Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 152 153 [154] 155 156 ... 216

Author Topic: Europa Universalis IV  (Read 465337 times)

Orange Wizard

  • Bay Watcher
  • mou ii yo
    • View Profile
    • S M U G
Re: Europa Universalis IV
« Reply #2295 on: December 01, 2015, 08:17:50 pm »

I'd like to see something to make blobbing harder. Maybe just something as simple as raising minimum autonomy in provinces as your empire gets bigger.
More mechanics for breaking up superblobs would be nice, basically.
Logged
Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Cthulufaic

  • Bay Watcher
  • whats a touhou
    • View Profile
Re: Europa Universalis IV
« Reply #2296 on: December 01, 2015, 08:20:09 pm »

I'd like to see something to make blobbing harder. Maybe just something as simple as raising minimum autonomy in provinces as your empire gets bigger.
More mechanics for breaking up superblobs would be nice, basically.
That'd actually be pretty neat, also having it increase as the provinces get farther from your capital.
Logged

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: Europa Universalis IV
« Reply #2297 on: December 01, 2015, 08:21:29 pm »

I could never get behind the love of Byzantium. It's one somewhat tricky war followed by the game heaping every bonus it can at your feet as congratulation (not even including the nonsense in that DLC). The first thing I thought of seeing the strait crossing change was how wonderful the Byzantophile anger would be when they could not longer block the Biga/Edirne crossing in that initial war.

Byzantium was kinda fun in EU3.  One of the early starts made it relatively easy for Byzantium to take back a lot of cores from the Ottomans.
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Europa Universalis IV
« Reply #2298 on: December 01, 2015, 08:38:27 pm »

I'd like to see something to make blobbing harder. Maybe just something as simple as raising minimum autonomy in provinces as your empire gets bigger.
More mechanics for breaking up superblobs would be nice, basically.
I'm doing an ancient world run as Nepal; after 200 years the Roman Empire lost England to King Arthur (who promptly defeated the Germanic invasion), it annexed Dacia but suffered a cruel blow by losing all its Greek territories to a great Greek Kingdom but after that stabilized its decline to maintain dominance. The Sassanids enjoyed a bit more success, gradually annexing everything non-Roman south of the Georgian mountains, even taking over half of Arabia and pushing into the Indian subcontinent. Steadily and progressively it was taking over its influence, spreading Persians everywhere. Then there was the great Han Empire, which split into a Han core and an independent Cantonese Kingdom, which in order to spite its jain rivals occasionally threw vast amounts of money at an upstart Nepal. Nepal itself grew up conquering its local rivals until they ceased to exist, and new rivals were sought. Eventually Nepal grew so large that it was uniting all of Hindudom and defeating the Jains and Buddhists everywhere; only the great southern Jain Kingdom and the Western Hindu Satrapy effectively resisted Nepal's expansion.
That's when the large Empire malus kicked in and unrest was increased, tax and manpower decreased and insurrections appeared everywhere. This ended Nepal's expansion and devoted its resources to policing, all the while its Sassanid rival continued pressing into India. One lost war will result in the total destruction of the Nepalese Empire, so concurrently the Chola dynasty chooses its wars very carefully... Until such time that the Nepalese are the majority of India.
In a strange way I'm looking forward to being struck with some fell and terrible event, like a peasant's war that will see my Empire fracture and force Nepal to start all over again! With the malus and no ideas due to low tech, anything below +3 stability and high legitimacy is ruinous
« Last Edit: December 01, 2015, 08:40:26 pm by Loud Whispers »
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Europa Universalis IV
« Reply #2299 on: December 01, 2015, 08:55:16 pm »

inb4 you get smacked by Poland

WealthyRadish

  • Bay Watcher
    • View Profile
Re: Europa Universalis IV
« Reply #2300 on: December 01, 2015, 09:06:56 pm »

Poland doesn't usually integrate Moldavia very quickly, so I wouldn't worry about them. Is the "blue nation" Qara Qoyunlu or Aq Qoyunlu? Either way, I wouldn't count on that alliance holding, because both are likely to hate and be hated by the Mamluks. It's often better to break one or the other while you can, before you lose the more desirable alliance (though in my experience the Mamluks make a crap ally, and would be an excellent next target). Persia typically makes for a great ally in the region, since even if they end up having utterly garbage mil tech their morale is through the roof (Shia, piety, traditions, and defensive ideas push it to upwards of +45%).
Logged

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: Europa Universalis IV
« Reply #2301 on: December 01, 2015, 09:25:29 pm »

I'm thinking the blue one is Karaman.

Watch out for Genoa since they have a mission that gives a claim on Constantinople.  Them and Venice will probably be bigger threats than anyone else because of their navies.
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Europa Universalis IV
« Reply #2302 on: December 01, 2015, 11:45:02 pm »

Nah Venice is fine, if you're planning to grow a proper Empire eventually you just eclipse Venice. Unless they're allied with one of the big guys... Which... They do often.

Orange Wizard

  • Bay Watcher
  • mou ii yo
    • View Profile
    • S M U G
Re: Europa Universalis IV
« Reply #2303 on: December 02, 2015, 12:12:39 am »

I once had Venice ally Austria and Poland and proceed to devour the Ottomans.
Logged
Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Uristides

  • Bay Watcher
    • View Profile
Re: Europa Universalis IV
« Reply #2304 on: December 02, 2015, 05:50:29 am »

So, how's Cossacks and 1.14 in general? I think I'll wait until the first wave of bugfixes and for a few favourite mods to get 1.14 versions before jumping into it and even considering buying it myself.
One thing that worries me is that the changes to straight crossing make it seem like they totally screwed the early game for Ainu. Winning by straight blocking was too easy, but facing Japan without it is just plain impossible.
Logged

Phantom

  • Bay Watcher
  • Asiatic Asian
    • View Profile
Re: Europa Universalis IV
« Reply #2305 on: December 02, 2015, 05:57:01 am »

How was anyone's experience with the CK2>EUIV save converter? Do dynasties transfer over, do nation names affect national ideas, et cetera? A CK2 game of mine and a few friends is on it's last few years and we were going to see how well the converter carries over things such as tribes and reformed paganism.
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: Europa Universalis IV
« Reply #2306 on: December 02, 2015, 06:05:50 am »

Speaking of the converter, with the custom nations DLC couldn't someone make a very advanced conversion? Right down to the idea's that nation has based on X Y and Z in your CK game.
Logged

Digital Hellhound

  • Bay Watcher
    • View Profile
Re: Europa Universalis IV
« Reply #2307 on: December 02, 2015, 09:00:02 am »

How was anyone's experience with the CK2>EUIV save converter? Do dynasties transfer over, do nation names affect national ideas, et cetera? A CK2 game of mine and a few friends is on it's last few years and we were going to see how well the converter carries over things such as tribes and reformed paganism.

It's alright. Dynasties transfer (and the game recognizes all rulers of it as the same dynasty), cultures transfer, religion transfers. Getting the right NIs is a bit poorly implemented - most big nations will get their NIs (but only with the right name - 'Suomi', the name of Finland when ruled by Finns, will just get generic ideas instead of Finland's), sometimes the culture of the ruler/nation grants the ideas of the culture, sometimes it just gives generic ideas even if it seems it should give tag-specific ones.

Tribes will probably give you some kind of tribal government, not sure, and reformed religions transfer over fine, with unique bonuses. Tech groups depend on the spread of tech in CK2, I think - expect to see Muslim and Eastern tech for nations/places you're used to being Western.
Logged
Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

WealthyRadish

  • Bay Watcher
    • View Profile
Re: Europa Universalis IV
« Reply #2308 on: December 02, 2015, 02:04:14 pm »

One thing that worries me is that the changes to straight crossing make it seem like they totally screwed the early game for Ainu. Winning by straight blocking was too easy, but facing Japan without it is just plain impossible.

You'll still be able to block the strait between the home northern island and the main island from the start, and all it'll take to block the other straits is occupying a province on one side. So it'll take an extra month and some more fancy footwork, but I'm guessing it's still very possible to trap the Japanese army on one of the smaller islands.
Logged

Uristides

  • Bay Watcher
    • View Profile
Re: Europa Universalis IV
« Reply #2309 on: December 03, 2015, 04:41:14 am »

One thing that worries me is that the changes to straight crossing make it seem like they totally screwed the early game for Ainu. Winning by straight blocking was too easy, but facing Japan without it is just plain impossible.

You'll still be able to block the strait between the home northern island and the main island from the start, and all it'll take to block the other straits is occupying a province on one side. So it'll take an extra month and some more fancy footwork, but I'm guessing it's still very possible to trap the Japanese army on one of the smaller islands.
Ah, I misinterpreted it then! What a relief. Tbh, it sounds like a good system then(unless you're a Byzantinophile, that is). While playing Ternate recently I could just win a battle in Kyushu and trivially block the japanese in Honshu while I conquered it and Shikoku... and then trap them in Hokkaido because they were answering a rebellion there :P
Under the new system I guess I'd at least have to expose a lone detachment to counterattack for a while to pull those dirty tricks on people.
Logged
Pages: 1 ... 152 153 [154] 155 156 ... 216