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[EUIV] Reducing the Reduced reduction in cost of reducing war exhaustion for some NI's
I'm currently playing in India as Orissa, and I'm a little unsure which idea sets to take. I've started with Exploration because I want to sneaky sneak Colonialism, but the next two are hard to decide on. I've two choices:
Quantity -> Religious
- Manpower for days to counteract all the attrition
- Holy War CB as a nation whose religion doesn't exist elsewhere.
- Powerful Military Policy
- "Phabrikayt kleyhm? What's that?"
- Conversion powah
Defensive -> Humanist
- Stupid good attrition reduction in a tropical continent, especially with its military policy
- Lets me set up the Humanist-Offensive policy later
- A policy to help my pretty slow colonist, since I don't have the estate privileges to speed them up and I'm not currently considering Expansion
- Humanist leans into Hindu tolerance of Heathens
I pick up Humanist whenever I'm playing Hindu but either is very good
One thing to keep in mind is that you have to pay for soldiers you replace from your huge manpower pool, whereas you don't have to pay for soldiers which don't die of attrition in the first place
You also don't have to pay for conversions if you don't need to convert anything
Platy on
0
SolyspPreviously Kane Red RobeRegistered Userregular
So if an update breaks my iron man game and rolling back says I can't earn achievements anymore am I just fucked?
I'm thinking like three things about Leviathan: The new stuff looks fun, Youtube has shown some of it can be stupidly overpowered if you abuse it and I wouldn't be surprised if it got patched, and the Paradox forums taking that and calling the update completely broken and a disaster makes me feel tired.
All the dedicated forums are full of whining power gamers who spend thousands of hours playing games and then saying it's too easy. They suck.
The idea that your vote is a moral statement about you or who you vote for is some backwards ass libertarian nonsense. Your vote is about society. Vote to protect the vulnerable.
Don't discount the bug reports as just unnecessary complaining. Here's a list of what I have seen as broken right now:
horde ideas + religious idea has a policy that gives +100% missionary strength
Siberian tribes can't migrate any more. Forming any Polynesian formable tag gives you generic national ideas. Collapse of Majapahit disaster can fire even if you don't have the DLC, and the DLC-only mission tree is the only way to avoid it. Certain focuses in SEA just don't even count as completed when you finish them, or have very vague tooltips that don't tell you what you actually need to do. Federation members that are far weaker than you in every way will still hurt your Federation Cohesion for being "stronger than the federation leader" and we have no idea how this is being calculated.
The Tributary CBs from the Tonga Mission Tree only last until the start of the next month ...
/edit: Its even worse, it last somewhere around 3-30 days from my testing, and since you can only declare one war/month, you can only attack the one with the biggest alliance to get maybe 4 tributaries - sucks that the following mission requires 7, and all the provinces are out of claim range.
There's clearly a good bit of the new content that Paradox needs to roll out some fixes for.
Absolutely, I'm seeing quite a lot of issues. Though the whining I saw was all before that was apparent, and having legitimate grievances hasn't improved the tone.
Hagia Sophia is indeed pretty feeble compared to Alhambra though, I'd be super interested in the rationale behind that. Maybe it was back when we thought it would take 50-100 years to actually build/upgrade these, but they cut the build time dramatically.
Anyone try totemist changes out yet? If they made NAs viable without having to self assimilate then I would be happier.
I played before the hotfix and Native mechanics were completely broken, no one playtested it
It's... okay-ish now, unfortunately I still can't add any ancestors because my ruler is accidentally immortal, don't know what that's about
Ok thanks. I will keep an eye out. I had high hopes for a positive progression away from the euro interpretation of what NAs would do if they fought back. With the only playable method basically self assimilating away from their culture I found the design to be really sad. As a NA I want to paint as much of the world NA but without having to go euro.
So probably still wait to actually play is what I'm hearing.
The idea that your vote is a moral statement about you or who you vote for is some backwards ass libertarian nonsense. Your vote is about society. Vote to protect the vulnerable.
Anyone try totemist changes out yet? If they made NAs viable without having to self assimilate then I would be happier.
I played before the hotfix and Native mechanics were completely broken, no one playtested it
It's... okay-ish now, unfortunately I still can't add any ancestors because my ruler is accidentally immortal, don't know what that's about
Ok thanks. I will keep an eye out. I had high hopes for a positive progression away from the euro interpretation of what NAs would do if they fought back. With the only playable method basically self assimilating away from their culture I found the design to be really sad. As a NA I want to paint as much of the world NA but without having to go euro.
The concepts they introduced in the expansion are good, just none of them really worked as they should pre-hotfix
You do indeed still throw most of your NA flavor overboard as soon as you "reform" off a European neighbor
"Reformation" is very wonky right now, there are two ways to "reform" and it feels like one should make you able to embrace institutions and the other should let you switch out your government type if you would like to do so, but that's not how it works
The way settled tribes work now is that you build up ticking "tribal development" by building irrigation in your provinces
You can directly add this development to your existing provinces, or use it to settle uncolonized provinces - I played as one of the Mississippi tags and was able to eventually grow my nation to 500 development
Post-hotfix federation mechanics are interesting but not quite tuned right - the last "federation advancement" lets you inherit all the other tribes in your federation, but their tribal development gets removed, so you end up with a bunch of 1/1/1 provinces.
Migratory tribes gain tribal development through grazing, you gain more development from grazing in another tribe's land - in theory this would lead to conflict, but I'm not sure if the AI reacts at the moment unless you directly border them. You keep all buildings when migrating and your tribal development gets automatically added to your current "main province".
I'm not sure how you're supposed to play migratory tribes which don't start with extended tribal lands (for example in Australia or SA) - I feel like this is probably some sort of oversight, settled tribes have a button through which they can add new tribal land, it would only make sense if migratory tribes had access to the same mechanic.
The way settled tribes work now is that you build up ticking "tribal development" by building irrigation in your provinces
You can directly add this development to your existing provinces, or use it to settle uncolonized provinces - I played as one of the Mississippi tags and was able to eventually grow my nation to 500 development
Post-hotfix federation mechanics are interesting but not quite tuned right - the last "federation advancement" lets you inherit all the other tribes in your federation, but their tribal development gets removed, so you end up with a bunch of 1/1/1 provinces.
Migratory tribes gain tribal development through grazing, you gain more development from grazing in another tribe's land - in theory this would lead to conflict, but I'm not sure if the AI reacts at the moment unless you directly border them. You keep all buildings when migrating and your tribal development gets automatically added to your current "main province".
I'm not sure how you're supposed to play migratory tribes which don't start with extended tribal lands (for example in Australia or SA) - I feel like this is probably some sort of oversight, settled tribes have a button through which they can add new tribal land, it would only make sense if migratory tribes had access to the same mechanic.
That sounds like a very interesting run, I may have to try my hand at something similar. Maybe after another hotfix patch.
Apparently you can embrace institutions as a Native now, you just don't gain any progress towards them through developing, they need to spread to your lands
That means you could possibly stay Native all game if you desire to do so, with 0% tech penalty
You do however lose the Federation bonuses because all the other nations are going to switch to other government types, this happens a bit too quickly right now
Dangit, I wanted to play game of thrones with the favour system and see how many PU's I could wrack up, my first target is Naples, I successfully give them a Palaiologos... and they turn into a republic off an event.
I heard the latest hotfix made the game playable again, so I grabbed the DLC and started a game as Majahapit. Unfortunately, the disaster didn't work so I couldn't use their new mission tree. Sad trombone noise.
Aw dangit I just learned they nerfed propagate religion trading policy. Can't convert Abrahamic faiths at all. My Sunni Mughals was way too much Shia to make this an easy to manage situation.
So when you take a 64 development aboriginal province it gives AE like it's 64 development but reverts to like 6. OK, Paradox.
The idea that your vote is a moral statement about you or who you vote for is some backwards ass libertarian nonsense. Your vote is about society. Vote to protect the vulnerable.
Oh also the resource produced changes. Gems became fish.
AND I think the Khmer disaster happens and unhappens every time you reload.
The idea that your vote is a moral statement about you or who you vote for is some backwards ass libertarian nonsense. Your vote is about society. Vote to protect the vulnerable.
So i got a bug where the game is crashing on the same in-game date every time. Reloading an earlier save doesn't help. I have no mods, have all DLC except Leviathan. EU4 forums have a bunch of people complaining about the same thing, and their crash log has the same error code in getting, so hopefully a patch fixes it soon.
Unfortunately I started getting chain declarations of war once the colonizers unlocked Nationalism and Imperialism
It got rather tedious at that point, also due to the massive travel time when moving armies across North America - I would've needed to eat all or most of the European CNs or gotten myself an outpost in North Africa so I could've allied the Ottomans
So if you take over and swap to Japan as So you stay as a pirate republic, which I did not expect and also rules
Playing as So seems a bit buggy to me. You'll build up AE with your fellow daimyos, get a warning they'll join a coalition, but they never do. The Shogun never declares on you when you get too big. I'm pretty sure the open/closed incidents don't all work.
I had a lot of fun with it but it feels very half-baked.
I had a colition fire and the Shogun want me dead in the same war cause I went tonfst west to fast
I think 1495 is the earliest you can form Japan and it's with a lot of debt juggling and I'm at 25 inflation, this is like the third run and I can never get the Shogun in one war, which means you take like -16 we and -6 stab for reasons
Posts
Quantity -> Religious
- Manpower for days to counteract all the attrition
- Holy War CB as a nation whose religion doesn't exist elsewhere.
- Powerful Military Policy
- "Phabrikayt kleyhm? What's that?"
- Conversion powah
Defensive -> Humanist
- Stupid good attrition reduction in a tropical continent, especially with its military policy
- Lets me set up the Humanist-Offensive policy later
- A policy to help my pretty slow colonist, since I don't have the estate privileges to speed them up and I'm not currently considering Expansion
- Humanist leans into Hindu tolerance of Heathens
Any preferences?
One thing to keep in mind is that you have to pay for soldiers you replace from your huge manpower pool, whereas you don't have to pay for soldiers which don't die of attrition in the first place
You also don't have to pay for conversions if you don't need to convert anything
There's clearly a good bit of the new content that Paradox needs to roll out some fixes for.
Hagia Sophia is indeed pretty feeble compared to Alhambra though, I'd be super interested in the rationale behind that. Maybe it was back when we thought it would take 50-100 years to actually build/upgrade these, but they cut the build time dramatically.
EU4: 1.31.1 Majapahit is now LIVE!
I played before the hotfix and Native mechanics were completely broken, no one playtested it
It's... okay-ish now, unfortunately I still can't add any ancestors because my ruler is accidentally immortal, don't know what that's about
Since it happened to many if not most streamers, it seems to occur semi-frequently
Ok thanks. I will keep an eye out. I had high hopes for a positive progression away from the euro interpretation of what NAs would do if they fought back. With the only playable method basically self assimilating away from their culture I found the design to be really sad. As a NA I want to paint as much of the world NA but without having to go euro.
The concepts they introduced in the expansion are good, just none of them really worked as they should pre-hotfix
You do indeed still throw most of your NA flavor overboard as soon as you "reform" off a European neighbor
"Reformation" is very wonky right now, there are two ways to "reform" and it feels like one should make you able to embrace institutions and the other should let you switch out your government type if you would like to do so, but that's not how it works
You can directly add this development to your existing provinces, or use it to settle uncolonized provinces - I played as one of the Mississippi tags and was able to eventually grow my nation to 500 development
Post-hotfix federation mechanics are interesting but not quite tuned right - the last "federation advancement" lets you inherit all the other tribes in your federation, but their tribal development gets removed, so you end up with a bunch of 1/1/1 provinces.
Migratory tribes gain tribal development through grazing, you gain more development from grazing in another tribe's land - in theory this would lead to conflict, but I'm not sure if the AI reacts at the moment unless you directly border them. You keep all buildings when migrating and your tribal development gets automatically added to your current "main province".
I'm not sure how you're supposed to play migratory tribes which don't start with extended tribal lands (for example in Australia or SA) - I feel like this is probably some sort of oversight, settled tribes have a button through which they can add new tribal land, it would only make sense if migratory tribes had access to the same mechanic.
That sounds like a very interesting run, I may have to try my hand at something similar. Maybe after another hotfix patch.
That means you could possibly stay Native all game if you desire to do so, with 0% tech penalty
You do however lose the Federation bonuses because all the other nations are going to switch to other government types, this happens a bit too quickly right now
That means you can play the expansion now without losing your savegame all the time (only way around it was to keep the game running)
Yes, but now you can't vassalise without a subjugation CB.
Always astounded by how good of a node Persia is
Allied with the Mamluks, had to crush the Ottomans in a war
was gonna do new providence then I was like wait why are these ideas so shit
Until that decision I leanred you can play as a pirate dayimo so that's now what I'm doing
AND I think the Khmer disaster happens and unhappens every time you reload.
The AI never settles tribal development so it gets lost (but you still get full AE)
Tribal development reappears if the tag gets released again, it's really messy
Unfortunately I started getting chain declarations of war once the colonizers unlocked Nationalism and Imperialism
It got rather tedious at that point, also due to the massive travel time when moving armies across North America - I would've needed to eat all or most of the European CNs or gotten myself an outpost in North Africa so I could've allied the Ottomans
Playing as So seems a bit buggy to me. You'll build up AE with your fellow daimyos, get a warning they'll join a coalition, but they never do. The Shogun never declares on you when you get too big. I'm pretty sure the open/closed incidents don't all work.
I had a lot of fun with it but it feels very half-baked.
I think 1495 is the earliest you can form Japan and it's with a lot of debt juggling and I'm at 25 inflation, this is like the third run and I can never get the Shogun in one war, which means you take like -16 we and -6 stab for reasons