This is going to be super annoying for the player as the player's drill will be low as the player is constantly at war while the ai can sit around doing nothing but drilling for 5 years.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

uPen posted:

This is going to be super annoying for the player as the player's drill will be low as the player is constantly at war while the ai can sit around doing nothing but drilling for 5 years.

Yeah I'm actually kind of not pleased with this change. It might be fine for pure balance but chasing AI armies is going to be a nightmare. I guess more forts and fighting every war defensively.

Poil
Mar 17, 2007

The Netherlands broke free from Burgundy and quickly allied Austria, Great Britain and me. Unfortunately they lost the war got fully annexed because as usual they never bothered calling anyone in to help them. :v:

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Fister Roboto
Feb 21, 2008

RabidWeasel posted:

Yeah I'm actually kind of not pleased with this change. It might be fine for pure balance but chasing AI armies is going to be a nightmare. I guess more forts and fighting every war defensively.

Yeah it loving sucks. Not only can the AI pay attention to and control literally all of its units across the entire world, they can now easily outmaneuver you too. This game is really loving stupid right now.

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