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[EUIV] Reducing the Reduced reduction in cost of reducing war exhaustion for some NI's

BlindPsychicBlindPsychic Registered User regular
edited February 2015 in Games and Technology
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What is Europa Universalis IV?

EUIV is a Grand Strategy Game from Paradox, makers of fine games such as Crusader Kings and Sengoku. You can play as any nation in the world at any time between 1444 and 1789. The game ends in 1821. The game is a sandbox, where you make set your own goals, such as starting as a small nation in the HRE and forming Germany or Prussia, returning Byzantium to its former glory, or hitting speed 5 as the Inca until the Spanish destroy you.

Where can I get EUIV?

EUIV is steamworks, so it is available on Steam and other fine retailers like Amazon

Wow this is a lot of DLC

Paradox has been using a model similar to CK2, where there is a lot of smaller cosmetic DLC and a few large expansions. Here's some descriptions from wikipedia:

Conquest of Paradise, which adds more native American nations, and a random world generator which randomizes the landscape of North and South America.

Wealth of Nations, which improves the game logic for trade and merchant republics, and patches the rest of the game for balance.

Res Publica adds improvements to governance and trade, while overhauling some events.

Art of War focuses on the Thirty Years War, while making changes to vassal mechanics and naval management. It also increases the number of provinces on the game map, in regions which previously lacked detail, such as Asia and Africa.

El Dorado will introduce a custom nation designer, as well as changes to native Central and South American nations, exploration and trade fleets.

If you have questions on what you should get, feel free to ask the thread.

This game seems pretty complicated, where should I start?

Portugal is probably one of the best places to start as a new player, you are given an explorer right from the beginning and can begin learning the ropes of colonizing without worrying about getting into land wars. Just be nice to Spain/Castille and you'll be a-OK.

I've also learned a lot from watching players play LPs on Youtube. Arumba, Shenryyr, MadDjinn, FlyingMacguffin and Quill18 are all good players to watch.

Also feel free to ask questions here.

I'm a grizzled vet who wants more

Check out Veritas et Fortitudo and MEIOU and Taxes. They're both complete overhauls of the game systems and have two slightly different takes on what EUIV 'should' be. And they're both in fairly stable releases right now. You'll have to grab them from the Steam Workshop, or by registering a CD Key on the PDS forums to gain access to the mod pages.


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BlindPsychic on
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Posts

  • The Fourth EstateThe Fourth Estate Registered User regular
    Came in to post this. A masterclass of cheese from the LPer who had a patch dedicated to fixing the exploits he used to get a World Conquest with Ryukyu.

    Faction system without Inward Perfection?

    Highlight is the 2 adm per Base tax coring cost and negative coring time.

    steam_sig.png
  • Fleur de AlysFleur de Alys Biohacker Registered User regular
    Doing the usual first game run as Portugal. I've already violated a lot of the recommendations from around the 'Web, mostly just to see what happens.

    I allied Aragon and vowed to protect Grenada, which caused a hilarious war to erupt when Castile attacked them anyway. War leadership passed to me, which meant I got to pull in Aragon and England, and also Grenada's allies Morocco and Tunisia came along for the fun. We pretty much curbstomped Castile, and I came away from it with Galicia. As soon as reasonably possible I then charged Grenada and annexed them.

    This really pissed off Castile, so they allied Burgundy and charged. By this time, though, England had managed to halt its spiraling destruction and laid waste to Burgundy while Aragon and I took care of business in Castile. Aragon had really thrived, so it was pretty straightforward to team up and smash Castile's armies. That war gave me Andalusia and the Canaries and spelled the beginning of the end for Castile.

    My manpower was constantly getting drained, so I went against every piece of advice I've ever seen and picked up Quantity. The +50% manpower boost from the first idea slot saved my ass as I got dragged into a war with France. They marched into Portugal and put down mass siege, so I teamed up with Brittany (Aragon had since dissolved our alliance, becoming hostile to me upon beating up Castile some more and acquiring borders with me) and destroyed their hunter-killer stack. After that, it was just cleanup, and France was forced to peace out, dropping Foix. By this time an anti-France coalition (consisting of, basically, the entire HRE) divebombed them with both troops and tons of rebel support. France deteriorated, losing all of its armies and eventually all of its provinces. Either in the peace deal or as a result of rebellions, they wound up releasing vast amounts of vassals as independent states.

    Meanwhile England has lost Northumberland, Wales, and Cornwall, as well as chunks of northern territory to Scotland and all of its Irish holdings. This makes me the most powerful nation in western Europe. Though, Algiers just gobbled up Morocco, and Aragon has taken half of Castile, so my rivals are growing fast...


    Here's the part where I need help.


    I've colonized enough of Brazil to get a CN, several Caribbean islands, chunks of West Africa (I have large portions of Mauritanian Coast, and the Cape), several islands in Zanzibar plus a quick capture of half of Mutapa, the two centers of trade in southern India (Ceylon and that one just off the southern tip), various islands in the Indian Ocean, and about five provinces off of Aceh over in the spice isles. It's around 1565 or so, and my trade income remains a paltry 12.5 or so.

    I'm not sure how to improve it. I only have 4 Merchants (only Diplo idea so far is Exploration, which I just finished; Portugal needs diplo points like whoa). All four are trying to steer trade from various places (one in Western Europe, one in Mauritania, and I forgot where the other two are), but it's bringing in a fairly small sum overall. I have 1-6 light ships in each of these locations (except Gulf of Aden, which is going to take a more concerted investment). But really, it doesn't even seem like there's enough cash in these trade nodes to be worth the expense of forwarding with more naval vessels or conquests. By far I'm getting better results just conquering gold provinces from African nations.

    Am I just to soon? Does trade income pick up in another 100 years or so? Or am I overlooking something really bad here?

    Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
    Elldren
  • BlindPsychicBlindPsychic Registered User regular
    edited April 2014
    Came in to post this. A masterclass of cheese from the LPer who had a patch dedicated to fixing the exploits he used to get a World Conquest with Ryukyu.

    Faction system without Inward Perfection?

    Highlight is the 2 adm per Base tax coring cost and negative coring time.

    Lol I was just reading about this. This dude is a master of exploits.
    The Sauce wrote: »
    I'm not sure how to improve it. I only have 4 Merchants (only Diplo idea so far is Exploration, which I just finished; Portugal needs diplo points like whoa). All four are trying to steer trade from various places (one in Western Europe, one in Mauritania, and I forgot where the other two are), but it's bringing in a fairly small sum overall. I have 1-6 light ships in each of these locations (except Gulf of Aden, which is going to take a more concerted investment). But really, it doesn't even seem like there's enough cash in these trade nodes to be worth the expense of forwarding with more naval vessels or conquests. By far I'm getting better results just conquering gold provinces from African nations.

    Am I just to soon? Does trade income pick up in another 100 years or so? Or am I overlooking something really bad here?

    I don't profess to be an expert at trade since my income has always been miserable but:

    1. You can rival/embargo people along the route of trade that are sucking up power and blow away their navies and force trade power out of them.
    2. Protectorate some of the weaker guys along the line to get more trade power
    3. To some degree, yes, if its earlier in the game its harder to get money out of overseas places. The main modifier you want to watch is trade efficiency, which will increase with naval tech as well as ideas.
    4. Watch what is getting sucked away in the Western Europe Trade node
    5. There are numerous events that will give you a boost in trade efficiency if you meet the requirements. I think you can look in the 'active modifiers' screen (like where it tells you who has Jerusalem and such) for info.
    Here's the modifiers, but these may be out of date.
    East Indian Trade Route[edit]


    This image shows the 'East Asian Trade Port' region colored with the corresponding trade nodes that the provinces belong to. The four red stars indicate the locations where at least one Merchants.pngmerchant must be placed.
    The triggered modifier East Indian Trade Route, which grants a +20%Global trade income modifier.png Trade Income bonus, has a number of requirements that the player must fulfill in order for it to be triggered(activated):
    Has discovered Cape of Good Hope, the southernmost tip of Africa.
    Owns at least 4 coastal provinces.
    Mercantilism.pngMercantilism is lower than 30%.
    Has unlocked Exploration Ideas 2: 'Quest For The New World'.
    Has technology group {{{2}}}Western.
    {{{2}}}Capital is located on the continent of Europe.
    Has a Merchants.pngMerchant active in any of the following trade nodes(see image, in-game refers to the center province):
    Malacca
    Bengal
    Indus
    Ceylon
    Note: Ownership of provinces in the East Indian Trade Port region is not required
    Should the player lose any requirement, the bonus will be lost. The modifier can be regained by once again fulfilling the requirements.
    Found East Indian Trade Company[edit]
    If the player decides to establish a presence in East India, there is also an opportunity to get another trade bonus through a decision called 'Found Indian Trade Company' which grants:
    +200 ducats
    +1Merchant
    +5% Global Trade Power
    Unlike the triggered modifier, this decision requires that the player owns a province in the 'East Asian Trade Port' region. This decision has the following requirements:
    Country is not Netherlands
    Is in the Christian religion group(CatholicismProtestantismReformed CatholicismOrthodoxy)
    {{{2}}}Capital is located on the continent of Europe.
    Owns at least 2 coastal provinces.
    Player is a human (not AI).
    Has discovered the region 'East Asian Trade Port'.
    Owns a province in the region 'East Asian Trade Port'.
    Does not have the country modifier 'Portuguese East India Company'.
    This decision should always be activated as soon as it is displayed due to the bonuses it provides. Netherlands can't activate this but has instead access to a more powerful decision called 'Found Oost-Indische Compagnie' which grants the standard bonuses as well as +25%Range.png Colonial Range. Portugal too can receive a more powerful bonus than the standard decision, but that comes through an event and not a decision. This requires the Portuguese player to weigh the immediate benefits of the standard decision against the potential for a more powerful bonus that might be received. The bonuses given by this powerful event are:
    +1 Merchants
    -1% Diplomatic Technology Cost
    +10% Global Trade Power
    +3% Trade Income
    +20% Colonial Range
    The requirements for this event to fire can be found on the country page of Portugal.

    Overseas provinces are mostly important for the trade power they'll give you, because other wise they receive huge penalties in production/taxation income that you can make basically nothing off a base 10 province. You'll want to grab places that have the river estuary and important port modifiers for more trade power (they're little harbor icons on the province info screen)


    Also two super useful factoids I didn't learn until recently:
    1. Merchants increase your naval forcelimit, so trade ideas is actually a great way to boost your force limit.
    2. Available Mercenaries bonuses give you increased Land force limits, which actually makes Admin ideas a half decent military group.

    BlindPsychic on
  • The Fourth EstateThe Fourth Estate Registered User regular
    edited April 2014
    My first game was a Portuguese trading empire.

    Things to consider:

    1. Many trade nodes have only one exit. There is no need to place a merchant or significant fleets there, trade will automatically flow if you have power (e.g. Zanzibar)
    2. Nodes that are actually important: Ivory Coast (though the other exit is to the Caribbean, which flows into Western Europe, less important), Western Europe, Gulf Of Aden (try and conquer Yemen or Oman), Ceylon, Malacca
    3. Protectorates are awesome in Africa. 50% Trade Power to you: use them on Kongo, East African Sultanates, anyone in your way to Europe. Not only that but you benefit from trade propagation from their merchants!
    4. Consider Trade ideas soon.
    5. As Portugal you'll be cash rich and manpower poor. Mercenary boosting Ideas are excellent.

    The Fourth Estate on
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  • Fleur de AlysFleur de Alys Biohacker Registered User regular
    edited April 2014
    My first game was a Portuguese trading empire.

    Things to consider:

    1. Many trade nodes have only one exit. There is no need to place a merchant or significant fleets there, trade will automatically flow if you have power (e.g. Zanzibar)
    I thought this was true, and had read advice of this sort before. So, I took my merchant off the Cape (where I have only one province and 50% of the trade power, and there's only one path in and out) and moved it elsewhere to shift trade.

    The result? All trade in the Cape completely vanished. It shows something like 3.5 ducats coming in, 0 local, and 0 going out. There's an arrow next to Portugal in the list (of two, there's natives somewhere in the middle incognita) that claims I'm forwarding trade, but nothing is happening. Nothing is arriving in the Ivory Coast, and no money is being collected in Cape at all.

    It's like everything bottoms out if there are literally no merchants from anywhere in a node doing anything. Maybe there's a raw trade power minimum? I achieved that 50% with something like 15 total trade power.

    Fleur de Alys on
    Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
  • The Fourth EstateThe Fourth Estate Registered User regular
    Weird. I let Castille have the cape in my game. If you're the only person there I guess you could just use 1 light ship.

    steam_sig.png
  • BlindPsychicBlindPsychic Registered User regular
    I just saw that happen in this Arumba LP in west africa, I'm not really sure why that happens. It really shouldn't

  • BlindPsychicBlindPsychic Registered User regular
    If any of y'all are interested in voting, they just posted the poll for what should be paid instead of the Automated Papacy.

    http://forum.paradoxplaza.com/forum/showthread.php?770873-Community-Decision-on-WoN-1.6

  • JusticeforPlutoJusticeforPluto Registered User regular
    Why is this such a big deal?

  • The Fourth EstateThe Fourth Estate Registered User regular
    The Paradox Forums.

    You will never find a more wretched hive of entitlement and racism.

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    JusticeforPlutoBlindPsychicjakobagger
  • BlindPsychicBlindPsychic Registered User regular
    For anyone interested in Grand Campaign stuff, FlyingMacguffin is pretty good, and I think my favorite parts are his videos of how he preps exports between the games.

    Here's one of the updates for EUIV to Vicky 2

  • BlindPsychicBlindPsychic Registered User regular
    In this week's dev diary I’m going to talk a bit about the diplomatic improvement that are coming for Wealth of Nations but first I'm going to mention something that was in the previous dev diary. In that one we announced the cardinal automation feature and while I think the feature is one of the more requested ones, the fact that it was going to be expansion only caused much debate. Expansion features have a tendency to always cause heated discussions and while free stuff is nice the people that buy the expansion pay for all the new features and we need to make sure people get what they pay for. This time however, we decided to use a novel approach, we made a poll (http://forum.paradoxplaza.com/forum/...ion-on-WoN-1.6) where we listed some features that could go in the expansion. And now the verdict is in, in Wealth of Nations the cardinal automation is now going to be a free features, and the transfer trade power option is going to be expansion only.

    On the this week's features! First; the above mentioned transfer of trade power. One deal that often tends to pop up in our multiplayer games is weaker countries promising their tradepower to larger countries, the weaker can not compete neither military nor very effectively commercially and the bigger maybe just wants the tradepower and does not seek new provinces (at the moment…). You could already steal tradepower in war but now you can also negotiate for it. Also the old enforced option was always 50% of the trade power, but the new negotiated one lets you choose between 0 and 100%. Finally, the person giving up trade power needs to get something tangible, so as long as trade power is transferred you can’t declare war on the giving party.

    Now on to the situation where somebody refuse to give up their trade power and you don’t have a proper CB. Previously you could fabricate a claim to conquer provinces, if you buy the expansion you now get access to the ability to fabricate trade conflicts. It works in a similar fashion to Fabricate Claims but instead you get the new Trade Conflict CB that allows to gain the transfer trade power peace option cheaper. The wargoal for that wargoal is blockades so you can actually win a tradewar by claiming dominance of the seas.

    Then there are two more peace options that we are adding to the paid expansion, these are enforce fleet basing rights and enforced military access so that friendly conversation is now not the only recourse to gain access to your opponents ports in your quest to dominate global trade.

    Finally there is a rather big change that arrives as a free feature in the 1.6 patch (last time i checked it had even fewer votes, in the above mentioned poll, then the cardinal automation) and thats the changes in the rival system and the Power Projection mechanic. We felt now for a while that the rival system as implemented in EU4 was a bit underwhelming. We wanted the rival system to the diplomatic game some direction, to let players know who their enemies and friends where, who the enemies and friends of their enemies were and even more importantly create better communication between AI and human.

    First of all, you can no longer pick whoever you want as a rival. Before people tended to use the rival system as a targeting mechanic, if you wanted to fight a weaker party you set them as rival. Now we have a picking mechanic, which incidentally is the same as when the AI picks rivals, that gives you a selection of nations that are serious competitors. In this list there should not be nations that are significantly stronger or weaker than yourself, also things like being a naval power plays a part.

    Then, to measure how well you are fighting your rivals (if you name someone your official rival, if you fail to fight him you will look weak) we add Power Projection value. Power Projection is a value that gets added to for things you do to fight your rivals. For example you get Power Projection if you are embargoing a rival, if you send a warning to your rival or supporting rebels in a rivals nation. Another interesting example is that you get power projection for sending money to nations your rivals are fighting in a war. Those things I just mentioned are static and gives you positive power projection while they hold true. Then you have some dynamic sources of Power Projection that gives you a one time boost that will then decay over time, like a boost when you take provinces from a rival or when the rival loose a province to someone else in a war where you participate. You can lose power projection as well, you loose power projection for example if you lose provinces to your rival. The Rivals system is supposed to reflect actual rivalries in the world and bigger nations are expected to have more rivals (max 3 though) and if they have less than that their power projection will suffer. You can also not just change rivals whenever you feel like it, you can't change rival for 10 years after you picked it and it carries a significant Diplomatic Power cost, so think carefully about your choice. You can however not go under zero, so you would like to continue to ignore your rivals in the world, feel free to do so. If you on the other hand show the world that you can stand up to your rivals, you get increased defensiveness, trade power, military morale and legitimacy. And if you really manage to be active against your rivals you get the most interesting reward, if you have over 50 Power Projection you will get +1 monarch point of each type every month.

  • Fleur de AlysFleur de Alys Biohacker Registered User regular
    Those changes sound great. I really like this Power Projection component. Seems like it'll add another layer to international decision-making, which is good. And anything that lets you get more monarch points is a win in my book.

    Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
  • finnithfinnith TorontoRegistered User regular
    They took out the sphere of influence mechanic right? I feel as if it would work well in conjunction with POwer Projection.

    Bnet: CavilatRest#1874
    Steam: CavilatRest
  • BlindPsychicBlindPsychic Registered User regular
    Yeah there's no mechanic like that in EUIV right now, which is why I think this new system is pretty neat.

  • BlindPsychicBlindPsychic Registered User regular
    edited May 2014
    WoN is out tomorrow. How fairs your nation G&T? What are you gonna play in WoN?

    I want to do a Reformed Swiss game with the new mechanics they've added for Reformed and over-land trade. And then get some ports and invade India.
    Wiz wrote: »
    Launch day for Wealth of Nations is coming up fast! But even if you wait to buy it, your current installation of Europa Universalis IV will be greatly changed for free because of a new patch - we hope you’ll find these changes are for the better.

    In this, the tenth developers’ diary for Wealth of Nations, we will be looking at the various changes and improvements that we have made to mechanics and balance, all of which will be part of the free 1.6 patch for Europa Universalis IV.


    Aggressive Expansion

    We have changed how nations gain Aggressive Expansion in 1.6. Previously, vassalizing a nation would give a fixed amount of AE regardless of that nation's size, while taking its provinces would give AE for each province captured. This has been changed to be more consistent; vassalization now gives AE based on the number of provinces held by the country that is vassalized, though the AE gained from vassalizing is still lower than that you would get from conquering. A number of ideas and policies have also gained a new modifier called Aggressive Expansion Impact, which lowers the amount of AE you take from signing peace deals. Additionally, breaking a truce now always gives a large amount of AE, even towards your allies.


    Units

    Unit types have received a comprehensive rebalance, with almost every single land unit in the game having their stats changed. The overall number of 'pips' on units were cut in half to reduce the role played by technology in land battles. Major rebalancing was also done of the different technology groups, who are now almost entirely equal in overall strength, but 'peak' at different times. For example, the Ottomans receive very strong early game units, but aren't as good in the late game, while Western units start out poor but excel in the late game. Progression through units is now much less uneven for many of the slower tech groups, and many units that were under- or overpowered for their tech level have been adjusted. The African and Native American tech groups also received a number of new cavalry units.

    As a part of these changes, nations that Westernize will no longer get Western units, retaining their old technology group's units instead.


    Conquest & Rebels

    Rebels have been made into much more of a threat in 1.6, spawning in greater numbers and with better army composition. Newly conquered territories will now also be a source of turmoil, as Nationalism will remain for 30 years even if you core the province. Since this makes traditional conquest harder and diplomatic annexation even more attractive than it already was, we are also introducing a cost to diplomatic annexation.

    When you start to diplomatically annex a country, doing so will have a ticking cost of up to 15 diplomatic points per month. When your point expenditure reaches the country's total base tax * 15 (so a base tax 10 country would take 150 diplomatic points to annex), the country will be annexed. This means that diplomatic annexation is no longer a 'free' alternative to outright conquest, but uses a different kind of points and allows you avoid all the nationalist problems you get from just taking the provinces.


    Technology

    We've noticed that the early colonizers such as Castile and Portugal often get a massive advantage just from being early, quickly locking up large parts of the new world before nations like England, the Netherlands or France can reach it. To slow down early colonization and give the later colonizers a chance to compete, we've tied the base settler growth to diplomatic technology. At level 3, this base growth is only +25 (compared to +50 previously), but increases at tech levels 10, 15, 22, 26 and 32 up to a total of +150, allowing for rapid colonization in the later stages of the game.

    Another addition to technology is Administrative Efficiency, a new country-wide bonus that is unlocked at administrative technology level 23 and increases at 26 and 29, up to a total of 75%. Administrative Efficiency directly reduces the impact of province base tax on overextension and warscore cost, allowing for much larger territories to be conquered at once. Additionally the scaling of core time from country size has been removed - all nations now core provinces at the same speed regardless of size (but it is still affected by factors such as culture, religion, having a claim and so on). This creates a more interesting late game, as the large nations that have formed by then are now able to score decisive victories over their rivals instead of fighting 10-year wars over a few border provinces.

    Finally, the neighbour bonus multiplier to technology has been reduced from 5% to 2%, meaning that it is less of an ideal strategy to hold off increasing your technology level so that you can stack up neighbour bonuses and more cheaply advance.



    Religion

    In dev diary 5, we talked about the changes we made to the Reformed and Hindu religions but failed to mention a change to the way Religious Unity works. Up until now, Religious Unity has simply been a factor of how many provinces of your national religion you own, making tolerance rather useless since having lots of tolerated heretics and heathens would tank your Religious Unity anyway. We have now connected Religious Unity to how tolerant you are towards the religions in your provinces.

    The effects of tolerance on religious unity per province are as follows:
    - Religion you have negative tolerance towards: 0% unity value
    - Religion you have 0 tolerance towards: 25% unity value
    - Religion you have 1 tolerance towards: 50% unity value
    - Religion you have 2 tolerance towards: 75% unity value
    - Religion you have 3+ tolerance towards: 100% unity value

    Provinces of your national religion always contribute 100% unity, regardless of your tolerance towards your own faith. This means that if half your country is your national faith, and the other half is a faith you have +1 tolerance towards, your total Religious Unity will be 75% instead of 50%. Additionally, the events that fire when you have positive tolerance of heretics which convert your provinces to heretic religions are now far, far less likely to occur.


    Buildings

    As mentioned in Dev Diary 8, the building system has received a comprehensive overhaul, with many buildings having their bonuses reworked. The aim is to make Government buildings more attractive, and clearly define roles for each line of buildings:
    - Government: Tax Income & Revolt Risk
    - Trade: Trade Power & Income
    - Production: Production Income & Cost Reduction
    - Military: Manpower & Land Forcelimit
    - Naval: Ship Building & Naval Forcelimit
    - Forts: Defense & Supply Limit


    AI Improvements

    The AI has received its usual slew of improvements, particularly in the areas of naval warfare, trade and budgeting (as well as plenty of bug fixes).

    In addition to these general improvements, some work has also been done to make allying with the AI a better experience. First of all, the importance AI places on trust has been increased considerably, with AI nations much less likely to turn on a highly trusted ally. The way you make the AI trust you has also been reworked - it's no longer enough to be allied for a long time, you have to actually fight in their wars and give them things they want in your wars if you want the AI to trust you. If you actively work to help your allies, they will be more likely to stick by you when the going gets tough.

    Additionally, a new opinion modifier called 'Wants your provinces' has been added, which scales according to the amount of land you own that the AI would like to own, and with the importance they place on that land. Additionally, the AI is now much less likely to turn hostile against a nation they have a high opinion of, and will never go hostile against a nation they have more than +100 opinion of. This will show you exactly why an AI nation is hostile towards you, and will cause them to behave more logically; an AI nation that likes you a great deal won't break the alliance just because they want a province or two from you, but if they're looking to take everything you own nothing will push that opinion into positive numbers.



    Overseas Provinces

    If you've ever felt that it is a bit silly that Tangiers is considered a distant overseas province to Castile, we have some good news. The way we calculate overseas provinces has been changed so that provinces within a certain distance from your capital (roughly the distance between Italy and Libya) no longer count as being overseas provinces, allowing you to get the full tax, manpower and forcelimit benefits from those provinces.


    Goods Produced

    We have also overhauled the way that Goods Produced scaled in relation to a province’s base tax. Before 1.6, each province produced a base of 1 + base tax*0.01 goods. So, a 10 base tax province would produce 1.10 goods - only slightly more than a base tax 1 province’s 1.01. This has been changed to a simple base tax * 0.2, meaning that a 10 base tax province will produce 10 times the goods of a base tax 1 province - a much more meaningful difference between a rich and poor province.




    As a final bonus, many nations have received tweaks and improvements to their Dynamical Historical Events. We felt that too many DHEs had trigger conditions that are near-impossible to achieve, are set to fire only in tiny windows of time (with a high mean time to happen too), or simply offer choices where one option is clearly superior to the others, removing any real sense of fun in playing out alternate histories. Austria, Ming, the Netherlands and Poland have had their DHEs significantly improved so they will be more frequent and interesting. And, of course, we've even added some new events, too.

    BlindPsychic on
  • The BraysterThe Brayster UKRegistered User regular
    Pretty much every change there is relevant to my interests.

    I'm especially happy about changes to the rivalry system and what exactly it is that makes a neighbor hostile. The number of times I've wanted to reach out to someone who should be a natural ally but nope, rival. These moments are beyond measure.

    Allies breaking a military alliance nurtured over a long period of time over a recent 1-2 province claim was always just dumb, in my opinion. Glad to see that is also being addressed.

    Steam: TheBrayster
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  • BlindPsychicBlindPsychic Registered User regular
    edited May 2014
    http://forum.paradoxplaza.com/forum/showthread.php?778277-Patchnotes-1.6

    Just dropped the patch notes. Jesus christ I can't believe they still haven't fixed the Rebel's coat of arms not showing what kind of rebels they are. That's been broken for a year now. It seems that may be fixed now.

    BlindPsychic on
  • Fleur de AlysFleur de Alys Biohacker Registered User regular
    Going to start a Ragusa game as soon as I verify that no game-breaking problems were introduced in the patch. Hopefully I can find the time to Let's Play or AAR the thing since we haven't had one of those for EU4. But no promises, life is crazy.

    Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
    Teriferin
  • ComradebotComradebot Lord of Dinosaurs Houston, TXRegistered User regular
    Well.

    EUIV forum is in full revolt right now. I'm mostly trying to figure out how I'll go about Westernizing with Mutapa now. Without creating the world's most hideous borders, that is.

  • InquisitorInquisitor Registered User regular
    Just picked up the base version of this game recently, still pretty darn overwhelmed but I am super intrigued by it.

  • Rhan9Rhan9 Registered User regular
    Inquisitor wrote: »
    Just picked up the base version of this game recently, still pretty darn overwhelmed but I am super intrigued by it.

    It can be a bit daunting, but I love picking a small-ish country and trying to turn them into massive empires. Byzantium is an old favorite (starting with only a few provinces and lots of enemies). Quite a few others work too.
    I'd recommend against trying countries without Western or Eastern tech groups, since they're kinda problematic when it comes to tech development.

  • BYToadyBYToady Registered User regular
    Castile is a good place to start, big enough to hold its own, and doesn't start in any weird wars, you can really just sit back and be pretty peaceful with the colonizing and such.

    Battletag BYToady#1454
    The Brayster
  • Rhan9Rhan9 Registered User regular
    It's unfortunate that re-establishing the Roman Empire is still not in the game by default. You can only play as them by importing a CK2 save. I mean, I get that Byzantium is a misnomer, and basically remains the ERE anyway, but I like the Roman Empire nation bonuses better.

  • BlindPsychicBlindPsychic Registered User regular
    New patch dropped to attempt fixing some things that shouldn't have made it in the release
    - Harsh Treatment now lasts 15 years instead of 10 years.
    - Minimum Revolt Risk from nationalism is now 20% of the Revolt Risk given.
    - Revoltrisk increase on revoltsize scaled back to 20% of previous value.
    - Fixed the problem where some users got access to WoN without having bought it.
    - Budgetview no longer thinks you get more from vassals than you do.
    - Fixed a glitch that made it impossible to convert to Sikh religion.
    - Its now possible to finish integrating a union partner.
    - AE when force vassalising multiple vassals in the same war is no longer exponential.
    - Enforcing Unions now give 50% of former AE.
    - BorderDistance is now decreasing AE about 25% per step.
    - Agressive Expansion now decays 100% faster.

    abotkin
  • GundiGundi Serious Bismuth Registered User regular
    edited May 2014
    Inquisitor wrote: »
    Just picked up the base version of this game recently, still pretty darn overwhelmed but I am super intrigued by it.
    Some basic tips and tricks that new players often don't use:
    1. Always be employing your diplomats somewhere: Now, most people probably know to improve relations with countries you want to be your allies, but it's also important to to improve relations with basically all your neighbors, and even sometimes bitter enemies. You see, when you... ahem, acquire new territory through force of arms it causes nations near you to dislike you and consider you a warmonger. If they dislike you enough, they'll even join coalitions against you. If you improve relations with your neighbors beforehand though, you can maintain relations enough so they won't all plot your imminent demise.
    2. Speaking of war, some more quick tips: Always have generals leading an army if you engage the enemy. Combat is simulated by a series of dice rolls, and what generals basically do is add to bonus numbers to those dice rolls depending on their skills. It makes an absolutely massive difference. Likewise, also pay attention to terrain, which you can view by hovering over provinces in the terrain mapmode. Bad terrain, like mountains or river crossings basically subtract numbers from combat dicerolls, and can also limit the combat width of a battle, essentially making numerical advantages almost meaningless. Try to bait enemies into attacking into mountains and you can beat 5:1 odds.
    3. Trade is straight up almost always the best way to make money. Invest in trade fleets, expand into your capital trade node, you can usually make lots of money. (Exceptions include landlocked nations.)
    4. Don't fight France in 1 to 1 odds. Just don't.

    Gundi on
  • Rhan9Rhan9 Registered User regular
    edited May 2014
    And don't fight the Ottomans at anything less than ludicrously overpowering odds. The game will outright cheat to keep you from winning against them. Happens with a few other countries too, but not as blatantly.

    Rhan9 on
  • JusticeforPlutoJusticeforPluto Registered User regular
    I really hate it when the tech trees in these games follow history. What happens to the Ottomans sounds like the Byzantines in Medieval Total War 2. No matter how well you do, your nation will eventually suck cause "history"

    Dumb.

  • Rhan9Rhan9 Registered User regular
    What do you mean? The Ottoman Tech tree is basically the same as the Eastern Tech group. They're not really that badly disadvantaged. Eastern can keep up with Western reasonably well, if you put enough effort into it.

    I do share the sentiment about forcing history to happen though. Some people who make mods for EU games are the kind of douchenozzles who basically make it impossible to do anything ahistorical. Like MEIOU for EUIII putting a huuuuge penalty on you for playing Byzantium called 'Wrath of God', that makes it practically impossible to survive. Because Byzantium didn't survive. So the player shouldn't either. It gives something like +100% unrest, your manpower dropping to 10% of what you should have and all sorts of ridiculous penalties with zero basis on reality.

  • The Fourth EstateThe Fourth Estate Registered User regular
    Ottoman troops drop off in quality late game much more than Eastern troops relative to Western troops.

    Early game an equivalent Ottoman stack will always beat an Eastern (& Western!) stack, late game the reserve is true.

    steam_sig.png
  • Rhan9Rhan9 Registered User regular
    Ah. Well, I have a hard time giving a shit, because fuck the Ottomans.

  • nexuscrawlernexuscrawler Registered User regular
    I wonder if similar to CK2 they'll eventually put out DLCs fleshing out the non Western factions more and giving them better options

  • BlindPsychicBlindPsychic Registered User regular
    I've been having a fun game as Switzerland, but this reminds me of one of the earlier patches: countries basically ally with everyone powerful and it makes it impossible to do anything. Austria and France are friends in my game, which basically prevents me from doing anything since France owns everything along the mediterranean and now has a mission to take Milan.

  • SLyMSLyM Registered User regular
    I've started a Kazan game post 1.6.1 and it's going stupendously well. Already boxed in Muscovy, and have more manpower and a higher forcelimit than them.

  • nefffffffffffnefffffffffff Registered User regular
    So since this game is on sale on steam this weekend I picked it up with the expansions. I'm a big fan of CKII and have been meaning to get into EUIV for a while, but right now I'm at that point where you open up a new Paradox game you've never played before and just have to ask yourself what you're even looking at. I've tried wading through some youtube LPs and tutorials, but does anybody have a good recommendation for newbie videos to watch?

    camo_sig2.png
  • GundiGundi Serious Bismuth Registered User regular
    Ottomans are straight up the easiest start in the entire game by a mile. The fact that their troops get comparatively weak to Europeans in the late game isn't really an issue as a.) Ottomans can field absolutely insane numbers and b.) Westernization is pretty easy as the Ottomans. (Although you may want to try and push to India to Vassalize Indian nations before westernizing.)

  • InquisitorInquisitor Registered User regular
    Rhan9 wrote: »
    And don't fight the Ottomans at anything less than ludicrously overpowering odds. The game will outright cheat to keep you from winning against them. Happens with a few other countries too, but not as blatantly.

    Is this true even if you turn off lucky nations?

  • Rhan9Rhan9 Registered User regular
    edited June 2014
    Inquisitor wrote: »
    Rhan9 wrote: »
    And don't fight the Ottomans at anything less than ludicrously overpowering odds. The game will outright cheat to keep you from winning against them. Happens with a few other countries too, but not as blatantly.

    Is this true even if you turn off lucky nations?

    With lucky nations off, it's a lot more reasonable. Still, with how they're set up to start, they have a metric piss-ton of troops, an absurd amount of money, and seeming immunity to war exhaustion. It doesn't help that basically all of their national ideas are geared towards fielding more, and better troops, as well as increased income.

    It is super satisfying when you mess them up though. I've never seen their supposed weaknesses in late game, since by then they're usually extinct (by courtesy of yours truly).

    Rhan9 on
  • The BraysterThe Brayster UKRegistered User regular
    I've been having a fun game as Switzerland, but this reminds me of one of the earlier patches: countries basically ally with everyone powerful and it makes it impossible to do anything. Austria and France are friends in my game, which basically prevents me from doing anything since France owns everything along the mediterranean and now has a mission to take Milan.

    Yup, this sounds exactly like my game as Naples. Managed to gain independence from Aragon early on, but that was the only luck I ever had. Naples is in a difficult enough position as it is - Aragon and/or Castille causing problems in Sicily, and any lands north of your starting Territory belong to the HRE.

    So naturally, the last thing I needed was Aragon (who had whittled down Castille dramatically) being on super-friendly terms with France, Portugal, Austria and Venice. Attacking one just brings pretty much all the big players of Europe against you. I sorta rage-quit that game.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • GundiGundi Serious Bismuth Registered User regular
    edited June 2014
    Inquisitor wrote: »
    Rhan9 wrote: »
    And don't fight the Ottomans at anything less than ludicrously overpowering odds. The game will outright cheat to keep you from winning against them. Happens with a few other countries too, but not as blatantly.

    Is this true even if you turn off lucky nations?
    Besides their numerical advantages, the Ottomans actually start off with the best unit types in the game. Their units start off better than western units and stay that way for awhile. Generally by the time western units start surpassing them the Ottomans have conquered enough land to field bigger armies than everyone else except possibly Russia and France. On top of that, the Ottomans will generally build up the biggest navy in the world and usually keep it. Late in the game it doesn't surprise me to look at the Ottoman navy and see they have 200-300 ships, probably about 50 galleys and maybe 20-30 heavies.

    Currently I've been playing my first Serbia game and it's been about fifty years and I still see no chinks in the Ottoman's armor. I've conquered Bosnia, Wallachia, and Ragusa, and I even managed to snag Dalmatia away from Venice after a very difficult war. With Dalmatia I was finally close enough to the HRE to join it and I promptly did so to get all the benefits and protections the empire affords. I'm allied with Austria and Poland and I'd love to go after Hungary (They no longer have any stupid increased coring costs.) but I can't thanks to their alliance with France. Until France gets embroiled in a losing war or Hungary loses that alliance I've had to look for expansion elsewhere. And lo and behold, I manage to snag Urbino and discover that Naples has no allies of any real significance. Naples and Sicily are both independent, so if I'm lucky I'll be able to grab them both. If I can get all of it I'll basically double my tax base. As to the Ottomans... well, Georgia is allied to Muscovy now, so I'm hoping that'll result in numerous Ottoman-Russian wars. Muscovy/Russia is the only nation that regularly fights the Ottomans that has a chance to beat them. If the Ottomans get wrecked by Muscovy and I can get Poland or Austria to join a war against the Ottomans I'll be in good shape. If I can take back Greece and Bulgaria that'll seriously cripple the Ottomans.

    Gundi on
    Inquisitor
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