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Gort
Aug 18, 2003

Good day what ho cup of tea
I'm currently playing Brandenburg and the Religious War is exploding all around me. I'm just sat in the middle of the apocalypse, at war with nobody, planning my next move to snipe a province from my neighbours.

It kind of feels like cheating to be this weird island of chill while Europe evaporates.

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Gort
Aug 18, 2003

Good day what ho cup of tea

Drone posted:

So independent of Cradle of Civ: which country does the game's "meta" currently favor for being best to form Scandinavia? I remember back in the day it used to be Sweden, but did it swing back to Denmark?

In my latest games Denmark's had no trouble hanging onto Sweden and Norway, so uh, them I guess?

Gort
Aug 18, 2003

Good day what ho cup of tea
The Austrians control a province in the middle of the Netherlands. It has had 150,000 Dutch rebels on it for roughly a century. What is going on

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.

Gort
Aug 18, 2003

Good day what ho cup of tea

420 Gank Mid posted:

the AI is terrible at shipping large quantities of troops across the world. Just make sure you have a big enough fleet to murder France's and you can keep them entirely out of the Americas, or even better, trap their armies outside of France and carpet siege the European lands

Yeah, if you want to see how bad the AI is at intercontinental warfare, just play the USA in the War of Independence timeframe. Years of nothing at all from Britain, then they try and land directly into the USA and have to eat the beach landing penalty.

Gort
Aug 18, 2003

Good day what ho cup of tea
What idea groups do people recommend for Muscovy -> Russia?

Gort
Aug 18, 2003

Good day what ho cup of tea

fuf posted:

If I'm getting one legitimately through ideas then I want him improving relations or building a spy network somewhere. I want a cheat one that I can use for one-off actions so I don't have to play the diplomat recall minigame

Yeah, I agree with this. Maybe have some kind of bonus for having one diplomat at home so you don't have to have them all employed 100% of the time or play sub-optimally.

Gort
Aug 18, 2003

Good day what ho cup of tea

Aix posted:

I will never understand the HRE. Around 1600 as France I stopped giving a poo poo about AE and coalitions so I annexed HRE provinces and told the emperor (austria) to gently caress off when he demanded the unlawful territory... All of a sudden I am the emperor. Somehow Austria then managed to get thrown out of the HRE and the only other country getting votes was Baden, but I declared war on them after declaring Ewiger Landfriede and they left the HRE as well? Is this what I was supposed to do?

(Obviously I had a bunch of strong HRE vassals which id been feeding provinces for a while)

If you have electors as vassals then they'll vote for you to be emperor.

Although I question the logic of declaring "I will never understand the HRE" and then asking a bunch of questions about it.

Gort
Aug 18, 2003

Good day what ho cup of tea
Seems like a bit of a design flaw if losing a 12-gun galley gives the same morale hit as losing a 40-gun carrack.

Gort
Aug 18, 2003

Good day what ho cup of tea

spectralent posted:

Yeah my (admittedly limited) experience of naval war makes me question what heavy ships are supposed to be for. I used to be really antsy about fighting dudes with like 8+ heavies but it turns out that you probably still win if you have more light ships than them and light ships are also used to explore, protect trade, and fight pirates :shrug:

Eh? My experience of light ships versus heavies is that the light ships get murdered.

Might be worth a test.

Gort
Aug 18, 2003

Good day what ho cup of tea
A few pages back people were talking about how galleys are terrible because their morale breaks faster than it does for heavy ships

Gort
Aug 18, 2003

Good day what ho cup of tea
Imagine if someone came to the thread blustering about how bad land combat was, with a screenshot of their army, where they are below combat width, have no general, are attacking into unfavourable terrain, and they're fighting Prussia. That's pretty much what that screenshot says to me.

There's a lot of missing information, as well - are the ships of the same tech level? Are there any naval ideas on either side? Was one side damaged before the fight?

Gort
Aug 18, 2003

Good day what ho cup of tea

AAAAA! Real Muenster posted:

Land Combat also has factors like crossings and terrain; Naval does not.

Sure it does, it's the inland sea bonus, which is a massive factor in a battle involving galleys.

quote:

I even have Quality ideas.

So what ideas does Venice have? What ideas does the Papacy have?

There's also the issue that we don't know what rolls occurred during the combat. A combat where one side rolls a succession of 1s and 2s while the other rolls 8s and 9s can lead to a result that doesn't really reflect the factors going in.

quote:

Oh and I'm pretty sure people have come in here blustering about land combat. Then people post help or ask questions to try to help. In this case, people have! Though there is some conflicting information, now I know more than I did before and I am thankful for it.

Sure, but it leaves a better taste in the mouth if you come in with something like, "I don't get why I lost this battle, anyone know" than if you come in frothing with a post like "this game is a loving joke". You just come off as butthurt because you lost rather than someone sincerely seeking information.

Gort
Aug 18, 2003

Good day what ho cup of tea

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...

Gort
Aug 18, 2003

Good day what ho cup of tea

Mr. Fowl posted:

It is? Then this DLC has nothing to offer me.

I am also Down about this Loadable Content.

Gort
Aug 18, 2003

Good day what ho cup of tea
If you're already two military techs behind them, it sounds like you should be fixing that before you add military ideas to the mix.

Gort
Aug 18, 2003

Good day what ho cup of tea
Oh god I forced a personal union on France, my monarch died and I lost the personal union, then I declared another war to renew the personal union and won it, and now I have double aggressive expansion penalties for a huge personal union

Gort
Aug 18, 2003

Good day what ho cup of tea

RabidWeasel posted:

If anyone wants to do a Byzantium playthrough to try out the new missions, I had the following strategy work flawlessly the first 2 times I tried it:

1. Before unpausing: guarantee Candar, mil focus, hire a mil advisor, hire a general from the nobility and pump nobility for mil points and merchants for cash, delete fort in Morea. Set all Ottoman provinces as provinces of interest, except for the Albanian provinces.

2. Improve Relations with Albania, sell your 2 barques and hire up to your army and navy forcelimits with infantry / galleys. While this is happening also improve relations to make a few throwaway allies ASAP (Wallachia is a good one) to reduce the chance of the Ottomans declaring on you.

3. If all goes well then the OE will declare on Albania as their first war; when this happens, ally Albania and accept their CtA. You'll hit mil tech 4 fairly quickly and with Venetian assistance and Skanderbeg the Ottomans are not too difficult to beat in a straight up fight. The AI will pass over occupation of almost all Balkan provinces to you; the aim here is to separate peace for Edirne and whatever else you can get, but don't take your other cores directly. Then when Albania wins their separate war they will force the Ottomans to return your other cores as part of the peace deal, essentially letting you get >150% warscore value of provinces and reparations from a single war.

This also works on hard but you need to restart until you get a dip rep advisor which is required to get a RM with Albania, without which they won't ally you even at max relations.

Given this a go and the Ottomans have attacked Albania in September 1445. My relations with Albania are at +23 - +33 from improved relations and -10 from us being tolerated heretics. Did the Ottomans usually wait longer for you?

Gort
Aug 18, 2003

Good day what ho cup of tea
That looks rad. Maybe we can get some of the feel of moving towards more modern government that you get in Victoria 2 with its social reforms.

Gort
Aug 18, 2003

Good day what ho cup of tea

canepazzo posted:

This is it. They extend the timeline past 1821 (say until 1936) and voila! Victoria 3 was EU4 all along. What a twist!

I suggested that Victoria 2 and EU 4 wouldn't have to be massively different once and a guy treated me as though I was literally satan

Gort
Aug 18, 2003

Good day what ho cup of tea
Taking on France early in an England game is not that tough. I surrendered Maine to them, made some good allies, and was able to crush them between myself, Castille, Aragon and Austria. You then just have to deal with the fact that it takes about six billion years to integrate them once they're in a personal union with them - you should definitely take some ideas to help with that.

Gort
Aug 18, 2003

Good day what ho cup of tea

Pellisworth posted:

they are stupidly good for economy and making megabucks, +20% Goods Produced what the hell that's absurd


it's based on a tabletop game lol

They really need to revamp combat for EU5 because it's a silly ahistorical mess

I mean, nobody even really had a standing army in the 1500s except the Ottomans and kind of Spain, it was all mercenaries. Sweden's entire thing is they instituted conscription very early, but even then relied heavily on mercenaries.

For as much as the game tries to be vaguely historical with mechanics it... very much isn't.

Having just come off reading a fairly dense book on the Thirty Years War (Europe's Tragedy), the idea that you could march 20,000 men across the Holy Roman Empire in wartime and arrive with 20,000 men at the other side is utterly alien to me.

It's all like, "We landed 10,000 men to siege this island" and then half a page later "The 500 bedraggled survivors were evacuated, PS there's a plague"

Gort
Aug 18, 2003

Good day what ho cup of tea

Gaius Marius posted:

I love Victoria II but being able to March your armies through the uncolonized interior of Africa from Sokoto to Ethiopia is hilarious.

The way armies work is weird, wonky, and ahistorical but I prefer it to Vicky or ckii which has more depth and units but is way less intuitive and less fun

Feel like I'm going to go down the rabbit hole with this one, but in what way are Victoria 2's armies "more intuitive" than Crusader Kings 2's armies? CK2's "Raise troops with two clicks, mash together into doomstack" is pretty drat intuitive, and Victoria 2's army system is opaque as gently caress.

Gort
Aug 18, 2003

Good day what ho cup of tea

Dirk Pitt posted:

Is Rule Britannia considered a good buy?

I enjoyed my UK playthrough with it, but I can't tell if it was because of the expansion or because of the patch that coincided with the expansion.

Gort
Aug 18, 2003

Good day what ho cup of tea
Must say I like the idea of supporting estates being a bit of a gamble, but not one you're forced to take.

Gort
Aug 18, 2003

Good day what ho cup of tea
What's the actual design purpose of lucky nations, anyway? Doesn't certain nations just having good starts (EG: France with its brilliant starting king, excellent traditions and good development) already do this without adding on a second layer of stuff like this?

Like, if Austria always dies 100 years into your test games, maybe give them some better ideas or more starting development or something

Gort
Aug 18, 2003

Good day what ho cup of tea
Arg, I own all of South India as Vijayanagar, and I've fabricated a claim on the Maldives. Why can't I press it?

Gort
Aug 18, 2003

Good day what ho cup of tea

AAAAA! Real Muenster posted:

The only thing that pops to my head is Regency Council but its been months since I last played so I'm not sure if I am missing anything. Can you post a screenshot of the diplo interface?


I doubt its related but I noticed last night that the Maldives are considered part of the East Indies now.

Here's the diplo interface, you can see my claim under the "cores and claims" bit:



and here's how I can't use that as a casus belli for some reason:

Gort
Aug 18, 2003

Good day what ho cup of tea

James Garfield posted:

Did you just now get the claim? You usually have to run a few days before the CB pops up.

Aha! It was this. Loaded the game up, let it run until the end of the month, and the CB popped up. Cheers.

Gort
Aug 18, 2003

Good day what ho cup of tea

Fister Roboto posted:

Welp, I'm going to be taking quantity every time just for this.

That's huge.

Gort
Aug 18, 2003

Good day what ho cup of tea

Fister Roboto posted:

Yeah like, it won't really give you a tangible bonus to combat or anything, but it will make handling your armies so much more convenient by giving you more places where you can safely park them. It's actually kind of stupid and I kind of hope it gets nerfed.

I dunno, I'll generally make my army template the same size as the supply limit of most of my territory. If that supply limit increases by 33%, that's 33% more regiments in my armies, so I'll have a more filled-out back row of artillery, which is a pretty tangible combat bonus.

Gort
Aug 18, 2003

Good day what ho cup of tea

Family Values posted:

- I don't think +33% supply limit matters to me because it's not hard to split an army before moving it. Issue the order, hit s, send the second half one province in the opposite direction then shift order it to the same spot as the first half.

the idea of doing this each time each of my three armies makes a move wearies me

Gort
Aug 18, 2003

Good day what ho cup of tea

Family Values posted:

If you have your army split into 3 stacks already, are you really running into supply limit issues anyways?

each of those stacks is already above the supply limit for many of the provinces it needs to pass through

Gort
Aug 18, 2003

Good day what ho cup of tea

Average Bear posted:

Kebab is hardly the worst insult in the world, especially how its become sort of a cutesy shorthand for the ottomans. It originates from some hilariously broken English rant from a Serbian nationalist. It got a more sour taste more recently due to its usage by the NZ mosque shooter. That's the reason the woke bloodsuckers above jumped on you without explanation. At least, that's the causes belli. If you ask me it's just a stale meme in the EU4 community. Baguette is stale too but hardly offensive or offensively unfunny.

The paradox forums had to ban its usage after the shooting because there are some honest to God nationalist freaks from all over the globe there. So there was a pretty good chance it was being used in a bad way. Over here, it's pretty unlikely you're a Serbian nationalist.

So again: don't apologize.

Yeah, you probably shouldn't be defending racist slurs.

Gort
Aug 18, 2003

Good day what ho cup of tea

dialhforhero posted:

I also don’t quite understand autonomy or religion. Autonomy plays into the estates so if someone could provide a jist of whats up I appreciate it. Reading guides as I play as well.

Autonomy is a rating of how much of the stuff a province produces you get. So if a province is 0% autonomous, you get all its manpower, tax and trade. If a province is 0% autonomous, you get none of it.

A province you've given to an estate has a floor of 25% autonomy, so you're giving up a quarter of its stuff. (Although note that that's just a floor - you lose nothing by giving a province that's more than 25% autonomous to an estate).

You can raise autonomy by 25% for a big bonus to unrest (people like being able to keep their stuff and not be conscripted) or lower it by 25% for a big penalty to unrest.

Gort
Aug 18, 2003

Good day what ho cup of tea

Nosfereefer posted:

Why isn't Yugoslavia formable? It's not that much later than Italy and Germany.

Probably because it's on the far side of the Great War. It's more of a Victoria nation than a Europa one.

Gort
Aug 18, 2003

Good day what ho cup of tea
I normally prioritise tech over anything non-critical unless I'm taking ahead-of-time penalties.

Gort
Aug 18, 2003

Good day what ho cup of tea
Yeah, I usually find aggressive expansion a non-issue once I'm big, since I can get everyone in the West mad at me, then switch to expanding on my faraway Eastern border while the Westerners cool off.

Gort
Aug 18, 2003

Good day what ho cup of tea
What would Naval and Maritime need to be good? Boosts to the rewards from having a navy?

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Gort
Aug 18, 2003

Good day what ho cup of tea
Anyone got quick-and-dirty advice for what bonuses I should be getting out of the estates system? Seems like the monarch points are the main thing.

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