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Author Topic: Europa Universalis IV  (Read 465564 times)

Baffler

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Re: Europa Universalis IV
« Reply #2040 on: August 08, 2015, 10:51:28 pm »

Does anyone know if Common Sense DLC is save-breaking if the save was started with the patch? I can't seem to find an answer elsewhere. I'm playing Russia and the number of provinces with 9 development that I have is really bothering me, but it's relatively late in the game and I don't want to abandon it.
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Mini

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Re: Europa Universalis IV
« Reply #2041 on: August 09, 2015, 07:06:09 am »

The save breaking bit was the patch that came along with the DLC, if you are already running that patch then buying the DLC won't break saves.
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Vendayn

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Re: Europa Universalis IV
« Reply #2042 on: August 30, 2015, 04:36:14 am »

Well, with the new patch out I've been playing again.

Starting as Cuzco (always have most fun starting in americas. Its fun being a native and defending against Europe. And then by the small chance one lives, sending fleets of many natives to europe lol)

I like doing that as Aztecs too. But I always liked Incas more for some reason. I think its cause they get a lot more money, and it makes it a bit easier lol. Probably all those gold provinces :P And first idea tech always is exploration :P Start colonizing as soon as possible :D

Though I also always make the end date the year 99k lol. It disables ironman though. But, I hate end dates in games, always been a pet peeve of mine. Especially when its the end and it forces you to stop playing lol. More so with larger strategy games and open ended RPGs. Like imagine if you beat Skyrim and could never play your character again rofl. Or you won all the main goals of Civ 5 and instead of them letting you continue to conquer the world, they just said "nope you won, but really lost, game over" lol. I hate that. At least civ 5 devs was nice enough to add a button to continue the game whether you win or lose. They didn't do that for EU4 :( At least I can edit the txt file.

 I want to play slowly and enjoy the game lol...if I get bored I can start over. But, usually I just like to conquer the world :P Without blitzing it I should add.
« Last Edit: August 30, 2015, 04:38:15 am by Vendayn »
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Micro102

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Re: Europa Universalis IV
« Reply #2043 on: September 04, 2015, 05:18:06 pm »

Well I just started playing again and have noticed a lot of changes. The new way forts work is cool and WAY better than how it used to be, but I'm not sure how the forts affect surrounding provinces. How do you guys decide where to build forts?

I'm also confused as to how development works. When does it increase?

And the most confusing one of all. Why do all the buildings suck? It doesn't seem like you will ever get your money back from building temples, marketplaces (outside of special trade provinces), workshops, etc. Why build these things? Are buildings now meant to only be built in the most extreme synergistic places?
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Persus13

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Re: Europa Universalis IV
« Reply #2044 on: September 04, 2015, 05:27:24 pm »

Well I just started playing again and have noticed a lot of changes. The new way forts work is cool and WAY better than how it used to be, but I'm not sure how the forts affect surrounding provinces. How do you guys decide where to build forts?

I'm also confused as to how development works. When does it increase?

And the most confusing one of all. Why do all the buildings suck? It doesn't seem like you will ever get your money back from building temples, marketplaces (outside of special trade provinces), workshops, etc. Why build these things? Are buildings now meant to only be built in the most extreme synergistic places?
I build forts on my borders or places that have really bad rebels. That way the armies have to siege down the forts before entering my territory. Armies basically can't through provinces surrounding a fort unless the fort is owned by them.

If you have the Common Sense DLC, you spend Monarch points. If you don't, it only increases through rare random events..

Buildings are crap now. I build marketplaces in trade ports and estuaries, and the other ones everywhere else when I have plenty of cash to spare.
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WealthyRadish

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Re: Europa Universalis IV
« Reply #2045 on: September 04, 2015, 05:40:23 pm »

A hostile fort will prevent an army from moving from one adjacent province to another adjacent province within that fort's zone of control (so typically the army can only leave that province the way they came in, or march on the fort itself). You can get around this with military access, and you'll see some other weird exceptions to this that you more or less just need to get used to. Occupied forts don't exert zone of control or ever block any movement at all, I don't think.

If two forts are exerting zone of control over the same province, movement will be more restricted, and one of the forts will need to be occupied before that province can normally be accessed. When building forts, having every province be under at least one fort's zone of control is helpful against rebels, and will stop advancing armies until the forts are taken. Having every province be protected by 2 forts will severely restrict enemy movement.

But since forts are very expensive, I would only recommend building a few forts along the borders in strategically important locations, like where a strait can be blocked or a narrow strip of land. They're also nice on your capital, since you get the additional fort level and garrison from the natural capital fort. I would also build them in terrain that's easily attacked (somewhat counterintuitively) so you can lift sieges easily. If a large army sieges a fort in the mountains, you basically have to wait for them to occupy it and leave, and then siege it back yourself, which sucks.

Development is increased by spending monarch points on the province screen if you have Common Sense enabled. It's not very useful though, it's basically just something to do if the alternative is paying an ahead of time malus on a tech, or if you really want an extra building slot for a fort or something. If you're outside of Europe, you may never even consider increasing development, but if you're western tech and not expanding too quickly, you will probably hit your point cap while being ahead of time on tech often.

The buildings show monthly income now instead of yearly now I think, so if you're calculating how quickly they'll pay themselves back, take that into consideration. A temple in a good province is usually like 50 years to pay for itself or something, production buildings usually less so, and extra income from trade buildings is pretty much impossible to calculate. If you're planning on owning every province in a node, marketplaces and the like there are pretty useless except for upstream propagation. I wouldn't say buildings are all worse (not costing MP is very nice), though I miss being able to increase goods produced easily to get that production/trade synergy going in controlled nodes. Barracks are probably the best building to spend money on, as well as a few shipyards.
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Micro102

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Re: Europa Universalis IV
« Reply #2046 on: September 06, 2015, 06:20:01 pm »

My enemy is freely going through the provinces of another country without:

exile, military access, any form of alliance, or war. How are they doing this?
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Catastrophic lolcats

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Re: Europa Universalis IV
« Reply #2047 on: September 06, 2015, 08:36:41 pm »

My enemy is freely going through the provinces of another country without:

exile, military access, any form of alliance, or war. How are they doing this?
They changed how military access works a few patches ago. It's now a convoluted mess where the enemy will gain military access with countries you yourself have military access with (plus other factors I can't figure out). It's best to just always assume that the enemy has military access.

Also the last three dev diaries have been amazing. Greater focus on score in multiplayer! More loading screens! Inane changes to custom nations I've never used! I'm so glad they're working on that instead of fixing development. Common Sense is a fucking joke.
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Uristides

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Re: Europa Universalis IV
« Reply #2048 on: September 06, 2015, 10:15:09 pm »

Oh well, they did reveal that the game will incorporate some sort of region system which could potentially perhaps offer a possible way to maybe fix some of the CS problems and might introduce new interesting domestic stuff to play around with. Emphasis on could potentially perhaps possible maybe might.

But the biggest disappointment so far was the DD in which it was revealed we won't see Wiz trouncing sassy players with his superior scandinavian sassypower for a while.
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Persus13

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Re: Europa Universalis IV
« Reply #2049 on: September 07, 2015, 03:37:07 pm »

My enemy is freely going through the provinces of another country without:

exile, military access, any form of alliance, or war. How are they doing this?
They changed how military access works a few patches ago. It's now a convoluted mess where the enemy will gain military access with countries you yourself have military access with (plus other factors I can't figure out). It's best to just always assume that the enemy has military access.
Its if you have vassals or allies with military access, they get that too.
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WealthyRadish

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Re: Europa Universalis IV
« Reply #2050 on: September 07, 2015, 03:41:07 pm »

AI development really is broken right now. Right now I'm going for another ironman WC as Majapahit (mostly to see if it's still reasonably doable in 1.13), and I'm finding provinces in India that have been improved upwards of 20 times, which start with less than 10 development (a couple of them have +50% coring cost on them too), while provinces that haven't had any development increase are rare, with most having 5-10. If that's India, the HRE and the rest of Europe are going to be horrible.

There's also Ming, which seems to have surpassed the Ottomans, France, and Austria in power level in this version. It's 1590 in this run, I have all of SE Asia, Indochina, India (save for about a third of Delhi lingering), and most of Arabia with a third of Persia, and I'm still uneasy about whether fighting Ming head on is worth the resources. They've got better tech than the Ottomans, have declared wars on an early Russia (and won easily), have lost the mandate of heaven twice (once while at war with me and drinking WE during a peasants war), and are still pretty much unscratched, even with the ~250 development I've taken. Maybe it's just that they've also gotten the lucky nation bonus early, but the combination of infinite money/forts and decent troops (resting +15% morale and +5% discipline while maintaining western tech parity) seems to make them immune to rebels and unbeatable by other AI nations.
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Micro102

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Re: Europa Universalis IV
« Reply #2051 on: September 07, 2015, 07:19:40 pm »

Wow, just screw this game. I tried playing a few times, and it's like the AI has hive mind of "kill the player" going. I go to war with the papal states and Hungary as Austria to grab the old empire provinces, and then France and England go into a peace that lets England keep all it's would-be French provinces, giving France nothing, and then England immediately goes into a military alliance with The Papal States, and then they join the war, somehow along with Leinster.

Another game I was against the Ottomans. Me and Hungary were beating them easily and Hungary decided that he didn't want the cluster of provinces he had be fabricating claims on so he leaves the war early and me to deal with an uninjured Ottoman empire.
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Aklyon

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Re: Europa Universalis IV
« Reply #2052 on: September 07, 2015, 08:07:36 pm »

Are you sure its not just the area you're in?
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Micro102

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Re: Europa Universalis IV
« Reply #2053 on: September 08, 2015, 07:17:07 am »

Are you sure its not just the area you're in?

Area?
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Micro102

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Re: Europa Universalis IV
« Reply #2054 on: September 08, 2015, 11:39:06 am »

Just had an enemy army attack my army, the fighting lasted one day, and then they left with full morale. How can I do this?
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