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RabidWeasel posted:Every province with autonomy > 25% should be in an estate Right, and then revoked once autonomy is down, to give newly conquered and highly autonomous provinces in their place. Mind that it will piss the estate off, and the giving new provinces won't offset it so you end up with a net loyalty loss and possibly revolts Too much of a PITA for me, but if you want to min max that's the way to go
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# ? Mar 3, 2018 17:02 |
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# ? May 27, 2024 02:57 |
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Like most other things, micromanaging estates isn't worth the effort outside of the very early game. Give them newly annexed stuff, but fussing over optimal development and autonomy for a large empire is just tedious.
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# ? Mar 3, 2018 17:06 |
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New tedious features in EU IV?
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# ? Mar 3, 2018 18:24 |
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Jeoh posted:New tedious features in EU IV? "we're proud to announce that the next DLC will add an extra toolbar and provide bonuses to [MAJOR POWER] who was already dominant!"
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# ? Mar 3, 2018 23:24 |
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Yeah, I'm now also firmly on the "the game needs a ground-up rework" train. Army professionalism was already stretching it. "Innovativeness" just sounds ridiculous.
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# ? Mar 4, 2018 09:41 |
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Mans posted:"we're proud to announce that the next DLC will add an extra toolbar and provide bonuses to [MAJOR POWER] who was already dominant!"
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# ? Mar 4, 2018 09:56 |
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RabidWeasel posted:Every province with autonomy > 25% should be in an estate Won't that just lead the every estate having 80+ influence?
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# ? Mar 4, 2018 10:00 |
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Wafflecopper posted:Won't that just lead the every estate having 80+ influence? Influence from province control is capped at 40%, so you can dump all of your provinces into one estate safely (usually clergy though it depends on your religion and government type). You can also frequently go over 80% influence as long as it's not for a period of more than a few years at a time. My personal strategy with estates is basically; by default all new provinces go to clergy. Exceptions are provinces with trade power bonuses and provinces with high manpower which go to merchants and nobles respectively. Provinces with particularly high production value also go to merchants if appropriate (i.e. if it does not also have high tax or manpower, and is not excluded for some other reason). You need to manage nobles carefully to keep up with their minimum control requirement without going over 80% influence while also milking them for generals and diplomats, but clergy and merchant influence are rarely problematic, so you can usually safely choose the merchant / clergy influence boost option in events. As provinces get to low autonomy you can start to pull them out of estates, because the UI is awful there's no way of knowing the 'real' autonomy of a province with an estate but I usually wait until a province has been capped at 25% for a few years. You might want to take some provinces away somewhat prematurely if you get hit with a random event and too much influence, or excess loyalty that you want to make use of.
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# ? Mar 4, 2018 11:35 |
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spectralent posted:Yeah, I'm now also firmly on the "the game needs a ground-up rework" train. Army professionalism was already stretching it. "Innovativeness" just sounds ridiculous. It's a dumb name for a mechanic, but I don't see "Innovativeness" changing much about how I play the game. It'll just be there in the background, occasionally granting me bonuses. Drilling, on the other hand...
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# ? Mar 5, 2018 11:05 |
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I think that with smaller nations, the potential to stack wipe/easily defeat a drilling unit (or be stack wiped) if you rush across their border as soon as you declare war is an interesting wrinkle to the whole drilling mechanic.
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# ? Mar 5, 2018 17:01 |
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I hate the idea of drilling, since obviously armies would periodically drill without going into years-long drilling mode. I still haven't bought that DLC. Can you turn off that mechanic in the options?
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# ? Mar 5, 2018 17:07 |
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Flavius Belisarius posted:I hate the idea of drilling, since obviously armies would periodically drill without going into years-long drilling mode. I still haven't bought that DLC. Can you turn off that mechanic in the options? There's no real reason to disable it since the only time its ever remotely productive to drill is if you have more money than you can spend, a low force limit, and too much AE to fight anyone. Being able to buy manpower for 250 mil points is nice though.
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# ? Mar 5, 2018 17:56 |
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I think coal looks cool, but that's expansion only yeah?
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# ? Mar 5, 2018 18:43 |
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Coal and latent resources have got me thinking that it would be cool if you could spend money or monarch points to change a province's trade good. Obviously there would be restrictions, like you wouldn't be able to produce ivory in Germany, but you could change a grain province to a wine one for example. Or maybe there could be events that force you to change the trade good, like mines being depleted or animals being over-hunted. It would also be a good way to simulate tulip mania.
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# ? Mar 5, 2018 18:58 |
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Having the trigger have requirements like "total 20 dev min 10 bird mana" would be interesting. Give some point to developing aside from spawning institutions or as a dump when you hit 999.
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# ? Mar 5, 2018 19:56 |
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Fister Roboto posted:Coal and latent resources have got me thinking that it would be cool if you could spend money or monarch points to change a province's trade good. Obviously there would be restrictions, like you wouldn't be able to produce ivory in Germany, but you could change a grain province to a wine one for example. Or maybe there could be events that force you to change the trade good, like mines being depleted or animals being over-hunted. They added a little of that in I think the newest expansion/patch, with the option to change the good in the Printing Press spawning province to paper and a few other related decision. Definitely a cool feature, and one that can be done without more points and meters.
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# ? Mar 5, 2018 21:29 |
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it'd be nice if the AI gave some consideration that I just finished a war before calling me in into a war against France. Sure, by all means. My troops are all in Syria, my transports in the new world, this won't be an issue at all. Give me a warning you're gonna do that ffs
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# ? Mar 6, 2018 00:10 |
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Fister Roboto posted:Coal and latent resources have got me thinking that it would be cool if you could spend money or monarch points to change a province's trade good. Obviously there would be restrictions, like you wouldn't be able to produce ivory in Germany, but you could change a grain province to a wine one for example. Or maybe there could be events that force you to change the trade good, like mines being depleted or animals being over-hunted. Step 2: Burghers change their provinces' trade goods based on prices changing with supply (and demand?) of countries within trade range. Step 3: Victoria 3.
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# ? Mar 6, 2018 03:29 |
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Eldred posted:They added a little of that in I think the newest expansion/patch, with the option to change the good in the Printing Press spawning province to paper and a few other related decision. Definitely a cool feature, and one that can be done without more points and meters. Yeah there's a bunch of events that change the trade good to things like tea, paper and glassware, when it's historically appropriate. Banning slavery also changes all your slave provinces to random trade goods. Coal is more useful for people modding other periods of history, as it lets you reflect the geopolitics of the discovery of oil in the Arabian peninsula, or the beginning of iron working in the early iron age.
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# ? Mar 6, 2018 08:06 |
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Red Bones posted:Yeah there's a bunch of events that change the trade good to things like tea, paper and glassware, when it's historically appropriate. Banning slavery also changes all your slave provinces to random trade goods. I really want to see the modding interface for this. Can I put in different conditions for different provinces? Can I mod in coal that is harder to discover by requiring higher dev/inovativenessessess in that province?
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# ? Mar 6, 2018 18:04 |
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a custom horde of mermen that turn every trade good they own into fish
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# ? Mar 6, 2018 18:44 |
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Gort posted:It's a dumb name for a mechanic, but I don't see "Innovativeness" changing much about how I play the game. It'll just be there in the background, occasionally granting me bonuses. This is kind of exactly my problem with it. It's just a thing that ticks up, or down, for no reason, because new expansions need new bars.
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# ? Mar 6, 2018 21:14 |
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Today's DD: https://forum.paradoxplaza.com/forum/index.php?threads/eu4-development-diary-6th-of-march-2018.1075765/ Unit models chat
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# ? Mar 6, 2018 22:23 |
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AAAAA! Real Muenster posted:Today's DD: https://forum.paradoxplaza.com/forum/index.php?threads/eu4-development-diary-6th-of-march-2018.1075765/ Making unique models for things like Cornwall and Northumberland seems like such a waste of artist time. I mean... I guess maybe they're mostly retextures of other models, maybe?
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# ? Mar 6, 2018 22:40 |
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This is easily the least excited for a DLC I have ever been, is right. Even Third Rome was better than this.
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# ? Mar 6, 2018 23:13 |
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I like the mission trees, but otherwise it's meh.
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# ? Mar 7, 2018 02:36 |
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Good thing missions trees are a free patch feature.
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# ? Mar 7, 2018 02:39 |
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Regardless of how excited I am for the DLC I'm still going to buy it. I am part of the problem, sorry folks.
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# ? Mar 7, 2018 03:28 |
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Looking at this DLC I don't see any reason whatsoever why I'd play EU4 again. Stellaris and HoI4 have way more exciting new content and are actually fun to play. Call me when there's an EU4 DLC without new mana bar.
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# ? Mar 7, 2018 07:05 |
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Huh, in my current horribly abusive Ottoman->Georgia->Byzantium run, it seems Muscovy forgot how to Russia. Independent Novgorod and Tver well into the 1500s, and a huge chunk of steppe broke off as independent Saratov. Also Lithuania imploded and relased Polotsk, Smolensk and Kiev. Wasn't paying enough attention to see how all this happened (it wasn't me, at least not directly) but it is clearly a sign from God that someone needs to step in and provide solid Orthodox leadership to this troubled region.
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# ? Mar 7, 2018 09:45 |
Dev Clash talk: RIP Groogy, thought of aggressive expansion and died.
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# ? Mar 7, 2018 12:00 |
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Bloody Pom posted:Dev Clash talk: RIP Groogy, thought of aggressive expansion and died. When you think about it, cancer is just one cell with an AE-100% modifier going full Ottomans before anyone notices...
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# ? Mar 7, 2018 14:10 |
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me before the dlc comes out: hmmm. kinda weak. "innovativeness". might pass. vote with your wallet folks me the day the dlc comes out: https://www.youtube.com/watch?v=u6_vyGuhkfA
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# ? Mar 7, 2018 14:37 |
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Groke posted:Huh, in my current horribly abusive Ottoman->Georgia->Byzantium run, it seems Muscovy forgot how to Russia. Independent Novgorod and Tver well into the 1500s, and a huge chunk of steppe broke off as independent Saratov. Also Lithuania imploded and relased Polotsk, Smolensk and Kiev. Wasn't paying enough attention to see how all this happened (it wasn't me, at least not directly) but it is clearly a sign from God that someone needs to step in and provide solid Orthodox leadership to this troubled region.
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# ? Mar 7, 2018 15:41 |
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AAAAA! Real Muenster posted:Hu-w-hat? One of the only things stopping the Ottomans from forming Byzantium is the "Is not Ottoman Empire" requirement on the decision, so forming literally any other tag will let you swap to Byz. I think Romania used to be the easiest formable nearby but now with Georgia divided with a decision to form it that could be just as fast or faster.
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# ? Mar 7, 2018 15:53 |
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the ottomans can't form byzantium so usually you do like romania or something first
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# ? Mar 7, 2018 15:54 |
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Rushing Georgia probably also gives you a good shot at going Coptic for those sick nasty bonii
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# ? Mar 7, 2018 15:59 |
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orthodox is the new hotness
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# ? Mar 7, 2018 16:02 |
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Why would you want to do it tough? BYZ has no coring cost reduction, making the idea set worse.
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# ? Mar 7, 2018 16:07 |
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# ? May 27, 2024 02:57 |
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Tahirovic posted:Why would you want to do it tough? BYZ has no coring cost reduction, making the idea set worse. Byz has good missions (though probably not quite as good as Ottos) and events, and you don't need to take their ideas.
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# ? Mar 7, 2018 16:14 |