Large parts of it will have to be rewritten to support these changes (internal development, war). This system looks to me like an easier one to write a reasonably competent AI for.
But yes I'm sure you will be able to find plenty of exploits if that's your thing.
Fleur de Alys on
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
So, I just picked up El Dorado last night and whilst noodling around with the Nation Creator I (of course) plunked a Western Tech nation down into the Americas. Was anticipating a hilarious game of expansion until the Europeans arrived to a bit of a surprise, or perhaps showing up out of the Atlantic mists and reverse colonizing England. Only, I began the game with what looked like the usual vision on Europe and Northern Africa that a European country starts with.
1) Does anyone know of a way to prevent that from happening? I'd sort of been looking forward to being 'surprised' by Europe when we finally made contact via exploration.
2) Failing that, am I right in thinking that because I'm in diplomatic contact with them, all of Europe will 'get' my discovery of North America after a certain amount of time passes?
The answer to the first question is that if you're in a certain tech group, you automatically know about a certain part of the world, related to that tech group. So I don't think you can get around that unless there's a mod that changes that.
Stick with NA tech group, but give yourself traditions like -tech cost and -idea cost. If you have to, bump up the starting point limit and give yourself crazy expensive things like +1 Colonist idea and similar stuff that will boost your early expansion.
You'll still have to wait for the Europeans to arrive in order to Westernize and build ships, though. If you want to sail across earlier, you could possibly try Chinese tech group instead, which will limit your European view and thus their view of you in the early years? It won't matter that Ming knows where you are, assuming you're on the east coast of NA.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Stick with NA tech group, but give yourself traditions like -tech cost and -idea cost. If you have to, bump up the starting point limit and give yourself crazy expensive things like +1 Colonist idea and similar stuff that will boost your early expansion.
You'll still have to wait for the Europeans to arrive in order to Westernize and build ships, though. If you want to sail across earlier, you could possibly try Chinese tech group instead, which will limit your European view and thus their view of you in the early years? It won't matter that Ming knows where you are, assuming you're on the east coast of NA.
The Chinese tech group idea might be fun. "Zheng He Gets Really Lost, Founds Colony in Nantucket" could be a hoot. Columbus shows up, arrives expecting Asians, finds Asians.
I guess I didn't NEED to, but I went ahead and started westernization in my Ethiopia game. I finally got Diplo 9 which allowed me to settle on South America next to a colonial nation, which allowed me to start it. First time doing this! And since I'm such a big blob now, I guess it goes slower? Anyways it's interesting watching all these events...
The fun part is that I figured, hey, as long as I'm here, lets go exploring. And I found El Dorado. Nice. (+10tax -1 unrest).
I'm getting some flavor events over in East Africa now, with some natives migrating into my lands, changing all my nice Coptic provinces back to Animist. Blah!
And the best part? I'm in an alliance with a very blobby France. I'm a LOT happier about neighboring the Ottomans now.
So I learned something interesting about trade nodes, which I never really paid attention to before.
When I'm not playing a nation that dominates a end-node, I always am frustrated a little by the fact that even if I own all the provinces in a node, the upstream power from downstream nodes will cause a good portion of the income to go out. However! What if there's no one downstream?
I'm collecting trade in Zanzibar - it has two inputs (Gulf of Aden and Malacca) and one output (Cape). I completely own Cape and Zanzibar provinces. Portugal owns Ivory Coast like whoa, and has a ton of upstream power in cape. However, upstream power only goes up one node! So what this means is that I'm letting Portugal suck whatever it wants out of Cape, but I'm collecting in Zanzibar. I get 100% of the trade coming into Zanzibar that way, and directing trade from Malacca and Aden, and then from Indus, Ceylon, etc into Aden, yeah, I'm starting to get some great trade cash. And because I own Cape 100%, no one can ever suck cash away using upstream power.
Yeah, a few patches ago they made it so that ship based trade power doesn't propagate. And it's far enough away that it's unlikely that Portugal is going to pop a merchant into Zanzibar and follow up with a massive trade fleet.
I'm currently playing an Ironman game as a westernized Cuzco/Inca and I'm finding it really hard to kick the European powers out of South America for the achievement
I nearly beat Spain, but then some Commonwealth super-general landed in my lands and beat me as I outnumbered him 3.5:1 - I was also involved in five (or more?) wars with a very blobby France and neither of us has been able to gain any territory
I had an alliance going with Great Britain but then they went and got PU'd by Scandinavia which is uninterested in an alliance with me, any attempts to gain an alliance with Austria are also fruitless
In my wars, I was often consistently losing even when I outnumbered the enemy 2:1, though I was only behind three technologies at most after I westernized - is the effect from that and the reduced combat ability of South American troops really that extreme? There were times I was up to 50% military tradition and my generals still got their asses handed to themselves
How many military ideas do you have? Standard MO for understrength armies is to stack morale and manpower to grind the opponent down.
Finally, how big is your navy? The AI is terrible as intercontinental invasions, so if you're competitive you should never have to even deal with their armies beyond the initial CN's forces.
Numbers and tech are only a part of the picture. How about your idea sets versus theirs (especially Military)? Commonwealth can have some pretty scary cavalry charges.
Number advantages don't mean much if you just blob them into single giant armies -- your combat width will almost certainly limit how many of them are actually able to engage the enemy (especially in all those South American mountains and jungles), so you can still wind up losing the morale slog. What's your army composition (inf/cav/art numbers)?
If you're going to fight a battle with numeric superiority, do it with split stacks. Send in your first stack to engage, then either reinforce mid-battle (to bolster your morale) or, even better, attack with the second stack right after the first battle ends. This is best done by manually retreating your first stack one day before your second stack arrives. You'll lose that battle, but for the second, your fresh stack will engage a battered enemy. This has multiple benefits: your regiments are full while your enemies' are all reduced (this has a drastic effect on how battles actually play out, it's generally more important than total numbers), and your morale is full while your enemy's is wherever it left off on the previous battle.
Your second stack should win, but if you've got a 3.5:1 number advantage, might as well have a third stack ready to go just in case. Or even better, have the third stack positioned to hit the enemy as soon as their shattered retreat ends so you can either wipe them out immediately (best case) or ping-pong them back to your other stack (which should be healed up some + combined regiments as needed).
Fleur de Alys on
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
What was the tech difference exactly? Combat width and unit type upgrades are incredibly powerful and will let smaller armies wreck larger ones with ease.
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
I wouldn't have thought of rotating my stacks, I probably use tactics too similar to those which work in Crusader Kings 2
The tech difference in my last war against France was 21 to 24 - they lead in everything in the ledger, Austria got hit really hard by the Ottomans and Hungary early on and the only other really powerful European nation is Scandinavia (France took what was Aragon, the HRE is now led by Brandenburg and fully Protestant)
This game I stuck to the army composition recommended in this thread, with four cavalry units and six infantry units to every four artillery units
I didn't really try to beat them at the navy game, I kinda hoped I would be able to crush them through numerical advantage (since my units are slightly weaker, I thought this was what I had to do as a non-European nation) - I took Quantity early on because I had manpower issues against Portugal and couldn't afford to build it up, I also have full Quality ideas by now
I guess what I tried to do doesn't really work out that well
I'm slowly plodding away in my Ethiopia game. By the time I got rid of the Mamluks, the Ottomans had expanded quite a bit themselves and I couldn't face them directly. So I westernized, and started expanding elsewhere. All of the Persian region are my vassals, soon to be absorbed.
Now on the good side, I'm allied to France and Poland. On the downside, I can never count on AI to use their armies correctly, so I'm very wary of declaring war yet (also, Ottos are in a Coalition against me too, which is minor but still another 50k troops with the other countries they're with.) I've taken Religion, Expansion, Quantity, Economics, Quality, and I'm thinking I'm going to complete out the mil ideas before I start jumping on Ottos. I have time.
I wouldn't have thought of rotating my stacks, I probably use tactics too similar to those which work in Crusader Kings 2
The tech difference in my last war against France was 21 to 24 - they lead in everything in the ledger, Austria got hit really hard by the Ottomans and Hungary early on and the only other really powerful European nation is Scandinavia (France took what was Aragon, the HRE is now led by Brandenburg and fully Protestant)
This game I stuck to the army composition recommended in this thread, with four cavalry units and six infantry units to every four artillery units
I didn't really try to beat them at the navy game, I kinda hoped I would be able to crush them through numerical advantage (since my units are slightly weaker, I thought this was what I had to do as a non-European nation) - I took Quantity early on because I had manpower issues against Portugal and couldn't afford to build it up, I also have full Quality ideas by now
I guess what I tried to do doesn't really work out that well
Quality wastes three ideas on navies, so it's generally better to go with Offensive or Defensive instead. Quality isn't terrible, but it's not enough to top France with their insane 20% morale bonus (and their discipline idea matches yours from Quality, so if they have it from an idea set also...). Basically France is challenging when you match tech, so being behind will require effectively perfect strategies. Also you're on Ironman, so they get lucky nation bullshit on top of this, so their armies and generals will pretty much always be better than yours.
This is why navies are so useful if you can westernize fast enough to build them as an American native. Best to simply never fight their armies to begin with.
Don't forget to consolidate regiments after a battle, even if you win, unless you're confident there won't be another battle. I really can't stress how important this is. You'll reduce your total regiments, so make up for that with some mercenaries (have them training before the battle ends if you need to). If you have the manpower, keep training new units in your recruitment provinces throughout the war so you can continue to reinforce your troops in that manner. Don't rely on manpower ticks, because that works best when you're not having to consolidate.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Oh and in case anyone is wondering why Quality instead of Offensive, it's because the four policies that Religous/Econ/Qual/Quant give you are all really good.
I hate when they start doing dev diaries for a new expansion with awesome shit in them.
Completely kills my desire to play.
I could do a Tuscany -> Italy game, or I could wait a little while and do that with all these new province features. Or I could do an England game and colonise the world, but if I wait a little longer I can do that with a parliament!
This update is mostly awesome for enabling tall gameplay, though. So a wide game should still be good.
I'm finishing up my Qing game. Just hit the 1700s; I have almost all of China proper (couple random pointless provinces sitting in Tibet and Dai Viet, the latter of which is my ally), over 2/3 of Japan, most of Siberia, and my colonial nations have almost finished dominating the California node.
The only reasonable expansion after this is into Mexico to direct trade to Nippon, but Mexico is mostly controlled by a Portuguese CN. Portugal is also my only rival (only valid one at that). They will be my first real challenge since early-game Oirat! My navy is twice theirs, I'm only behind 1 military tech, and I'm about to grab a new set of military ideas, so this shouldn't actually be too hard. It's mostly just a logistics mess; Portugal is all over the place. If I'm lucky they won't bother coming to their CN's defense. But if they do, I'm confident I can destroy them.
Considering allying Great Britain first to try to bring them into the war, but they may not join. Portugal has them rivaled, but GB isn't returning the favor...
Anyway I'll probably call this game done if I beat Portugal. Not much sense continuing after that point.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
I've done wide empires to death, so at the moment I'm more interested in taking a small(ish) power and consolidating a region, like a Norway -> Scandinavia or Tuscany -> Italy.
(I'll post some screenshots of my unbelievably overpowered custom nation empire later tonight)
They've just updated on new peace deals system. Full Annex button is gone, you're just selecting all their provinces now. Costs are based on the new development levels.
And apparently they're aiming for a June release for this DLC. Can't wait.
Looking like one of the best DLC/patches/updates/whatever ever. They're reworking so much for the better. I want to see the new building system in it's full glory.
They've just updated on new peace deals system. Full Annex button is gone, you're just selecting all their provinces now. Costs are based on the new development levels.
And apparently they're aiming for a June release for this DLC. Can't wait.
Hopefully this means you can now fully annex a multi-province country while giving the territory to someone else. Its always annoying when vassal feeding to have to declare a separate war just for the target's capital.
They've just updated on new peace deals system. Full Annex button is gone, you're just selecting all their provinces now. Costs are based on the new development levels.
And apparently they're aiming for a June release for this DLC. Can't wait.
Hopefully this means you can now fully annex a multi-province country while giving the territory to someone else. Its always annoying when vassal feeding to have to declare a separate war just for the target's capital.
You can if you have enough warscore. Capitals cost more, and warscore scales with development. Capitals probably have the highest development in the nation since that's where you're likely to pour your resources first.
We'll have to wait and see the numbers to really understand how much this changes things. But it's a positive move regardless.
The map updates are exciting, too. Dat Italy!
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
They've just updated on new peace deals system. Full Annex button is gone, you're just selecting all their provinces now. Costs are based on the new development levels.
And apparently they're aiming for a June release for this DLC. Can't wait.
Hopefully this means you can now fully annex a multi-province country while giving the territory to someone else. Its always annoying when vassal feeding to have to declare a separate war just for the target's capital.
Johan did say you can take all their provinces while still getting gold. Also, that you don't have to have something sieged to demand it in the peace deal, but it'll cost more if it isn't sieged.
Battletag BYToady#1454
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KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
Is there a mod that balances Asian troops vs European troops? I notice that Europe has a large variety of dudes and Asian countries do not.
Ming imploded early so I ended up having almost all of India and China vassalized by 1530.
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
+4
TraceGNU Terry Pratchett; GNU Gus; GNU Carrie Fisher; GNU Adam WeRegistered Userregular
Fort System Changes
I also wanted to go over how the fort system in 1.12 has changed during development. The fort system was the topic of the April 9th dev diary, but since then we've been iterating on and improving the design according to the feedback we got from QA, beta testers and fans. One thing that was very quickly evident was that the larger garrisons did not quite work out - forts able to sortie 20k armies could result in unwinnable wars and minors simply could not muster the troops needed to beat such numbers. As such, the garrison was reduced back to 1k per fort level, but we added an additional requirement that you must have at least 3000 men per fort level to effectively besiege a fort, so a level 2 fort needs 6k soldiers to besiege.
In the final 1.12 version, we have 4 fort buildings starting at the level 2 fort 'Castle' and ending at the level 8 fort 'Fortress'. When you unlock a new type of fort, you will also unlock new techniques for laying siege. What this means is that if you are besieging a fort that is of an older model than the best one you can construct, you get +1 to your siege and breach rolls for each level of 'age' the fort is behind your technology. This provides an additional incentive to upgrade old forts to the newer, more expensive models and means that late-game armies will quickly breach and capture medieval castles. As before, capital provinces add an additional fort level that is not connected to buildings, so a capital with a Castle with have 3 fort levels with a Zone of Control and a capital without any fort will have 1 fort level and no Zone of Control.
Furthermore, we've also improved the visualization of the Zones of Control. When a unit is selected, the map will now display the Zones of Control of your forts (displayed as walls with blue circles) and the forts of those you are at war with (displayed as walls with yellow circles). When hovering over a province in a hostile Zone of Control, the ZoC icon will change to show you to tell whether movement to the province is blocked or not (in addition, a tooltip will always show up for provinces that are blocked whether they are in a ZoC or not).
-thank god-
Took all the things that was wrong and stupid with the fort system idea and removed them.
Also: Anyone else noticing it's become increasingly difficult to expand your dynasty in EU IV? I just had the King of Aragon live to like, 84, three of his heirs die, and for like ten years I'm set to inherit with not even a succession war to worry about.
Then all of a sudden he gets a new heir and dies the -next day-
I'm super excited for Common Sense. It's a day-one purchase for me.
I'm actually a little disappointed at the reduced fort regiments. Yeah the previous numbers were kind of crazy, but I was looking forward to taking on the Ottomans as the Knights and winning with sorties.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
+1
TraceGNU Terry Pratchett; GNU Gus; GNU Carrie Fisher; GNU Adam WeRegistered Userregular
Technology
Technology levels have been tweaked somewhat in 1.12, mostly to match the new building system. Buildings now unlock consistently on certain levels (4, 6, 8, 11, 14, 17, 19 and 22) with the exception of the Castle (the lowest level fort) which unlocks at tech 1. Since 4 is now a building level, and because we wanted to slow down certain countries' starting exploration, the first idea group unlock was moved to Administrative Tech level 5.
Furthermore, there have been changes to Administrative Efficiency. Administrative Efficiency now only goes up to 50% (down from 75%) but also affects the cost of creating cores. A new technological effect called Development Efficiency was also introduced, which reduces Development Cost and unlocks at roughly the same time as Administrative Efficiency. Finally, Force March was changed. It now unlocks at Administrative Technology 15 instead of 9.
If this doesn't cool Castile and Portugal the hell down I vote they take away their NI colonizers.
It's a little tiring having Castile and Portugal snap up every territory with a trade bonus -everywhere-
The combat looks super fun now. Carpet sieging is not all that helpful any more, and there's actual maneuvering to account for and real tangible war goals.
Damn. I had been waiting ages for Art of War's price to drop, and now the first day it hits 75% off is also the release day of yet another expansion that changes so much that I don't know if I'd want to play without it. Also it'll probably be months before I have time to play EUIV again anyway. But I guess those other expansions aren't getting any cheaper...
The newest thing broken in the patch is that joining a coalition that a country you hate is in lets you give all their provinces away without them ever getting seiged down.
My friend is working on a roguelike game you can play if you want to. (It has free demo)
Posts
The AI in this game is beyond exploitable.
But yes I'm sure you will be able to find plenty of exploits if that's your thing.
So, I just picked up El Dorado last night and whilst noodling around with the Nation Creator I (of course) plunked a Western Tech nation down into the Americas. Was anticipating a hilarious game of expansion until the Europeans arrived to a bit of a surprise, or perhaps showing up out of the Atlantic mists and reverse colonizing England. Only, I began the game with what looked like the usual vision on Europe and Northern Africa that a European country starts with.
1) Does anyone know of a way to prevent that from happening? I'd sort of been looking forward to being 'surprised' by Europe when we finally made contact via exploration.
2) Failing that, am I right in thinking that because I'm in diplomatic contact with them, all of Europe will 'get' my discovery of North America after a certain amount of time passes?
You'll still have to wait for the Europeans to arrive in order to Westernize and build ships, though. If you want to sail across earlier, you could possibly try Chinese tech group instead, which will limit your European view and thus their view of you in the early years? It won't matter that Ming knows where you are, assuming you're on the east coast of NA.
The Chinese tech group idea might be fun. "Zheng He Gets Really Lost, Founds Colony in Nantucket" could be a hoot. Columbus shows up, arrives expecting Asians, finds Asians.
The fun part is that I figured, hey, as long as I'm here, lets go exploring. And I found El Dorado. Nice. (+10tax -1 unrest).
I'm getting some flavor events over in East Africa now, with some natives migrating into my lands, changing all my nice Coptic provinces back to Animist. Blah!
And the best part? I'm in an alliance with a very blobby France. I'm a LOT happier about neighboring the Ottomans now.
When I'm not playing a nation that dominates a end-node, I always am frustrated a little by the fact that even if I own all the provinces in a node, the upstream power from downstream nodes will cause a good portion of the income to go out. However! What if there's no one downstream?
I'm collecting trade in Zanzibar - it has two inputs (Gulf of Aden and Malacca) and one output (Cape). I completely own Cape and Zanzibar provinces. Portugal owns Ivory Coast like whoa, and has a ton of upstream power in cape. However, upstream power only goes up one node! So what this means is that I'm letting Portugal suck whatever it wants out of Cape, but I'm collecting in Zanzibar. I get 100% of the trade coming into Zanzibar that way, and directing trade from Malacca and Aden, and then from Indus, Ceylon, etc into Aden, yeah, I'm starting to get some great trade cash. And because I own Cape 100%, no one can ever suck cash away using upstream power.
I nearly beat Spain, but then some Commonwealth super-general landed in my lands and beat me as I outnumbered him 3.5:1 - I was also involved in five (or more?) wars with a very blobby France and neither of us has been able to gain any territory
I had an alliance going with Great Britain but then they went and got PU'd by Scandinavia which is uninterested in an alliance with me, any attempts to gain an alliance with Austria are also fruitless
In my wars, I was often consistently losing even when I outnumbered the enemy 2:1, though I was only behind three technologies at most after I westernized - is the effect from that and the reduced combat ability of South American troops really that extreme? There were times I was up to 50% military tradition and my generals still got their asses handed to themselves
How many military ideas do you have? Standard MO for understrength armies is to stack morale and manpower to grind the opponent down.
Finally, how big is your navy? The AI is terrible as intercontinental invasions, so if you're competitive you should never have to even deal with their armies beyond the initial CN's forces.
Number advantages don't mean much if you just blob them into single giant armies -- your combat width will almost certainly limit how many of them are actually able to engage the enemy (especially in all those South American mountains and jungles), so you can still wind up losing the morale slog. What's your army composition (inf/cav/art numbers)?
If you're going to fight a battle with numeric superiority, do it with split stacks. Send in your first stack to engage, then either reinforce mid-battle (to bolster your morale) or, even better, attack with the second stack right after the first battle ends. This is best done by manually retreating your first stack one day before your second stack arrives. You'll lose that battle, but for the second, your fresh stack will engage a battered enemy. This has multiple benefits: your regiments are full while your enemies' are all reduced (this has a drastic effect on how battles actually play out, it's generally more important than total numbers), and your morale is full while your enemy's is wherever it left off on the previous battle.
Your second stack should win, but if you've got a 3.5:1 number advantage, might as well have a third stack ready to go just in case. Or even better, have the third stack positioned to hit the enemy as soon as their shattered retreat ends so you can either wipe them out immediately (best case) or ping-pong them back to your other stack (which should be healed up some + combined regiments as needed).
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
The tech difference in my last war against France was 21 to 24 - they lead in everything in the ledger, Austria got hit really hard by the Ottomans and Hungary early on and the only other really powerful European nation is Scandinavia (France took what was Aragon, the HRE is now led by Brandenburg and fully Protestant)
This game I stuck to the army composition recommended in this thread, with four cavalry units and six infantry units to every four artillery units
I didn't really try to beat them at the navy game, I kinda hoped I would be able to crush them through numerical advantage (since my units are slightly weaker, I thought this was what I had to do as a non-European nation) - I took Quantity early on because I had manpower issues against Portugal and couldn't afford to build it up, I also have full Quality ideas by now
I guess what I tried to do doesn't really work out that well
Now on the good side, I'm allied to France and Poland. On the downside, I can never count on AI to use their armies correctly, so I'm very wary of declaring war yet (also, Ottos are in a Coalition against me too, which is minor but still another 50k troops with the other countries they're with.) I've taken Religion, Expansion, Quantity, Economics, Quality, and I'm thinking I'm going to complete out the mil ideas before I start jumping on Ottos. I have time.
This is why navies are so useful if you can westernize fast enough to build them as an American native. Best to simply never fight their armies to begin with.
Don't forget to consolidate regiments after a battle, even if you win, unless you're confident there won't be another battle. I really can't stress how important this is. You'll reduce your total regiments, so make up for that with some mercenaries (have them training before the battle ends if you need to). If you have the manpower, keep training new units in your recruitment provinces throughout the war so you can continue to reinforce your troops in that manner. Don't rely on manpower ticks, because that works best when you're not having to consolidate.
Completely kills my desire to play.
I could do a Tuscany -> Italy game, or I could wait a little while and do that with all these new province features. Or I could do an England game and colonise the world, but if I wait a little longer I can do that with a parliament!
I'm finishing up my Qing game. Just hit the 1700s; I have almost all of China proper (couple random pointless provinces sitting in Tibet and Dai Viet, the latter of which is my ally), over 2/3 of Japan, most of Siberia, and my colonial nations have almost finished dominating the California node.
The only reasonable expansion after this is into Mexico to direct trade to Nippon, but Mexico is mostly controlled by a Portuguese CN. Portugal is also my only rival (only valid one at that). They will be my first real challenge since early-game Oirat! My navy is twice theirs, I'm only behind 1 military tech, and I'm about to grab a new set of military ideas, so this shouldn't actually be too hard. It's mostly just a logistics mess; Portugal is all over the place. If I'm lucky they won't bother coming to their CN's defense. But if they do, I'm confident I can destroy them.
Considering allying Great Britain first to try to bring them into the war, but they may not join. Portugal has them rivaled, but GB isn't returning the favor...
Anyway I'll probably call this game done if I beat Portugal. Not much sense continuing after that point.
(I'll post some screenshots of my unbelievably overpowered custom nation empire later tonight)
And apparently they're aiming for a June release for this DLC. Can't wait.
Hopefully this means you can now fully annex a multi-province country while giving the territory to someone else. Its always annoying when vassal feeding to have to declare a separate war just for the target's capital.
We'll have to wait and see the numbers to really understand how much this changes things. But it's a positive move regardless.
The map updates are exciting, too. Dat Italy!
Johan did say you can take all their provinces while still getting gold. Also, that you don't have to have something sieged to demand it in the peace deal, but it'll cost more if it isn't sieged.
Mmm yes, yes, the perfect daybefore birthday gift.
Ming imploded early so I ended up having almost all of India and China vassalized by 1530.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
No talk about Common Sense eh?
https://forum.paradoxplaza.com/forum/index.php?threads/eu4-development-diary-june-4th-2015.859526/
-thank god-
Took all the things that was wrong and stupid with the fort system idea and removed them.
Also: Anyone else noticing it's become increasingly difficult to expand your dynasty in EU IV? I just had the King of Aragon live to like, 84, three of his heirs die, and for like ten years I'm set to inherit with not even a succession war to worry about.
Then all of a sudden he gets a new heir and dies the -next day-
Fuck you game. That wasn't random. >:|
I'm actually a little disappointed at the reduced fort regiments. Yeah the previous numbers were kind of crazy, but I was looking forward to taking on the Ottomans as the Knights and winning with sorties.
If this doesn't cool Castile and Portugal the hell down I vote they take away their NI colonizers.
It's a little tiring having Castile and Portugal snap up every territory with a trade bonus -everywhere-
Head first into that brick wall.
Who'd you have beta testing this expansion? People who hate the ahistorical aspects of the game?