So I have common sense now. I'm Haiti and switched to a constitutional republic. How do I add more parliament seats? It added some automatically but there doesn't seem to be an option to add more myself.
So after playing for a few days. The map changes and new provinces are nice. The movement changes are nice.
The rest of it could go away. Including the new fort system. I'm probably in the minority but whatever.
Most of the changes aren't for me apparently.
At first I didn't like the fort system, but then I really looked at it and figured a lot of good things it does.
It makes wars, on average, a lot faster since you don't have to sit around forever waiting for everything to siege. (Now you just have to siege forts, although it's a bit harder to siege forts than it used to be.)
It finally allows forts to function kind of like their real life counterparts. With a cleverly placed line of forts in good locations, you can force enemy armies to have to take terrain penalties attacking you. Also since you have to pay upkeep for them it means you're incentivized to only put them in strategic locations. (Remember folks if you conquer territory and it has useless forts, you can always destroy them.)
Other things I like: that buildings don't cost monarch points anymore, meaning money is so much more useful than it used to be. The changes to the 1444 start date mean that Western and Central Europe are far more dynamic than they used to be.
What's killing me about the new fort system is rebellions. Even when baby sitting if you get more than one rebel stack spawn, they're going to finish at least one siege and add separatism. I do quite like the system for actual wars.
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TraceGNU Terry Pratchett; GNU Gus; GNU Carrie Fisher; GNU Adam WeRegistered Userregular
So after playing for a few days. The map changes and new provinces are nice. The movement changes are nice.
The rest of it could go away. Including the new fort system. I'm probably in the minority but whatever.
Most of the changes aren't for me apparently.
At first I didn't like the fort system, but then I really looked at it and figured a lot of good things it does.
It makes wars, on average, a lot faster since you don't have to sit around forever waiting for everything to siege. (Now you just have to siege forts, although it's a bit harder to siege forts than it used to be.)
It finally allows forts to function kind of like their real life counterparts. With a cleverly placed line of forts in good locations, you can force enemy armies to have to take terrain penalties attacking you. Also since you have to pay upkeep for them it means you're incentivized to only put them in strategic locations. (Remember folks if you conquer territory and it has useless forts, you can always destroy them.)
Other things I like: that buildings don't cost monarch points anymore, meaning money is so much more useful than it used to be. The changes to the 1444 start date mean that Western and Central Europe are far more dynamic than they used to be.
I dislike that buildings are now relative in power. Except docks I think, which increase your naval capacity.
60% increase in tax isn't worth it for 300 gold if you don't develop the province and you can't develop the province unless you strictly play "tall" despite my earlier hopes in being able to at least develop your capital city or something.
Buildings are pretty useless outside of the trade and dock buildings unless you play tall. And of course the stupid money draining forts. That cleverly placed line of forts is going to drain all the money you have.
I mean that's why there are mods & you're able to switch to the previous versions quickly and easily in Steam - this isn't all doom and gloom, if there's a problem with the direction (I like a lot of the changes, but I think a lot of the numbers are way off), I think it'll be tweaked and addressed appropriately. If not, well, maybe I'll join you in the land of the old versions haha.
This is the future. This is what we built. This is what we wanted. It must have been. Because we all had the fucking choice, didn't we? It is only our money that allows commercial culture to flower. If we didn't want to live like this, we could have changed it at any time, by not fucking paying for it.
So let's celebrate by all going out and buying the same burger. -transmet
0
TraceGNU Terry Pratchett; GNU Gus; GNU Carrie Fisher; GNU Adam WeRegistered Userregular
I mean that's why there are mods & you're able to switch to the previous versions quickly and easily in Steam - this isn't all doom and gloom, if there's a problem with the direction (I like a lot of the changes, but I think a lot of the numbers are way off), I think it'll be tweaked and addressed appropriately. If not, well, maybe I'll join you in the land of the old versions haha.
Wonderful. A game I've dropped more than 100$ on will no longer be serviced because the patch, not the DLC, changed the game so radically that I no longer enjoy the mechanics.
I think that's what upsets me the most. I don't get an opt out to any of the -really- big changes at all. It's all or nothing regarding the patch.
Also people have been saying Poland is extra strong now and it's true! Poland is stronger than its been since the patch that made it so you couldn't join the HRE as Poland.
0
KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
Been playing a Brandenburg->Prussia->Germany game and while I haven't actively been looking to develop my provinces I've found myself pumping excess diplo points (and only diplo points) into increasing production since I had a string of X/5/X rulers and no diplo ideas.
I've managed to get a couple of silk provinces to the point where I can get 0.7 ducats a month from a 97 ducat workshop.
Base tax is pretty much worthless to develop. Your admin points are worth a shit load more elsewhere.
Forts change just enough to be annoying without dramatically changing how warfare is conducted - watch a league war happen and you still have 100 armies going wherever they please. This is generally because forts are expensive and there is (almost) always going to be holes in fort coverage which you can then just bypass.
The only thing I like about the fort change is if your army is defeated you can retreat back into your territory and avoid a stackwipe, but this means your fort ring needs to be perfect. Also means you can't easily stackwipe enemies because you can't chase them deep into their territory when you first defeat their army so wars tend to last longer. It brings a bit of back and forth to wars.
If an enemy province has an enemy fort next to it, it will be automatically captured as long as either it, or the fort, don't have your stripes or your troops on it.
My friend is working on a roguelike game you can play if you want to. (It has free demo)
If an enemy province has an enemy fort next to it, it will be automatically captured as long as either it, or the fort, don't have your stripes or your troops on it.
I guess they need to be immobile troops to keep control?
Except this isn't true if you're leaving the stripes to siege new un-stripes?
I made a game! Hotline Maui. Requires mouse and keyboard.
Finished a game with common sense as Portugal -> Haiti and and am now well into an Ottoman game.
I'm not sure about the economics of forts - they are pretty expensive - but I love what they've done to the flow of wars. No longer are they micromanagement-heavy blankets of small sieges, they actually kind of make sense now and I've found myself half-enjoying big wars instead of dreading them.
I bought common sense because I had a EU kick tackle me out of nowhere after finishing the Witcher 3, but I agree that it's the closest they've come to a "mandatory" expansion/DLC. I hope the trend doesn't continue.
In my current game the Ottomans are currently over 35,000 in debt and it just keeps rising. They continue to take out more and more loans to pay off their expiring loans...
it's a pretty good feeling when you are able to help push one of the superpowers to bankruptcy
This is the future. This is what we built. This is what we wanted. It must have been. Because we all had the fucking choice, didn't we? It is only our money that allows commercial culture to flower. If we didn't want to live like this, we could have changed it at any time, by not fucking paying for it.
So let's celebrate by all going out and buying the same burger. -transmet
If an enemy province has an enemy fort next to it, it will be automatically captured as long as either it, or the fort, don't have your stripes or your troops on it.
I guess they need to be immobile troops to keep control?
Except this isn't true if you're leaving the stripes to siege new un-stripes?
Basically the only way to hold onto a province next to a fort is to immediately move the army on to the fort afterword
My friend is working on a roguelike game you can play if you want to. (It has free demo)
Got a decent game going as Georgia! Its actually playable now, after the Caucasus and the northern Steppes there got a a bunch of new smaller nations. I'm pretty sure it will come to a brutal end though, I'm wedged between the Ottomans, full powered Persia, and Russia working its way south.
Temples are even more effective than they used to be! At 100 ducats and no monarch points it's a steal; they give a greater benefit versus 1.11's if you have 3 or more base tax in your province, and it's arguably a better deal at base tax 2 as well (less money return but no MP requirement). If it weren't for building slots I'd put these in every single province.
Trying out a tall nation run as Bessarabia, a custom nation sitting in the Wallachia / Romania / Bulgaria region (all farmlands and grasslands). The start was a little slow, but I rushed Economics to completion; that together with my custom national idea for development cost is sort of working. I'm not getting as powerful as if I were spending all these MPs expanding, but I don't have to deal with revolts or AE & OE. I've taken a few provinces from the Ottomans to get them off the European side (their Bulgarian holdings, which I didn't want to go to Byzantium). I allied Byzantium early, and thanks to the standard boosts to all nations, we were actually able to whip the Ottomans in a straight-up fight (though this was because their manpower had been drained in alliance wars against Qara Qoyunlu). Of course I had also replaced most of the Ottoman Greek holdings with a custom nation based in Epirus (which was named Thessaly because Epirus is already a tag). Byzantium conquered them fairly swiftly, which surprised me.
Now I'm trying to go tall enough to use my province power to dominate the four trade nodes that my nation is weirdly situated between (my heartland is at a nexus point of four trade regions, it's bizarre). I'm not entirely sure I'm going to be successful; mid-game might require me to betray and conquer Byzantium, who has since recovered all of Greece. I guess I could take Anatolia instead, but I'd really rather not deal with that (I have no bonuses to religious conversion and don't want to deal with a bunch of rebellious wrong-religion wrong-culture provinces).
This is definitely a game that never would have been possible without a couple of the DLCs. I wanted to try a tall merchant republic instead, but they're in desperate need of tuning (they lost their force limits bonus to navies, and light ships are even less effective than they used to be at trade power generation). This has turned out to be a compelling alternative. I've never played EU quite like this.
Fleur de Alys on
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Well game over. Now I remember how this game can piss me off, because it becomes completely unwinable when the AI stacks morale through the roof and battles are over before they start.
Yeah checking the wiki, the Persians had 4.6 morale against my 3.6. We were equal in tech. They had:
Persian traditions +10%
Max Sunni +10%
Max Tradition +25%
Army ideas +15%
Thats basically the same morale I would have at Tech 15.
You can beat AI morale stacking by splitting your armies. Engage them with one stack, march a second stack in, manual retreat the first stack one day before the second stack arrives. The enemy army's morale will be unchanged from the first battle (so, reduced) while your new stack will be at maximum morale.
Of course you need more troops than them to do this. You can help make up the difference by engaging defensively on one of your forts (a good idea anyway to make sure your second army can engage properly with ZoC) and sally right after the second battle starts.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Yeah I realize it can be mitigated somewhat by having more troops, but they had 40k doomstacks, if I tried to snipe the smaller sieging armies they could reinforce before I take the morale down enough.
Yeah, the AI has gotten really good at using hunter-killer stacks. It's harder and harder to win if you're at a total numerical disadvantage.
I know losing is supposed to be part of a game like this (otherwise you just roll to a dull WC), but I have a bad habit of reloading when it happens anyway. It's just so hard to retrain my brain from lessons learned from old-school strategy games where you're literally supposed to win and win big at every engagement. Taking a strategic minimal loss doesn't naturally enter my thoughts as a reasonable thing to do.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
So with common sense Protestant seems to be the best (Christian) religion by a mile? You get the tax bonus, plus three bonuses of your choice that you can switch out as you like depending on what your needs are.
also your ideas are cheaper. Reformed's "powers" are stronger but narrower, and catholic has a bunch of little things that you can't really expect to get with any regularity.
My friend is working on a roguelike game you can play if you want to. (It has free demo)
I'd say it's a toss up between Protestant and Reformed. Protestant is a lot more versatile, but Reformed's bonuses are larger. Plus if you're taking Religious as an idea group, there's fewer Reformed countries, so your CB works on more people.
Catholicism is basically a joke unless you control the pope though, which is a shame. They're apparently working on adjusting the numbers for the papal influence though, so it might get better soon.
And Orthodox is slightly broken at the moment, with the frequency of their events dropped drastically, so that it isn't unheard of to only get a single bump in authority over 100 years.
I'm mostly enjoying the new patch and Common Sense, but it's definitely taking some getting used to. The development system is neat, but I almost exclusively use it to dump excess monarch points if I'm near capped and still ahead of time on tech.
They're supposed to wind up fighting over Italy if the peninsula leaves the HRE around 1500. Has that not been happening for you?
Also, a couple tidbits about the next patch:
* Up-to-date maintained forts will give Army Tradition (based on fort count vs total development).
* The incremental +5 cost for developing will be eliminated, so it will be no worse than 5x as inefficient as conquering (instead of quickly graduating to 20x worse or more). However, you can't spike a single development value; you can only increase a given development value if it is no greater than the combined total of the other 2 before the upgrade. So you can make a 1/3/1, but you can't then upgrade that to a 1/4/1.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
The fact that the Burgundian Succession fired and Austria and France are still buddies really messes with me. In my other game they were friends and beat on burgundy instead.
Playing a game as Ethiopia to get the Prestor John achievement and man... Europe's... Europe's weird. Austria lost Tyrol, Styria, the two provinces north of Wien. (But still managed to get a really late Burgundian Inheritance, although it only ended up being Luxemburg and one other province.) It's in the 1550s end England and France have yet to resolve the issue of England's continental holdings. (Although England did lose Normandy... to Brittany.) Commonwealth is... stupidly huge, Novgorod is also huge. Religion wise, the protestant reformation triggered in Wien. Austria refused to convert but Stryria did. There's a big protestant block in northern Germany, and Scandinavia and the British Isles are both solidly protestant. All three reformed centers are in central Germeny so reformed has been wreaking havoc in the HRE.
Big powers in Europe are: 1. Commonwealth, 2. Ottomans (Besides their usual acquisitions they ate most of the Balkans and most of Hungary.) 3. England, 4. Sweden, 5. France 6. Castille, 7. Bohemia (With a weak Austria they've been able to expand unchecked.) 8. Tuscany (Free reign to annex most of central and northern Italy.)
Posts
It makes wars, on average, a lot faster since you don't have to sit around forever waiting for everything to siege. (Now you just have to siege forts, although it's a bit harder to siege forts than it used to be.)
It finally allows forts to function kind of like their real life counterparts. With a cleverly placed line of forts in good locations, you can force enemy armies to have to take terrain penalties attacking you. Also since you have to pay upkeep for them it means you're incentivized to only put them in strategic locations. (Remember folks if you conquer territory and it has useless forts, you can always destroy them.)
Other things I like: that buildings don't cost monarch points anymore, meaning money is so much more useful than it used to be. The changes to the 1444 start date mean that Western and Central Europe are far more dynamic than they used to be.
I dislike that buildings are now relative in power. Except docks I think, which increase your naval capacity.
60% increase in tax isn't worth it for 300 gold if you don't develop the province and you can't develop the province unless you strictly play "tall" despite my earlier hopes in being able to at least develop your capital city or something.
Buildings are pretty useless outside of the trade and dock buildings unless you play tall. And of course the stupid money draining forts. That cleverly placed line of forts is going to drain all the money you have.
Just entering the 18th century on my first game with the new expansion, a Holland game, things are going pretty well so far
Might switch over to a system with a Parliament to see how it works.
But whatever direction they're going with this game now isn't for me apparently.
So let's celebrate by all going out and buying the same burger. -transmet
Wonderful. A game I've dropped more than 100$ on will no longer be serviced because the patch, not the DLC, changed the game so radically that I no longer enjoy the mechanics.
I think that's what upsets me the most. I don't get an opt out to any of the -really- big changes at all. It's all or nothing regarding the patch.
I've managed to get a couple of silk provinces to the point where I can get 0.7 ducats a month from a 97 ducat workshop.
Base tax is pretty much worthless to develop. Your admin points are worth a shit load more elsewhere.
Forts change just enough to be annoying without dramatically changing how warfare is conducted - watch a league war happen and you still have 100 armies going wherever they please. This is generally because forts are expensive and there is (almost) always going to be holes in fort coverage which you can then just bypass.
The only thing I like about the fort change is if your army is defeated you can retreat back into your territory and avoid a stackwipe, but this means your fort ring needs to be perfect. Also means you can't easily stackwipe enemies because you can't chase them deep into their territory when you first defeat their army so wars tend to last longer. It brings a bit of back and forth to wars.
I get that you need double the fort level in numbers to continue a siege.
I don't understand when I will or will not lose control of occupied territory as the result of moving an army.
I guess they need to be immobile troops to keep control?
Except this isn't true if you're leaving the stripes to siege new un-stripes?
I'm not sure about the economics of forts - they are pretty expensive - but I love what they've done to the flow of wars. No longer are they micromanagement-heavy blankets of small sieges, they actually kind of make sense now and I've found myself half-enjoying big wars instead of dreading them.
I bought common sense because I had a EU kick tackle me out of nowhere after finishing the Witcher 3, but I agree that it's the closest they've come to a "mandatory" expansion/DLC. I hope the trend doesn't continue.
So let's celebrate by all going out and buying the same burger. -transmet
Basically the only way to hold onto a province next to a fort is to immediately move the army on to the fort afterword
Trying out a tall nation run as Bessarabia, a custom nation sitting in the Wallachia / Romania / Bulgaria region (all farmlands and grasslands). The start was a little slow, but I rushed Economics to completion; that together with my custom national idea for development cost is sort of working. I'm not getting as powerful as if I were spending all these MPs expanding, but I don't have to deal with revolts or AE & OE. I've taken a few provinces from the Ottomans to get them off the European side (their Bulgarian holdings, which I didn't want to go to Byzantium). I allied Byzantium early, and thanks to the standard boosts to all nations, we were actually able to whip the Ottomans in a straight-up fight (though this was because their manpower had been drained in alliance wars against Qara Qoyunlu). Of course I had also replaced most of the Ottoman Greek holdings with a custom nation based in Epirus (which was named Thessaly because Epirus is already a tag). Byzantium conquered them fairly swiftly, which surprised me.
Now I'm trying to go tall enough to use my province power to dominate the four trade nodes that my nation is weirdly situated between (my heartland is at a nexus point of four trade regions, it's bizarre). I'm not entirely sure I'm going to be successful; mid-game might require me to betray and conquer Byzantium, who has since recovered all of Greece. I guess I could take Anatolia instead, but I'd really rather not deal with that (I have no bonuses to religious conversion and don't want to deal with a bunch of rebellious wrong-religion wrong-culture provinces).
This is definitely a game that never would have been possible without a couple of the DLCs. I wanted to try a tall merchant republic instead, but they're in desperate need of tuning (they lost their force limits bonus to navies, and light ships are even less effective than they used to be at trade power generation). This has turned out to be a compelling alternative. I've never played EU quite like this.
Much better to avoid such things
Persian traditions +10%
Max Sunni +10%
Max Tradition +25%
Army ideas +15%
Thats basically the same morale I would have at Tech 15.
Of course you need more troops than them to do this. You can help make up the difference by engaging defensively on one of your forts (a good idea anyway to make sure your second army can engage properly with ZoC) and sally right after the second battle starts.
I know losing is supposed to be part of a game like this (otherwise you just roll to a dull WC), but I have a bad habit of reloading when it happens anyway. It's just so hard to retrain my brain from lessons learned from old-school strategy games where you're literally supposed to win and win big at every engagement. Taking a strategic minimal loss doesn't naturally enter my thoughts as a reasonable thing to do.
Catholicism is basically a joke unless you control the pope though, which is a shame. They're apparently working on adjusting the numbers for the papal influence though, so it might get better soon.
And Orthodox is slightly broken at the moment, with the frequency of their events dropped drastically, so that it isn't unheard of to only get a single bump in authority over 100 years.
I'm mostly enjoying the new patch and Common Sense, but it's definitely taking some getting used to. The development system is neat, but I almost exclusively use it to dump excess monarch points if I'm near capped and still ahead of time on tech.
3DS: 0963-0539-4405
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Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Edit: game plz
Also, a couple tidbits about the next patch:
* Up-to-date maintained forts will give Army Tradition (based on fort count vs total development).
* The incremental +5 cost for developing will be eliminated, so it will be no worse than 5x as inefficient as conquering (instead of quickly graduating to 20x worse or more). However, you can't spike a single development value; you can only increase a given development value if it is no greater than the combined total of the other 2 before the upgrade. So you can make a 1/3/1, but you can't then upgrade that to a 1/4/1.
Big powers in Europe are: 1. Commonwealth, 2. Ottomans (Besides their usual acquisitions they ate most of the Balkans and most of Hungary.) 3. England, 4. Sweden, 5. France 6. Castille, 7. Bohemia (With a weak Austria they've been able to expand unchecked.) 8. Tuscany (Free reign to annex most of central and northern Italy.)