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Author Topic: Europa Universalis IV  (Read 465411 times)

stabbymcstabstab

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Re: Europa Universalis IV
« Reply #1215 on: May 30, 2014, 12:21:29 pm »

That, or it just doesn't take the size of your empire into account anymore, so world conquest is a thing again. You just have to deal with ethnic uprisings or find a way to placate your new subjects. Which seems legit to me.

Naw, it does. In the defines. I just change the number to '0' because its a stupid, stupid 'feature'.

How do you do this, I'm to scared to try after I broke AoD.
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RedKing

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Re: Europa Universalis IV
« Reply #1216 on: May 30, 2014, 12:22:09 pm »

Well, looks like the patch either removed that "feature" or chanegd the formula then. Cause my massive Mongolian Empire is suddenly nomming up European provinces (even ones I didn't have a claim on) in under 2 years. Now, the kicker is that I can't change the culture anymore until nationalism expires (which is a lot longer than the old "core+religion+culture" wait time).

In essence, they've made it possible to go Napoleon on the world's ass without going into super overextension, but the tradeoff is that you have a far longer horizon of potential unrest. Again, seems legit to me.
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Mictlantecuhtli

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Re: Europa Universalis IV
« Reply #1217 on: May 30, 2014, 12:28:56 pm »

Well, looks like the patch either removed that "feature" or chanegd the formula then. Cause my massive Mongolian Empire is suddenly nomming up European provinces (even ones I didn't have a claim on) in under 2 years. Now, the kicker is that I can't change the culture anymore until nationalism expires (which is a lot longer than the old "core+religion+culture" wait time).

Defines.lua in current version
CORE_TIME_SIZE_MODIFIER = 0.04,   -- % longer per province owned.
MONTHS_TO_CORE_MAXIMUM = 240,
MONTHS_TO_CORE = 36,   
   
Defines.lua in previous version
CORE_TIME_SIZE_MODIFIER = 0.04,   -- % longer per province owned.
MONTHS_TO_CORE_MAXIMUM = 240,
MONTHS_TO_CORE = 36,      

Seems to be the same, somehow, actually. I've noticed the time on useless provinces is lower, for what it's worth. And I wasn't aware there was a maximum time number.

@stabby, go to EU4folder->common->defines.lua and search for core_time and change the number to 0.
« Last Edit: May 30, 2014, 12:31:28 pm by Mictlantecuhtli »
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Tarran

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Re: Europa Universalis IV
« Reply #1218 on: May 30, 2014, 01:15:08 pm »

For those who dislike 1.6 for rebels and AE, a hotfix has recently been released that at least partially addresses those problems.

http://forum.paradoxplaza.com/forum/showthread.php?778921-1.6.1-Hotfix-RELEASED-Feedback-here
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Catastrophic lolcats

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Re: Europa Universalis IV
« Reply #1219 on: May 31, 2014, 11:35:19 am »

Seems like the hotfix nerfed AE a little too much. Playing as Ragusa I've now united the Balkans, almost conquered all of Italy, almost all of the Tunisian trading node and have pushed through egypt into the west coast of Africa. Unfortunately eastern tech (god knows why Ragusa is eastern) can't build trade companies so I'm going to have to intentionally gimp myself for a couple decades. I don't particularly like this at all with France breathing down my neck (although I did manage to balkanise them a little).

I'm now wondering whether I should pick up exploration or expansion as my next idea. I would really like to colonise africa and some of the east indies before the other colonisers turn up but I would also love that CB on asians. I'm worried the slow spread of discoveries and only a single colonist won't be enough to carve out a big enough colonial empire before the real colonisers turn up. 

« Last Edit: May 31, 2014, 11:37:09 am by Catastrophic lolcats »
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Sindain

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Re: Europa Universalis IV
« Reply #1220 on: May 31, 2014, 12:31:56 pm »

I'm now wondering whether I should pick up exploration or expansion as my next idea. I would really like to colonise africa and some of the east indies before the other colonisers turn up but I would also love that CB on asians. I'm worried the slow spread of discoveries and only a single colonist won't be enough to carve out a big enough colonial empire before the real colonisers turn up.

Expansion allows you to pick up a nice policy that give -15% coring cost (I forgot what the other required group is though).
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Re: Europa Universalis IV
« Reply #1221 on: May 31, 2014, 12:57:19 pm »

Expansion allows you to pick up a nice policy that give -15% coring cost (I forgot what the other required group is though).
Looked it up and apparently it's administration. Don't really have a good excuse not to go for expansion over exploration, I would rather have the coring cost than missing out some of the colonial race.
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Glloyd

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Re: Europa Universalis IV
« Reply #1222 on: May 31, 2014, 01:27:14 pm »

Because regardless of fictional fantasy novels, mercenary forces of any reasonable size were always integrated directly into the military forces of any realm. The military administration of that realm, including their supply lines, food, stationing areas/barracks and armourers were all used by historical mercenaries.

So yeah. Force limit.
What fantasy novels are you reading that feature mercenaries?  I've read quite a few and can't think of a single one where they had any notable relevance.  The best I got is a Fire Emblem game.  And a threat in a Discworld novel that was never realized.

The Videssos cycle is all about a mercenary company, and it goes into how they are supplied by the central government for the most part. They take care of their own weapons and armour, but the rest is the central government.

Karlito

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Re: Europa Universalis IV
« Reply #1223 on: May 31, 2014, 02:53:08 pm »

Granada's rather mountainous isn't it? There's a lot more to combat than just having superior numbers, and bad terrain can negate a quantity advantage.
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LordSlowpoke

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Re: Europa Universalis IV
« Reply #1224 on: May 31, 2014, 02:56:33 pm »

generals

tech differences (you start as lower tech than grenada)

rng being a fickle bitch
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Karlito

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Re: Europa Universalis IV
« Reply #1225 on: May 31, 2014, 02:57:40 pm »

25% defense advantage.
I don't know what this means.

Can't really vouch for the tutorials, but if you attack an army in the mountains, it won't really matter if you outnumber them because only a part of your army can attack at once.
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LordSlowpoke

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Re: Europa Universalis IV
« Reply #1226 on: May 31, 2014, 03:02:31 pm »

did you have a fleet in the province your units were in
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Sindain

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Re: Europa Universalis IV
« Reply #1227 on: May 31, 2014, 03:04:32 pm »

Only a certain amount of troops can attack ever, though with an army as small as 9 regiments it shouldn't have mattered much. What where generals like? who are you playing? did you have too much cavalry?
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Karlito

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Re: Europa Universalis IV
« Reply #1228 on: May 31, 2014, 03:11:16 pm »

did you have a fleet in the province your units were in
Yes. Doesn't allow you to embark otherwise. I had the fleet, and as soon as I moved it off with the embarked units, they disappeared.
Yeah, they're on the boats. Move the transports back into a port.
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WealthyRadish

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Re: Europa Universalis IV
« Reply #1229 on: May 31, 2014, 03:20:09 pm »

http://www.eu4wiki.com/Land_warfare
http://www.eu4wiki.com/Army#Composition

Good reads, the combat mechanics are actually pretty good.

Morale is essentially stamina, affecting how long a regiment will continue fighting before retreating. Discipline is a straight damage multiplier, combat ability is basically the same but with pips instead. Shock/fire pips interact directly with the die roll and leader bonuses to determine damage done/received in their respective phases. Bad terrain gives you a malus to that calculation in the same way as something like a leadership bonus, and you can see all the things affecting the die roll as well as the regiment positioning when viewing the fight.

The gist of army building is that you want most of your dudes to be infantry with high morale pips (if you're just starting, then latin medieval is better than halberd), with low morale cavalry with high shock pips (chevauchée). Regardless of army size, in my experience there's no real reason to have more or less than 4 cavalry regiments (for Europeans, other tech groups may use more or less cavalry). When you get cannons, they'll enhance your infantry's ability to stay alive and beat down the other guy's infantry hugely (but are expensive and slow, and very bad on the front line).
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