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Author Topic: Europa Universalis III  (Read 463909 times)

Twiggie

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Re: Europa Universalis III
« Reply #1785 on: May 06, 2012, 10:22:43 am »

That... is what imperialism is for. Not quite as good but it lasts for ever and you should be able to move to the right gov't by 1650
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Tarran

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Re: Europa Universalis III
« Reply #1786 on: May 06, 2012, 01:20:33 pm »

I hate it when you look at the map and suddenly the Mameluke have decided to land in Norway.
What.

What kind of drugs did you give your AIs in this game?
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Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
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Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Yannanth

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« Reply #1787 on: May 06, 2012, 05:01:27 pm »

.
« Last Edit: November 21, 2016, 05:19:40 pm by Yannanth »
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alexwazer

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Re: Europa Universalis III
« Reply #1788 on: May 07, 2012, 12:50:08 am »

I never understood how war capacity is calculated. The numbers often make little sense to me. It does not have much effect however, but it affects how the AI will negociate a peace.


Made some progress in my Navarran game. I almost finished colonizing every province in America, and started kicking other nations out starting with Castille and Sweden. I inherited France in 1634 and got a PU with Burgundy in 1665. I am now focusing on completely conquering America (might leave the islands to Portugal and Castille), vassalizing as much of the catholic world as possible and eventually planning on taking over most of Western Europe for myself. I hold the throne of the HRE and plan to keep that too.

I finally decided to go to war against Blobhemia. The war lasted only 2 years and a half but was, by far, the largest deadliest conflict the world has ever know (this world anyway).

Before the war:
Spoiler (click to show/hide)
After:
Spoiler (click to show/hide)

With this, I cut them in half and broke their land access to their Asian/Middle-East provinces effectively destroying their economy. They went from making 5850 yearly to 2600. Also got them to release Brandenburg, an elector of the HRE, from vassalization.

And yeah... my manpower is horrible. 400k+ armies, but only 200k or so manpower even as emperor. Also, before anyone suggest I am cheating, those extra ducats I got during the war were from a selling of title event. I do not cheat :P

The world as of 1685:
Spoiler (click to show/hide)

I am not sure I will actually play much longer. I tend to lose interest really fast when forts level 3-4 starts speading all over the place.
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Dutchling

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Re: Europa Universalis III
« Reply #1789 on: May 08, 2012, 08:19:10 am »

Spoiler: omglolwtfroflbbq (click to show/hide)
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Catastrophic lolcats

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Re: Europa Universalis III
« Reply #1790 on: May 08, 2012, 09:12:52 am »

Makes sense to me. Scotland and France are almost always butt buddies. They would have entered a war on the Frence side and managed to steal some provences. 
Seems like you're at a good advantage to rule the seas with the British Isle fractured.
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Dutchling

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Re: Europa Universalis III
« Reply #1791 on: May 08, 2012, 09:28:44 am »

But still, Utrecht and Danzig expanding into Brittain is not sonething you see very often. This is also after Scotland conquered and cored half of England.
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Rex_Nex

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Re: Europa Universalis III
« Reply #1792 on: May 08, 2012, 09:29:28 am »

You seem to have most of western Europe under control with France and England both torn apart. Austria is being Austria of course. Lots of developments I'm not used too; I havent played non-D&T in a long, long time.

Also, no Spain?

My current game. Sidenote, forming France is much better then forming GB if you intend to be expanding in Europe rather then overseas. My missions have been pretty bad since I took up GB. I think France gets great missions, though I could be wrong. Note that the blue in france is not france, its Guyenne, my vassal I have yet to integrate. Burgundy and France were both annexed in the same war. Yum.

Spoiler (click to show/hide)

Also, take a look at "Byzantium".
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Dutchling

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Re: Europa Universalis III
« Reply #1793 on: May 08, 2012, 09:43:54 am »

You need Barcalona cored to form Spain and I spent most of my time conquering Portugal and North Africa so far. It will be another 60 years or so as I couldn't annex Aragon in my last war and their capital is Barcalona.

I actually would have played Death and Taxes but I want to convert my game to Victoria 2 if it is done and that probably works better with a vanilla save.
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Twiggie

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Re: Europa Universalis III
« Reply #1794 on: May 08, 2012, 10:50:55 am »

has D&T moved past v4.0 yet? for some reason I cant access the thread on Paradox forums. even though I bought DW just so I could go on the forums...
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Rex_Nex

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Re: Europa Universalis III
« Reply #1795 on: May 08, 2012, 11:10:23 am »

D&T is at v5.13.

Ripped the download link right off the thread, if you need it.

www.bit.ly/IQdr9Y

Also, changelog:

Code: [Select]
    Between 1375 and 1410 AI Burgundy gets a decision to inherit Flanders.
    Daimyos aren't allowed to westernise. They have to wait for the Japanese modernisation decision later.
    Forming China no longer requires a high core percentage but it does require you to be westernised. The decision can't be seen until Government tech 12.
    Forming China gives nice population growth and increased production efficiency modifiers for a while.
    Buildings re-worked in line with the new beta release.
    East-India trade route requires your capital not to be in Asia.
    In-Extenso integrated (see In-Extenso modifiers.doc in mod/death&taxes).
    Revolt risk from IE halved.
    IE Fires immediately from the Welcome event.
    Grammar and missing localisation fixed from IE.
    40% tariffs from being naval reduced to 30%.
    Being naval gives a slight increase to overseas, inland, administrative efficiency.
    Lost capital still fires if you don't control your capital but are singeing it.
    The Otranto Strait requires your capital to be in either Illyria, Greece or Italy.
    East Indian Trade route liberalised slightly, but has a few more requirements for non-Asians to fulfil.
    You can't take both the land and naval recruiting acts.
    The Malacca strait requires your capital to be in Asia.
    MAJ and LAU now have a starting ruler.
    TEU two missing rulers and one leader added (1390-93, 1470-77).
    KUT, AUG and THU ruler lists completed.
    SPI becomes ITA in 17.3.1861, (changed borders between 1859-61).
    TIR is now playable until 1490.
    Several changes between 1807-14 in Germany (RFR owning).
    Added a few missing countries (rulers for them) in 1814/15 in Germany.
    KRA is now part of HAB after 1846.
    Arlon now part of BEL after 1839.
    Broken code in the Jagiellon decision fixed.
    Transport hull sizes reduced.
    Transport cost significantly increased to discourage AI nations from landing troops far overseas.
    Both the cape and Malacca tolls/straits fixed so they work, however they were nerfed slightly in line with the Apulia-Albania strait.
    The being crusaded modifier only fires if you are at war with a catholic country.
    Land/Naval tweaked, they no longer give tradition increase but reduce the rate at which tradition decays.
    Straits added in the Caribbean, Fuzhou-Taiwan, Gwendedd-Meath, Albania-Apulia,
    Mercantilist own province compete chance reduced very slightly (by 10%).
    Castille, Burgundy and Portugal start with the same dynasty.
    Great wall of China and Forbidden City can be taken by China. The forbidden city no longer has the faction requirements.
    Typo with Yuan's heir fixed.
    Red Turban events are less good.
    The starting Ming king is only shock 4.
    Red Turban revolt events are 4 times less likely before 1375.
    Yuan and the Mongol Khanate can't form the Mughal empire.
    Yuan can't culture shift.
    'Maintain Yuan Dynasty' decision disappears after it's been taken.
    Loads of descriptions added to decisions.
    Golden Horde buffed significantly.
    Tribal government gives -10 batboy limit, but -0.05 war exhaustion.
    Russian foraging nerfed a tiny bit but gives less of a stab cost increase.
    Burgundian Belgian provinces are owned by Flanders who is in a personal union with them until 1384.
    On the 19th April 1839 Limburg is transferred to the Netherlands (London Treaty).
    Smyrna, Balikesir, Bursa and Bithynia are Orthodox and Greek in the 1356 start, but they revert to Turkish and Sunni in 1453 for balance reasons.
    Byzantium no longer gets cores on 3 of the Turkish provinces in Anatolia.
    France starts with a few less cores, but does now start with a core on Berry.
    All of Flanders' provinces are in the HRE until it is inherited by Burgundy.
    Hull sizes of transport ships reduced significantly.
    Economic prosperity doesn't give prestige, but is now available in 1356. It also is available for under 0.5 inflation.
    Incorrect peace of code which was stopping the Thalassocracy decision from working now fixed.
    China is a formable nation (to replace the old decision which was just there to remove the factions).
    Jagiellon can only be formed by Poland, Mazovia, Lithuania, Bohemia and Hungary.
    Celestial empire gets slightly less magistrates but forming China allows chinese nations to become Empires.
    Red Turban event fires slightly less often.
    Potential CTD issue resolved.
    Forming Great Britain only gives half as much manpower and no longer gives naval slider moves.
    Wear British redcoats moved back from land tech 22 to 34.
    Bank of England moved back from government tech 24 to government tech 26.
    British restrict the King decision can only be taken if Britain is a Constitutional monarchy (effectively moving it back 14 tech levels).
    Merchant compete chance and GTIM removed from the Otranto strait, global COT gravity reduced from 15 to 10.
    The British government type no longer reduces ship recruit speed by 10% but 10% recruit speed reduction added to the wooden wall.
    10% naval force limit increase removed from 'the wooden wall'.
    The 15% cost reduction from Britannia rules the waves removed and 10% cost reduction added to the wooden wall.
    British naval tradition bonus moved from wooden wall to Britannia rules the waves.
    Church of England requires you to be Protestant or Protestantism not to exist.
    Brazil nation decision fixed (and the buildings gained from colonial nations reduced slightly).
    Japanese countries get Nationalism (temporary measure until they can be given their own unification CB).
    Chinese decisions to influence factions removed since factions no longer exist.
    Forming Austro-Hungary turns Hungarian provinces to a German version of Hungarian however the integrating core modifier doesn't last for so long. Austria also now gets decisions to integrate Czech and Slovene provinces into a German version of that culture, but it's extremely costly at 200 ducats and 4 magistrates, and it provides the nasty 'integrating core modifier' for a few decades.
    Shinto and Confucianism are in their own religious group, called 'Far Eastern'.
    Naval tradition decays 1% slower when at war.
    Lotharingia and Belgium can't form the Netherlands.
    Missions to monopolise centres of trade altered to work with the new tech requirements.
    Restrict the king doesn't become available until Government tech 26.
    Bank of England doesn't become available until government tech 28.
    Numerous historical changes in India.
    Culture groups tweaked in India.
    Tweaked colonial nations.
    Fall of Yuan decision fixed.
    The AI has been tweaked to make it more aggressive (we need feedback to confirm this is working).
    The AI's choice of guarantees has been tweaked (we need feedback to confirm this is working).
    The Red Turban event has been fixed again.
    Numerous changes to the Mongol states in Persia.
    Fixed some Jurchen/Qing diplomatic oversights.
    Tweaks to a number of province histories.
    Fixed a few minor localisation issues.
    Altered the Il-Khanate region to extend somewhat farther west.
    Forming Austro-Hungary now changes the four wool provinces in Hungary to grain however it gives less prestige and you still can't form Germany, and it still sucks because you get integrating new core for 50 years!
    Rouergue and Madrid are grain as opposed to a wool province.
    Austro-Hungary now gets Austria's missions.
    British decisions nerfed slightly to give less ship cost reduction.
    Thalassocracy can be proclaimed by both Merchant Republics and the new Administrative Merchant Republics.
    Spanish PU missions fixed to work with the new timeline.
    Austro-Hungarian culture renamed A-Hungarian so it fits on the display panel.
    Austro-Hungary can no longer culture shift.
    Austro-Hungary renamed Austria-Hungary.
    Lotharingia can't form Belgium.
    Forming Jagiellon no longer makes Warsaw a COT to prevent crashes if a COT already exists, instead it now gives more base tax.
    Quantity only gives -20% recruit speed as opposed to -50% to prevent 1 day build speeds.
    Illyria region extended.
    Illyria requires more provinces but no longer requires cores.
    Forming Illyria gives a small manpower boost.
    Serbia starts with a core on Janina.
    Forming Britain gives manpower but less base tax. Base tax in some British provinces reduced.
    Orthodox gains 5% more manpower.
    Britain can gain a special version of constitutional republic which allows royal marriages.
    Austro-Hungary now has access to Austrian decisions.
    Japanese daimyos gain the nationalism CB at government tech 12.
    England now starts more land based (yes, I have finally bowed to pressure!) but gets a decision to move towards Naval (Which the AI won't take) fairly easily.
    Forming Great Britain gives less centralisation moves and less prestige, and it no longer gives a colonist.
    Austro-Hungary is a German culture group union (to make it worth taking).
    Dauphine now produces Grain instead of wool.
    Discipline reduction for hordes removed (they're weak enough already).
    Magistrate gain from stability reduced slightly.
    Jalyrod sliders nerved a little to stop them expanding so much.
    Aragonese sliders significantly improved.
    England is slightly more defensive.
    Lithuania is more defensive and slightly more centralised to help it survive better early game.
    HRE tech bonus reduced slightly.
    Discipline bonus from English Longbow halved, and it now only activates during the period when Longbow is the best available unit.
    Xiang now starts with cores on the provinces it owns.
    You no longer need QFTNW foe EITR to improve mercantilism a bit.
    Sunni gets more missionaries to make it a bit less useless.
    Free trade gives slightly more merchants.
    Naval NI's are now more equal to their Land counterparts.
    Base unit costs increased slightly.
    You need more provinces to form Germany.
    England starts at 1 land, however all its naval decisions as well as the decision to form Britain move it towards naval.
    Production buildings made slightly less powerful.
    Red Turbans event fixed.
    Many new flags added.
    Hungarian region enlarged slightly.
    Qing renamed to Jurchen.
    Unification decisions will no longer inherit other people's vassals/PU juniors.
    CTD at 1450 fixed.
    Maya, Inca and Aztec can only be formed by the correct culture groups.
    More localisation problems fixed.
    Scorched earth lasts for longer.
    Bugs in history fixed (Including New Zealand and Sicily).
    Forming Jagiellon no longer makes you a noble republic.
    Red Turban Rebels fixed so that they work.
    Other Red Turban modifiers fixed.
    The new Merchant Republics get the trade war cb on one another.
    People get tribal conquest on Hordes.
    Sliders totally changed to make them more balanced, thanks to Pewt for his help.
    Cavalry base cost is now a lot lower.
    Positive tolerance now gives a small tax bonus.
    Naval tradition decays slightly faster.
    Base tolerance of Heretics and Heathens reduced.
    Ottoman Tolerance Nerfed a little.
    Warszawa Confederation tolerance reduced.
    Edict de Nantes tolerance reduced a little.
    SCP and NTP nerfed slightly.
    Tolerance from Ecumenism dropped slightly.
    Thalassocracy doesn't give such a big bonus to big ships and it doesn't give colonists, but it does give cheaper galleys and light ships.
    Administrative Merchant Republic added, which gives more magistrates and higher administrative efficiency. It becomes available at Government 28.
    National Conscripts now only gives -10% discipline.
    Naval buildings nerved, and now give local rather than global increased tariffs.
    Stock Exchange now gives Production Efficiency +1%
    Vanilla advisors restored pending rebalancing.
    Bureaucracy Magistrate bonus reduced.
    Magistrates from Expanded Bureaucracy reduced.
    Superior Seamanship nerfed.
    Spy agency nerfed.
    Reduction in compete chance from placed merchants raised back to the vanilla value.
    Welcome message now says 'By Luke and Dafool'
    Wear British Redcoats is double as expensive to enact.
    Hansa's Polish Grain Trade mission will fire for both Jagiellon and Poland, and will only cancel if neither Jagiellon or Poland exist.
    The USA, Mexico and Brazil are now formable.
    Advisors tweaked.
    Taiwan is no longer in the 'Ming China' region.
    Requirements for the religious/cultural NI's relaxed.
    Bohemia is no longer an elector twice.
    Qing added as a formable nation.
    Trinacria added as a playable nation.
    Sicily is now formable.
    Colonial regulation decision for naval nations which gives mercantilist moves but some other nice modifiers.
    Yuan is now a playable nation.
    Yuan is able to gain cores on China by conquering the Red Turban revolters.
    Yuan is also capable of collapsing into the Mongol Khanate.
    Chinese rebels will constantly annoy Yuan until they collapse or reconquer China.
    A few of the larger AI hordes have been weakened.
    More AE event tweaks.
    The Lithuanian conversion event now becomes much more likely to fire over time.
    Free trade merchant bonus nerfed.
    Babylon removed.
    Production level 5/6 buildings made slightly better.
    Hindustan now requires a claim of 45.
    Rome can't be formed if it already exists (bug).
    The Austro-Hungarian empire is formable.
    Requirements for some ideas relaxed, regimental system now has a tech requirement of land tech 22.
    Discipline from Napoleonic Warfare reduced to a more realistic value of 20%.
    Forming Prussia now changes your culture to Prussian, however it no longer makes you an absolute monarchy.
    USA, Brazil and Mexico can't form any nations.
    The more modern units are better than their older predecessors.
    Belgium renamed back to Flanders and a separate Belgium added.
    Russia is now westernised again late game, for balance issues.
    The Polish missions to subjugate Bohemia and Hungary are far, far less likely to fire.
    Overseas ship recruit speed decreased to +50%.
    Russian foraging is much better but has slightly harsher requirements.
    Japanese decisions nerfed slightly.
    Quality/Quantity rebalanced some more.

Largest changes are AI tweaks and the introduction of IE, a little mod that will monitor your ability to govern from your capital and give modifiers. No idea how it works, but the premise is that you shouldnt be able to govern a landlocked province half the world away as well as a home province.
« Last Edit: May 08, 2012, 11:13:28 am by Rex_Nex »
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Twiggie

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Re: Europa Universalis III
« Reply #1796 on: May 08, 2012, 11:23:56 am »

nice one, guess ill have to start my WC over again :P
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RedKing

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Re: Europa Universalis III
« Reply #1797 on: May 08, 2012, 12:49:13 pm »

But still, Utrecht and Danzig expanding into Brittain is not sonething you see very often. This is also after Scotland conquered and cored half of England.
In my experience, England often gets into wars with the Hansa. If Utrecht and Danzig were allied with them, it makes some sense (although they don't typically have the naval wherewithal to land troops, and they're reliant on somebody else gutting the English fleet first).

In one of my games (Scandinavia, I think), Scotland at one point had England down to a single province, before losing badly in a war with Castille and being forced to liberate a large chunk of England. They eventually got annexed themselves before I took on the English, crushed their fleet, and forced them to liberate Scotland as my ally (minus the Orkneys, of course which I retain as a Norwegian core)

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Errol

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Re: Europa Universalis III
« Reply #1798 on: May 08, 2012, 01:47:01 pm »

D&T is at v5.13.

-snip-

Largest changes are AI tweaks and the introduction of IE, a little mod that will monitor your ability to govern from your capital and give modifiers. No idea how it works, but the premise is that you shouldnt be able to govern a landlocked province half the world away as well as a home province.

Playing a game as Hosokawa -> Japan currently... somewhere down the line Nationalism got added to the Daimyos from the beginning on again. That allows to form Japan really fast.
That is, if I had done it properly and hadn't gotten greedy in a war for the Shogunate. Now I am Japan, seriously early, but also 20 over the infamy limit. Oh god, the pain... I've already had Ryukyu declare war on me...

InExtenso is very forgiving as long as you stick to coastal provinces (which in my opinion is its main flaw at some point). If you go inland, shit -will- get uncomfortable fast. National Focus allows to alleviate that somewhat, but I can see it blowing up Horde colonizers (as you will get rather worthless provinces if you can't admin them worth anything) and/or people who colonize the New World indiscriminately. For now, sticking to the coast might be wise.

Sadly, it does not prevent England/Castille from taking the North African coast, because it's coast. But it does basically drag down every empire a slight bit, only minors will not feel it at least a slight bit.
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Dutchling

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Re: Europa Universalis III
« Reply #1799 on: May 08, 2012, 03:54:54 pm »

As Venice I can only Correctly administrate my capital province, not sure if that is WAD.
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