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AAAAA! Real Muenster posted:Re: armies having a range: It should be logistically and realistically impossible to project force across the globe like players and AI alike can currently do. Its that simple. Paradox devs are some creative fellas so I trust they could come up with a system to increase attrition the farther you get from an army's "home/base state" or if you cannot trace a line from the army through friendly territory back to <something>. I agree, but here's the thing. I don't think they want to.
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# ? Feb 14, 2018 20:22 |
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# ? May 27, 2024 00:54 |
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Fintilgin posted:I agree, but here's the thing. I don't think they want to. Doesnt mean I wont be critical of them not doing it, though. I'll be speaking with my wallet blah blah blah.
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# ? Feb 14, 2018 20:23 |
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AAAAA! Real Muenster posted:I know I'd love to see a massive overhaul of how armies work. More realistically for V then IV at this point. Early game standing armies are too expensive to maintain and you Levy troops from states for a while much like CKII. Losses/length of service affect some sort of provincial loyalty/ noble happiness. As the game goes on you develop a professional standing army. Armies have a home state like V2, and keeping them oversees is prohibitively expensive, even late game. Instead you have a small corp of European troops and recruit local sepoys/allies much like the merc interface that have local strength/stats and can abandon you or whatever. Colonial states raise their own colonial militia, and you can move them around in war like your own troops as long as they state in the colonies.
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# ? Feb 14, 2018 20:41 |
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I would like that change, but that would mean the really good players would be left with little to do once they painted half the world. Unless it's really cheap to maintain a militia, but then you face the same problem really. And let's face it, the game is about map painting anyways. I wish for EU5 they take a clue or three from MEIOU and taxes, it's a convoluted mess of a mod but the pop / development system it has is pretty good and historical!
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# ? Feb 14, 2018 20:43 |
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It doesn't necessarily have to be a 'pop' system per se, but yeah one of the biggest things I want for EU is a more granular system for culture/religion. The current binary all-or-nothing system is a terrible hold over from back when EU was an adaptation of a literal boardgame. (I own an unpunched copy)
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# ? Feb 14, 2018 21:13 |
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God I’m getting uncomfortable just imagining setting that up and playing it
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# ? Feb 14, 2018 21:53 |
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Jay Rust posted:God I’m getting uncomfortable just imagining setting that up and playing it The worst part was changing the map modes.
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# ? Feb 14, 2018 22:05 |
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Jay Rust posted:God I’m getting uncomfortable just imagining setting that up and playing it It's interesting to me that it was made by the same guys behind AGEOD. So, in some parallel universe there is a giant unplayable turn-based mess of a game called Europa Universalis from the guys who brought us Pride of Nations.
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# ? Feb 14, 2018 22:09 |
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is there a bigger picture of the rest of the world part of the board somewhere? I'd never actually seen it before, looks interesting
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# ? Feb 14, 2018 22:29 |
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StarMinstrel posted:The worst part was changing the map modes. Would that involve carefully moving all pieces to another board or setting up one for every mode and moving pieces on all of them?
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# ? Feb 14, 2018 22:58 |
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Koramei posted:is there a bigger picture of the rest of the world part of the board somewhere? I'd never actually seen it before, looks interesting Rest of the wha?
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# ? Feb 15, 2018 00:10 |
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Koramei posted:is there a bigger picture of the rest of the world part of the board somewhere? I'd never actually seen it before, looks interesting Mines in storage, but lots of pics at boardgamegeek. https://boardgamegeek.com/boardgame/4102/europa-universalis/images
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# ? Feb 15, 2018 00:18 |
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Fister Roboto posted:Shorter wars with less combat, especially in the early game, would be a good thing. My problem right now is that every war in this game is total war. How effective would limiting the amount of warscore you could demand in early wars be? Because just making everything cost more in the early game wouldn't eliminate total wars, just make them less rewarding. If instead there was some sort of a cap on how much you could demand in any one peace then you'd be forced to have more limited wars but if you could teach the AI that, then maybe they wouldn't be so suicidally determined.
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# ? Feb 15, 2018 00:20 |
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Maybe the AI should just loving accept peace treaties sometimes and not spend every last scrap of resources they have making GBS threads out mercs into your face over and over. The reason you always go for a 100% peace is that the AI won't accept any peace at all until you've already put in the vast majority of the resources needed to secure that 100% peace. If the AI would say "well you occupied 1 fort and beat my main army twice, I'll give up a couple of border provinces" then everyone would be happy.
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# ? Feb 15, 2018 00:48 |
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Jay Rust posted:God I’m getting uncomfortable just imagining setting that up and playing it someone tried running a play by forums, it literally didnt finish teh first turn
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# ? Feb 15, 2018 08:06 |
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hmm https://www.youtube.com/watch?v=2UDGkbnKJR8
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# ? Feb 15, 2018 08:20 |
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doingitwrong posted:That's true. Most of the time, once I have gotten to the point that I can demand my actual war objective, the other side is beaten enough that a little more siege time will get me to 99% W/S and many more rewards and objectives. Yeah, it's super dumb that I can beat the ottoman army and occupy 90% of the eastern side of the Ottomans and have like 5% warscore.
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# ? Feb 15, 2018 11:36 |
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Pain. -3 stab with 200 admin points to raise it and a disaster starts ticking because of positive unrest. At -1 a fuckyoulol event fires and brings it back down to -2 and the disaster is unavoidable which raises stab cost to 250. My precious admin. Also Muslim republics SUCK. All the disadvantages of a republic but it also removes the religion mechanic. Derp. Imagine if elections wiped all pope mana, church powah or fervor while also getting rid of all the bonuses you currently had running from them. The only good thing about it is the Shia school for the extra tradition. Not worth it. Time to aim for the parliament as well just because I can. On a sidenote it's kinda silly how not having a debate gives you increased corruption yet the way to win the debates is entirely through bribery. Poil fucked around with this message at 11:50 on Feb 15, 2018 |
# ? Feb 15, 2018 11:45 |
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how do the dutch revolts work exactly? I ask because it's been a long time since I've played in this area and I don't remember, and my good buddy Austria's just called me into a defensive war against the newly formed Dutch Republic. Looking at it it's a foregone conclusion - even without my contribution the enemy will have 19k troops against ~110k troops (Austria, Brandenburg, and a whole bunch of minors), but there may come event-caused troop spawns? Secondly, I want Austria to lose this one because a weakened Austria will remain my friend but a strong Austria will declare me his rival sooner or later, but if the dutch will fail this war regardless I might as well farm them for favours.
double nine fucked around with this message at 11:58 on Feb 15, 2018 |
# ? Feb 15, 2018 11:56 |
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double nine posted:how do the dutch revolts work exactly? I ask because it's been a long time since I've played in this area and I don't remember, and my good buddy Austria's just called me into a defensive war against the newly formed Dutch Republic. Looking at it it's a foregone conclusion - even without my contribution the enemy will have 18k troops against ~90k troops (Austria, Brandenburg, and a whole bunch of minors), but there may come event-caused troop spawns? Secondly, I want Austria to lose this one because a weakened Austria will remain my friend but a strong Austria will declare me his rival sooner or later, but if the dutch will fail this war regardless I might as well farm them for favours.
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# ? Feb 15, 2018 12:01 |
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if they survive will austria get rebellious events inside the low countries? Because I'm open for that.
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# ? Feb 15, 2018 12:02 |
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No idea, but I think the events stop firing after they have declared independence?
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# ? Feb 15, 2018 12:03 |
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.... I think I'll sit this one out. Maybe do a token siege and blockade their ports to show I'm helping, and hope that the other war participants don't do too much. Hell, Sweden's pulled me into another war so obviously the livonian order is of greater importance than the low countries are, you got this right, austria?
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# ? Feb 15, 2018 12:22 |
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The rebels definitely keep going for a while. In my Austria game I had the Netherlands inside the HRE as a OPM - long story - while also having most of their historical territory and got tons of revolts in the 30-40k troops range.
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# ? Feb 15, 2018 12:24 |
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Rynoto posted:The rebels definitely keep going for a while. In my Austria game I had the Netherlands inside the HRE as a OPM - long story - while also having most of their historical territory and got tons of revolts in the 30-40k troops range.
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# ? Feb 15, 2018 13:20 |
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Advice on integrating a vassal almost as big as me? Do I just do my best to expand and take enough development to make them loyal again? I'm running a ck2 conversion and there was one very large vassal in my empire which was dangerous but working out fine in ck2. It's not working so great after conversion. Especially not since Ming is supporting their independence. I've kept them at +200 relations so they've never declared on me, but I'm not sure how long that'll last. My current strategy is to pick off any SE Asia or India minor who isn't yet a tributary of Ming's and make them my own tributary. I was going to try becoming a Ming tributary myself, but I guess being GP #6 precludes me from that. The only open expansion opportunities I have would be to dive into the islands with a claim and just start eating Pasai.
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# ? Feb 15, 2018 15:45 |
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How do you guys do fleet composition? I know if put too many heavy ships in a fleet I get smoked by smaller fleets thanks to naval positioning, but if I make a fleet of about 10-12 heavy ships (late game threedeckers) I lose to fleets that are larger but have fewer heavy ships. Help, I'm really bad at naval warfare.
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# ? Feb 15, 2018 15:57 |
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i just accept that i need to bring twice as many ships/fleets as the other guy
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# ? Feb 15, 2018 16:21 |
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i only build light ships because i'm cheap and lazy and galleys are bad. get around the same way i get around having worse armies, by picking off small fleets and using ally fleets
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# ? Feb 15, 2018 16:28 |
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galleys rule actually
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# ? Feb 15, 2018 17:20 |
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galleys are great if you need to contest a lake
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# ? Feb 15, 2018 17:29 |
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RabidWeasel posted:Maybe the AI should just loving accept peace treaties sometimes and not spend every last scrap of resources they have making GBS threads out mercs into your face over and over. Don't forget you also have to occupy and peace out all their allies, no matter how far away they are or how little the can actually contribute to the war!
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# ? Feb 15, 2018 18:01 |
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Fister Roboto posted:Don't forget you also have to occupy and peace out all their allies, no matter how far away they are or how little the can actually contribute to the war! I find for most part enemy allies to be the biggest obstacle to short wars.
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# ? Feb 15, 2018 18:41 |
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Fister Roboto posted:Don't forget you also have to occupy and peace out all their allies, no matter how far away they are or how little the can actually contribute to the war! nogai
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# ? Feb 15, 2018 22:37 |
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Naval combat in this game is a loving joke Historically the Ottomans could throw literal hundreds of galleys at a Galleon and never scratch it, but :eu4lol:
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# ? Feb 16, 2018 02:06 |
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Venice has something like 20% extra galley combat ability, and you are in the Mediterranean. And they beat the hell out of you on width. This result isn't surprising.
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# ? Feb 16, 2018 05:29 |
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my worse ships lost #justeuthings
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# ? Feb 16, 2018 05:48 |
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Why would you ever build heavy ships as the Ottomans?
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# ? Feb 16, 2018 05:52 |
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Dreissi posted:Venice has something like 20% extra galley combat ability, and you are in the Mediterranean. And they beat the hell out of you on width. This result isn't surprising. appropriatemetaphor posted:my worse ships lost #justeuthings Fister Roboto posted:Why would you ever build heavy ships as the Ottomans? Fister Roboto posted:Don't forget you also have to occupy and peace out all their allies, no matter how far away they are or how little the can actually contribute to the war! Also I need 70+ transports to move one army around so I've been like 50% over my forcelimit since I got to the Indian ocean because that means I need two fleets that have 70+ transports. If I had a fleet of galleys in the Med I would be at least at 200% my naval forcelimit.
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# ? Feb 16, 2018 06:09 |
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# ? May 27, 2024 00:54 |
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Heavies aren't very good following the addition of naval combat width. A galleon has 30 hull points and 60 cannons, while three galleasses have a total of 36 hull points and 54 cannons. If they're in the Mediterranean, they effectively have 108 cannons, so they will absolutely shred heavies. Even light ships can put up a decent fight against heavies. I'm assuming you're around tech level 15. Your side has a total of 240 hull points and 480 cannons. Your enemy has 294 hull points and 497 cannons. Their total fleet is better than yours in every way, and they have a leader while you don't.
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# ? Feb 16, 2018 06:23 |