So just a necro to state that Paradox is hosting a referral link thing at:
http://signup.europauniversalis4.com/
It's not too bad with a forum icon and cosmetic unit pack DLC at 3 people. Strat guide, Monument DLC and (presumably digital copy) of Sun Tzu's Art of War at 5 people. Free copy of EU3, Wallpaper and "Compendium Universalis" at 10 people.
I don't usually post up my own referral link since I often find it in poor taste - however if you sign up 10 people you get a free copy of EU3. I already own a copy so I could easily do a giveaway for anyone who signs up using the link and wants the game.
Just post if you've joined using my referral and whether you want the game or not, I'll likely delete the link at 10 sign ups.
http://signup.europauniversalis4.com/r/e689f3dee0f
Pre-order the game and you will get an extra copy of Crusader Kings II AND the CKII -> EU4 Save Game Converter :D (http://forum.paradoxplaza.com/forum/showthread.php?704709-Crusader-Kings-II-Save-Converter-Announced-for-Europa-Universalis-IV)
(http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=86431&d=1375183609)
My god westernising is hilarious. Events are constantly going on, eating up my points. Whenever I make any progress towards stability, an event takes away from me or...
My 6/6/5 ruler died. Cutting down the 1 stability I had regained. An average ruler was put on the throne, no biggie. Then I get an event. 33% +1 stab, 33% -2 stab, 33% ruler dies. Ruler dies. No valid heir, regency council. Same event comes a week later, kills the friggin regency council.
So right now I am gonna be sitting on a 0/0/0 regency council until a 3 year comes of age. I assume the regency council is also all 3 year old, and it has its own regency council.
Why does paradox hate me so much?
Also, extra from a RETREEEEAT!-ing boat from a bit earlier.
(http://cloud-2.steampowered.com/ugc/902130811733104608/B1CE321032528749578A04718FCB51C3E9DF987D/)
Note about westernizing, tooltips state that after it's over, I should get western units.
EDIT: An explanation for those who haven't tried it yet. If you have +3 stability and a core next to a western countries core, you can westernize. This instantly puts you in the western tech group and resets all your points to -100, and starts the process of westernizing.
Westernizing is done by having a bar that reaches up to 100. The way to increase this bar is to raise stability(-3 stab = -3, 3 stab = 3, don't remember if monthly or yearly). Along the way are many events, including random losses of points, lowered tax income, quitting merchants, change of religion, and other such things. It also causes a considerable amount of unrest and rebels. If the rebels win, they lower your westernization progress by 10.
If you survive the process, you should get western units and may now enjoy your non-ludicrous tech costs.
Well my problem was that the unexplored map fog would cover Europe with everything still select able just unseeable but I could see all of Asia like I started their, fixed it but I got massive black shadows the world cover large chucks of oceans.
Ah.
Go to:
Documents\Paradox Interactive\Europa Universalis IV\settings.txt
See this on the first line?
force_pow2_textures=yes
Change to 'no' and the problem should be slightly alleviated. And I mean slightly.
It's an issue with certain cards deciding the underlying parts [the shadowy base] of the continents are shifted over, for some goddamn reason, which screws FOW and everything about the map. You'd think they'd playtest on different cards, but just shows they rushed the release.
Here's how it looks after that [WITH the fix, to make it so that FOW actually works right]:
(http://files.myfrogbag.com/c34pxa/loleu4.jpg)
(http://files.myfrogbag.com/c34pxa/loleu4b.jpg)
The glory of playtesting. Wanna see how it looked before I figured that tweak out? Imagine a blank map.
(http://files.myfrogbag.com/c34pxa/yessir.png)
(http://files.myfrogbag.com/c34pxa/really.png)
(http://files.myfrogbag.com/c34pxa/yesreally.png)
The paradox guide to ruining Japan players games.
This is done to hamstring players, since I'm aware I need to let my country turn Catholic as white = might in EU4 and will easily open the doors to westernization. I allow the rebels to occupy my country, and state religion will not change.
This is either an oversight, a bug, or deliberate, the fact that you cannot even allow your own country to convert. I bet they didn't even make events for a Catholic Japan, and just thought people wouldn't try to let it happen. So you can't do it, and tagged these harsh non-events on to make people change to a proper country, or be stuck as backwater-Japan forever. Sigh.
So, England.... you wanted the Orkney Islands?
Ok, that's cool, I'll just be taking the rest of Britain then!
(http://i.imgur.com/dwYLqkq.jpg)
(http://i.imgur.com/e7c99zt.jpg)
Fun fact: the "No trail of tears" achievement is actually trailed with tears.
I got insanely lucky with this one and had France collapse rather early leaving me to only fight Great Britain over a few provinces in the north. It was still brutal but lucky I had save a boatload of gold.
After complaining about coalitions I might as well offer my thoughts on how to fix them.
First of all coalitions should be built around a Casus Beli the same way wars are, and that should dictate who can/will join. So for example you should be able to form an offensive coalition to cut down a country provided everyone involved has a decent sized "aggressive expansion" relations penalty on the country in question, or a defensive coalition against a larger nation provided everyone involved is both smaller than the target nation and has a province close to the target nation. Religious leaders with a lot of prestige should be able to form coalitions with little or no justification because of the influence they have over people.
Coalitions should have a leader, and larger nations joining should be able to demand becoming leader of the coalition (that way you don't have a large nation joining a tiny nation and then the tiny nation remaining leader). Joining a faraway coalition should require tying up a diplomat due to the difficulty of coordinating, and joining a coalition lead by a nation you hate or one with a different state religion should carry negative events once the war is joined, especially if it goes badly. The idea is that instead of a single coalition spanning the globe, you would have several different coalitions of like minded nations working separately.
ALL of the normal diplomatic options should be available, but the consequences for going against the coalition should be different. Firstly, not joining the war or peacing out separately from the leader should give the dishonored call CB and relations penalty on all the coalition members. Secondly, if the leader of an offensive coalition decides to start the war and someone refuses the call, they should be allowed to call off the attack (presumably before an official declaration of war, for the obvious reason), and the one who refused the call should suffer all the dishonored call stuff. Thirdly since its not an alliance, members of a coalition should be able to wage war on each other with no stability penalty, at least before the coalition gets called to war. Finally, the coalition leader should always be allowed to negotiate for everyone in the coalition, however they have to first send the peace treaty to the other coalition members to be accepted and then to the enemy. I guess there would have to be some system for intra-coalition conflict and the coalition splitting up as its members disagree on things.
Coring is the only thing besides stability that I use admin points for. And I only bother to go to +1 stability for the most part, anything more is for when I'm too far ahead to upgrade due to my pool. Administrative idea groups are neigh-useless and I make sure to fabricate claims on provinces I'm taking before I go to war, so the costs were always >50 [sometimes even down to 10's]. I made it so even with claims it costs me about 100 and I can still core-conquest on a whim much of the time.
This is because even without !!Lucky!! rulers not building infrastructure makes it so you can get incredibly far ahead in tech with almost no effort. So, do you go ahead and save past your cap or continue to blob [to fight the unrealistically-worldwide-growing coalitions]? Gold is nearly useless in this game; and military buildings only use military points [instead of 25% 25% 50% like I think it should, to represent the building, negotiation with locals, etc].
On annexing: I'm thinking of upping the costs of individual province requests in war negotiation, to prevent you from snagging all the best tax-producing provinces with a 'Conquer x' [where x is a backwater 1-base tax province] due to a mission giving you a claim out of thin air. I'm thinking it should be atleast 3 times the current cost. 200 per province/200 to annex. 100 to force vassalization and 50 for trade power transfer.
Might keep people from going to war all the damn time if they can't afford to come to peace.
On that note; I'm fiddling with missions and going to see if there's real ones, even flavor ones, hidden beneath the 'Conquer x' ones that appear all the damn time. I'm tired of the only missions appearing being Conquer/Savethepeopleof That [the only motivation to taking these missions is the fact that it auto-creates claims for you, which makes world conquest invariably easy if you're already in a strong position to begin with, unless you think +5 prestige (one battle's worth) is the motivator to choose these..] and Build Fort.
I'm also starting to become severely against the 'annex vassal' mechanic. You can sell a 'vassal' [someone you create out of thin air directly after signing peace with..] provinces, buy a Diplomatic Reputation+5 adviser, and annex the whole thing, with free cores, in less than five years. That doesn't seem right. There's no *Force stop annexation* casus belli, so AI will not attempt to stop you from blobbing in this way, unless I've missed it because no one will lift a finger to stop such things.
I seem to do just great with the constant stream of free claims given by missions and quick core conversions. Only thing that takes too long in my opinion is religious conversion, due to the wonky mechanics behind it. Either buy the missionary +2 adviser, buff it with events/decision/piety cheese [Piety makes Muslim nations incredibly unbalanced for reasons I won't go into now], or watch your missionaries simply never accomplish anything. Ugh. I'd prefer the 2% chance a month to taking 111+ months. I'd prefer a flat rate of conversion, something like 5 years to convert then with the modifiers taken into account. But nope.
Oh. And I made it so full military maintenance only adds 1.5 morale to the max. To represent that it should be baseline morale, not make up a majority of your discipline. Turns those military tech levels into something more than a 'bolting a spear onto a bulldozer' kind of thing. Tech levels should represent your military coming into discipline, not your damn maintenance slider. The slider is still incredibly important early-game, though.
My latest Aztec game seems to be becoming France/Aztec slash-fiction.
(http://puu.sh/4bhcd.png)
I am 100% certain that giving France constant casus-belli(going to help allies doesn't seem to trigger coalitations) against Spain won't bite me in the ass in the future. The BBB is a peaceful creature and would never go for world domination, no sir.
Oh, and this isn't my SS:
(http://img577.imageshack.us/img577/5576/i7xr.png)
But that doesn't look right.
Brandenburg -> Prussia -> Germany -> Holy Roman Empire
(http://i.imgur.com/ruDx2bF.jpg)
Ironman. Not shown is my North American colonies funneling trade in from the west.
I would have formed it a bit earlier but I had to first dismantle the Danish mega empire, which gave rise to the Swedish empire. I dismantled France but Spain came in later and gobbled up the rest. Dismantled Britain since they were meddling in my colonial affairs, they came back decently unfortunately. However what really slowed me down was getting into massive wars with the Spanish empire which has a PU with Portugal.
Think I'm pretty much done now. All that remains is taking more of North America and consolidating gains in Europe. If I really wanted to I could move my capital to Italy and try to get to get into the Indian trade but I'm not sure if I want to make that commitment.
My Japan took Explorations. After all Americas is the only way to guarantee westernization eligibility.
Which is one of the most ridiculous things in a so-called 'historical' game. There's so many things wrong with EU4 vanilla ranging from zero national idea balance to the simply asanine and not-playtested at all coalitions, the fact that trade is stagnant and does not change at all over time, I get what they were trying to do but they basically made a simplified EU3 system [without dynamic nodes] and slapped-on trade routes, with varying amounts of historical accuracy..
Lisbon not being a goddamn trade center/node.
About trade: How the new trade nodes work, with London getting a bonus to income due to being a 'center of trade' but places like the Gulf Of Aden trade node have no complimentary province, it should be consistent or have no province-specific bonuses at all. Unless everyone dinghied their goods into the middle of the ocean to trade goods at places like Bordeaux and Settsu..
I've simply stopped playing and picked up MEIOU 5.6 for EU3 again and remembered why I didn't like EU3 vanilla, and why I do not like EU4 vanilla. Waiting for MEIOU&Taxes with bated breath, otherwise I'm done with EU4. I don't think I'll be buying another Paradox launch until the total conversions [good versions] are out anymore.
Oh, I also severely dislike the simplified advisor system. Playing EU3 MEIOU reminds me how much depth there used to be to advisors and the choices you could make in them.
http://steamcommunity.com/sharedfiles/filedetails/?id=172185692
Oh, and I ran across this. Mod of the year.
So I got a PU with Britain as Scandinavia, then Poland(my ally) asked me to join a war vs britain.
I was confused so I saved before clicking yes, and I ended up fighting Britain, but the British troops had blue icons, instead of red.
Weird...
Naturally I reloaded and just took the prestige hit.
I guess Poland is next on the list now...
And yeah, for some reason you can be asked to join wars you'd otherwise be unable to join, the AI is absolutely foolish and does not take the same penalties you do if they refuse your request to go to war with someone they have PU/Alliance with. I've been asked to join a war by the Major partner on both sides, and a junior, and declining them all cost me 75 prestige. They didn't think to implement a 'Stay neutral in war' option. Refusing to attack an ally is not telling your other allies to piss off, i'd hazard a guess that a -20 'Non involvement' penalty to both parties would be good, but not massive prestige hits and annuled alliances. I do not form alliances unless I know they will be immediately useful and exploitable. There are no such things as long term alliances in EU4 anymore. They severely fucked up their own system, if they're not a vassal they are not your friend, no matter what their opinion of you is.
Hell, I released a country on my border and then a few months after their birth they coalitioned up against me with the same guy I released them from. Diplomacy does not exist in EU4 because they set AI aggressiveness/suicidal tendencies at a maximum.
On that note, I've had nations with royal marriages attack me before a truce was over, only to get no hit to stability. You'd think they would fix obvious AI cheating but hey, that's Paradox. Even a -1 to their stability would've been nice, to stop the AI from doing such things. Marrying to other nations and forming alliances only hurts you in the long run. Unless you know you will PU/vassalize a country do not ever get a royal marriage.
Works out better when you don't have those -1 stab hits laying around all over the goddamn place because AI diplomacy consists of 'coalition and human wave PC until they stop having fun'.
1605 and Ireland managed to boot the English out of the Isles. It was not easy let me tell you but I got extremely lucky with some good alliances, a rebel crisis for england and finally a personal union with Spain that really helped.
Denmark was the main antagonist since she swallowed both Sweden and Norway extremely early and had a monstrous naval force limit. It was nothing but pain trying to fight a coalition of France, Denmark and their respective allies. Luckily with all the trade I was abusing from the new world I was able to fund pretty much any force and I won the war of attrition.
(http://i.imgur.com/VzODWwQ.jpg)
(http://i.imgur.com/MigQHV0.png)
Almost all of those little colonies you see outside of NA were English colonies that I had to steal so I could finally annex them. Note the little red island in central Africa, that's their capital. :)
I could keep playing as I have a good chance at inheriting Spain since I was able to beat them in the colonial game as they burnt all their money on endless wars with France. I did however cook up an ungodly amount of AE conquering what was left of England so it's going to be endless tedious coalition wars forever which makes me loath 1.2 so much.
Need some assistance with matters of war. For the life of me I can't figure out what I'm doing wrong.
(http://oi42.tinypic.com/j8zn6x.jpg)
Those numbers are just absurd, how does this happen? I am fielding Longbow, Latin Knights and Houfnice. The enemy I think is fielding Condatta infantry, but I'm unsure (can I see information on their units somehow?)
I just can't figure out warfare. I'm sure it's glaringly obvious somehow, I don't understand a thing about these unit stats.
If you're interested, the war is the Maya and Inca alliance against the Castilia Portugal alliance, with me and Castille as leaders of the war. Portugal was moving against Inca, so I chose to honor my alliance and put a stop to it. Portugal was mostly assaulting me with endless white peace requests while I captured Carribean provinces uncontested, until that happened...
Something tells me I won't be doing any continental Realpolitik in the foreseeable future o.O:
(http://i.imgur.com/l4UBSvA.jpg)
At least they're not colonizing :/
Haha this stuff is surreal. Took me a moment to fully grasp this picture. Can't say this alternate history isn't interesting at least. :)
(http://oi41.tinypic.com/2lnkeh4.jpg)
As for the context; Got into an alliance with Orleans (wich turned into the dominant nation in stead of France), figured it would be a good way to keep the Castilia at bay should they get any ideas. They got embroiled in a war with the low lands and then some, and I joined the conflict. I raised a considerable army and started messing up the Dutch colonies in North America, who were undefended, and declared war on the English and took some of their nearby colonies on the way. Orleans seized considerable territory in the peace negotiations due thanks to me wrecking Dutch colonial holdings I think.
Fast forward a decade and Orleans is again defending against a Flemish attack, now joined by Savoy who is the big player in Italy and around Provincia, and I decided to join the war in Europe itself. Cue the Maya marching into Flanders. Let's see where this goes!
Anyway just wanted to share that.
Something tells me I won't be doing any continental Realpolitik in the foreseeable future o.O:
(http://i.imgur.com/l4UBSvA.jpg)
At least they're not colonizing :/
Ahh how does this even happen, in my game the western european powers haven't amounted to much at all. It's nearing 18th century and I've yet to see such a huge force. The only western nation that is remotely powerful in my game is Castilia, whom I have been on good terms with thus far. No mighty Britain of France...
P.S If you're wondering about the lack of general on my army, it was the prince. Just as they landed on Europe he inherited the throne and apparently swam across the atlantic to the capitol.
Edit: Wooh another war, this time started by them. Seriously, it's not been a month since that last conflict, in wich I helped sink the massive Scottish fleet, and then got my ass handed to me by the papal state. This time it's England, I guess that's in my interest to at least.
Hope you guys don't mind me asking a question or two more. I think I've a pretty good grasp on most game concepts by now (with the exception of the catholic church and hre stuff), just need a bit more advice of matters economic.
So I've been trying to figure out what is factoring in my empire's economy, wich is apparently the second strongest in the world (castile is first methinks), and how adding buildings will help me out.
First how does production and trade relate? If I increase my production, I increase my trade value in the trade node with it? But I also gain money from production alone, regardless of trade power I may or may not have in that node? If I increase my production, I take it it's best I ensure a high trade power in that node to doubly benefit?
Secondly, how does supply and demand work? I see they are both percentages, common sense would suggest increasing production would increase supply globally, but what factors into demand? I see that, for instance, the value on sugar has decreased pretty sharply compared to previous centuries, probably because of my and castile's colonization, will the value continue to drop if I ramp up production? Is it worth it at all to invest in my production capacity, or does that depend on global demand?
Thirdly, how do I counteract a merchant pulling trade value? If I understand correctly the power of the pull depends on the power in the trade node being pulled to, but what determines how much value gets pulled? Is it a factor of the trade power of the node being pulled to to the power of the merchant's nation in that trade node? Can I reduce the amount being pulled away from a node by another merchant by increasing my trade power there?
Lastly is there any benefit at all to increasing trade power in a node where I soly controle provinces? Does it help a merchant who is collecting from trade there, or is there really no point to it.
If you would like an idea of my economic situation and what considerations I'm making here's an overview: I controle all pronvinces in the mexico node, wich has a modest trade value (and no trade node to pull from, sadly) and is getting most its income from gold mines. I have a pretty strong influence in Panama (the inca trade power is laughable), sitting at about 55% in power and a pretty good value. I have close to no influence in the carribean, where castile and portugal are dominant. The two are pulling a large amount of trade value from panama to carribeans,and from there to southern europe. I would like to increase my production in panama but not before I stop more then half the value from leaving the node and flowing to europe. Also, if I were to hypothetically gain a strong influence in the carribean, would I benefit from placing my capital there and pulling trade value to there from my other regions?
(http://oi41.tinypic.com/2e5v81d.jpg)
Also on another note, what determines the size of a province's population? From what I gather the size of a province effects the amount of tax I get from it? Does the size of a province increase over time, if so what factors into this? Or is it just a static vale for each province? I have one province that is fantastically large (taxes for like 13), and I'm curious how it got like that.
Ladies and gentlemen, I present to you my first game of EU4.
(http://i.imgur.com/SyKY5jj.png)
Backstory. Start off as France, kick England and Portugals ass in the 100 years war. I take the 2 bottom coastal provinces. Peace for a while. Fight Provence, fucks over because Brittany is occupying them, so I cant take my war goal. Oh well. Suddenly, Normandy splits away, and Calais joins me. I instantly invade and take over Normandy, then peace for a little bit. I'm shaping up to fight Brittany, and it turns out they are allied to Burgundy. Beat both of them, after a fucking long time. Take some Brittany and Burgundy. Burgundy gets cut up a few years later. So, because I'm a idiot, I decide to do a invasion of England. Get military access from Scotland and start shuttling troops up there. Realize one my troops are there I have no claim. But guess what! England invaded Connaught, and I ally with them, call to arms, and invade. And that's how I ended up there. Tons of newbie mistakes, but I am learning.
Well its nice to hear that the unreformed pagans won't suddenly find Jesus. That would kill the immersion. And piss off all the Christians on that scavenger hunt :P
But I'm pretty sure Miaphysite isn't a heresy, its considered a separate entity, just like Orthodox is separate from Catholic.
Granted EU might not take that into account, but that's how it works in CK2
I have NO idea what changes I would need to make to the converter file. This lack of knowledge is exacerbated by the fact I haven't downloaded the EU converter. Since I haven't bought EU yet. Would be kinda silly to buy the converter without the other game.
And that surprises me that I'm the only one to go Aztec sans SI, seems like the kind of thing non-cheaty people would do for extra hards. As for me I can't play normally for ten seconds without opening that console :P
Also, Lithuania is ruled by Draguns.
Nothing else in this will ever be that awesome.
EDIT: WELCOME TO CRAZY WORLD!
(http://img843.imageshack.us/img843/3708/xlwh.png) (http://imageshack.us/photo/my-images/843/xlwh.png/)
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(http://img7.imageshack.us/img7/4109/hhc5.png) (http://imageshack.us/photo/my-images/7/hhc5.png/)
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(http://img153.imageshack.us/img153/2631/3b5r.png) (http://imageshack.us/photo/my-images/153/3b5r.png/)
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(http://img818.imageshack.us/img818/4062/3utq.png) (http://imageshack.us/photo/my-images/818/3utq.png/)
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Save converting? Neat, didn't know you could do that. Should try out crusader kings at some point to then.
(http://img843.imageshack.us/img843/3708/xlwh.png) (http://imageshack.us/photo/my-images/843/xlwh.png/)
That is...I don't know what that is. Interesting, I guess? ???
Anyyyway, doesn't seem I was able to form a strong native american nation like I did with the maya. Tried twice, went smoothly to. By 1540+- I would start colonizing, by 1600 I would own land from right up to Florido to Massachutes (hope I spelled that right, from the other side of the atlantic), and an immensly strong economy. Then the colonial powers come along and despite me westernizing asap, they go straight for me and grab all my hard earned land, all the while completely ignoring the Cherokee, Aztec and Inca.
I don't know, does having a lot of high quality land make you a bigger target?
Also
(http://oi41.tinypic.com/f4flz.jpg)
I decided to form the mighty Malayan empire. Been a crazy game so far, started as Aceh, subjagated my neighbor pretty quickly, then got in a nasty fight with Ayuthaya in Thailand. Won two crushing victories securing me the entire neighboring peninsula, while seriously destabilizing Thailand as powers started shifting, Ayuthaya having been the dominant power before. Ming also seems to be seriously messed up, no idea what happened there. Then formed Malaya and conquered the remaining nations in the Malayan and Indonesian region, while war ravaged mainland Thailand. Now the mainland seems ripe for the taking before the next big power settles in, so I allied with a muslim nation in Thailand and India. Before I know it I'm embroiled in a bloody Indian war with and against nations I don't even know. And I'm leading the war somehow.
I don't know if it's my influence or not, but southen Asia sure seems bloody this era.
Ladies and gents, I present the Global French Empire, year 1600.
(http://i.imgur.com/xgpvdjS.png)
The Red arrows show my Colonial paths, and the Green Circles show my vassals. This is my first game of EU4. All I have to say is, Colonial Expansion CB is OP, and Daaaaaaaaaaaaaaaaaaaaammmmmmmmmmmmmmmmmmm. Anyone have any suggestions as to what to do next?
snip
I will try to answer your question with an image I (poorly) made.
(http://i.imgur.com/ni4IphW.jpg)
I thought I was cheating by murdering my ruler, that takes it to a whole new level. :o
I do like a bit of modding however, and I wouldn't mind tinkering with this game. If anyone has the knowhow, beyond entering console commands, do share!
Also diplomacy sure is a lot more interesting in westen europe then what I'm used to from my previous games, where I mostly ignored diplomatic relations to the point of shunning alliances. After taking a huge agressive expansion hit and being targeted by a coalition, and ultimately a war, from a large amount western nations, I realized I have to adapt to this diplomatic climate!
So went back in time a bit to rectify the situation. I think I'm in a decent spot now, but I'm still pretty clueless on how to proceed.
(http://oi41.tinypic.com/2wn2vpg.jpg)(http://oi44.tinypic.com/2a4v77b.jpg)
Where to start. The entire HRE is pretty confusing, having such a large amount of nations, some friendly, some neutral, some hostile towards me. Most notable being Austria, who is current emperor and hates my gut. I'm not a member myself, but most of my eastern neighbors are. No clue on how to asses my diplomatic relation here, all I know is if I enter a war with a member I'm apparently fighting the entire empire.
Both England and France have decided to make me a rival, not much to do about that. Hope it'll be the friendly kind of rivalry. Castile was cordial to me, so I struck an alliance and diplomatic marriage with them. Then out of nowhere Hungary wants to be my ally to. I figure they are a good ally against France and Austria respectively, if they try anything.
So what's your take on this diplomatic situation. Any advice on how to proceed?
i'm fairly sure that historically francexpoland otp (shipped by poles mostly)
so you know without the polish part there seems to be a problem
I don't know what you just said. :(
In any case, I had an image lying around thought I'd share. Anyone with a knowledge of low lands history will find this funny no doubt. :)
(http://oi44.tinypic.com/6zt43p.jpg)
Habsburgs were the foreign kings of the Netherlands (among oh so many other things that family got into) until The Republic kicked them out. If this event is about a Flandrian noble replacing a Habsburg on one of the European thrones (and didn't just have them as flavor text) it could be considered a sort of karmic payback.
That's the general idea yes, beating them at their own game. :P
The dynasty spread all over in fact, from Hungary to the east, Bohemia who is now a mere shell, to Denmark who rules all of Scandinavia. Less prominent but nontheless symbolically important to the holy roman empire the dynasty in Aachen, and the resulting incorperation in the nation and expulsion from the empire. With some luck, soon Spain to will have a Flemish monarch. :)
Except that Flanders decided halfway through the "kicking out" phase that they actually did want to stay with the Hapsburgs >.>
* Dutchling shakes his fists and mutters "southern scum..."
Ah the disuniy brought by religious strife, it's unfortunate not more at the time shared the views of religious tolerance held by the Prince of Orange. Had the unification held, the debacle with the French and the Spanish reconquest that followed it could maybe have been averted. :-\
On another note, this sure escalated quickly!
(http://oi40.tinypic.com/1dvmd.jpg)(http://oi41.tinypic.com/2r2revd.jpg)
btw if the amount of images is becoming tiresome just let me know. Having to much fun with the crazy stuff that keeps happening this game. :P
(http://imageshack.us/a/img542/9901/1pwp.jpg)
Playing as the papal state! Thought I'd immerse myself in the whole curia and holy roman business. Though truth be told I'm not sure how papal influence really works when your nation is ruled by the pope. :o
Couple of things that confuse me so here's some questions. First on the HRE (I joined it, can't be having a roman empire without ol' roma can we?!), I understand the emperor will intervene with any defensive wars by its member nations. Now what if I am allied with the emperor, will they honor the alliance or put their obligation as the emperor first should I start a war with another member nation? Also if I want to become emperor (big ambissions I know) I take it I have to curry favor with the electors?
Next the curia. I half get how the cardinal stuff works, I should be able to figure that out. What boggles me is that relation with the papal states factors in what actions can be taken by the curia controller. Is that my nation? Can I effectively have some control over what the curia controler can do by managing my relation to other nations? Or more so when I am curia controller myself, I pretty much have free reign (as far as I can manipulate my nations opinion on them) to call crusades or excommunicate, provided I have the papal influence? Lastly I see you get papal influence based on relation to papal states, I assume I don't get that...being that I can't have a relation with my own nation.
Other then that, pretty funny to see the pope leading troops into battle when I make a commander out of him. Not so much that I can't change government, always having really old rulers and stability drops, or marry, but I suppose the lastcomes with being chaste. :)
Argh, stupid north African nations being ridiculously hard to core! All I need is those three provinces and I'll be fine with no overextension, but nooooo. I'd release them as a vassal but I can't because they weren't ever an independent nation.
EDIT: Also, Jesus Christ, Tangiers, how many religious rebels are you going to produce?
EDITEDIT: EXTREME CARTOGRAPHY:
(http://cloud-3.steampowered.com/ugc/468667773267851812/4FAA8EDF3E155F7DF0CEF0A5228EDCC3D700C432/)
I decided to play a game as Brandenburg and form Prussia, and it's going fairly well so far. I was just elected Emperor, which is good because there've been a lot of reforms passed. I was worried I wouldn't be able to get elected before we were all made vassals of Austria. Hopefully I'll be able to stay Emperor long enough for everyone to become vassals of me, instead. Here's how it's going:
(http://i.imgur.com/EvzxAkr.png)
Dicking around with native americans in the CoP DLC. They're rather overpowered. I was playing as Caddo which is a OPM tribe and I just bounced around the map for a few years before colonising around 5 provinces and roflstomping the Aztecs. Expansion is then super fast with +1 colonist from natives tech and +2 from exploration if you take it as the first national idea.
I was deliberately trying to play a very slow game since I was trying to see what happens if you get a nation with colonial underlings into a personal union and integrating them as someone who has their capital in the new world. No such luck apart from the PU with England (who had no colonial nations)
(http://i.imgur.com/xFVbZWV.jpg)
Thoughts on the DLC:
The patch has really limited AE and vassal feeding. While I thought AE and coalitions needed to be toned down a little it's pretty much nonexistent now. You cna go on a murderous rampage in the HRE and nobody will bat an eye. I personally find this rather boring since there's really nothing stopping snowballing now.
Not a fan of the change to vassal feeding either. Now vassals will almost never buy a province even if it's their culture and religion. My fondest memory of EU4 so far was punching India into little vassal states as Poland separating them by culture and slowly consuming them. I don't really see why it was removed, the AI was already restricted to buying their own culture and most places in the world are decently cultural heterogeneous. With the oversea integration malus it was fairly close time wise to conquering and coring. I would have just made vassal states more prone to revolt, harder to integrate or maybe an admin cost on top of the legitimacy cost.
As for protectorates I'm rather disappointed with them as well. What should be a really interesting mechanic seems to be nothing else but a fancy guarantee. Getting +50% trade is nice and the guarantee +25% tech increase for the protectorate is nice but it still feels lacking especially when compared to good ol' vassalising.
It would have been nice if they acted more like a colonial nation where you could impact their development by paying leader points. The ability to slowly Christianise, advance their tech standing and finally for a large commitment be able to diplo-annex them. I guess we'll see something like this in the likely Indian expansion.
It also makes the Eastern tech group much better than the Western tech group for the ability to vassalise Chinese and Indian tech groups. If you want to be the master of India then playing Poland or Russia seems to be the way to do it.
The random world generator is a mess. It's just simply awful. The best features out of the DLC have been the native play which is fun although possibly a bit too powerful and the colonial nations which really do add some interesting dynamics. Sadly the AI is still rather bad at colonising AI and I've noticed the AI is really bad at choosing areas where a colonial nation could form.
Westernisation is much better than before. It's less punishing and random than before but it does seem to weigh much more heavily on having a good leader.
All in all it's been a rather odd expansion. A lot of stuff I'm not too happy with plus some stuff I do like. I don't really see myself playing much for now, even playing up to 1718 as Caddo was a boring chore. I guess I just found vassal feeding more interesting than the war core war cycle.
It is upon us.
(http://cloud-4.steampowered.com/ugc/451785526784697161/F595E89152AF71B10FE47CB82811C90127BBCEF5/)
I was just sitting there doing nothing, and suddenly the worst (or at least top 10) pun in history (or at least video game history) hit me.
Why is Paradox calling its add-ons "DLC" ?
Because they don't want no expansion in EU IV
Whenever I start to go into EU4 I end up ranting about it. I just deleted an essay I accidentally wrote while talking about the mechanics of actually warring. I'll just abstain from that. I think this topic is dead because there's literally nothing to do in EU4 aside from painting the world your color, and finagling and exploiting your way through the broken diplomacy and military mechanics.
See: The strategy on how to deal with a tiny one-province country, in places like Europe. I'll call this country A. You go to declare war, you mouse over the Call All Willing Allies. You notice all of your allies are on board but one. This one being a pretty major one, a big power broker in the area. For EU this is stuff like France, Britain, Sweden, etc. I'll call this country X. Why does X not want to help me over A? No reason, really. [I've usually got strong allies permanently at +200 opinion] Save the game and declare the war. This one NO on your 'call willing allies' will invariably join tiny, useless country A against you, a country they've been allied/married/had military access to since the inception of the game. This is typical in my cases.
How do you deal with this? By bribing, cajole the ally into taking a neutral stance on a war you're about to declare, as per history? No, there's no mechanics for this. It's simply a 'if the AI decides to fuck you, they can' design decision. So you, as the player, get to decide. Do you want to accept that you can never invade country A because country X will always betray you to help them? Or will you exploit your 'alliance' and declare war on someone they're rivalled to? We'll call this country B. Declare war, Have nation X join the war, and never put effort into finishing this war. Now X will be locked into not helping countries it guarantees/allys for all eternity until you end the war or they get a separate peace. This is an awesome design and not ridiculous, at all.
I also tried playing EU4 this week and quit as soon as I had something rad happen again. Declare a war on a vassal to another nation. Claim a province, or something. Call some allies in, even 1 will work. Now, occupy the vassal. Keep it occupied. Try attempting to occupy the overlord's land in any reasonable timeframe. Now, when your warscore reaches a certain point, your AI allies in your war will offer to this overlord country a separate peace [mind the separate]. This peace usually turns out to be a 'release vassal' peace. Now, mind you, I declared the war, occupied the vassal, occupied the overlord, and then, suddenly, I get a 'Peace!' popup, as if I offered a treaty to the other side. 'So and so [this being the vassal nation! The thing I can't even offer a peace to, and if I could, it'd be annexed as soon as I occupy it all!] has accepted our terms'. Now the vassal is released, and I'm still at war with the overlord and the original wargoal, the vassal, is independent, with a treaty with me. The fuck? You're saying random allies in a war like this can, and will fuck up your entire war goal, and even your plans of progress entirely? Why have allies in offensive wars like this then? I will provide any and all saves required to prove this situation is real.
This is the worst new-era release from paradox, atleast CK2 got fixed to a point of playability. EU4 is just... ugh, the battles aren't fun, diplomacy isn't fun, trading is moderately fun, colonization is so very dull, there's no flavor to anything. Even up to 1.4 I feel like my money was entirely wasted, as I still play EU3 to this day and actually enjoy it, as opposed to the ragefest of ridiculous mechanics and broken AI that is EU4.
Fuck. I did it again. I'm sorry, this was building up in me the whole time I was attempting to enjoy EU4 last week.
(http://i.imgur.com/EUqArPZ.jpg)
Err... if you say so Austria.
(http://i.imgur.com/Vt23RzH.jpg)
Tables have turned, Mr Habsblob. Thanks for helping me become emperor and beating back the turks. I'm positive you won't regret it in the future.
EDIT: Are people alright with me posting these huge pictures? I could link them if it's more convenient.
I'm playing as the Vandals in a mod that extends the timeline from Roman times to the very end of the 30th century. Right now I'm in third place in terms of troops, right beneath Parthia and the Romans. Frisia, the guys in fourth place who I'm allied with have declared a conquest war against another one of my allies. Should I support Frisia and take a -2 stability hit to maintain the stronger of the two alliances, or should I take the prestige hit and support my weaker allies? The former of the two options allows me to potentially vassalize the Goths, who've been a thorn in my side for a while now.
(http://i.imgur.com/hPVerAa.png)
Presented without comment:
https://dl.dropboxusercontent.com/u/9910241/russia.PNG (https://dl.dropboxusercontent.com/u/9910241/russia.PNG)
(https://dl.dropboxusercontent.com/u/9910241/russia.PNG)
For those who might not know there is a new "mini-DLC" planned for July called Res Publica. Live stream here (http://www.twitch.tv/paradoxinteractive/b/539319090).
Some details scrapped off the Paradox forums:
Humanism is a new Admin idea group, and it adds more religious tolerance and culture tolerance bonuses.
Religious ideas no longer has tolerance and is instead just focused on conversion and possibly culture conversion.
Naval is now a military idea group and there is a new Maritime idea group in Diplomatic instead (didn't quite catch all of this one)
Elective Monarchies (ie Poland) will get a way to invite existing dynasties to take their throne, giving out bonuses although it's not clear exactly what this entailed
More Republican events generally, including factions
Dutch Republics in particular focus on factions although it wasn't clear if other republics get factions too. But Dutch Republics are now an interesting mix between monarchies and elections.
If your republican tradition gets too low in a normal republic, you don't go straight to monarchy. You become a republican dictatorship where your ruler rules for life. If you keep your RT high, you'll stay dictatorship (or republic?) but if your RT is low when you're a dictatorship, then you slip back to monarchy.
Merchant Republics can build trading posts now for big bonuses or something. One per node.
Manpower is now based on tech, not basetax.
National focus lets you "choose your monarch stats" so you can get 5 in one category and 2 in the others and this can change every 25 years. Unclear how this relates to monarch power points or if that means there won't be any random rolls at all anymore or how republican re-elections will matter then.
ADMINISTRATIVE IDEAS
Administrative
-10% adm tech cost instead of -10% inflation reduction cost
Humanist new idea group
+25% religious unity
-2 revolt risk
+3 tolerance to heretics
-10 years of nationalism
-50% accepted culture threshold
+33% better relation over time
+3 tolerance to heathens
-10% idea cost
DIPLOMATIC IDEAS
Diplomatic
-10% dip tech cost instead of claim time
Influence new idea group
+25% income from vassal
-33% claim fabrication time moved from diplomatic
-25% diplomatic annextion cost
-10% aggresive expansion
+5 dip rep
-25% envoy travel time, +10% imperial authority
+33% subejct forcelimits
+1 dip slot
Maritime new idea group
+1 naval tradition
+10% light ship combat ability
unknown
+50% naval forcelimit
-20% ship cost
+1 naval leader manuveur
+50% blokade efficiency
ships can be repaired in sea zone
MILITARY IDEAS
Naval ideas moved from diplomatic
+1 naval leader shock
+10% galley combat ability
+1 naval leader fire
+100% prestige from naval battles
-10% naval maintenence
+10% heavy ship combat ability
+15% morale to navies
+10% ship durability
Quality
+10% naval morale instead of light ship combat ability
-10% naval attrition instead of heavy ship combat ability
Offensive
-10% regiment recruitment time instead of manpower bonsu
Quantity
+50% global manpower
+20% manpower recovery speed
-10% regiment cost
-10% land maintenance
+25% naval forcelimit
-20% building power cost
-10% land attrition
+33% land forcelimit
It looks alright but personally I would much prefer them to sort out all the shit they flat out broke in the 1.6 patch.
Who cares? Achievements don't give you anything except a sense of accomplishment, if you cheat to get one it's not like it'll mean anything to anyone else besides an "Oh, that's cool" (if they don't know you cheated)
If something isn't detrimental to others' experience, I don't see how it's "abuseable."
I agree, cheevos are largely pointless, which is why I joked about thinking of ways to abuse it when I already think it's pointless.
*cough*
That said...
(http://i.imgur.com/g8Ebuxr.png)
(http://cloud-2.steampowered.com/ugc/3299199706055298485/AAA6ADAC43DE0736B0B96C34EBC8F8E06396E978/1024x576.resizedimage)
I'm playing as Prussia and want to form the German Nation. All I need to do so is to get Nürnberg. Austria hates me with -200 and won't give me military access. That means there's no way to get to Nürnberg without messing with Austria. I have a few allies who would join the war against Austria, but they aren't helpful and the odds I would loose are rather high (they have Spain and bigger army).
My thought now is that I wait until Austria is at war with The Ottomans or another Arabic country that's better than Austria and attack Austria when they're almost crushed, take over Bamberg and make peace. Then it's just a matter of time until I have a core on Nürnberg and be able to form the German Nation. :|
Any suggestions?
The first dev diary for Res Publica is out. I'm surprised it hasn't sparked any conversation here because it looks fantastic.
Europa Universalis IV: Res Publica - Dev diary 1: Merchant Republics/National Focus
Trade Posts
With the Res Publica expansion, Merchant Republics will now have the option to create a Trade Post in provinces they own. A Trade Post costs 50 administrative power and gives the province +15 trade power and +1 naval forcelimits. Each Merchant Republic can only have a single Trade Post in each node, and cannot create Trade Posts in their home node. This makes territorial control of outposts such as Venice’s Crete far more important to a Merchant Republic that wants to pull a large amount of trade home.
National Focus
With the Res Publica expansion, all nations will be able to set their National Focus. National Focus can be set to either Administrative Power, Diplomatic Power, Military Power, or unfocused. When set to a power, the National Focus increases the base gain to that power by +2 but reduces the base gain in other powers by -1, so a National Focus in Administrative gives the player a base power gain of +5 administrative, +2 diplomatic and +2 military instead of +3 to each when unfocused. This allows a country to focus power into a category where they have a need, for example due to a new idea group, being behind in technology, or having a monarch with poor abilities in that category. The National Focus can be changed every 25 years.
picture 1 (http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=110470&d=1403768568)
Merchant Republic Factions
Included for free in the 1.7 patch is a faction system for Merchant Republics similar to the one for Ming. Merchant Republics will have three factions, The Guilds, The Traders and The Aristocrats, and will be able to spend monarch points to increase the backing for the faction they prefer so that faction is in control. If The Guilds are in control, the republic gets +10% national goods produced and -10% build cost but -10% national manpower. If The Traders are in control, the republic gets +10% global trade power and -10% naval maintenance but -5% to tax income. If The Aristocrats are in control the republic gets +10% land morale and -10% land maintenance but -15% foreign trade power. For those that own the expansion there are also quite a few new events for the Merchant Republic faction system.
picture 2 (http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=110469&d=1403767677)
Technology Changes
Lastly in this dev diary, we’re making some tweaks to the neighbour bonus and technology groups that are included for free in the 1.7 patch. We felt that the reduction of the neighbour bonus in 1.6 was too harsh on nations that needed to catch up after Westernizing or from falling behind due to a poor monarch, so we’ve increased the neighbour bonus back to -5% for each technology level you are behind the tech leader in your tech group, with a maximum reduction of -75%. To encourage countries to stay on the cutting edge of administrative and diplomatic technology instead of waiting for the neighbour bonus, we’ve instead introduced bonuses for nations that are ahead of time in those technologies, with nations that are ahead of time in Administrative tech gaining +20% production efficiency and nations that are ahead of time in Diplomatic tech gaining +20% trade efficiency. No additional bonus was added for nations that are ahead of time in Military technology, as the military advantages are bonus enough.
In addition to these changes, we’ve also made life a little easier for some of the slower tech groups by removing all monarch power penalties associated with technology groups, so Chinese nations will no longer gain -1 to all monarch powers, African nations will no longer gain -2, and so on.
Everything about this seems great to me.
The removal of the monarch point penalty and the behind of tech bonus greatly increased will allow for much stronger nations outside of Europe. It does seem like it will almost completely remove the need for westernisation (except for hordes and Ming/Qing) and I personally prefer that.
The only negative things I can say are niggling, such as the worries that trade republics are getting too powerful (my Ragusa campaign in WoN alone was on the easy side). It's also a bit of a shame to see factions being ripped straight from Ming as it will make them a lot less unique to play. Finally I'm a little disappointed we haven't gotten some kind of unique "Thalassocracic Kingdom" government types for nations outside of Europe that were kingdoms that still relieved heavily on trade and maritime (Indian Ocean Sultanates, Ryukyu, Majapahit etc).
Orissa is hostile and has been pretty aggressive lately, and the only reason I could actually take Bengal the first time around (I had to take Koch off of them because they conquered it) was because Orissa had declared war on them and their allies. I don't know whether they would go after me if I conquered them or not. Just for a general overview, here's a map:
(http://i.imgur.com/Vlz0uPt.png)
I do have problems getting mods to work sometimes, but we'll have to see. That isn't the hardest part of the whole process!
EnigmaticHat, I totally agree, which is why I would simply use a random map generator to give me a physical world I can bounce off. The modding is going quite well - here's an example of what I've done so far.
#Country Name: Please see filename.
graphical_culture = westerngfx
color = { 75 25 51 }
historical_idea_groups = {
offensive_ideas
quantity_ideas
aristocracy_ideas
expansion_ideas
defensive_ideas
quality_ideas
spy_ideas
}
historical_units = {
orc_militia
orc_boar_rider
orc_warband
orc_reformed_warband
orc_armoured_boar_rider
orc_line_soldier
orc_grandhog_rider
}
monarch_names = {
"Graarg #0" = 50
"Jaarg #3" = 30
"Tusk #7" = 25
"Crunch #4" = 20
"Hurk #0" = 20
"Regdar #2" = 10
"Korok #0" = 10
"Trogdor #0 = 1
"Aleida #0" = -1
"Cordula #0" = -1
"Gundula #0" = -1
}
leader_names = {
Hung
Crash
Basher
Gork
Thaarg
Dorg
Wronk
}
ship_names = {
"Da raft" "Pile o' Stix" "Floatin' Wood"
"Water Thin'" "Swimmin' Tree" Dodgy "Bad Idea"
"U First" "Iz Bad" "See-sik"
}
army_names = {
"$PROVINCE army$"
}
fleet_names = {
"Floatz"
}
stoneskin_ork_ideas
start = {
land_morale = 0.10
infantry_power = 0.10
naval_morale = -0.35
}
bonus = {
manpower_recovery_speed = 0.15
}
trigger = {
primary_culture = stoneskin_ork
}
free = yes
battle_hunger = {
war_exhaustion = -0.02
}
warrior_duty = {
infantry_cost = -0.10
global_manpower_modifier = 0.1
}
take_what_we_want = {
unjustified_demands = -0.2
}
work_dem_harder = {
production_efficiency = 0.1
global_revolt_risk = -1
}
follow_da_leader = {
land_leader_shock = 1
land_morale = 0.05
}
wot_you_say_bout_our_boss_man = {
legitimacy = 1
}
conquerin_is_normal_bizness = {
ae_impact = -0.2
}
}
Hey guys I have a great Kochin game going after learning some tricks from the DDRjake stream. I'm getting to the point where I'll have to think about colonial nations. Anyone have any ideas for names? I don't really want Malayalam Australia.
(http://i.imgur.com/PD02T3Y.jpg)
My longest gameplay.
Started with the Expanded Timeline mod, which includes bookmarks from CK2... So I played The Old Gods, Wessex. 600 years or so later... Volga Bulgaria, Tang, Hindustan, Abbasid, Japan and Me (Modded "Europe" into it, because "Great Britain" wasn't cool enough at that point).
I don't know HOW, but Japan has been clinging tightly to its islands and, more to the point, Korea against Tang for centuries. And Abbasid just declared war on me, for no reason /o\.
(http://puu.sh/azs8y/51cec953f3.jpg)
Actual announcement thread with real information:
http://forum.paradoxplaza.com/forum/showthread.php?795532-Eu4-Art-of-War-Announcement-Information&p=17882160#post17882160
30 years War: Unique mechanics and events for the religious conflict that ravaged Europe.
Napoleonic Era: Fight for or against the revolution and create entirely new custom clientcountries on the map from your conquests.
Fighting with Armies: You can now sortie from sieges, transfer occupation to allies and give objectives to your subjects and allies.
Fighting with Ship: Entire Fleets can now be upgraded with one click, you can now mothball fleets to avoid paying maintainance, and your fleets can be set to automatically transport armies.
Marches: Turn your vassals into bulwarks against your enemies, getting less tax but strengthening their defences.
Improved Diplomacy: Sell Surplus Ships, Fight for your subjects CB, Declare War in Support of Rebelfactions in other countries and new peace options like give up claims and pay monthly war reparations.
Gameplay Enhancements: Build entire armies in one click, abandon cores that you no longer wish to fight for, and abandon entire ideagroups that are no longer useful to your nation.
Free Features for the accompanying patch includes: Completely new rebel mechanic, local autonomy on province level, new cardinalsystem for Catholics, new reformation mechanics and a huge map improvement, making the rest of the world as detailed as Europe is. Lots of interface, ai and gameplay enhancements.
When it comes to the map, we've worked closely with the best map-modders in the community, and this will completely revolutionise how you play outside of Europe. Here are a few sneakpreviews of how the map looks like right now. Every daydiary, from next friday until release will go into detail about one part of the new map, while talking about paid and free features at the same time.
We have also done some significant optimisation, so the game performance should not be impacted by this addition.
I might have been a bit hasty with my doom and gloom. All of the new content is looking fantastic. The ability to upgrade ships alone is just great and I might actually have fun playing naval nations now (although a bit telling it's hidden behind a paywall). While I still would have prefered some peacetime mechanics, if they don't fuck up this DLC with ridiculously stupid mechanic changes to "balance multiplayer", then I'm willing to bet it will stand as the best yet.
Cautiously optimistic.
New Dev Diary. (http://forum.paradoxplaza.com/forum/showthread.php?798273-Eu4-Art-of-War-Development-Diary-2-Marches-Unrest-amp-Persia)
Marches
Marches are a new type of subject that can be created from existing vassals. By designating your vassal as a March, you are giving that vassal greatly expanded autonomy in exchange for greater military service. A March does not pay taxes to its Overlord and cannot be diplomatically annexed. However, they get a 25% bonus to manpower, a 30% bonus to force limits and have 20% better fort defense, making them useful as military buffers against enemy states, or when you simply need additional soldiers more than you need the income from those territories. March status can be retracted, but doing so results in a stability hit and a very large opinion penalty with the vassal whose autonomy you just revoked.
Unrest & Rebels
The old system of revolt risk, with a chance of rebels spawning in a province by random chance every month has gone the way of the dodo. It was a system that has served us well through many versions of Europa Universalis, but we think we have something better.
The new concept reflecting unhappy subjects is called unrest. Unrest in a province will affect how quickly regiments and ships can be recruited there, but it has no direct impact on your economy, since we've introduced Local Autonomy to cover that side of the ledger.
Every province is aligned with one possible rebel faction. Each month, every province has a chance (depending on its unrest level) to see an increase in the progress of an uprising from the local rebels. When the progress reaches 100%, the faction rises up in revolt with as many stacks it has support for, and the unrest is reduced in those provinces - they have expressed their anger through arms and it's up to you to put them down.
Because unrest can happen anywhere, building courthouses and employing theologians is now a good strategy to reduce general unrest, not to mention adopting a few policies to placate the masses. The old tyrannical standby of Harsh Treatment now targets rebel factions instead of provinces and reduces the progress towards an uprising from that faction at a cost in MIL points, scaled to the size of this particular rebel faction. This change means we should get less micromanagement and more direct control of popular satisfaction in the hands of the player.
There is also no longer a distinction between accepted and enforced demands from successful rebellions. A rebel faction's demands are always the same.
In a more positive change, any Rebels that are friendly to you, either through culture or support will lift Fog of War for you.
[...blah blah blah, some stuff about ROTW you'll never play, you BBB whore.]
That would be counter-productive to smashing the Europeans as early as possible. :P
On a side note I've been playing a nice relaxing Savoy -> Sardinia-Piermont game. They have decent enough ideas but the allure to form Italy and get those ideas instead is pretty strong. Only the glorious colour holds me back.
(http://i.imgur.com/UrRpEyc.jpg)
French expansion has been completely cut off and I plan to slowly nimble at them over time. The North Africans have mostly been subjugated and I'll focus on expanding into Alexandria soon. Italy is mostly divided between myself and the pitiful Aragonese, their time is limited.
Haven't been expanding nearly as fast as I could have but it's nice to have a relaxing game after the chaos that is Sunset Invasion.
Follow up on my Norwegian Wood attempt:
(http://i303.photobucket.com/albums/nn153/iiscyrus/eu4_map_NOR_1781_10_02_1_zps7e1745ba.png)
It is now 1780, I've got 25 provinces left to capture from 11 nations, including Great Britain, France, Portugal, Spain, and 2 HRE member states. I managed to take everything I need from commonwealth, and have the largest navy with 75 tripledeckers. Portugal and GB both have 50, so I could still lose to their combined Armada. Spain has the largest army, but no navy, and I share a dynasty and royal marriage with them, so I may be able to nab them in an PU before time runs out, however it may be simpler to just take the provinces i need from them in an imperialism war.
The Ottomans are flying towards bankruptcy with a current debt of 23,000 some ducats. France got torn apart in a series of wars with Spain and Austria after they stranded a 100k army in the Caribbean for a few decades. I can occasionally get an alliance with Spain or France, who go back and forth from being friendly to hostile.
My biggest problem right now is that I think i'll need to fight Austria in 3 wars, 2 of them as HRE wars. They are allied with Brittany, and I still need Genoa, and a province out of Bohemia. I could do it easily if I can get Spain back as an ally, but I'm not sure if that will happen. I should be able to drag GB and Portugal into individual wars by declaring on their small pacific allies and taking what i need by getting the 100% warscore after 5 years of occupying the nation that I declared on. This would allow me to eliminate their navies one at a time. I'm a few years away from Commonwealth being able to declare on me, which would pull in GB and Portugal, so I need to kill their navies before that happens.
Spain has the most territories I need, and I think I can get it all in one war, so I'll probably leave them for last, so I don't have to suffer so much overextension.
Which leads me to my last challenge, overextension. Commonwealth had noble traditions, so i'm still struggling to core the provinces I took from them, along with everything else I'm grabbing up.
I feel like i'm close, but i'm worried I'll run out of time. I'm currently thinking my next step would be to fight a land war against the ottomans and ethiopia while i fight successive naval wars against GB and Portugal (declaring on the second once the first's navy is destroyed.) Then blockade them both for awhile to let the war timer wear out a bit before I take the provinces I need from their colonies. I shouldn't actually need to fight their armies, which means once I beat the ottomans I can take my land armies against austria.
I can pull austria into a non-hre war by declaring on Brittany, but I'm afraid that will preclude me from declaring on HRE members. At the very least I'll be able to fight austria without the rest of the HRE and break them before the upcoming HRE wars.
It is exciting being so close, but also a bit stressful. I just wish I had a good ally that didn't own any naval resources. Commonwealth would have been great if I hadn't let them take the baltic coast.
I'm waiting because I'd rather not throw away a rare achievement to what could be a botched patch, when there might be a hotfix to correct bugs coming down in just a couple days.
A few things feel off about the patch, rebellions appear to advance at incredible speeds. I had Portuguese patriots developing from 2 islands that had about 5% unrest, and they were on track to go from 0 to 100% in 0.8 years. Harsh treatment could give you a month or two of relief max. Recently conquered territory with full nationalism had 75% chance of advancing 20% every month.(currently at 30% with 0.3 years until a revolt breaks out) From everything I've read they then spawn full stacks in every province.
If this is the new normal its just a default revolt every 20 years for all non accepted cultures/religions, especially if you take any war exhaustion.
Taking a look at the numbers right now i'm getting the following:
starting with 0 revolt progress
1 province with 1% unrest = 11.2 years until revolt
2 provinces with 1% unrest = 5.6 years until revolt
3 provinces with 1% unrest = 3.7 years until revolt
12 provinces with 1% unrest = 1 year until revolt
(http://i303.photobucket.com/albums/nn153/iiscyrus/eu4_2_zps35d61e4f.png)
As you can see, with the added overextenison I got from 25 administrative efficiency vanishing, my entire country is going to spend the next decade erupting into 20-30k stacks of rebels in every province. By the time i've actually marched my armies back and forth to kill every stack, my manpower is going to be shot, and the recent uprising debuff is going to wear off, and it will all start over again. My hope is that this isn't what paradox intended. If it is, i'll need to take some extremely drastic measures to try to salvage the game, like giving back half of the provinces i've recently captured. In the meantime I'm happy to play other things, or try additional EU4 playthroughs.
I normally shove these in my mate's face, but he's gone, so:
(http://cloud-4.steampowered.com/ugc/537383728069871902/5925588B6E23255786E8F2B1E1C3834C1C04009B/)
The Ottomans never recovered from that last war, from now on it's just carpet bombing them. HRE won't be a problem either - with Savoy as the Emperor that has only Naples as ally, I outnumber their forces 4:1, 2:1 if all of HRE fights against me. Gonna try and become the emperor, then either dismantle the empire or renovate it for lulz. (this is ironman)
So I'm running an Ironman game with France in order to get the get all cores of France achievement, and at one point I clicked on the 1789 start to check out the late game starts and see the countries and stuff, before switching over to the saved games and clicking my Ironman game. This happened:
(http://cloud-4.steampowered.com/ugc/537384367146888904/CC44AEB285658DF40F6B236A891FB95AA629C65A/)
I also got an event saying I had discovered Japan. Do you happen to know what happened, and if I continue to play this save, will I get the Steam achievement?
So I finally got the Norwegian Wood achievement. I ended up starting a new game after the hotfixes for the recent patch came out.
(http://i303.photobucket.com/albums/nn153/iiscyrus/NorwegianWood_zpsc7cc7215.png)
Here are a couple images of the map for anyone else who likes to look at maps from other people's games:
(http://i303.photobucket.com/albums/nn153/iiscyrus/eu4_8_zpsd7e36ed2.png)
(http://i303.photobucket.com/albums/nn153/iiscyrus/eu4_6_zps46dfd718.png)
(http://i303.photobucket.com/albums/nn153/iiscyrus/eu4_7_zps5500bf4f.png)
(http://i303.photobucket.com/albums/nn153/iiscyrus/eu4_9_zps4f8fa2b1.png)
and the world map:
(http://i303.photobucket.com/albums/nn153/iiscyrus/eu4_map_NOR_1807_08_03_1_zpsef3d514e.png)
The game ended with a final showdown between me and my stalwart ally France. While I had numerical superiority, the French army had 12% more discipline than me and 2 extra morale. I was also running dangerously low on manpower when I declared war. Luckily I had been able to steal the throne of a strong Milan in a succession war in the mid 1700's when Poland stood to inherit it. While France exhausted their manpower against Milanese and Hungarian troops in the alps, I was able to siege out several provinces, and with the arrival of my pacific fleet and their additional 50k troops, I was able to march on paris, assaulting fortresses as I went. France's army of 50k that had been dispactched north from the alps fled before my beleagured, but freshly reinforced army of about 150k
A couple interesting things with this map, The Ottomans had never lost a war, and held a vast empire that stretched from northern Ethiopia to southern Siberia, from Baluchistan to the eastern parts of Austria. In the 1790's I led my allies and vassals into war with them, including France, Netherlands, Milan, Hungary, and Lithuania. They had an army of over 300k with over 500k manpower, and a strong ally Crimea who added about 80k of their own troops. It was probably the most difficult war, and we only really seiged half of their territory, but after the peace deal their empire was struck by the revolution disaster, and they crumbled like a house of cards. You can see in the maps a bit of the extent of their territory, at one point everything south of me between Europe and India was all Ottoman and Crimean.
There was also a very successful AI Oriat Horde, which vassalised most of north Asia, and took over most of Timurids and took a good portion of northern India. Their expansion was only stopped when they ran into the Ottomans, and when I needed to take some of their naval supplies.
I let Ottomans and Muscovy grow up so I had a challenge, haha. The Oirat are my allies and we had a brilliant sandwich party with Muscovy a few decades ago.
Oirat were previously engaged in an expensive war with Mongolia, and the rich nation of the Commonwealth sent them a couple of thousand to get them out of debt. They soon won that war, and with no debts and recovered war exhaustion, we put a collar on Muscovy.
Crimea was my earliest enemy, large, technological and powerful. When I finally expanded to this size, they had a strong alliance with the Ottomans. However, the Ottomans then attacked my vassal of Kandahar - this led to a war where Hungary, Siberia and Wallachia led the western assault. I held back, placed a few 5,000 men on the isolated three territories of the Crimean peninsula, and waited for the main army of the Ottoman Empire - larger still than the latest picture - to rear its head. 80,000 ottomans and a few 10,000 pieces appeared in Constantinople and headed for my vassals' armies capturing the Balkans. They engaged, all my vassals disengaged and set the balance to about 2:1 (in the Ottoman favour), then my glorious army chipped in when the War Exhaustion was low enough.
From there, it was wonderful. I think the French and British were involved in this too - didn't see too much activity on that front. The french held a northern coast territory that I stapled down early on, the British waged war in the Americas with the French, and all in all, the Brits handled 'em pretty well on their own. I rewarded the Brits with a giant slice of Florida/Louisiana, took that french territory, the Crimean Peninsula and some of the Ottoman Balkans for good measure (and a Mission Accomplished pat on the back).
Might record my next playthrough with screenshots and a thread.
Edit; Gonna load up and grab that world map photo. AFAIK, the Far East is in tiny pieces, everywhere. Oirat will gobble that shit up easily.
(http://puu.sh/ekGNL/1a59741f33.jpg)
Edit; In hindsight, I'm terrible with American States. Red blob west of the Spanish Peninsula in America.
(http://i.imgur.com/KYAImVN.jpg)
I dunno, I quite like playing in a post-apocalyptic scenario where most of the world is uninhabited.
(http://i.imgur.com/pguIeqyl.jpg) (http://i.imgur.com/pguIeqy.jpg)
So who has the better flag: Yaroslavl or Smolensk?
Yaroslavl:
(http://vignette2.wikia.nocookie.net/europauniversalis/images/5/59/YAR_flag_EU4.png/revision/latest?cb=20141115024010) Axe bear
Smolensk:
(http://vignette3.wikia.nocookie.net/europauniversalis/images/2/25/SMO_flag_EU4.png/revision/latest?cb=20141115022813) Chicken cannon
So who has the better flag: Yaroslavl or Smolensk?
Perm.
(http://www.eu4wiki.com/images/8/8e/Perm.png)
Also man does 1.13 suck. Hopefully the recent changes get put into the defines because I'll never go back to ironman again if the 1.13 beta actually goes live.
I started a new game as Brandenburg.
41 days after the start I form a personal union with Austria.
(http://i57.tinypic.com/35kjtdc.jpg)
Frankly, I wish I had some sort of program that records the last half an hour of gameplay just to be able to either rub the video into peoples face or figure out what went wrong. Is there such a program? I'd rather not use a CPU intensive one or one that will record the entire game, chewing up my memory.
Dxtory is somewhat cheap, and recording something like EU4 wouldn't be very intensive with a performance codec and low settings. But I'm not sure how serious you are; all I'm saying is to look for an explanation in the game mechanics before jumping to conclusions about the AI cheating with everything. Incidentally, with the army retreating at full morale you saw, was there already a battle going on when they arrived? There's a very common bug that I'm not sure has been patched yet, where armies arriving on the day a battle is lost will do a shattered retreat along with the losing force.
Anyway, I think I'm done with this Majapahit run. With quantity ideas finished and some bigger vassals finally integrated, I was planning a blitz of Europe, starting with dismantling a truly disgusting PLC and a very weak HRE, but then I looked over the development of Europe and sort of lost enthusiasm. Seeing so many provinces all over the HRE with over 40 development, about 20 Ile-de-frances in France, and practically no province under 25 development... it would just be such a headache to integrate all those vassals and take the land bit by bit. At least with Ming high autonomy meant being able to take huge amounts of land in each war.
(http://i.imgur.com/RhjGYGA.jpg)
(http://i.imgur.com/iB1vVXM.jpg)
Overall a very disappointing run, with around 20 years lost to regencies, a period of dedicated rebel stomping, a good deal of complacency on my side in often only warring one large target at time, wasting time shuffling troops between east and west on alternating truces, some sloppy wars going with the major powers going longer than they needed to, and poor vassal placement and expansion. I feel like in the last 60 years I accomplished next to nothing except eat Ming and needle into the Ottomans, but those regencies and low legitimacy rulers were quite unlucky I guess. I would still say a non-western WC is possible in this version though, even with the glaring development issues.
That's an interesting strategy for getting into the HRE, I haven't thought of it.
Also,
(http://i.imgur.com/BgOrBr4.png)
Ulm's strategy: camouflage yourself as Austria
(http://i57.tinypic.com/2wnqtqu.jpg)
It's been a long while since I've played EU of any stripe, and longer since I've posted one of these.
(http://i.imgur.com/TGI1d6d.png)
Needless to say, it's my fault Western Europe currently looks like a pile of vomit. I started as Leinster in the mid-late 800s and went about the usual business of forming Ireland and conquering the British Isles -- it's much easier when they're a smattering of one and two province minors. The orange-peach whatsit with the vaguely germanic name, the one stuck between East and West Francia, it tried to make a land grab on some minors in England before I finished, which is what ended up drawing me onto the continent. A few decades after unifying I managed to pull off a diplomatic coup which is largely responsible for the current situation: I got alliances and royal marriages with East Francia and Italy, the blobs on my south and east borders respectively.
We've been at constant near-perfect relations for close to two hundred years; they get into wars in Eastern Europe and the Med that I can join without having to do anything, and they kept West Francia, wossname, Burgundy (for the decade or so it existed), and Brittany from getting help against me. Italy and I split western France about down the middle, now they're busy with the muslims in Iberia. Eastern Francia absolutely tore through Eastern Europe, and founded Germany in 1071.
The other major players are the Byzantines (maroon), Bulgaria (lavender), and Svealand (purple). Oh, and Western Francia technically still exists (at least until the truce is over, heh); it's the blue OPM sandwiched between our unholy triple alliance. I figure I'll provoke Germany into war at some point before it gets too strong and chop all this up to see what happens, 'cause as cool as it is having Germany founded 800 years ahead of schedule is, I miss the chaos of HRE-era Europe full of OPMs. So I won't annex much, just force a bunch of releases.
Only had one really close spot in the buildup, it was back in the 1050s when my monarch was in his 80s and heirless and I only had ~2-3 provinces on the continent. Thankfully the legitimize-daughter event triggered and she had a pretty obscene military score, so I could afford to pop a couple of policies on and reroll generals until I got a pair of monsters to stomp Western Francia's shit in with.
Sometimes, the game doesn't need your help to go off the rails.
(http://i.imgur.com/OAsmo7b.jpg)
Development being linked to MP instead of something sane like ducats. Leads to ridiculous sky metropolises from useless OPMs.
That was the entire point of development though, was it not? Regardless of if your sky-tall city is actually better or worse than huge blobpires, you can do that. If you wanted to play an opm as an opm for some arcane non-hre reason.
Here's a crosspost of mine from the EU4 forums if you care for a response.
The problem is that development rewards countries for doing nothing. Countries that sit around doing nothing and get lucky enough to have a god-king can enjoy growing stronger with no risk or agency. There's no tactical thought or skill, merely sitting on speed 5 and mashing development every couple months. Anyone who's tried to play "tall" knows how boring it is and nobody could think it's an adequate replacement for expansion.
Monarch Points remain a currency that can barely be influenced while ducats are a much more influenceable currency that is considered completely inferior and worthless when compared to MP. Ducats only serve limited use in maintaining an army/navy (which are often limited by manpower and merc pool), constructing buildings (which are often useless without development) hiring advisors (to generate the infinitely better MP) and creating a buffer for certain negative events. Once the player hits the critical mass of ducats needed to maintain those services they no longer serve much point. There's essentially little to motivate the player on maintaining a strong economy aside from protecting your MP pool.
Linking development to ducats creates positive feedback loops that rewards players that maintain their economy, makes ducats a significantly more useful currency and makes sure that countries need to expand their sphere of influence to maintain their relevancy. This can be easily coupled with a centralisation mechanic that offers bonuses (and certain maluses) on reforms which difficulties scale on nation size. Small countries will be more easily able to centralise their countries (which offers easier development) if they're willing to commit which will help them compete with majors who will stagnant if they choose to ignore investing resources into centralising their realm.
This still allows countries to "play tall" but actually forces player agency and more importantly adds depth to peacetime and simple domestic policies which the fan base has been begging for and Common Sense failed to deliver on.
This also allows development to be much more dynamic with factors/events that lower or raise development. Right now with MP being such a sought after resource losing development in a province would come as a harsh and unfair blow. Instead having it dynamic while linked to a much more flexible currency which the player has a much greater influence on isn't nearly as painful and would introduce some depth to a game often criticised for being shallow.
The other issue with MP development is locking low technological groups out of what should be a core gameplay mechanic (although apparently it isn't because it's locked behind a paywall). Western to Ottoman tech tend to be completely drowning in MP with nothing to spend it on apart from development while ROTW nations either forgo technological advances (like dip tech) to dump into provinces or ignore development completely.
A lot of people believe that the game is becoming over reliant on MP and while I share that thought, I think MP makes perfect sense for the more abstract elements of EU4 like technology since it's something that was rather opaque in the early modern era with a number of contributing factors that would extremely hard to simulate in EU4. However being able to will a city out of nowhere which then for some reason stagnates your cultural and technological growth is just not a good mechanic in either a gameplay or historical sense.
The mighty Ottomans Empire ca. 1669:
(http://i.imgur.com/lHwYFtj.png?1)
(http://i.imgur.com/pUFjvmQ.png)
(http://i.imgur.com/DBHG68X.png)
In the three-way cold war between Russia, China and America, China was the first to tip the scales. Tajikistan attacked China, China annexed all of Tajikistan. Nepal attacked India and was defeated, but drew China in to invade India. With the Chinese logistics stretched from Beijing to Calcutta the Russian army invaded and pushed deep into the Ferghana Valley and the Chinese core. With the Russian army out of place...
(http://i.imgur.com/osRQheb.jpg)
AT LAST ESTONIA WAS READY FOR CONQUEST
I never did get to see what happened of that war. I was playing as Great Britain. Queen Elizabeth had passed away.
This left the Throne to Charles of Windsor.
(http://i.imgur.com/wCYT2yt.jpg)
This is Charles. In his rule the constitutional limits to his power were repealed.
(http://i.imgur.com/qZbWvGA.png)
This is the world in the year 2038.
(http://i.imgur.com/3hOubDG.png)
This is how much of the world is at war with Great Britain in the year 2038.
It started off with the Dutch invasion of Belgium, which in turn caused the French invasion of the Netherlands (drawing Britain into the war with the Dutch). The British were quite eager to get rid of Dutch pirates and so joined, clearing the north sea. British fleets also began exerting power across the entire Atlantic, with Argentinian, Canadian and American navies shadowing Royal British Navies. British spies likewise sought allies by creating new ones out of rebel groups, most notably with the Guryana tribe on the northernmost tip of Argentina and the Kingdom of Catalonia out of Spain. Surprisingly for some reason Mexico grew enamoured with the prospect of destroying Britain and endlessly sent spies and saboteurs to London, and so London in turn sent gifts to Mexico as well. Neither Mexico or Britain is yet to gain the upper hand in this bizarre cold war, though British pirates now roam the Mexican gulf. Some other weird things include the Sudanese and Malaysian attempts to invade Spain... I still don't understand what that was about. With French help, the Sudanese successfully landed in Spain.
Anyways, the Dutch were defeated, but it would not be long before the British were once more called to trade war with the Dutch - just as the Germans and their vast alliance (which I suppose is the European Union, albeit one without France or Britain but includes Russia) were invading the Dutch. The British were invading to restore the Belgian lands and end Dutch ambitions in the English channel, which very quickly ended with the creation of the Free Lowlands puppet state and the Netherlands being reduced to Holland and a British vassal. This drew the Germans to war with the British, but after two brief naval battles and the Germans already having fought for quite some time, the Germans made peace after being given the Dutch territories they occupied.
The side effect of this militant protestant Kingdom and this bureaucratic authoritarian Republic partitioning the entire Dutch state created three coalitions. A coalition against France, a coalition against Germany and a coalition against Great Britain.
(http://i.imgur.com/oNZFUkk.png)
This may well be the end of the Catalonian Kingdom and the Free Lowlands. So far Great Britain has been a bastion of wealth and investment as it has convinced everyone the world over that its security is unparalleled, but I am seriously questioning whether I can defeat the navies of oh so many nations. On the bright side, at least the Germans are happy with their Dutchlands to add to their Deutschland. The battle of Britain begins! We have successfully started WWIII!
My strategy is to hold the ocean line and bid my continental allies adieu, as there is simply no halting that many soldiers on land. I cannot count on a Chinese intervention as the Koreans are invading them (North Korea invaded South Korea, South Korea annexed North Korea after a crushing victory) and I cannot count on an American intervention as President Ambrose Churchill is very indecisive and more concerned with stopping the Mexicans and Canadians from killing each other. Maybe the Iranians or Saudi Arabians could do me a solid.
In the meantime, EVERYONE'S GETTING REBELS, WHEN IN DOUBT - JAMES BOND TIME :D
*EDIT
Surprised the French fleet in the English channel and the Belgian army is kicking surprising amounts of Baguette bums. GO BELGIUM, LEAD OUR ALLIANCE TO VICTORY
The Catalonians likewise march north. The rest of the continental army is yet to arrive, hopefully the Catalonian-Belgian forces will be able to strike fast enough to bring an early end to the French menace.
I see France implode roughly half of the time, far more so than Ming.
Sometimes, they don't even need player interaction to do so. And, for some reason, I often see Ming not implode despite its reputation.
For instance:
(http://i.imgur.com/bEv8qzC.jpg)
(all mods are graphical only)
Dev Diary (https://forum.paradoxplaza.com/forum/index.php?threads/eu4-dev-diary-november-19th-2015.891822/), since I seem to like to post stuff like this. For those who can't see images or just don't want to click the link, I copied the whole thing below.
Hello everyone and welcome back to yet another development diary for Europa Universalis 4. Today we'll be talking about some free features and changes coming in the 1.14 patch that will be accompanying the Cossacks expansion.
Colonial Trade Goods Rework (Free Feature)
As anyone who's ever done extensive colonization knows, it can be a bit hard to predict just what sort of trade goods you will get in your colonies, particularly if you're playing in a Random New World. Sure, you might be able to guess that your Canadian colonists aren't going to be working in sugar plantations, but what's the chance of getting fur versus naval supplies, and where do you have a shot at that elusive gold? With the free rework of colonial trade goods coming in 1.14, you'll now be able to easily find out. Instead of events that fire when a colony's population hits 400, this is now instead a series of weights that are scripted into the trade goods themselves, and which can be viewed in-game by hovering over 'Unknown' trade goods in the province interface or the Trade Goods mapmode, allowing you see the precise chance of a future colony of yours producing that particular goods that you desire.
(http://i.imgur.com/eRnc2HX.png)
Cultural Unions (Free Feature)
Another mechanic that has always been rather opaque to players is the Cultural Union mechanic, whereby certain nations (such as France) will always accept all cultures of the same culture group. This has also received a rework in 1.14, by decoupling it from tags and instead making it so that Cultural Union status is something you achieve when your nation grows powerful enough to be able to lay claim to such status - either by achieving Empire rank (if you have Common Sense) or by having 1000 total development (if you do not have Common Sense).
(http://i.imgur.com/tzppkys.png)
Prevent Nation Ruining (Free Feature)
If you've ever played EU4 multiplayer competetively, you know that it can sometimes get rather emotional. People may not react well to being backstabbed or losing a war, and some of them will proceed to make rather hasty, emotional decisions because they conclude that they have lost the game, which they then come to regret once tempers have cooled. To help MP game hosts deal with this problem, we've added a new option called 'Prevent Nation Ruining' for multiplayer (default off). If enabled, this option prevents players who have recently lost a war where they were forced to give up core territory from ruining their nation by blocking the following:
- Truce breaking
- Selling cores
- Manually taking loans
- Releasing vassals
- Creating client states in cored provinces
- Accepting rebel demands with <50% progress
- Releasing colonial nations
- Giving money to other players
This block lasts for the duration of the truce.
As a final bonus, here's a screenshot of the in-game Achievement Browser, which was covered (but not screenshotted, as the art for it was not done) in an earlier DD. When playing a game where achievements are enabled, it lets you view all achievements you are eligible for, and your progress towards completing them.
(http://i.imgur.com/rloWKpr.png)
That's all for today! Next week we'll be going more in-depth into the Random New World rework coming for owners of Conquest of Paradise in the 1.14 patch.
I guess this will make achievement runs easier, especially those tied to resources.
That was part of the point of the new random new world was the tiles.
On the other hand it leads to stuff like upside-down India, so that's cool.
So I was chilling in my OPM Saxony(yes, I know) campaign, helping my buddy Lünenburg crush Pomerania when a declaration from Bohemia came in. The Lünenburg rascals -- who, by the way, control a large part of Lower Saxony, Denmark and a foothold in Norway, guess with the help of who? -- decided not to honor their alliance. Fine, I still have Austria(which was not in great shape, but eh) and a few minors as my allies, and my trusty thuringian vassal, this is gonna be very hard, but by no means impossible. Right? Right? That's when I looked at the war screen:
(http://images.akamai.steamusercontent.com/ugc/400055647315947899/A974E05E977525AF6170BE986D2AA866289E2085/)
And yes, I started cheating, if only in order not to just ragequit.
Still, it helped me realize just how unviable my fantasy of making a regional OPM FC power through development was stupid.
And this isn't by far the oddest alliance the Ottos have done in 1.14. Some people in the forums have been reporting them allying Austria and the Pope :P
I suppose one good example would be Germany vs the great blobs of the USSR and the British Empire, which is as small vs blobby as you can get. Even still that one was about a small nation having an advantage but deeming being blobby as necessary for its continued power. I could see some value in at least having momentary advantages over expanding nations... Until they finish expanding.
Germany sounds like a really bad example for "building tall". Prussia became the most militarily powerful nation in Europe by conquering or otherwise absorbing most of Germany and the late HRE, not by staying small and building up.
(https://upload.wikimedia.org/wikipedia/commons/thumb/7/70/Map-DR-Prussia.svg/1280px-Map-DR-Prussia.svg.png)
Well, in vanilla you would, because every province would also be 30-40 development by then
Okay, I find myself in need of advice.
(http://i.imgur.com/JW01pn8.jpg)
I'm allied and RM'd with Germany and have been for nigh on 400 years, and have been constantly improving relations. Upside: no need to remove sauerkraut. Downside: Sweden, Poland, &c. cannot into remove sauerkraut. I'm basically Scrooge McDucking it up in my treasury at this point, so I've been flooding Sweden with shekels (and the same to Bulgaria to help them remove protokebab), but I'm reluctant to outright attack Germany, for several reasons.
1. Still busy consuming and digesting all that pasta.
2. Byzantines are mostly being kept in check because I stomp their stacks every time Italy calls them, and because Germany, the Abbasids, and the Oghuz are constantly running a train on them.
3. I'd have to be the one to stomp Germany's shit in, rather than them being kept occupied by the Nordic folks. Keep in mind that the only reason I'm eating all this pasta is to stave off boredom while I wait for colonization ideas so that I can free Western Europe and fuck off to East Asia to play grab-ass with the Europe-sized Japanese empire.
4. I inherit if they don't have an heir.
I also don't want to fight Italy too much, because that also means fighting Moravia and the Byzantines, which fucks with the balance of power when Germany DoWs them while they're at 0 manpower with a bunch of empty unit stacks. It'd be less of a problem if those two-faced assholes in Germany hadn't given them access, because my fleets can easily blockade the Med.
What do?
Unrelated: Yes, the Vatican has basically been relocated to the Balkans and is now palling it up with their Moravian neighbors.
My Nepal game is running into the 7th century now, with the Chola dynasty having made some... Miscalculations.
In the 4th century the Nepalese Kingdom had finally overrun the last of the Jains, the Buddhists and the great Western Kingdoms. By the 5th century the Zoroastrians had been expelled from the Indian subcontinent, and as thanks for all the Han's financial help the Nepalese invaded the separatists of Zhou and restored the mandate of heaven to the Han Empire, leading to a resurgent Han which would continue to enjoy uninterrupted ever-increasing prosperity for hundreds of years and still no end in sight. In the 6th century the Nepalese consolidated their fragile Empire, crafting something sturdier and cementing its place as an Empire to stay - butting heads with the Parthians a few time to carve out an Afghan state shaped like an elephant (this was an important detail, can't have a Hindu valley state that isn't shaped like an elephant).
Most importantly, the 6th century also marked a significant change in Nepalese foreign policy from "go away" to "give clay". From the 1st to 5th century the Nepalese dynasty through marriage, war and intrigue had taken over the Indian Subcontinent, but it did not have designs for conquering the world or ambitions to seize land beyond India's mountains. The most significant interactions with the outside world involved defending the Han Empire from insurrectionists or sending pirates or soldiers into the Persian Empire - with the only exception to this rule being the failed attempt to save the Roman Empire from Germanic invaders that ended when the Suez fell to the Saxons.
Then Himyar started a trade war with Nepal. This was not a wise trade war to start. The Nepalese were focused with inland trade in Central India and their coastal trade up for grabs from anyone. Most of this ended up on the silk road in a horrendous three-way between the Arabs, Persians and Mongols. That is until Himyar tried to seize the Indian ocean trade for themselves and alerted Nepal to the fact that the Indian ocean trade had grown over the centuries to be incredibly lucrative. The Ceylon Customs Office promptly secured Aden and vassalized Himyar. Nepal's introduction to Arabia was one of reluctance. There was little profit to be had in protecting the Arab tribes from the powerful Coptic Aksum Empire in the West, the powerful Nabataean Empire or Greek Empire in the North and worst of all - the fuckhueg Parthian Zoroastrian Empire in the East. All Nepal needed was Aden to run naval patrols in the Indian Ocean... That the Arabs wanted to join Nepal did not mean Nepal agreed.
Eventually the Nepalese decided to halt Persian expansion and the rise of angry Nabataeans or Ethiopians in the Indian Ocean by being more proactive. The issue of keeping so many different people together was solved with self rule. Nubia all the way up to the Chalcedons of Palmyra and Saxony was reformed as the Nile government, and Ethiopia and Arabia given to the newly formed Ethiopia to administer to. The people were content with following a powerful Overlord that didn't really care what they were up to; united they even drew more Indian ocean trade to the Red Sea for great prosperity (much to Nepal's annoyance). Very soon the Nile and Ethiopian nations grew to be Empires within an Empire, powerful microcosms of the civilizations around them. Most importantly some Egyptian ports had fallen to Nepal. For the first time in history Nepalese galleys would begin getting churned out in the Meditteranean. By giving all provinces self-rule the Empire expanded through all of East Africa and Arabia with a speed which centuries of Persian conquests had failed to achieve.
With powerful African and Arabian provinces, a 31,000 man strong Inspection and Customs force and 50 war galleys, the time was ripe to finish what Saxony started two centuries ago. Europe was quite peculiar around the time the 30 year war began. The British were invading Normandy, the Gauls creating what looked like France, the Austrians creating a vast Austria through sneaky marriage - Saxony had slipped from its place as the foremost military power of the world; caught up in its European struggles, it had neglected to address the growing threats in the South. The first threat was actually Greece and Palmyra of all things, but then they were struck by Nepal.
The 30 years war lasted over 30 years and ended with Saxony thoroughly, thoroughly broken. Saxony's warriors were superior in all but discipline, but like any other men were just as prone to being starved to death. The Saxons long begged for peace but the Nepalese were relentless. North Africa wasn't enough, Jerusalem not enough, Cyprus, Baleares, Iberia north and south, Italy - all were occupied. The Nepalese even tried staging an invasion of Saxony itself, but although the Nepalese could operate 500 times outside their normal supply routes 5000 seemed too much. The Nepalese war effort was so brutal it attracted controversy back in the colonies and in Nepal herself. The Saxons were defeated, why inflict such punishment on them?
Ultimately it was just a matter of prolonging the war until the Roman civilians rebelled against Nepal. The Romans were handed city by city from Nepal, and did not think returning to Saxony was a smart idea. North Africa and Jerusalem were taken from Saxony racking up a mighty 173 overextension, reduced by 50 when the Nile administration took over half of North Africa. Saxony was never going to pose a threat to North Africa ever again, and the Roman Empire was avenged (and living once more!)
This is not where the miscalculation arose.
By the end of the war, Nile, Ethiopia and Nepal were all governed by three men each named Mahendrasimhamalla. The reign of the three Mahendrasimhamallas was... Eventful.
Nepal did not impose on the colonies' self rule, but that also meant there was no Chola oversight.
(http://i.imgur.com/FkdWYsK.jpg)
Whilst Mahendrasimhamalla Nile and Mahendrasimhamalla Nepal managed over the vast administrational and cultural differences involved in incorporating the Saxon colonies (violent warrior people), Mahendrasimhamalla Ethiopia decided that Mahendrasimhamalla Caliphate was better.
One Mahendrasimhamalla converted to Sunni Islam and brought with him Ethiopia and Arabia. Mahendrasimhamalla Nepal gave Mahendrasimhamalla Caliphate independence over his Caliphate, upon which point he reformed it into a merchant republic based in Mecca, struck alliance with the Nepalese and declared war on the Parthians. Mahendrasimhamalla Nile is currently quite panicked about this state of affairs and Mahendrasimhamalla Doge Caliphate has his diplomats working around the clock to try and keep cordial relationship with Mahendrasimhamalla Nile.
(http://i.imgur.com/AL7Kxmj.png)
Chalcedonism has successfully supplanted Hellenism/Germanicism/Continental Druidism whilst Arian Christianity filled the gap left by Animists, Slavs and other Germanics. The Coptics over time converted to Hinduism, and the Nestorians converted to Zoroastrianism. Confucianism is nearly extinct (the Han were forcefully converted to Buddhism during their times of trouble) and Islam has converted all of formerly Hinduthopia and Hindurabia. Britain is still druid as they kicked the Romans out before Christianity was introduced and the Germanics never successfully invaded a united Isles. Their invasion of Normandy was successful, but alas the Gauls just stole it off them afterwards - England is isolated with no diplomatic relations and no prodding to convert to Chalcedonism or Arianism. Nile Hinduism is also at risk of being cut off from Nepal Hinduism by the rise of Islam, as Aden remains the precarious Hindu gateway to the Red Sea. North African Chalcedonism will probably become North African Hinduism at some point, cut off from the Greeks and Saxons.
(http://i.imgur.com/dGB4YF4.png)
The Indian subcontinent after 7 centuries of Nepali rule still has significant minorities outside the East Aryan culture group. Also through the power of immigration and Romanization (Nepalization?) much of the Arabian peninsula is Nepali. The Caliphate is Nepali!
(http://i.imgur.com/JDyNuXJ.png)
Han looks like a bean, Korea is two Koreas and a Manchu, Gallia is a big green blob, Austria is terrifying, Parthia redefining what a vertical country means and I'm quite happy with how I was able to make my buffer state of Kushan (Afghanistan) look like an elephant. And nestled between Greece, Persia, Nile and Nepal - is the Caliphate of Mahendrasimahalla #2, formerly Ethiopia
Rerolled until I got an interesting RNW, then started my 790s Yamato game. I happened to glance over at Europe, and-JESUS FUCK FRANCE WHAT ARE YOU DOING IT'S ONLY BEEN 30 YEARS
(http://i.imgur.com/fYUMnCI.jpg)
Unfortunately, I've lost my best savegame. In short, I was playing as the Rome and expanded over all of Europe. In the end it came to a stalemate end-game when there were 4 blobs in the Old World; Me, Abbasid, some russian-type (Muscovy perhaps) and a China-type. There were a few small states left, but definitely less than 30.
I would get into wars with Abbasid but due to territory value at that point, and simply due to the size of our empires, the 10 to 40-year wars were simply not worth it; ergo, it became a stalemate. This was a couple of years ago.
My more impressive game was in the Extended Timeline mod, a few months ago. I played as a small nation of Frisia on the border of the Roman Empire. I dumped masses of monarch points into my territories and built stable allies (or destroyed, slowly and non-agressively, my rivals).
Eventually I launched a suicide war against the Roman Empire (who had got into a war with the Parthia a few months prior). I spread as quickly as I could, breaking down their War Exhaustion, and eventually caused riots.
(http://i.imgur.com/FqDKcDz.jpg)
Eventually, their armies had arrived from the Eastern Front. Shits were shat.
(http://i.imgur.com/eTKlrqr.jpg)
But then suddenly
(http://i.imgur.com/jpVNqS8.jpg)
I forced the Romans to submit:
(http://i.imgur.com/JdiUbuW.png)
Then over the next few hundred years, built and split my nation because I enjoy the roleplay side of it.
(http://i.imgur.com/FVRMRaX.jpg)
And grew more.
(http://i.imgur.com/5M4Wp8n.jpg)
And after a thousand years of gameplay, and reunition...
(http://i.imgur.com/14ClCVK.jpg)
(http://i.imgur.com/uwPGkP1.jpg)
(http://i.imgur.com/97f5AaQ.jpg)
Francia's completely swallowed the British Isles and a bit more of the German states, but Andalusia, the Abbasids, and Sijilmasa have put together a solid alliance that slightly outnumbers the French in just about every area, and are working with the Byzantines to strangle French merchants. Meanwhile, just about the whole of Asia is either Tibet or a churning mass of rebellion, war, and changing national colors. I was content picking away at Mongolia until Xia abruptly popped into existence and colored much of China a disgusting shade of yellow.
I edited Extended Timeline so that the Exploration idea unlocked at Admin 30 (instead of Admin 49, which is where it normally pegs all of the vanilla ideas). Yeah, so that I could start popping colonies all over Oceania, but also for the sake of the New World: The Crimson Empire has a near-Asia continent all to itself and I want a fight, Zhengheian is on the first continent the French will reach, and there's a third major continent with about thirty minor native states who'll hit 30 Admin in the next few decades.
So, I decided to test out the new random world gen and they were quite a bit nicer for the most part. Then, uh, this happened:
(http://i.imgur.com/d0IotMN.jpg)
Naturally I had to start playing. I had no idea continents could get this ridiculous.
Yet you made your choice.
(http://i.imgur.com/ePGtwlf.png)
(http://i.imgur.com/L3ccPgU.jpg)
One way I've considered doing it is using a building (or three, one for each dev type) that triggers an event to destroy itself and increase the province's development. That'd also be a nice way of preventing development increase from being instant. There'd be some problems with build cost and new pseudo-modifier creation with flags or something, but I think it'd work out.
It is done.
http://www.mediafire.com/download/o6dvj281arck6ns/Ducat_Development.zip (http://www.mediafire.com/download/o6dvj281arck6ns/Ducat_Development.zip)
For a base cost of 100 ducats, improve the development in any province with a building slot available. The building will give the normal bonus from one development in its category until a recurring event destroys it and increases development in the province permanently. All dev cost modifiers have been replaced with build cost modifiers (except that dev efficiency one in tech, but who cares), and the AI should behave itself. It's inconvenient to increase development multiple times in the same province rapidly, but aside from that it seems just as good as the vanilla system.
Unfortunately disabling MP development entirely seems to no longer be possible, with cost capped at 999. So I bet some particularly disgusting OPMs will still do it the vanilla way, which would be hilarious.
I haven't played it out yet, since I'm working on loads of other mods I want to get released, so if you use this, please let me know how the world ends up and how the performance is (as well as suggestions/balance changes). Provinces won't show how many times development has been improved normally, but you can see what the AI's done by checking province history.
Also worth noting that this should let you increase development without owning common sense, though I haven't tested it yet. In the final release I'll probably add a lip service check to owning the DLC, but anyone could just remove that one line, so I don't really care.
Edit:
Left the game running until 1500, and saw France and Ming go absolutely nuts. And then I saw Mutapa with a 2/16/3 gold province. Otherwise I'm liking it, but there's another mod I'm working on that makes Europe start a lot less rich, which I think will be important. I made some other changes, but here's a better common\buildings\UG_dev_buildings.txt
UG_bt_dev_building = {
cost = 100
time = 1
modifier = {
tax_income = 1
}
trigger = {
NOT = { development = 40 }
NOT = {
OR = {
AND = {
NOT = { development = 11 }
base_tax = 5
}
AND = {
NOT = { development = 13 }
base_tax = 6
}
AND = {
NOT = { development = 15 }
base_tax = 7
}
AND = {
NOT = { development = 17 }
base_tax = 8
}
AND = {
NOT = { development = 19 }
base_tax = 9
}
AND = {
NOT = { development = 21 }
base_tax = 10
}
AND = {
NOT = { development = 23 }
base_tax = 11
}
AND = {
NOT = { development = 25 }
base_tax = 12
}
AND = {
NOT = { development = 27 }
base_tax = 13
}
AND = {
NOT = { development = 29 }
base_tax = 14
}
AND = {
NOT = { development = 31 }
base_tax = 15
}
}
}
}
ai_will_do = {
factor = 100
#modifier = { #UG doesn't work
# factor = 0
# ROOT = {
# owner = {
# OR = {
# is_vassal = yes
# is_march = yes
# }
# }
# }
#}
modifier = {
factor = 1.1
has_building = temple
}
modifier = {
factor = 1.2
has_building = cathedral
}
modifier = {
factor = 0.5
NOT = {
OR = {
accepted_culture = ROOT
culture_group = ROOT
}
}
}
modifier = {
factor = 1.1
OR = {
trade_goods = grain
trade_goods = wool
trade_goods = fish
}
}
modifier = {
factor = 1.1
is_capital = yes
}
modifier = {
factor = 0.5
NOT = { tolerance_to_this = 1 }
}
modifier = {
factor = 0.9
local_autonomy = 30
}
modifier = {
factor = 0.9
local_autonomy = 40
}
modifier = {
factor = 0.9
local_autonomy = 50
}
modifier = {
factor = 0.9
local_autonomy = 60
}
modifier = {
factor = 0.9
local_autonomy = 70
}
modifier = {
factor = 0
local_autonomy = 80
}
}
}
UG_bp_dev_building = {
cost = 100
time = 1
modifier = {
trade_goods_size = 0.2
}
trigger = {
NOT = { development = 40 }
NOT = {
OR = {
AND = {
NOT = { development = 11 }
base_production = 5
}
AND = {
NOT = { development = 13 }
base_production = 6
}
AND = {
NOT = { development = 15 }
base_production = 7
}
AND = {
NOT = { development = 17 }
base_production = 8
}
AND = {
NOT = { development = 19 }
base_production = 9
}
AND = {
NOT = { development = 21 }
base_production = 10
}
AND = {
NOT = { development = 23 }
base_production = 11
}
AND = {
NOT = { development = 25 }
base_production = 12
}
AND = {
NOT = { development = 27 }
base_production = 13
}
AND = {
NOT = { development = 29 }
base_production = 14
}
AND = {
NOT = { development = 31 }
base_production = 15
}
}
}
}
ai_will_do = {
factor = 100
#modifier = { #UG doesn't work
# factor = 0
# ROOT = {
# owner = {
# OR = {
# is_vassal = yes
# is_march = yes
# }
# }
# }
#}
modifier = {
factor = 1.1
has_building = workshop
}
modifier = {
factor = 1.2
has_building = counting_house
}
modifier = {
factor = 0.9
OR = {
trade_goods = grain
trade_goods = wool
trade_goods = fish
}
}
modifier = {
factor = 1.5
trade_goods = gold
}
modifier = {
factor = 1.1
OR = {
trade_goods = salt
trade_goods = tea
trade_goods = naval_supplies
trade_goods = tropical_wood
trade_goods = slaves
trade_goods = cotton
trade_goods = tobacco
trade_goods = wine
trade_goods = sugar
}
}
modifier = {
factor = 1.2
OR = {
trade_goods = dyes
trade_goods = cocoa
trade_goods = coffee
trade_goods = fur
trade_goods = silk
trade_goods = cloth
trade_goods = chinaware
trade_goods = spices
trade_goods = iron
trade_goods = copper
trade_goods = ivory
}
}
modifier = {
factor = 1.1
is_capital = yes
}
modifier = {
factor = 0.5
NOT = { tolerance_to_this = 1 }
}
modifier = {
factor = 0.5
NOT = {
OR = {
accepted_culture = ROOT
culture_group = ROOT
}
}
}
modifier = {
factor = 0.9
local_autonomy = 30
}
modifier = {
factor = 0.9
local_autonomy = 40
}
modifier = {
factor = 0.9
local_autonomy = 50
}
modifier = {
factor = 0.9
local_autonomy = 60
}
modifier = {
factor = 0.9
local_autonomy = 70
}
modifier = {
factor = 0
local_autonomy = 80
}
}
}
UG_mp_dev_building = {
cost = 100
time = 1
modifier = {
local_manpower = 0.25
}
trigger = {
NOT = { development = 40 }
NOT = {
OR = {
AND = {
NOT = { development = 11 }
base_manpower = 5
}
AND = {
NOT = { development = 13 }
base_manpower = 6
}
AND = {
NOT = { development = 15 }
base_manpower = 7
}
AND = {
NOT = { development = 17 }
base_manpower = 8
}
AND = {
NOT = { development = 19 }
base_manpower = 9
}
AND = {
NOT = { development = 21 }
base_manpower = 10
}
AND = {
NOT = { development = 23 }
base_manpower = 11
}
AND = {
NOT = { development = 25 }
base_manpower = 12
}
AND = {
NOT = { development = 27 }
base_manpower = 13
}
AND = {
NOT = { development = 29 }
base_manpower = 14
}
AND = {
NOT = { development = 31 }
base_manpower = 15
}
}
}
}
ai_will_do = {
factor = 100
#modifier = { #UG doesn't work
# factor = 0
# ROOT = {
# owner = {
# OR = {
# is_vassal = yes
# is_march = yes
# }
# }
# }
#}
modifier = {
factor = 1.1
has_building = barracks
}
modifier = {
factor = 1.2
has_building = training_fields
}
modifier = {
factor = 1.1
is_capital = yes
}
modifier = {
factor = 0.5
NOT = { tolerance_to_this = 1 }
}
modifier = {
factor = 0.5
NOT = {
OR = {
accepted_culture = ROOT
culture_group = ROOT
}
}
}
modifier = {
factor = 1.1
OR = {
trade_goods = grain
trade_goods = wool
trade_goods = fish
}
}
modifier = {
factor = 0.9
local_autonomy = 30
}
modifier = {
factor = 0.9
local_autonomy = 40
}
modifier = {
factor = 0.9
local_autonomy = 50
}
modifier = {
factor = 0.9
local_autonomy = 60
}
modifier = {
factor = 0.9
local_autonomy = 70
}
modifier = {
factor = 0
local_autonomy = 80
}
}
}
So this is an interesting playthrough. ISIS in 2015, Extended Timeline Mod + Custom Nation.
(http://i.imgur.com/6tLpN6C.jpg)
Here's my most recent game, OPM Riga -> Livonia. Gameplay mod is Extended Vanilla Experience, visual mod is Theatrum Orbis Terrarum.
(http://i.imgur.com/716wxM5.jpg)
I'm probably going to stop it here as I've hit that point where it's not really a challenge any longer (basically I just expand into the infinite nothingness that is horde land, and then turn around and crush Lithuania/Poland), but it was fun while it lasted. I probably wouldn't of formed Livonia if I knew how ugly its color was, but I decided to live with my mistake.
Check out Spain and France!
(http://i.imgur.com/gOS2jre.png)
A great victory for Hinduism occurred when the Syrians, Palymyrians and Greeks in the Middle East were brought into the Hindu fold. The birthplace of Christianity from Alexandria to Antioch now praised Shakti. Islam's headway into Persia was reversed when the Nepalese and Persian forces united for the first (and only time) in 800 years of Persio-Nepali feuding to repulse the Nepalese Caliphate from Mesopotamia; the Chola dynasty planned on reconquering Nepalese Arabia and converting the peninsula back to Hinduism to bring security to the Mediterranean-Indian ocean supply line. The Zoroastrians have also been losing some land to Chalcedons and Tengri barbians to the north, whilst all of Persian Anatolia was lost to a resurgent Greek Empire (the Greeks in turn losing their Levantine holdings to the Hindus). The far eastern Buddhists are still strong, the Japanese have adopted Shintoism and one of the southeastern island states worships Mesoamerican gods for some reason.
Most notably the only things unchanged are that the Druids of the British Isles have outlasted their real life counterparts by hundreds of years now and the Norse faith is in comfortable standing after the one nation of Scandinavia was formed by the Danes.
(http://i.imgur.com/hCZxVKX.png)
Light green = Nepalese Empire direct control, dark green = vassal states, muted green = colonial nation of Nile
Red = Hostile states
Yellow = Neutral states
Blue = Allies (Roman Empire and Han Empire)
(http://i.imgur.com/Ut9vVzJ.png)
The Mongols (pink) are still strong and have defeated the Huns, the Parthians (tan) were wounded greatly by the loss of much land to the Greeks (beige) and the independence of the Alans (light green in Georgia) to the north, the Scandinavians (blue) united, the Romans (red) are resurgent and the Catonese state of Zhou (white, southern China) has returned once more after the Han (yellow) warred with the Japanese (red) to kick them out of Korea (split between two Korean Kingdoms, East and West Korea). The Nepalese are also soon to extend their colonial nation of Nile to cover one end of Africa to the next! The prime goal is to reconquer the Caliphate, who were formerly a Nepalese colony which converted to Islam. Then once they're subjugated I'll bring them back as the Nepalese Merchant Caliphate of Hindu Arabia.
I think other than one or two more provinces, I'll stop gouging land out of the Parthians - weakening them has allowed the Christians to make major headway going East. I wonder if I can get the other pagans in Europe (druid England and Norse Scandinavia) to either convert to Hinduism or start carving land out of the Chalcedons.
(http://i.imgur.com/fapqNp3.jpg)
I also took over the Rock of Gibraltar, allowing me to import Western ideas from the Germans in Spain. Westernization whilst overextended and at war under a Chola Emperor with a weak claim produced a mass revolt of hundreds of thousands of rebels all across the Empire.
(http://i.imgur.com/lp6CfLP.jpg)
Including one particular nasty case where 100,000 rebels attacked the Greeks at Corfu. The Greeks were not prepared.
These were happy times, but the population of India did decrease somewhat drastically.
EU4 (and CK2) is one of those games where I absolutely don't blame anyone for pirating it, despite having bought it myself. The cost of buying the game and its expansions is obscene, but you miss out on so much if you don't.
New run for me!
(http://i.imgur.com/b09Db2B.jpg)
Wallachia (the home of Vlad the Impaler/Dracula!) -> Romania. Another fun run, as EU4 games tend to be, although it took a good amount of time before I could start expanding. I still remember having fits trying to afford the single merc regiment I needed to stave off a very early pretender rebel spawn. I love navy blue, so I'm much happier with this formable nation.
I'm not entirely sure how to proceed - I want to fish off Tuscany, Sicily, and Morocco, but I cant afford these coring costs, doing so will probably take most of the remaining time of the game. It's a tech level problem - because I spend all my admin points on coring, I cant afford to upgrade admin tech. Because I cant upgrade admin tech, I cant unlock higher levels of admin efficiency, which makes coring much cheaper and overextention much less harsh. I think I should of just sat around teching up earlier on instead of expanding past Egypt, because at this point I don't think I can afford to catch up to the going admin tech, which is like 7 tech levels above me.
Restoring the pentarchy and removing the Papacy was fun, though :)
This what happens when France can't back up their guarantee on Scotland:
(http://i64.tinypic.com/sl5vyd.jpg)
Up from the fourth page!
My current game:
(http://i.imgur.com/5SvltAZ.jpg)
Main enemy at this point is Bohemia. Absolute monster due to their alliance with the Scandinavian/Swedish stormtroopers. Greece and Bulgaria are my vassals, Russia and Ferrara are my allies.
This is the last time I play a nation in these parts without Humanist. Religious is great and all but christ is that casus belli not worth all your land being poor due to unaccepted cultures and having to constantly run into 40k+ rebel doomstacks.
(http://s19.postimg.org/k1k0vac1f/EUIVEurope_Full.png)
Top kek
Around the early 1500 (http://i.imgur.com/3pfPduu.jpg) Smolensk was beginning to exercise independence from the Mongols, namely by attacking them. Tsar Mstislav figured there was no way the Mongols could kill all the Russians, but with Mamlukian help they were more than capable. One silver lining was that although this war ended inconclusively, it did demonstrate the Smolenskian immune system of over 100k Russian patriots who swarmed over and beyond territorial boundaries to recapture any Russian lands taken by the enemy. The Mamluke's intervention in Russia and their constant desire to send spies and saboteurs to Moskvau pissed off four generations of Tsar Mstislavs to the point where the Smolenskians made it their mission to capture Jerusalem. 85 years of war with the Mamlukes.
The biggest issue was that (http://i.imgur.com/mnlVZOG.jpg) resupplying my armies over the Georgian mountains was too slow, so I could send hundreds of thousands south to capture some land, the Mamlukes could keep attacking until my armies had to withdraw and resupply and then just recapture everything. Fortunately I still made some headway into Anatolia in those 85 years, returning Byzantine lands to Byzantium and expanding the reach of my vassal Georgia to provide a comfortable buffer for the Mamlukes to cry over whilst I gradually destroyed their Mongol ally in the North. Towards the end of the 85 years war the Smolenskians had reached such a critical mass of cannons and Russians that the Mongol hordes were not only overthrown, but they were usurped.
Kazakhs were the next to go. The success of the war was compounded by the Russian patriot blob. (http://i.imgur.com/AOH4KPG.jpg) Any land the Kazakhs took from me were very quickly swarmed by the patriots, it was quite horrifying really. When I tried moving my capital to Siberia I found they counted as rebels and so did not let me, so I accepted their demand to turn Smolensk over to Smolensk...
(http://i.imgur.com/kAHEx0a.jpg)
They all joined my army O_O
I felt such happiness, the war for Jerusalem was to end quite decisively. All I needed was to outfit my patriots with some artillery and that'd be that. And then the war for the Protestant League started. 500,000 men on one side, 400,000 on the other. Russia, France, Bohemia, Hungary, Bulgaria, all the Protestant Princes and Sicilian-England versus the three Catholic princes, the Papacy, the Teutonic Knights, Poland, Scandinavia, Austria, Spain, Portugal, Byzantium, Holland and Switzerland. The French and Iberian forces were locked in a stalemate whilst in the East the Austro-German-Greek troops just tore through everything the Balkan forces had. I realized grudgingly that the Russians were not even close to being their match so just engaged in hit and run combat, knowing the German forces could scarcely afford their casualties and the Byzantines would succumb to my marches' sieging. Any undefended columns were assaulted by Russians en masse and as soon as the uberstormtoopers arrived, a retreat was ordered back to Kiev. The worst casualties suffered in any one battle for an army of over 100,000 Russians was 3,000 troops. Most pleasing.
(http://i.imgur.com/KseKMrj.png)
Very much the turning point of the war, the Austrians could scarcely afford to keep winning, let alone fight the might of Smolensk, the entire Balkans and northern Germany at once.
(http://i.imgur.com/9KZgTY9.png)
After that it was simply a matter of keeping the Greeks and Austrians divided whilst Smolensk's artillery laid siege to the walls everyone else failed to breach. Shame it brought an end to my 85 years war when I was so close to taking Jerusalem. You win this round Mamlukes... But be wary, my Smolenskians are now battle hardened elite veterans.
I'd have an AAR map of the aftermath but it's too large for imgur to handle :P
Some notable things in my Smolensk run so far:
- Holland is an independent colonial power, as is the Netherlands. The two Dutch states are bitter rivals, with Holland being smaller in Europe but with a head start on colonizing. Both are the only two protestant colonizers, though already one of their colonies was forcibly converted to Catholicism (New Holland in Canada, during the war of the three Canadas). In the war of the three Canadas, French Canada expanded westwards into native lands whilst New Holland succeeded in taking over most of Newfoundland (English Canada). Sadly the two Dutch powers do not seem likely to unite their small Empires peacefully into one terrifying Dutch Empire any time soon.
- Naples has held a personal union over England for about 200 years now, but as England had absorbed Ireland and annexed Scotland it was too large to integrate into one state. The Anglo-Sicilian Empire is a horrifying beast to behold, though thankfully it is one that is mostly limited to Central America and its pincer formation on Europe.
- Portugal's adventure in South Africa went surprisingly well, so well it is so large it has no rivals anywhere near it, and probably will continue to have none for centuries still.
- The power of Byzantophiles managed to make the Byzantines repulse the Ottomans (largely due to the Ottomans being backstabbed by Dulkadir during their failed invasion of Constantinople), and over time the Byzantines regained much of their lost strength. They do not have the birthplace of Greece itself however, with Achaea and Athens (and Corfu) full of Sicilians under the Empire of Naples.
- After the Byzantines were aided by Smolensk in their war to smite the last remnants of Venice, they decided to reward the Russians by giving them Corsica. This was not a gift the Smolenskians wanted, so they gave it away to the Papacy, almost as an apology for helping the Protestant league make the HRE officially protty.
- The HRE is also a bit mad. They converted the Hungarians to protestantism and during the religious league wars the title of Emperor flitted between the Napoli and the French, resulting in the HRE incorporating Eastern France (France remaining outside the Empire) and extending all the way south to Malta and Corfu (with the Napoli Empire being a member of the HRE). The Napoli Empire is an Empire above an Empire and within an Empire.
- Corsica was an elector within the Holy Roman Empire, and I felt quite guilty being given one of my favourite countries I like seeing independent. When I gave Corsica to the Papacy, it was largely because I did not want Emperor Wuttenburg to get irritated with the Tsar Mstislavs. What I did not expect was for the Sienans to conquer Rome and evict the Papacy to Corsica.
- The Catholic Papacy of Corsica is alongside Austria and the Napoli-Anglo Empire the last Catholics of the HRE. On the bright side for them, as a result of England being subject to Naples and all of Scandinavia subject to Sweden, the entire non-Orthodox Christian world is Catholic. Still, the Pope being a vassal to the Protestant Emperor is an amusing image.
- Finns also don't exist anymore, having been Swedified.
- Brittany survived, largely as a result of the Napoli Empire inheriting a duchy right in front of Brittany, acting as a French anger magnet keeping the Bretons safe. Brittany has since developed its own modest overseas colonial Empire.
- The Portuguese, Spanish and English have all taken a claim to Australia. The English arrived there first, the Portuguese finished a colony there first and the Spanish formed a colonial nation there first.
(http://i.imgur.com/23pk912.png)
Some nations have just been recoloured over as their respective bloc to make more sense of the borders, like in central Asia where the orange are the Mongol remnants or in the Americas where the purple are the remnants of the Aztecs, Incans and the still strong tribes of the American plains, or in Europe where the blue states in the Balkans, Caucasus and Eastern Europe are Smolenskian vassal states/marches/the Kingdom of Greater Jerusalem
(http://i.imgur.com/xMpNuuD.png)
Why won't Aleska blob over Canada for me :|
(http://i.imgur.com/scAfV6l.jpg)
Took a few tries, but I finally pulled this off. Time to give Europe a new Perm :D
(http://i.imgur.com/qFueFdr.jpg)
So I'm playing England as a Cromwellian American conquest run (basically take over all the Americas and try to buddy up with the Dutch to help them take over everything else) when I joined the Protestant League out of shits and giggles, as I noticed the Protestant League was so underpowered they were pretty much doomed to failure unless I joined (being led by an Orthodox greek OPM versus Austria, the Papacy, Serbia, all Knight orders, Poland, Lithuania, Muscovy, the Hansa, most of the German petty states, France, Naples, Tuscany and Denmark to name the big guys. On the protestant side was Saxony, Sweden, Scotland, Norway, the Kazan horde and the Timurid horde. Eh... Ok then.
So I joined the league and after warring with the Spanish over the Caribbean some more I left the league, then rejoined when I found out Spain had entered the protestant league. Whilst gauging the strength of the leagues I accidentally declared war on the Austrians and started the world war, and I couldn't have been luckier. Well, I was hoping the Ottomans would've joined the league but they were stuck with the Mamluks and Timurids. I was lucky because the French had declared war on Austria... On the Papacy's behalf! The French began cleaning up the Austrian stacks and the English helped them win some early battles, but after time I noticed disparagingly that all the soldiers of the new world were not going to be of much help in the old world. I knocked Denmark out of the war but then the grand slavic army from Poland to Muscovy and everything Lithuanian in between just utterly swamped Norway and Sweden, and right as I pushed back the Austrian ubermensch and was about to take Vienna the slavs attacked.
Several times I lost everything, with my troops slaughtered by the Russians when I nearly took Vilna and knocked Lithuania out of the war, slaughtered by the SlavoAustrians when I nearly took Vienna, slaughtered by the Venetians when their fleet surprised my heavies (my navy was used to ruling the open seas... The Mediterranean belonged to Venetian galleys), eventually it got to the point where English gold and Spanish troops were the only thing keeping the Protestant league from descending into total collapse.
(http://i.imgur.com/xqvZIhg.jpg)
With Venetians destroying my transport fleet and the Anglo-Spaniard army having routed the pan-Slavic army, the English pursued them to inflict a 40,000 man dent in the coalition of 400,000 soldiers. Not to be balked at, as this was a global war. The entire army would've been crushed was it not for the action of one particularly resilient unit of Hussars that somehow defied my entire army for two weeks before being killed to the last man. I lost 100 troops, they lost 500 - they should have lost all 40,000! Those Hussars bought enough time for the German-Italian forces to arrive and Venetian galleys to destroy my transport fleet. I had to start from square one again.
(http://i.imgur.com/hc5PlkZ.jpg)
Towards the 20th year of the war the Royal Navy had managed to gain access to the ports of Achaea, the Greek Orthodox OPM that started it all. From this port the Navy began completely blockading Lithuania, Aragon, Naples and Austria - knocking them out one by one with Sicily becoming the de facto English mercenary training camp. From Calabria and Salento and the hills beyond the English troops waited and as the Spanish had been knocked out of the war (not before fighting a brutal series of battles in France funded by English gold whilst English troops killed all the troops sieging Spain herself), the English troops in Naples were the last thing in all the world stopping Austria from forcing Catholic victory. Amusingly Scotland was the last ally in the league to leave the war, leaving just 1 year before the end. The Catholic league sent everything, but by then were so exhausted that all the German princes grew tired of having their troops wasted on the English troops who had avoided having their homelands affected by blockade or siege. Most amusingly I managed to reach peace with the Polish Lithuanian Muscovite forces right before they reached Calabria, having marched all the way south they saw my 45,000 well-supplied men and just said 'fuck it, let's go home.' With just one correct invasion (and a total blockade with 20 years of warfare) the English defeated an army ten times its size, gave the Papacy control of much of Naples' lands (as a thank you for taking France out of the war) and then lay siege to Austria herself. I was finally about to take Vienna after 20 years of war and secure protestant victory, to give Saxony a little help.
(http://i.imgur.com/qFueFdr.jpg)
Then the Dutch declared independence and brought me into war with France and her friends. 20 years of warfare was undone in one week. I signed the peace of Westphalia.
Aaaaaaaaaaaaaaaaaahhhhhh
At least Achaea is my friend now
*EDIT
Austria was fighting all of these countries at the same time and managed to stalemate them. Dayum. (http://i.imgur.com/Z1MJ2Rg.png)
Finishing up an Air game:
(http://i.imgur.com/T9z0sLb.jpg)
It was kind of lame once I realized that the Europeans would never land troops on me as long as I didnt expand into Northern Africa. After I cleared Spain away from my turf, I could happily declare war on the entirety of Europe and not a single one of them would do anything about it. Playing in the New World or Western Africa is just broken. I took the Canaries from Spain just to get the rest of the worlds' AI to land anything on me.
I had dreams of filling the entire continent with Air (and I certainly could), but playing more sounds boring.
Aw yeah, just conquered all of the Sahara, conquered all of the former Roman Empire lands and acquired two footholds in India. My last great enemy the British were finally smashed after a million Roman soldiers launched an attack on Kent and Dover, Greek Tanks rolling through London in short time. Byzantium reformed the Roman Empire and the Roman Empire reformed the Holy Roman Empire, therefore confirming my Empire as triple Roman. Also Scotland took over Canada (???)
Might do an AAR but I need help on deciding what to do with my Knights of Rhodes run.
(http://i.imgur.com/BJ0e7Pk.png)
The Ottomans are very angry at me, the Mamlukes slightly less so but still very angry and as of this moment the Ottomans appear to be just about to deal the deathblow to Karaman, Georgia (now shiite) and the Mamlukes in one war (having already destroyed Candar in this war).
(http://i.imgur.com/O4SVpcn.png)
Circled in red are the islands I have managed to take possession of, the islands of Rhodes, Cyprus and Crete, giving my bases in all Aleppo/Constantinople/Alexandrian trade (to pirate). I managed to secure Cyprus with Venetian help (though as a result of that war Venice ended up being carved to pieces by Hungary, Milan and Florence, helpfully leaving Crete open for me whilst killing my erstwhile naval ally). I failed to stop the Ottomans from taking over Corfu, Naxos, Chios and Euboea (and a good opportunity was missed when they were trapped on Corfu) and now the only thing stopping the Ottomans from taking over the Eastern Mediterranean is the Knights' naval wedge.
Yet my forces represent a wedge without a hammer.
The Ottoman fleet has a mere 2 light ships, but with 44 galleys and 12 cogs commands the largest warfleet in the world. The Knights with 3 heavy warships, 4 light ships, 11 galleys and 5 cogs has one of the largest fleets in the world, more than Portugal and Venice - a fleet built up over decades of harassing Ottoman trade.
Yet when it comes to armies the Knights command 11,000 soldiers whilst the Ottomans have over 60,000, excluding auxiliaries and allies. The Knights' only useful ally with a large ground force is Poland, who lacking Lithuania have only 24,000 troops, and are constantly at threat by Bohemia. Even with the Warfleet at sea conducting hit and run strikes on the Ottoman fleet, the war cannot ultimately be won at sea and eventually the Ottomans will be able to land an army on one of the three islands. It is quite the puzzle.
Should I wait for Poland to hopefully form a personal union with Lithuania, or should I search for alliance with the Austrians or Hungarians?
2 Jun 1457 - The Knights Hospitaller attack Cyprus. The Mamlukes come to their aid, but are in turn attacked by the Ottoman Empire. With Venetian aid the Mamluke fleet is destroyed and Cyprus is taken.
1 Apr 1458 - The Venetians botch their amphibious assault of Benghazi, turning an easy victory into a crushing defeat. All 5,000 Knights in Benghazi are killed.
14 Feb 1460 - All attempts at landing in Cyprus and Egypt having so far failed, victory is granted to the Knights after the Ottoman Turks overrun Damascus and allow the Knights to force the Mamlukes into a truce. The Mamlukes divert all their attention to the Turks whilst the Venetians and Knights successfully take Cyprus.
8 May 1460 - The Hungarians invade Venice whilst their troops are in Cyprus. This begins the long process of Venice's fall from grace, being picked apart by her neighbours.
19 March 1470 - The Ottoman Empire invades Moldavia with collaboration from Bohemia and help from Tunis. Moldavian soldiers and the Knights' small privateer fleet of 15 ships are all that stop the Ottomans from taking over Poland whilst Brandenburg and Poland deal with Bohemia.
15 December 1472 - After two years of fighting, the Poles and Germans finally deal with Bohemia and march south, scoring a great victory at the battle of Podolia killing 15,000 Turks. Unfortunately for them they were still outnumbered by 40,000 more Turks. The war is ultimately lost and all of Moldavia taken, the only consolation is that the Turks were stopped from entering expanding into Poland.
5 Jan 1480 - The Knights gain their first cardinal in Cyprus. (http://i.imgur.com/8Lade4D.png) With the onset of the reformation and Lithuania converting to Orthodoxy, it would not be the last, and would herald the Knights' increasing importance in holding back the Ottoman war machine from swallowing Christendom whole.
17 Apr 1482 - Crete is annexed by the Knights.
26 Nov 1484 - The Brother of Ottoman Sultan Bayezid II is taken hostage by Privateers that looked suspiciously like the Order of Saint John, in spite of an agreement between the Sultan and the Order to not harry Ottoman shipping. The Knights grow 500 ducats richer with Hungarian patronage and fund construction of an even larger, more modern fleet.
18 May 1486 - Not feeling safe with foreign ships in the Aegean anymore, the Ottoman Sultan invades the Venetian and Genoese islands of Chios, Naxos, Euboea and Corfu. With a fleet of 17 ships the Knights gain control over the Aegean against an Ottoman fleet twice its size. A brief moment of victory was possible, but a misunderstanding of the Ottoman forces' ability to cross straits they controlled led to death and defeat. In spite of the Knights' best efforts, every single island was lost and soon only the Order's own islands stood in the Ottoman Empire's way.
14 Jun 1494 - The Ottoman Sultan makes it his mission to conquer Rhodes. (http://i.imgur.com/A1Mlsil.jpg) The Order desperately seeks allies and finds the Papacy willing and the Hungarians possibly willing. In the preparation for invasion the Ottomans begin expanding into Anatolia, the Caucasus and Egypt.
12 Jul 1503 - Theodoro is alongside Circassia forcibly vassalized by the Crimean Khanate. Together the two Orthodox vassals fight and gain independence with Lithuanian support (http://i.imgur.com/XFEOmcj.jpg); the small enclave of Theodoro would gradually take over all of the Crimea and even dominate Circassia. The initial reaction from the Grandmaster of the Order was jubilant, as the Christians had overthrown and destroyed an Ottoman ally from within - things were surely getting better!
The Grandmaster's optimism was however, misplaced, as the Theodorans decided they did not like Catholic sailors in their midst, sparking a rivalry with the Knights that was not reciprocated. Audaciously, the Knights began launching surprise privateer raids on Constantinople and in riskier times Aleppo to cause severe economic damage to the Ottomans with what few resources the Knights had at their disposal. It would not be nearly enough to stop them, but it slowed them down.
1 Sep 1507 - Patriotic merchants begin constructing and donating heavy warships to the Order. (http://i.imgur.com/EFL4vFr.png) The Grandmaster is astonished as these ships were well outside of his own budget range, and is immensely thankful. Through a few more patriotic donations and discount purchases from the Ottoman (merchant plundering), the Order's Navy grows.
1 Feb 1511 - The Protestant Reformation begins. The Grandmaster is too busy fighting Barbary Corsairs and Sea Turks to notice. The Livonian and Teutonic Orders however do notice, and do not survive the Reformation, becoming extinct.
1 Oct 1511 - Audacious privateering has by the Knights resulted in 8% of all Ottoman merchant ships in the Aegean and Black Sea to be captured and looted by the Order.
26 Aug 1512 - The Knights send Hungary a large gift with what little money they have, hoping to secure an alliance. (http://i.imgur.com/vhhACet.jpg) The Hungarians ultimately decide against alliance, with the number of Hungarian nobles in favour and against an alliance being exactly 50/50. One of the chief concerns the Hungarians have is being pulled into a war against the Ottomans in order to defend some inconsequential islands they don't own, whilst they gambled on Poland being able to stop the Ottoman forces from expanding further.
29 Jun 1515 - The Ottoman forces do not invade Rhodes or Cyprus, instead choosing to attack the Hungarians. Even with Spanish and Austrian help the Hungarian forces are devastated; the Knights once more approach the Hungarians, this time from a position of greater strength and the smugness of being right. The Hungarians accept and the Knights join the war.
27 Jul 1517 - the Knights and the Iberian Navy gain naval supremacy over the Ottoman navy. Whilst the combined Austro-Hungarian-Spanish land army repels the Ottoman army in Hungary, the Grandmaster launches devastating marine assaults that capture all of southern Greece and its most important islands, having learned from the initial disastrous defence of Euboea how to evade Ottoman armies and capture undefended outposts.
5 Jul 1518 - the war is won. The Hungarians take over much of Serbia and give 2 ducats to the Knights as thanks, dashing the Knights' hopes of gaining one of the Aegean islands.
18 Jul 1519 - having been given nothing by the Hungarians the Knights soon reached the logistical extremes of supplying their fleet, they were close to absolute breaking point. To cope they declared war on the minor Turkish Kingdom of Karaman (http://i.imgur.com/KOZiI4u.jpg), the last Turkish state yet to be conquered by the Ottoman Empire.
The initial naval invasion of Karaman ends in dismal failure, resulting in the deaths of 13,000 of the Knight's soldiers without any land gained. Realizing that losing the war would actually result in total destruction, defeat was not an option.
9 Jul 1520 - the Knights hire a single band of mercenaries to launch a daring raid on Damietta. (http://i.imgur.com/vrhGiQx.jpg) Having no other armies at their disposal, this was life or death for the Knights; whether these expendables succeeded or not would determine the fate of the war, the fate of the Order.
24 Jul 1522 - the raid on Damietta was a success that saw half the Mamluk fleet destroyed and the other half crippled, allowing the Knights' fleet to blockade all of the Meditteranean. The Karamanese troops would cross the Ottoman lands to recapture Damietta (as the Mamluk forces were fighting in Yemen), only to find the Ottomans had canceled their military access last minute and refused to let them return home to fight. This allowed the Knights to rebuild their army and take Karaman with very little resistance.
1 Aug 1524 - Karaman is vassalized by the Knights, who demand they convert to Catholicism. During this the Ottoman forces take control of all of the lands along the Euphrates up to the border of the Persian Empire.
25 Sep 1522 - Portugal is annexed by Spain via military conquest. All that remains of Portugal are three small colonies, its Atlantic islands and its holdings in Morocco - not enough to fund more colonization and not enough to stop Tunisian aggression, effectively reducing the Portuguese Empire to irrelevance.
5 Jan 1548 - Crete becomes home to a new Cardinal.
17 Mar 1549 - Karaman declares a war for independence with support from Theodoro and Tunisia. Lacking the maritime projection capabilities and naval base needed to strike Theodoro, the Knights content themselves with destroying the Barbary corsair fleet and looting Karaman.
12 Oct 1550 - the Barbary fleet is destroyed, however its army is too large to be challenged. The Knights and her allies take a payment of 110 ducats in exchange for peace, and the Knights also take over the island of Djerba from the Tunisians.
13 Oct 1550 - The Karamanese diplomat in Cyprus reveals that the Ottoman Empire is attacking Adana. (http://i.imgur.com/i5U8pUv.jpg) This results in a massive doom coalition of Tunis, Theodoro, Karaman, the Knights, Venice, the Papal State, Hungary and France vs the Ottoman Empire.
23 Apr 1553 - Karaman had fallen whilst Venetians, Frenchmen and Hungarians fought the Turks in the West. The Barbary Corsairs and the Knights both could not afford to lose their soldiers as reinforcement was not a likely prospect, so they chose instead to strike the Empire instead of help the Western allies. (http://i.imgur.com/N5TDpgF.jpg) With often just a day (http://imgur.com/Z8MzCbA) being the difference between a raiding party succeeding or being caught by an Ottoman army, the Bosphorous strait was severed and the Ottoman army trapped in Western Europe. With naval supremacy achieved, victory was certain. The Ottoman Empire would fall.
23 Dec 1554 - With the liberation of Karaman underway and half of Anatolia occupied (http://i.imgur.com/6gNhprs.jpg), the Knights were about to strike a fatal blow upon the Ottoman Empire from which there could be no recovery. That is until 70,000 Ottoman soldiers appeared from the East - soldiers who had been allowed passage by Theodoran incompetence and Circassian and Lithuanian compliance. In their effort to doom their rivals, they in turn doomed themselves. The Knights raced to capture Adana before the Turks attacked in order to force more favourable terms. They succeeded, but it was highly demoralizing to see a crushing victory turn into a Pyrrhic defeat. Karaman was reduced to Icel and the Knights had to pay the Ottoman forces 51 ducats. (http://i.imgur.com/TOLvCIa.jpg)
This would set the trend for Theodoro, their Circassian neighbour and Lithuania royally fucking everything up. The only good thing to arise from the fires of this war was that Karaman resolved to fight with the Knights unto the end. (http://i.imgur.com/3fujNeM.jpg) It seemed the end was near for them however, and so they were made a March - to make the Turks pay dearly just that little bit more to take Icel.
19 Sep 1561 - What is left of Venice completely annexed by a combined army of Austria, England, Florence and Milan. The Knights are helpless but to watch as Venice itself is besieged under the auspices of the English Royal Navy. Officially the Grandmaster would claim this was just a policy of refusing to interfere in the politics of Christians, but alas it did wound to just watch faithful allies be picked apart.
2 Jan 1562 - Rhodes becomes the seat of a new Cardinal. At this point the domain of the Knights is small, consisting of Cyprus, Rhodes, Crete and the quite barren island of Djerba (that was only useful in providing a maritime base to operate from). More expansion had to be done if the Knights were to have any hope of competing with the Ottoman Empire, who had expanded further into Mamluke territory and had only one last Turkish county to take before they could focus all their attention Westward.
7 May 1556 - the Knights declare war upon the Corsican Monarchy without any casus belli. Pirates need bases, and Corsica was relatively undefended. With Papal auxiliaries and Spanish basing rights, the Corsican defence was eventually overwhelmed and one more useful island added to the Knights' triangle of naval bases.
7 March 1579 - the Hospitaller Navy nearly doubled in size after the acquisition of Corsica also spurned the development of many naval yards in the core trio and the Order refined their naval ideas and practices to make a navy to be feared. The Ottoman Empire also found itself in a war on five fronts, fighting the Somalian Kingdom, the Egyptian Kingdom, Persian Empire, Hungarian Kingdom and the Knights Hospitaller in two wars. (http://i.imgur.com/m6uMoEC.jpg)
1 April 1584 - despite Karamanese guerrilla warfare keeping the Ottoman Empire occupied for 2 years and the resistance displayed by the Somalian/Persian/Egyptian coalition, the Ottoman army was simply too mighty and eventually crushed them all. In that time however the Knights had done something they had never believed they could - took Constantinople, Edirne and severed the Bosphorous from within Europe. The Knights watched carefully to see if any Circassians or Theodorans let the Turks in, but thankfully this time the Persians stopped that from happening. Nervously the 19,000 Knights in Greece kept tabs on the 120,000 Turkish soldiers encamped in Biga, waiting for the briefest slip in control on Edirne to retake Greece. Not wishing to tempt fate by trying to take on 120,000 Turkish soldiers in Turkey, peace was struck. (http://i.imgur.com/PITIK09.jpg) Constantinople, Edirne, Chios, Euboea, Corfu and Naxos were all taken by the Knights. The Ottomans sought permission to cross the Bosphorous but were denied, vital straits had now been denied to the Ottoman Empire and the reconquering could begin.
15 Oct 1593 - The Knights break their truce with the Ottoman Empire. (http://i.imgur.com/uBn94sx.jpg) They strike whilst the Ottomans are busy being attacked in Moldavia by the Lithuanian and Polish alliance and end up securing most of Greece. (http://i.imgur.com/mMknVn1.jpg) With the acquisition of one Serbian breakaway state, Bulgaria emerging free and revolts sparking within the Ottoman Empire - for the first time ever the Knights and Ottoman Empire stare at each other eye to eye as equals, as rivals.
18 Jul 1597 - the Knights are the first Western country to discover Japan, despite having no explorers (relying on information being passed through the silk road).
6 Aug 1603 - Austria allies with the Knights.
5 Jan 1613 - Constantinople becomes the seat of a new Cardinal. The Byzantines (who remain an Orthodox vassal of the Knigh) begin annexing the Serbian breakaway state and construct their own formidable fleet.
2 Jul 1614 - Where it all goes wrong. War is declared upon the Ottoman Empire with the help of the Hungarians, what should have been an easy war turns into absolute chaos as 44,000 elite Swedish stormtroopers appear out of nowhere, destroy the Hungarian-Byzantine-Knight army and bugger off, just in time for Poland and Lithuania to invade Hungary. In addition to that the Lithuanians and Theodorans let the Turkish army cross their lands in order to reach Greece and Hungary, forcing the Knights to lose Corfu, Naxos, Chios, Epirus, Thessaly, Macedonia, Skopje and most depressingly - Karaman went down, without the grand siege it deserved. The Swedish troops then broke their alliance with the Ottoman Empire and returned North, begging the question as to why they traveled all that way just to wipe out the Knights' Hospitaller and ensure Ottoman dominance.
In somewhat karmic justice, the Ottoman Empire would then declare war upon Lithuania and Theodoro, taking over the Crimean peninsula.
8 Apr 1633 - After 20 years of fixing the broken economy and modernizing the army and navy in order to deal with advanced Western militaries the Knights were attacked by the Ottomans, attempting to take over Athens. This was particularly grueling as the Knights were already committed to helping the Austrians stave off destruction by the great coalition the Netherlands had assembled. In rather classy fashion The Austrians did not come to our aid when we were attacked. (http://i.imgur.com/MtdmNDJ.jpg)
6 Dec 1633 - Janissary Decadence strikes the Ottoman Empire. Tunisia declares war on the Knights Hospitaller hoping to retake Djerba. After temporarily taking control over the island, it is recaptured and the war ends a few years later in stalemate with Djerba remaining in Hospitaller hands.
26 Oct 1635 - The Ottomans are somewhat defeated, with the important islands of Chios, Naxos and Corfu returned - but most of Greece still in Ottoman hands. (http://i.imgur.com/nNxlr3h.jpg) There was hope in the Grandmaster's heart that victory could be attained. For 10 years the Knights prepared and waited for the right time to strike - and at last they got it, when the Polish-Lithuanian-Theodoran-Bulgarian allies declared war upon the Ottoman Empire. The Knights expected to be able to take Bulgaria whilst everyone was still exhausted from war, yet in spite of the best efforts of the Hungarian-Hospitaller forces the Lithuanian Cossacks were able to defeat twice as many of our soldiers as we could they. Realizing they had 70,000 more soldiers returning home from the war there was nothing the Knights could do, we even gave the Ottomans military access in the hope they could kill the Lithuanians but alas, they were killed too. Most devastatingly the Knights had to end their overlordship of Byzantium. (http://i.imgur.com/fH8Ddql.jpg)
The independent duchy of Byzantium quickly grew hostile to the Knights and refused to return to vassalship. Yet it also refused to gain allies, making it an easy target for the Ottoman Empire, with Athens very quickly being reconquered by the Ottoman Empire. Byzantium itself could not be conquered as the Ottomans were warning both it and the Knights Hospitaller that it would intervene in the event of any war between us, meaning that if the Knights attempted to invade Byzantium they would have to take Edirne before the Ottoman army crossed the Bosphorous and took Constantinople. The Lithuanians had once more found a way to open the gates of Constantinople, founding serious fears that the grand city had to be sold to the Bulgarians.
5 Feb 1649 - the Spanish Empire, alongside Savoy, the French Empire and their colonies declare war upon the Knights Hospitaller. (http://i.imgur.com/juopHx1.jpg) All of the Knights' allies come to their aid, Austria included, but after the crushing defeat by the Lithuanian Cossacks the Knights' army had only returned to 13,000 strong and together with her allies had an army of 100,000 going up against 220,000 higher quality soldiers with better generals.
Being up against such powerful naval foes and land foes the Hospitaller committed everything West in a do-or-die gambit, praying that the Ottomans or Tunisians did not strike. Though the Barbary Corsairs did send pirates to Cyprus, they did not cause too much damage. All throughout the war the Knights harassed the Mediterranean holdings of Spain and sent covert operatives to the Ottoman Empire. (http://i.imgur.com/3L3SkwF.jpg) This seemed to keep things under wraps enough as after years of grueling fighting and the Knights Hospitaller placing a total blockade upon the straits of Gibraltar (NO SHIPS IN, NO SHIPS OUT), the Knights managed to knock Savoy out of the war and with massive revolts within Spain's West African colony, begin occupying an attractive place in the negotiating table.
11 Feb 1652 - Corsica was ceded to the Knights Hospitaller in exchange for peace. (http://i.imgur.com/cAEuswM.jpg) The Knights went from near-total collapse at the loss of Byzantium to resurgence with more islands, more money, more Knights! They even got the bragging rights to triumph in how 13,000 defeated over 200,000 of Spain and France's best (even if the French maintain the surrender was unnecessary and they could've easily won).
29 Mar 1652 - And of course the Poles and Lithuanians are trying to take advantage of Hungary's weakness. (http://i.imgur.com/F3QFlUH.jpg) I don't blame them, but I do blame them for doing so whilst the Ottomans are already within their door.
(http://i.imgur.com/nF3PFXE.png)
Trapped between Spanish Italy and Ottoman everything and Barbary everything
fml
(http://i.imgur.com/nF3PFXE.png)
Is that Kochin in southern India? If so, I think you have a moral obligation to save their bubblegum-pink hides from Bahmanis, if you're still playing this campaign. Also, good lord, just look at that Kedah, I hope they stayed Sunni. And there's Theodoro on the rampage again, it's really weird that that's becoming a common sight.
Completely unrelated, here's something that's been bothering me for about a week now:
(http://i.imgur.com/ig6H2Qv.png)
I added some buildings, and to make space moved the costs over the building icons to compress the rows. It's probably strange to ask this here, but what do you guys think of the readability of the text?
Had a fun run as Athens. It's a challenging start, but there are certainly worse. Here was my starting move:
(http://i.imgur.com/orFdVYk.jpg)
Declared independence asap, beat byzantium, turned byzantium's achea and morea into marches, allied hungary, no cb'd and ate Bosnia/Serbia completely using Hungary to fight the battles (gave Hungary the one province from Bosnia they desire), and somehow survived the resulting revolts. This basically transforms you into a very unstable Bosnia with some greek holdings.
Here's my empire by the time I got bored:
(http://i.imgur.com/Pa3t0AL.jpg)
###################
# Expansion Features
###################
- Barbary nations can raid for slaves with their ships.
- Steal Maps is a new spy action that lets you conduct a despicable act of thievery and discover all provinces your victim already has discovered in a region.
- New diplomatic action to share maps
- Hunting naval mission: Fleets will hunt enemy fleets in a specific region.
- Evasion naval mission: Fleets will evade enemy fleets in a specific region.
- Blockade naval mission: Fleets will blockade enemy ports in a specific region.
- Intercept naval mission: Fleets will seek out and attack enemy fleets near allied coastlines, focusing on troop transports."
- The new diplomatic option Unconditional Surrender forces your enemy to send a peace demand for up to 100 WS within two months, or Call to Peace will be gained at twice the normal rate.
- Having a spy network in another country now gives you passive benefits to siege ability and aggressive expansion incurred against that country.
- Study Technology is no longer an action but a discount to technology cost gained from having a spy network in another country with more advanced technology. Size of spy network and how many techs they are ahead of you determines the size of the discount, with only the largest discount for each category used (so if you get 20% land tech discount from one country and 15% from another, your actual discount is 20%).
- Three new espionage actions: Slander Merchants reduces another country's trade power for 5 years, Sabotage Recruitment reduces manpower and sailor recovery speed for 5 years and Corrupt Officials increases corruption.
- The Mare Nostrum DLC also unlocks the Hunt Pirates mission (from the El Dorado DLC).
- Unit View: Added Naval Mission Settings panel that allows you to adjust the behavior of a fleet when on a mission.
- You can now rent out Condottieri to other countries.
- You now press sailors automatically when occupying coastal provinces.
- "Detach Damaged" is changed to "Repair Damaged". Damaged ships will head to port for repairs and then reunite with the fleet they were detached from.
- You can now send a diplomat to conduct counterespionage against a country, increasing the chance of detecting their attempts to build spy networks by 100%.
- Naval leaders are now allowed to be reassigned to and from ships within supply range.
- Promote Mercantilism: Spend diplomatic power to strengthen your mercantilism.
- Timeline Feature added.
- Merchant republics can form Trade Leagues
- Trade league acts as a free defensive pact between all members
- When leader of Trade League embargoes someone, all members of trade league embargo. This embargo does not reduce their trade efficiency.
- Trade league leaders automatically have a trade dispute CB on any countries they would be able to generate such a CB on via spy action.
- Trade Leagues get 20% more trade power from their ships.
###################
# Free Features
###################
- You can now grant a Vassal their Core Province even when it isn't adjacent to them.
- Added a Loot Mapmode.
- Majorly reworked Espionage. Instead of sending diplomats to carry out sustained spy actions, there is now a new 'Create Spy Network' sustained action, where your diplomat covertly builds up a spy network in another country. Spy networks are size 0-100, and espionage actions other than Build Spy Network are now instant actions that cost a certain amount of spy network points when used but are guaranteed to succeed (for example, Sow Discontent applies the Discontent Sown modifier to the target country for 5 years). Spy Offense modifier was changed to Spy Network Construction and determines the speed at which networks are built, while Spy Defense determines the chance of detecting when another country is building a spy network in your country and disrupting their efforts.
- Naval Combat: There is now a chance of capturing ships that would otherwise be sunk, based on Admiral Manuever skill. (This is in addition to ships with low morale captured after the battle.)
- Naval Combat: Losing a ship now causes the entire fleet to lose some Morale.
- Naval Combat: The Positioning concept is removed.
- Naval Combat: Introduced "Engagement Width", which is the number of ships that can engage the enemy each turn. This is modified by leader manuever skill and local/global modifiers.
- New mapmode: States and Territories.
- Added the historical_neutral tag which makes countries less likely to become friends or enemies.
- Colonists in Trade Company provinces do no longer change the religion or culture of the province.
- Admirals now have siege ability which increases blockade efficiency by 10% per point.
- Merchant marine now gives +50% Sailors & Press Gangs now give +20% Sailor Recovery.
- Added mechanics for Sailors, given from development in ports. Sailors are used when building ships and repairing them.
- Added continue button to end game screen to allow you to go beyond the supported end date if not playing ironman.
- The degree to which a trade node is monopolized (as determined by the greatest power share) now adds up to 100% to the privateer power modifier.
- Province tooltips now show more information regarding blockading fleets.
- Blockades are now indicated on the map with special border graphics.
- Implemented a new system called "States & Territories", where states gives most benefits of being non-overseas, while territories have autonomy and is considered to be overseas for many rules.
- Added Corruption, which is impacted by being unbalanced in tech, having overextension and lack of religious unity. It can be combated by investment in the budget. Corruption impact minimum autonomy in a country, its ability to do espionage and all power costs.
- Added "corrupt" cheat to set the level of corruption.
- Admirals now get siege pips to help with blockade efficiency
- Added decision to form Rome
###################
# Gamebalance
###################
# Buildings
- Shipyard& Grand Shipyard now decrease buildtime and increase force limits instead of reducing ship costs.
- Docks & Drydocks now increase Sailors by 50% and 100% instead of increasing force limits.
# Capital
- Capitals can now be moved to any province inside a state.
- You can now always core your capital.
# Decisions
- It is now possible for primitives to Reform Religion/Government if they have a total of 18 tech levels (between adm, dip and mil) even if they do not border a western country. Reforming in this way will not give any free tech boost.
# Diplomacy
- It is now possible to choose whether to use your or your Subject's claim when Threatening War
- OPMs that are Free Cities or Trade League members now less likely to buy Provinces.
- Vassals and Marches of Merchant Republics now transfer 50% of their trade power to their MR overlord.
- Transfer Trade Power no longer costs a relation slot.
- Removed overseas impact on AE.
- It is no longer possible to make vassals embargo nations they haven't discovered.
# Exploration
- Reverted the region based discovery mechanics from 1.15 to province based as before.
# Governments
- Merchant Republics that grow over a size of 20 owned provinces now suffer a scaling penalty to their Republican Tradition. Subject-owned provinces do not count towards this limit.
- Aristocrats in Merchant Republics now increase sailors by 25% instead of +10% land forcelimits.
- Halved the size of the merchant republic production bonus.
- Merchant Republics now always give their production bonus to provinces where they have trade power, even if they or someone transfering trade power to them own the province (but not if it has gold as trade goods).
- Lack of debate in parliament is no longer a hit on legitimacy or republican tradition, but an increase in corruption.
- Each Seat now has a 25% chance of backing an issue
- Ignore Corruption bribe now increases corruption.
# Ideas & Policies
- Administrative Ideas finisher is now +3 states instead of +10% goods produced.
- Expansion Ideas finisher is now also -25% state maintenance.
- Military Zeal Act no longer boosts discipline.
#Religion
- Added Fetishism religion.
# Revolts
- Rebels with Unrest below 0% will now still revolt if they got a supporter.
# Subjects
- Reduced Liberty Desire from Tariffs.
- reduced "Decrease Tariffs" cost to a sane level, from 100ADM to 25ADM
# Technology
- Sub Saharan Tech group renamed to West African.
- Added Central African Tech group.
- Added East African Tech group.
# Units & Forts
- Mercenaries can now be built in overseas provinces.
# War
- Countries with very few forts relative to their size (and less than 10 forts total) now have their unfortified provinces worth more warscore when occupied by enemies.
- Ships blockading now give naval tradition.
- Blockadedpercent now compares development * 1-autonomy, not 1 per port.
- Call For Peace is now reset for allies, not just warleader when stabhit is refused.
- Local autonomy no longer affects build times (as this became too much of a stacking effect with unrest affecting it too).
- The Trade Conflict CB no longer allows you to take land, revoke cores, or release vassals/nations in peace.
# Other
- Victory Cards that opponents fullfil on your former soil is now a hit of 50% of that score.
- Maximum Power now scales with all power cost as well.
- Raze Province now actually increases unrest.
###################
# AI
###################
# Diplomacy
- Threaten War acceptance now takes into account the backing of coalitions.
- AI no longer pirates in nodes where any allies would be offended.
- AI no longer wants to help allies with their rebels unless trust and manpower are both high.
- Loyal subjects now use their overlord's rivals, allies and attitude when determining Military Access acceptance.
# Economy
- There is now a bunch of buildings AI won't build during war, mainly because that money could be better spent.
- AI will try to spend huge treasury a bit faster now.
- AI can now cheat on maintenance for border and capital forts (there is a define to disable this) and won't mothball these.
- Fixed problem with AI not hiring advisors.
# HRE
- AI should no longer demand Unlawful Territory multiple times for the same province.
# Ideas
- Slightly tweaked AI NI picks based on idea group elimination thread.
# War
- Optimized how AI disables pathfinding through blocking forts, might yield significant results late game.
- AI now always declares war using coalition CB if there is one.
- Fixed case of armies automatically detaching from units they've attached to, resulting in apparent lack of activity.
- Fixed another case of AI not returning their army home.
- Added peace desire modifier to make an AI nation that started an independence war less likely to peace out before achieving the necessary war score.
- Fixed case if AI splinters not being capable of returning by transport navy when there's no land path.
- Fixed case of AI ignoring the presence of a unit in a province if it was moving out of it.
- Fixed serious bug involving AI regiments getting stuck as splinters of exploration armies, essentially acting braindead.
- Fixed bug where splinters would refuse to path to the main army if it was in an uncolonized province.
- Fixed bug in which some old AI army size management would trigger for armies loaded on ships, promptly resulting in newly created units being drowned.
- AI now makes some effort to systematically protect the strait they deem the most important in their home area.
- Made AI less likely to recruit troops in dangerous areas.
# Other
- AI no longer cheats with fort maintenance due to being adjacent to wastelands.
###################
# Interface
###################
# Country
- Long country names (especially when revolutionary) no longer overflow their given space.
- Better rounding of monthly advisor cost in Country Court View.
- Estate loyalty is now always displayed with two decimals.
- Country Government View: Modifiers in Country Modifiers list are now sorted by name.
# Ledger
- Added a Province Development page to the Ledger.
- Ledger page listing province now shows correct manpower values.
# Map
- Straits are now colored red if they can be blocked by the player, and dark gray if they cannot be blocked.
# Outliner
- Estates are now shown in the Outliner.
- Outliner: Mission icon now shown for all Naval mission types.
# Provinces
- When you try to sell or grant a province that belongs to an estate, the description will now include the resulting change in loyalty, influence and territory.
- Updated interface when making Cores to show Development instead of Base Tax.
# Tooltips
- Improved information in Estates tooltips.
- Fixed tooltip error when checking wargoal effects as defender.
- Improved bribe tooltip for parliament issues.
- Added Fort Maintenance modifiers to tooltip
- Added tooltip for the effects of local unrest in province view.
- Added tooltip showing modifiers to maximum Diplomatic Relations.
- Fixed tooltip for curia chance having two %%
- Added tooltips showing reasons for having (or not having) Military Access.
- Added tooltip for heir, when having no heir.
- Continue Game on frontend now has tooltip for name of save.
- Fleet maintenace tooltip now says that it influences ship repair speed.
# Units
- Unit View: The sorting of Trade Node list items when selecting trade missions is now more intuitive.
- Naval Unit View: Improved button tooltips.
- Unit View: Current mission is now shown for navies.
- Unit View: There is now one button for selecting naval mission instead of several.
# Other
- Changed "Send" button to "Confirm" to reduce confusion.
- Tweaked display in parliament to fit all issues.
- Changed interface for showing/hiding incompatible saves.
- Added SI values to waroverview.
- Imperial Authority modifiers now shown in tooltip.
- Imperial Authority no longer measured in %.
- White Peace to us message is now default to popup.
- Religious modifiers now use same number formatting rules as other modifers
###################
# Usermodding
###################
- Added the defines THREATEN_WAR_ALLIANCE_OFFSET, THREATEN_WAR_ALLIANCE_GRADIENT, THREATEN_WAR_COALITION_GRADIENT related to Threaten War acceptance.
- Added the define CONDOTTIERI_MIN_DURATION to enable tweaking of Condottieri.
- Added the trigger trade_league_embargoed_by.
- Added a "sailors" console command
- Technology can now be scripted to give more max_states.
- Governments now have a specific max_states as a modifier as well.
- define_ruler with female = yes now works for republics
- Fixed province not being able to belong to multiple province groups
- Added the define MINIMUM_TRADE_POWER_SHARE_FOR_PRIVATEER_OPINION_HIT that sets the minimum share of total trade power in a node at which you get the pirated_us opinion modifier.
- Added has_spy_network_in and has_spy_network_from triggers.
- Added add_spy_network_in and add_spy_network_from effects.
- Added global_ship_trade_power modifier type and the in_trade_league static modifier.
- Added is_state trigger
- Added is_territory trigger
- Added num_of_states trigger
- Added num_of_territories trigger
- Added num_of_provinces_in_states trigger
- Added num_of_provinces_in_territories trigger
- Added define PEACE_INDEPENDENCE_FACTOR that specifies size of desire to avoid peace while war score is between -5 and less than cost of independence.
- Added 'add_corruption = x' effect.
- Added 'corruption = x" trigger.
- Mercantilism trigger now works when checking versus another nation through scope change.
- added a min_autonomy modifier for country.
- added a all_power_cost modifier for country.
- Added define CORRUPT_BUDGET_FRACTION to control how large of an AI's budget goes towards fighting corruption.
- Added define DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_BASE_MULT to control chance of Offer Condottieri.
- Added a 'yearly_corruption_increase = x' trigger.
- Added can_increase_stability scripted function
- Added 'ai_attitude = { who = x attitude = y }' trigger.
- Province modifiers set to hidden now work correctly
- Added min_local_autonomy modifier
- Using add_unit_construction in estate interactions now works
- Added 'is_permanent_claim = x' trigger.
- Added defines DIPLOMATIC_ACTION_INFILTRATE_BASE_FACTOR, DIPLOMATIC_ACTION_INFILTRATE_POWER_FACTOR and DIPLOMATIC_ACTION_INFILTRATE_RIVAL_FACTOR to control Infiltrate Administration.
- Added defines DIPLOMATIC_ACTION_COUNTER_ESPIONAGE_SPY_PROPENSITY_FACTOR and DIPLOMATIC_ACTION_COUNTER_ESPIONAGE_ENEMY_FACTOR to control counter espionage.
- Fixed corrupt savegame bug from estate_influence
- Added add_disaster_progress = { disaster = x value = y } effect.
- Added has_disaster_progress = { disaster = x value = y } trigger.
- Added can_add_seat_in_parliament scripted function
- Added can_add_estate scripted function
- Added ALLOW_ESTATE_AND_PARLIAMENT_SEAT_IN_PROVINCE to defines
- Added ALLOW_ESTATE_IN_CAPITAL to defines
- Added heirs_can_be_generals to governments
- Added province scope to can_increase_autonomy scripted function
- Added province scope to can_decrease_autonomy scripted function
- Added province scope to can_make_core scripted function
- Added province scope to can_improve_tax scripted function
- Added province scope to can_improve_production scripted function
- Added province scope to can_improve_manpower scripted function
- Added define PIRATES_MONOPOLY_BONUS.
- Added the define DELIBERATE_RETREAT_MORALE_PENALTY to define how much morale is lost when a unit is ordered to retreat for remaining units.
- Added can_form_trade_league=yes criteria to governments.
- Added the defines TRADE_LEAGUE_MIN_PRESTIGE_OLD_LEADER and TRADE_LEAGUE_MIN_PRESTIGE_NEW_LEADER.
- Added define FORT_MAINTENANCE_CHEAT to enable/disable new AI maintenance cheat.
- Added the AI define DESIRED_DEFICIT to control how fast AI spends money in excess of long term goal.
- Added define UNCONDITIONAL_SURRENDER_MONTHS for how many months it takes until Unconditional Surrender forces victor to peace.
- Added triggers is_trade_league_leader and can_justify_trade_conflict.
- There is now a disabled_po section in casus belli definitions that allows you to disable individual peace options for a given casus belli type.
- Added AI defines DIPLOMATIC_ACTION_STEAL_MAPS_ANTAGONIZE_FACTOR, DIPLOMATIC_ACTION_STEAL_MAPS_REGION_SELF_VALUE_MULT, DIPLOMATIC_ACTION_STEAL_MAPS_REGION_RIVAL_VALUE_MULT to control Steal Maps behavior.
- Added defines DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_MONTHLY_PARTICIPATION_RATE, DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_HIRING_MALUS_YEARS, DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_PARTICIPATION_BREAK and DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_PARTICIPATION_WARN.
###################
# Script
###################
# Decisions
- The Din-i-Illah decision is no longer restricted to one type of muslims.
- Removed Shamanism Religion.
- A country that is reduced to only Iceland can now form Iceland.
- Granada can now form Spain if they fulfill other requirements.
# Estates
- USA can now get the clergy estate if they are a theocracy.
# Events
- rebalanced Saved by a Princess event to be a choice.
- Changed Habsburgs in Spain events (flavor_spa.13 and flavor_spa.15) to check if France is rivals with the ROOT country rather than Spain, in case the ROOT country is Castile as supported.
- Expulsion of Merchants event (trade.3) should no longer occur when there is no other trade power who can react to it.
- Religious Turmoil disaster now ends after 25 years regardless of whether other ending conditions have been fulfilled.
- Mughal flavor event 3, "The Sikh Rebellions" will no longer be impossible to trigger. It will also now be tied to having Sikh provinces.
- Mughal Flavor Event 1, "The Maratha Revolt" can now trigger any time after 1650 and the text has been adjusted to better reflect the circumstances when it does.
- The Danish disaster Count's feud now requires that Denmark be a monarchy.
- Caliph Approves of Sultanate event (west_african.3) now shows stability loss as one line rather than several stacked.
- Transatlantic Slave Trade event option to accept the slave trade now costs 10 prestige instead of 20.
# Modifiers
- Added Conquest of Alexandria triggered modifier for Copts.
- The Cholula Temples modifier now also gives devotion.
- Rebalanced "Animist Syncretism" modifier.
# New Ideas & Policies
- Added Luba Ideas.
- Added Kuba Ideas.
- Added Lunda Ideas.
- Added Butua Ideas.
- Added African Great Lakes Group Ideas.
- Added Imerina Ideas.
- Added Malagasy Ideas.
- Added Antemoro Ideas.
- Added Betsimisaraka Ideas.
- Added Zambezi Group Ideas.
- Added Maravi Ideas.
- Added Tumbuka Ideas.
- Added Congolese Group Ideas.
- added various Irish ideas
- Vijayanagar Traditions now gives infantry power instead of Religious Unity.
# Setup
- Added birth date for Napoléon I to give him the correct age.
- Fixed Danish Trade mission triggering and succeeding on the wrong criteria.
- Added custom ideas for female advisor chance and ability to have female rulers as generals.
- Province histories of Breda and Antwerp will now be more consistent.
- Antwerp now correctly to the east of the Scheldt.
- Antwerp now correctly part of Brabant in 1444.
- Fixed borders of Barcelona so that the province now includes the actual city.
- Added provinces and many new tags to Eastern Africa.
- Added provinces and many new tags to the Congo Basin.
- Added strait between Iberia and North Africa
- Revised map of Ireland, 4 tags added and development increased.
- Revised map of Sweden, Finland, England, Scotland and Scandinavia.
- Revised map of Hungary and Transylvania.
- Revised map of Northern Russia. Added Odoyev tag in the Upper Oka Basin.
- Revised map of Lithuania and Belarus.
- Revised map of France, French starting development boosted.
- Reduced Lithuanian starting development.
- Miao culture is now in the Chinese culture group.
- Estonian is now in the Baltic culture group.
- Karelian is now in the Russian culture group.
- Renamed Scandinavian culture group to Nordic.
- Finnish is now in the Nordic Group.
- Finno-Ugric group renamed to Ugric.
- Magyar culture group removed.
- Added Carpathian culture group for Hungarian, Romanian as well as the two new cultures Slovak and Transylvanian.
- Renamed Arab culture group to Levantine.
- Oghuz Culture Group removed. Azeri culture is now in the Iranian group, Turkmen culture is in the Altaic group and Turkish culture moved to the Levantine Group.
- Removed Qasimi culture.
- Revised Russian Culture group
- Added Iceland tag.
- Welsh culture is now in the British group.
- Added Highlander culture and Highlands tag.
- Added Nyitra tag.
- Split Japanese culture into Togoku, Kyushuan and Saigoku cultures.
- Split the Mutsu province.
- Added Nanbu tag (replacing unused Revolutionary France tag).
- Naxos and Aquileia now has Venetian primary culture.
- The Duchy of Athens now has Tuscan primary culture.
- Added Slovak and Hungarian dynamic province names.
- Split German Region into North German and South German Region.
- Created an Ural Region from eastern half of Russia region.
- Moved Zungaria and Altai Sayan areas from Central Asia to Mongolia.
- Split Indonesia Region to Malaya & Celebes.
- Merged Baluchistan and Khorasan into one region.
- Merged Chile and Laplata region.
- Moved some areas from West Africa to Sahel.
- Palawan is now a part of Luzon instead of Brunei.
- The Celebes Region is now called Moluccas.
- custom_idea_legitimacy is now blocked for steppe horde government types in random generation.
- Northern Thai is now part of the Burma Region instead of Indochina.
- Moved Malaya & Tenasserim areas from Indochina to Malaya.
- Indonesia Region is now made up of west java, central java, lesser sunda, eastern java, brunei, kalimantan, kutai ares.
- Merged the New Zealand region into the Oceania region.
- Moved Altishahr from Central Asia to Tibet
- Merged Korea into Manchuria region.
- Moved Guangxi from South China to Xinan.
- Moved Zimbabwe and Quelimane from East Africa to South Africa
- Moved Silesia from Germany to Poland.
- Moved Smolensk from Russia to Ruthenia
- Merged West India and Rajputana regions to Western India region.
- Created a Upper Peru region from Upper Peru, Beni, Paraguay, Chaco, Tucuman, Northern Chile
- Split West Africa region to give coastline one region called Guinea, while the inland is the Niger Region.
- Zaporozhie now has Steppe Nomad government and corresponding tech, to fit with what cossacks normally get when they break free.
- Added 8 more colonial placeholders for Random New World.
- Fixed text being cut off in Stability description during tutorial
- Changed the primary cultures of Corsica, Etruria, Pisa and Sardinia Piedmont from Lombard to their appropriate capital cultures.
###################
# Bugfixes
###################
- Peace: Fixed issue with Shogun getting Aggressive Expansion from its Daimyos taking land.
- Fixed on_colonial_reintegration action to only trigger when restoring colonial status after a failed independence war.
- Fixed exploit due to being able to send several Peace Offers on the same day. You must now wait a day between sending offers.
- The Holy See tooltip now shows opinion modifier to papal influence even when having positive opinion.
- Tariff efficiency now bounded between 0% and 100% even with modifiers. Tooltip also shows this.
- Fixed: Increasing/decreasing tariff efficiency didn't actually cost ADM points.
- CTD fix in improve relations.
- Fixed: In subjects tab, triple-digit tariff efficiency didn't fit in its bounding box.
- Fixed: On spawning rebels, the game addressed the province owner with the title of the controller.
- You're no longer hindered from building army templates consisting of solely mercenaries by manpower.
- Fixed: When overwriting a cloud save, "save games" was added to the filename by default.
- Fixed: Exiting Ironman before first save caused left-over empty save file.
- Fixed: First save created empty backup file.
- Global manpower modifiers now also affect base manpower.
- Manpower tooltip now shows correct values.
- Fixed inconsistent arrival date for armies.
- Mac crash fix in blockade fleet AI.
- Fixed issue where clicking on units in naval combat would show "uncolonized province" view.
- Fixed: In subjects tab, Trade Companies had misaligned icons, showed huge income and sorted strangely in many categories.
- Removed excessive space in tooltip for total trade income in trade tab.
- Fixed: Already unlawful provinces not shown as HRE property when demanding them in peace.
- Changed autonomy effect on local forcelimits from additive to multiplicative.
- Fixed: Autonomy tooltip didn't mention forcelimits effect.
- Fixed bug that allowed native american nations to annex or vassalize provinces with humiliation cb.
- Emperors who have revoked privilegia will no longer have relations such as royal marriages cost a relation slot when they are with HRE vassals.
- Fixed: Fleet templates maintenance cost shown as build cost.
- Removed excessive decimals in tooltip for abandoning idea group.
- Removed excessive decimals showing total development in economy tab.
- Fixed province not being able to belong to multiple province groups
- Trade Wind icons no longer get stuck on the screen.
- Fixed: Missionaries could get stuck when colonial nations formed.
- Fixed "has_new_dynasty" trigger not evaluated correctly in combination with "NOT".
- Fixed: No message was shown when player became Papal Controller.
- Fixed: The outliner tooltip for siege end date flickered between two dates.
- Resurrected countries now have all previous relations cleared bidirectionally. No more unidirectional truces.
- Allies with the same overlord now auto-join independence wars.
- Allying another subject of the same overlord is now disabled if you (or they) have a truce with your overlord
- Fixed march flipping for marches with high LD.
- Gotland rebels will now attack Blekinge. (Odd case of inactivity solved.)
- Fixed: When assigning a province to an estate, the tooltip showed current values instead of prospect.
- Fixed crash because Trade Company was not removed when province changed owner.
- Japan and the Daimyo can no longer guarantee or warn one another.
- Autonomy modifiers now show extra precision when necessary.
- Fixed: From "Handle them!" Stability and Expansion menu, sending a missionary was never possible and it didn't say why.
- AE gain displayed in peace window is now correct for vassalization treaties.
- Imperial Liberation CB is no longer given for annexing a HRE member (it did no longer have any effect anyway since unlawful territory was added as a requirement).
- Fixed crashbug with rebelfactions and recruitment in some savegames.
- num_of_religion no longer crashes when used in 00_scripted_triggers.txt
- Can no longer create Client States in besieged provinces.
- Fixed multiple blockade desc tooltips for same unit.
- Added "-mapmodebug" command line option to work around missing map mode updates in some very rare instances, which is also automatically enabled if no updates are registered in 10 seconds.
- Fixed Hungarian Monarch numbering issue and adjusted their ruler name odds a bit.
- Fixed exploit where you could bypass guarantees when adding countries as co-belligerents.
- Fixed issue where saves would sometimes get corrupted when using Threaten War.
- Missionary cost tooltip in Economy View is now correct.
- Fixed: Accepting a mission that is no longer valid selected a random mission instead.
- Declare war dialog no longer shows human allies as requiring favors to join a war.
- You can now select Trade Nodes for trade-related Naval Missions be clicking on the map.
- Multi Player: Fixed issue where you could click e.g. HRE and papacy buttons before game started.
- Fixed a few inconsistencies with months being assumed to be 30 when setting duration for some older spy actions.
- Fixed bug where you could annex a country and/or it's colonial nation in one war without taking all their provinces.
- "Too few to siege" icon now shows also in provinces without fort.
- Fixed superflous claim listing in Russian Nation forming decision
- Fixed inconsistent text in Rival Selection Screen.
- Fixed bug where AI would rival you at 80 or more trust.
- Build To Unit: Built units will now avoid enemies better on the way to the original unit.
- Added full description to government tooltip in the Change Government screen.
- Fixed: Countries resurected through Demand Unlawful Territory kept their (potentially very) old tech levels.
- Invisible Caravans and Ships transporting trade goods on the map no longer invisible..
- Fixed exploit involving adding Custom Nations to a save and then loading another save.
- Peace: When demanding vassalization, the Country that becomes a Vassal now lose all their Vassals, Protectorates and Marches.
- Preventing colonial maintenance from going out of bounds, which should eliminate "colonies experience massive growth due to colonial maintenance" bug.
- Province tooltip no longer suggests you can move armies with transport ships if you don't have any.
- Long names in Peace View's "Return Province" tab no longer overflow to the right.
- Triple-digit subject army sizes now fit inside their bounding boxes in Subjects Tab.
- Fixed alert for Parliament Seats to be added, it will no longer be hidden after you have 10 seats.
- No longer possible to make an Independence War a Colonial War.
- Fixed missing "Is core" tooltip for "The Buddhists strike back" Achievement.
- Fixed: Ships that were Protecting Trade occasionally went out of range, giving no Trade Power.
- Fixed: In some cases allies thought war had <-25% War Score when it was >25%.
- Fixed map not being updated when selecting country in lobby when in diplomatic mode.
- Random new world nations will no longer get earlier core dates than year 2
- Starting a game as a custom nation will no longer give earlier core dates than year 2
- Missing localization for a war goal war name will no longer freeze the game
- Fixed a CTD that sometimes happened when a province became a colony while its window was open.
- AI should no longer reject valid peace deals if they've been predicted as accepted locally.
Looking at it, I'd say the expansion itself isn't worth the cost. A couple interesting features for specific nations, but the rest seems very unnecessary. Which is good IMO, but it's also disappointing to see paradox continuing to pimp espionage ideas in particular with expansions while leaving it worthless without them.
Playing around a bit, it looks like the states/territories system is much better than I expected. Tying it to areas instead of the massive arbitrary regions makes all the difference. Not having to cheese overseas coring mechanics is great, though it'll make world conquests so easy that maybe they're not even worth attempting. Most of the extreme autonomy changes I've modded in seem unnecessary with it.
Corruption is total throwaway, as I thought it might be. The only action that's needed is planting the slider moderately high and then forgetting it exists, while the game dribbles over itself to reward your exceptional skills of governance with ridiculously good and frequent events. I'm going to experiment with reversing the slider, so it gives you money and raises corruption, while giving other means to lower it. That sounds much more interesting.
The culture changes look almost completely horrible, and buffing France's already ludicrous starting development yet again because the AI sucks is disappointing, yet to be expected.
(http://i.imgur.com/dEED3WI.jpg)
The Mongol Empire is fun. You eventually reach critical Mongol where with a million marching Mongols, only the extent of your maps and the ability of your commanders becomes the greatest obstacle in your way.
(http://i.imgur.com/6uZgZ0b.png)
Blue = Everyone else's Fortresses
Green = Mongol Fortresses
Darker = more fortification, darkest green = Mongol capital
Unfortunately towards the end of the great conquest, the great armies of the Khans began to slow their progress. Time had to be made to construct new fleets in the Mediterranean and the Baltics, and to make matters worse the density of Fortresses greatly amassed the closer the horde approached the Holy Roman Empire, some unknown and unchartered foreign Empire. With momentum decreased the horde could no longer annex the Germans without risking overextension, which given the size of the Empire was much too much to risk - much easier to diplomatically annex and chip away at the ailing Empire, at least until the Empire was consolidated and the silk roads united. With horde unity decreasing the great Khan decided to reform the Empire and do away with the old hordes and settle down across the land - ordering the construction of a great swathe of Fortresses across the conquered lands to ensure the lands of the West could pose absolutely no threat all across the entire Empire's restructuring. It would only take a few decades for the Mongols to develop cannons and reduce the Holy Roman Empire to dust - the Empire's days were numbered unless the French could come to their aid fast.
(http://i.imgur.com/Hj5pipa.png)
I'm thinking a second Knights hardcore run, but this time vs the Mongol Empire, based in Malta, not Rhodes - using the ET mod, not ironman vanilla. I'm not sure if the Mongolian Empire can physically be defeated in any meaningful sense of the term, but repelling them and pushing them into Asia should be within the realm of possibility, with perhaps the additional goal of cutting them off from Africa.
(http://i.imgur.com/HxkNUFV.jpg)
Ryukyu could also do, but they'd spend the game doing not much in particular. Interestingly when the Mongols smashed Andalusia, Portugal entered into a personal union with Spain - if the Iberians can stop the Mongols diplo-annexing Granada, all of Iberia could belong to one crown. I wonder if the French and Germans can hold off the Mongol Empire long enough for the Iberians and Britons to form colonial Empires capable of attaining victory? Will the Timbuktu Empire of West Africa potentially be the dark horse three hundred years later?
It goes without saying that it will not be an easy task, least of all because before saving I cheated to give the Empire an admin tech 260 years ahead of its time in order to give the Empire much-needed stability to not implode, so even the AI will have a hard time making the Empire collapse - with over 1,500,000 cavalry at its disposal, and a few tens of thousands of infantry. The Empire is Nestorian and reformed to a monarchy, and has both humanitarian and religious ideas so it'll only grow more stable as time goes on. The only issue I think the Empire will ever have is that there are so many provinces manually assigning estates is near impossible, which should be no issue for the AI :D
Norwegian exodus or big blue blob also seem appealing, but I'm not sure if I have the time for that, whilst operating clandestine pirate armadas is just as rewarding - I especially like unraveling giants by making them fall through a pin.
(http://i.imgur.com/gRiLapE.png)
Religions. I'll cheat the Mongols into gaining expansion ideas before switching to the Knights (I think given their aggressive expansion they've def. earned it). Hopefully everyone else will develop exploration ideas before everything becomes Mongols
First Knights mission:
Thus begins Mongolia Universalis
1. Extended Timeline, Genghis Khan's bookmark
2. About 8 hours just for the Mongols
3. Enough to turn EU4 into HOI2
(http://i.imgur.com/P817jVG.jpg)
MONGOLIA IS NOW
Back in January, I posted one of my runs - an Air game where I tried to conquer Africa. I wanted to try this again and see how much better I could do given the same amount of time (1729). This time I started as Songhai instead of Air.
Old Air campaign:
(http://i.imgur.com/T9z0sLb.jpg)
New Songhai campaign:
(http://i.imgur.com/sQpSiKA.jpg)
Its not exactly the same run (Different nation, different version, many more provinces in south Africa but territories exist), but its close enough for me to be happy about it. Getting better!
(http://i.imgur.com/UKYQUAe.jpg)
INFORM THE GRANDMASTER
SELL THE CHICKENS
WRITE A POLITE LETTER TO THE POPE
THE INFIDELS HAVE TAKEN JERUSALEM
BURN EVERYTHING
I tried to conquer China as the Chagatai. Not recommended! Here's as far as I got before the interest was so bad that I could no longer field an army:
(http://i.imgur.com/02Zc0xC.jpg)
I made a mistake and kept Yarkand (who now starts as Chagatai's vassal) around, thinking they might be useful as cannon fodder. Sadly the new AI makes vassals not dumb enough to kill themselves, but not smart enough to contribute in any meaningful way. They mostly just walked around or hid in their capital during wars. I forgot Yarkand holds a gold mine, so I was screwing myself out of the majority of my income by keeping them around.
Oh well, I think I'll just play manchu if I want to do this again. If you aren't Tengri the entire process is too much of a pain, and you do not ever have time to flip tengri because you need to be stocked up on manpower/money and going to war every single time your truces end.
Also rip my superstar 6/5/6 event heir Johan to the tribals. You tried.
I just got my first 6 pips general in my game as Morocco. Do I need to say that he curb stomped Mamluks and Mali/Songhai alliance?
(http://i.imgur.com/40xRkPJ.jpg)
EDIT: Everything is good right now.
Off-topic: What picture resolution is the best for this forum?
it still makes me cringe every time I try a mod and my Decisions list is full of the mods' options and manuals.
(https://i.imgur.com/kKwDIPp.png)
If you do decide to start making tweaks, use this thread for reference:
https://forum.paradoxplaza.com/forum/index.php?threads/list-of-effects-modifiers-scopes-triggers-and-localization-strings-oh-my.722090/ (https://forum.paradoxplaza.com/forum/index.php?threads/list-of-effects-modifiers-scopes-triggers-and-localization-strings-oh-my.722090/)
I wouldn't recommend the wiki. Nothing on it is information that isn't better found in the thread above or by using the vanilla files as examples.
The EU4 scripting language is designed mostly for exactly what you'd like to do, making tweaks to things that already exist. If you're finding little things that are irritating, I think you'll be surprised how easy it is to find them and change it, and since ironman now works with mods, there's really no reason not to besides achievements. You shouldn't change the vanilla files themselves though, you'll want to create a directory and .mod file in the "documents/paradox interactive" directory.
Was playing EU4 with the M&T mod. First thing I noticed was that with their autonomy system, I had to mod the tax penalty out as the AI simply didn't know how to play with the tax penalty. Upon removing it, the AI began behaving cleverly again (by EU4 standards).
After doing some Knights of Rhodes runs just to calibrate stuff, started off as England. Unlike in normal EU4, the communication times between London and France before you can start building roads everywhere causes severe autonomy issues, thus in order to maximize resources for the war effort all available lands were turned over to Aquitaine or Gascogne for administration. The English won the first few battles, staving off the French and carving a few chunks of France away into Aquitaine, however Paris was not taken. I was waiting for the crucial moment when the English would be able to field longbowmen, as that would rapidly shift the quality of armed forces away from the men at arms of France to the longbowmen of England. All the while this occurred I sought allies but found none, which was an issue as France found suitable allies in both Aragon and Castile, rendering them impervious to English initiated wars even at their weakest. Unable to do much but conquer some independent counts in the France region, England turned its attention towards integrating Scotland and Ireland into a British-isles superstate, anticipating that this would improve chances at securing the French throne (especially as it removed Scotland from the French coalition and added its troops to the English cause).
The next war went incredibly well, the longbowmen inflicting immense casualties on the French. There was just one issue; the English did not have enough resources to afford victory, especially as the Castilians were hammering the English alongside the French, and the Royal Navy was not of such a size that it could take both countries on at the same time. To avoid having to surrender with a Franco-Spanish invasion of Wessex and London, vassalage of Gascogne and some gold was forked over. As the French had lost some land and were hurting manpower wise, they accepted this peace. Gascogne was eventually attacked and its lands incorporated into Aquitaine, all the while the English navy expanded in size and scope, the Scottish and English nations growing closer and Ireland being assimilated by diplomacy, alliance and warfare. Things would go especially well once I secured an alliance with Portugal, Sweden and Naples - with Portugal and Naples providing very powerful counterbalances to the Mediterranean Iberian powers, whilst Sweden kept Norway pacified.
I was rather worried however, in the geographical difficulties faced by my predicament. Portugal and Naples were a fitting counterbalance, however my Aquitaine didn't have strategic depth; I could not surprise attack the French as their Fortresses were behind the hills and mountains surrounding Aquitaine, hill forts and mountains I needed to control to solidify Aquitaine's security as a sure thing. Without a secure Aquitaine, I simply would never be able to keep an army encamped around Paris long enough (as Castile and France would always be able to link up Forces in the time it would take to siege Paris), meaning France would ultimately be victorious.
Things would go horribly wrong when I declared war again, facing much the same problem again. It was simply far easier for the French to siege Aquitaine than it was for the English to siege their hillforts, and so the English were forced to abandon all their Norman cores & their gains in Aquitaine from the first successful quarter. I regathered my forces, amassing a large navy and army, building roads throughout Britain wherever possible and waited for the right time to strike France. The moment arrived when France got drawn into a Castilian-Aragonese war which bled it dry, after which it was struck by a plague. With the French King depleted of manpower and his provinces devastated by plague, that left only the French nobles and Aragon to contend with. The attack which could have secured Aquitaine or even Paris itself was about to commence, when the French gained control of the curia. My King was excommunicated by the Pope, forcing Naples to abandon their alliance with England. The French declared war with the aid of Burgundy and Aragon, my faith in the longbowmen was well-founded, but the superior resources of France was simply an insurmountable thing to beat.
(http://i.imgur.com/X0AfZOH.jpg)
This would mark the extent of England's French ambitions. Notice Aquitaine's geographical boundaries of mountains and rivers are all held by French or French allied nobles. I never lost faith in the superior combat ability of the longbowmen even after that, but after more failed wars, I had to contend with the fact that ultimate victory was impossible - I should have just tried sieging Paris generations ago. High chance of failure, yes, but it was the only chance of victory.
I realized then that I had fallen into the exact same overconfidence and beliefs as did the monarchs of the hundred years war and felt rather foolish, for repeating their mistakes and doing things like dying. This would lay the foundations of the future Anglo nation however - as the monarchy sold Calais and began departing from Aquitaine (looting it for all the gold it had before giving the immensely angry nobles independence). Looting Aquitaine and granting it independence was the only wise move I made in the whole hundred years war.
(http://i.imgur.com/mxREcHu.jpg)
Defending it was impossible, but by granting it independence it caused a war between Castile and France over which power would hold sway, causing both enemies of England to attack each other. In the aftermath of the war Castile lost Galicia, which promptly got diplomatically protected by Portugal, and Aquitaine lost pretty much all of her lands that wasn't protected by mountain forts.
(http://i.imgur.com/qz7bUM7.png)
Aquitaine became a city-state with 1 port and 1 fort, a vital English naval base from which to strike Castile and France, that England held on to for far longer than seemed possible. Excommunication in M&T is also far more brutal, lost all stability, got hit by a plague, isolated England diplomatically, killed any possible hope for a reconquest and permanently damaged Anglo-Papal relations. When the French set up their own anti-pope, England supported the Roman pope, then decided to forgo popes altogether and embrace the Calixtine heresy causing 3 generations of religious warfare (that turned into 4 when one King turned out to be a closet Catholic).
My one happy moment was getting revenge on Sweden for betraying our alliance - they got invaded by a Danish-Norwegian alliance. England wrecked Norway and Denmark, and as a result left the war having annexed Iceland. This still left Sweden on her own, and thus Sweden got partitioned between Denmark and Norway anyways. Interestingly, Silesians and England taking the Calixtine heresy seems to have slowed down the reformation considerably
(http://images.akamai.steamusercontent.com/ugc/108480551714681863/DCDFB87653992D687BCADA884F08D8E1AF1DD092/)
Man, those timmies are simply immortal. I already gave them two trouncings and they didn't explode.
This has been quite a funny run. TO slapped Poland around early game and if they got the PU over Lith they lost it. Then Hungary became a leading PU partner over Austria, I intervened but needed more than 100% warscore to break it, so I just forced them to liberate Transylvania instead and waited for it to fall apart on its own.
I love EU4, but hate the AI. Useless 99.99999% of the time, unless of course they're your enemy.
The other thing I wish they improved on with EU4 is the pretty much hardcoded nation focus. By that I mean, native americans do absolutely nothing for 200 years until europeans arrive then just die
and europeans (COUGH SPAIN) seem to beeline for the Americas no matter what
i literally had a game where we reduced spain to nothing but The Canarias (read: -1 economy) and they still beelined to america and now have colonies
it would be cool if the ai was more dynamic, like japan unites really early on so the AI takes exploration ideas and discovers america, or something idk
AI is dynamic. In one of my games as the Knights, I decisively broke Ottoman power and began conquering all of their fiefdoms and states. The weak Ottoman Empire allowed the Mamlukes to grow strong and become a great power and regional hegemon, during which they adopted exploration ideas and expanded through the Indian ocean to become a major international spice trader, sending Indonesian spice from their plantations up into the red sea through their Indian Sultanate allies. Once the Knights turned their attentions on the Mamlukes, attacked on two fronts by the Indonesians in SE Asia and the Knights in Egypt, the Mamlukes were effectively exiled to one fortress island in the Malayas, form which they founded an effective city state to colonize the Americas. By this point however most of the Americas was taken, but with great effort the Mamlukes sent their desert dwelling citizens to Alaska. No doubt extremely bitter at this turn of affairs, the Alaskan Mamlukes quickly grew rebellious against the Mamluke city-state, and with the aid of the Spanish plotted for independence, becoming the first independent colonial nation and the only Egyptian/Sunni colonial nation.
(http://i.imgur.com/zBKQmLW.jpg)
The Emperor of Trebizond started the Enlightenment. I conquered them just to see if that would speed up rate of adoption, but didn't seem to do much. RIP Trebizond
(http://i.imgur.com/hHjm5Lk.jpg)
Spain, Venice, the Papal State, Hungary-Austria, Cyprus and the Knights Hospitaller formed a super alliance, Mediterranean NATO
(http://i.imgur.com/xTofTF4.jpg)
The Byzantine Empire was finally destroyed in the late 17th century with the loss of hundreds of thousands of lives, where the Med NATO alliance went up against the rival alliance of France and Russia
(http://i.imgur.com/13TpbmJ.jpg)
Also hilarious is that Scotland nearly succeeded in destroying England. Cultural rebels undid the mighty Scottish conquest, however Scotland did remain powerful long enough for England and Scotland to create English Brazil and Scottish Brazil, which was eventually to include French Brazil. My absolute favourite though was that the Hungary-Austrian Empire formed. Not the Austro-Hungarian Empire, but the Hungary-Austrian Empire.
Austria inherited much lands and integrated many vassals in the early game HRE, and was shaping up to be an effective Emperor with mastery over the Empire, getting its first reform done in no time. Inheriting the lowlands, Austria gained a border with France, which was to be its undoing. Though France did not severely defeat Austria, the loss in prestige was enough to ensure that Austria fell under a personal union with the Magyar Hapsburgs. The entirety of the Austrian lands falling under the overlordship of Hungary completely killed all Imperial Authority and ensured the HRE would never unite ever again.
It's a pity, Hungary was 20 years away from integrating Austria when its PU was broken by a Franco-Commonwealth alliance.
embracement_speed = {
modifier = {
factor = 0.6
scale = yes
custom_trigger_tooltip = {
tooltip = tooltip_any_friendly_coast_border_province_has_embraced_printing_press
any_friendly_coast_border_province = {
printing_press = 100
}
}
}
modifier = {
factor = 0.2
scale = yes
potential = {
NOT = {
any_friendly_coast_border_province = {
printing_press = 100
}
}
}
custom_trigger_tooltip = {
tooltip = tooltip_any_neighbor_has_embraced_printing_press
any_neighbor_province = {
NOT = { owned_by = ROOT }
printing_press = 100
}
}
}
modifier = {
factor = 0.1
scale = yes
force_potential = yes # Hide the this modifier when potential is false
potential = {
has_dlc = "The Cossacks"
owner = { has_estate = estate_church }
}
custom_trigger_tooltip = {
tooltip = tooltip_printing_press_clergy
any_neighbor_province = {
printing_press = 100
}
owner = {
has_estate = estate_church
estate_loyalty = {
estate = estate_church
loyalty = 40
}
}
has_estate = estate_church
}
}
modifier = {
factor = 1
custom_trigger_tooltip = {
tooltip = tooltip_dip_tech15_capital
is_capital = yes
owner = {
dip_tech = 15
}
}
}
modifier = {
factor = 0.05
scale = yes
potential = {
continent = europe
}
custom_trigger_tooltip = {
tooltip = tooltip_development_20_capital
development = 20
is_capital = yes
continent = europe
}
}
modifier = {
factor = 2
potential = {
owner = {
religion_group = christian
}
}
custom_trigger_tooltip = {
tooltip = tooltip_owner_protestant
owner = {
OR = {
religion = protestant
religion = reformed
}
}
}
}
modifier = {
factor = 1
custom_trigger_tooltip = {
tooltip = tooltip_province_protestant
OR = {
religion = reformed
religion = protestant
}
}
}
modifier = {
factor = 5
scale = yes
potential = {
owner = {
is_colonial_nation = yes
}
}
custom_trigger_tooltip = {
tooltip = tooltip_colonial_overlord_printing_press
OR = {
has_port = yes
is_capital = yes
}
owner = {
is_colonial_nation = yes
overlord = { has_institution = printing_press }
}
}
}
modifier = {
factor = 2
scale = yes
potential = {
owner = {
has_institution = printing_press
}
}
custom_trigger_tooltip = {
tooltip = tooltip_printing_press_embraced
owner = {
has_institution = printing_press
}
}
}
}
To sum it up, you can either be protestant or wait for it to painfully spread out from your (European) capital (or dump thousands of ducats into it, which is incidentally the only way the AI ever gets poorly scripted institutions like this either).
Yes, Its very fun.
My game:
(https://forum.paradoxplaza.com/forum/index.php?attachments/1-png.271162/)
With only minor console shenanigans. way less then usual.
Just finished my first full grand campaign! England, 1444 to 1821, no DLC. Would post screenshots, but they all screwed up badly for some reason :v
In short:
Created Great Britain early on, surrendering Maine at the start of the game. Lost most of my French stuff in a bad war, but managed to capture Brittany somewhere down the line, half of which I held for the rest of the game, and managed to hang on to Calais the entire time. Narrowly averted the Wars of the Roses when I somehow managed to prematurely get a Lancaster on the throne.
Anyway, I became the dominant colonial power in Northeastern America. I established the Thirteen Colonies down to about Virginia and west to Michigan, took Newfoundland all the way out to the Northwest Territories, and established a small British Louisiana wedged between French and Spanish territories. Florida, somewhat unimpressively, colonized Florida and most of Louisiana, while Spain and Portugal divided up South America. Spain became the dominant colonial power in Western North America, colonizing straight up to Alaska. (The bastards even colonized just enough east to stop me from coloring the Northwest Territories red >:c) I also grabbed a couple of minor provinces here and there; the Society Islands, the little thing on the edge of the Kalahari, the one island east of the Falklands, and 3/4 of New Zealand (the Ottomans, who colonized Australia, took the northern tips of both islands.)
I conquered Norway and Denmark after the Kalmar Union dissolved. Norway had managed to colonize a little before it kicked the bucket, and later survived by becoming a vassal of Portugal. The tip of Florida remained New Norway for the rest of the game. I never managed to conquer Sweden, because they allied the Commonwealth early on and I couldn't amass a big enough army to fight them and didn't want to compromise my alliance with them. The Livonian Order survived surprisingly long, so I conquered that too. Later on, I somehow managed to conquer Flanders (don't remember how, I think it had something to do with piddly little Brabant getting elected Emperor and teaming up with Burgundy.)
In the 1700s I decided to head the other direction with colonization and vassalized then integrated the Maldives to use as a base from which to attack Asia. I also vassalized some little Indian nation, which later underwent a revolution and became a constitutional republic. We were good friends and they made sure we contributed when Portugal (which ate most of the Deccan territory) asked us to help kill Sind or Bengal.
Anyway, after that, I conquered Japan. It started with Kyushu and Shikoku, then we took on Honshu, conquering half of it in one war and the other half and Hokkaido in another. The whole thing was cored by the end of the game. Meanwhile, I also colonized Eastern Siberia, which was a bit amusing because the Japanese army's idea of getting back at me involved occupying the islands off the tip of Hokkaido and sitting there while I carpet-sieged Honshu.
Toward the end of the game, the Commonwealth got in a Europe-spanning megawar: England, Spain, Austria, and the Commonwealth against France and the Ottomans. The Commonwealth was pretty stronk this game and completely obliterated Russia, but Ottomans were (as you might expect) also quite stronk, painting the Arabian peninsula, Persia, eastern North Africa, a bit of Central Africa I never explored but could infer from the fuzzy edges, and the steppes straight up to Siberia a fine light-green color. The Commonwealth was stronker, though, partially because of their allies and partially because of Russia. The important thing in this war, however, was Spain, because in the peace deal they ate 80% of Aquitaine. This, along with a war against Brabant and Burgundy, weakened and distracted France so much that in 1815 I, with incomplete manpower reserves and a quarter of my army in Japan, attacked France and conquered Normandy, Caux, and Nantes from them.
Religion took a weird turn. Protestantism spawned in Germany and worked its way south, but Reformed also spawned in Germany and the two competed for breathing room while all the major powers (save Scandinavia) remained Catholic. Since I conquered Denmark and Norway, Sweden was the only remaining northern Protestant nation (and they were horrifically boxed in by the Commonwealth and myself.) Strictly Catholic Austria annexed a ton of German minors all the way up to Frisia, as well, meaning that by the end of the game Protestantism was more of a footnote than a religious revolution.
I ended the game lining both sides of the English Channel, getting revenge for the Danelaw and 1066, overlord of modern-day Estonia and Latvia, oppressing Native Americans from New York to Nunavut, sending Britons to the some of the most extreme locations on the Earth, and telling Japan of Jesus and the Pope. I had over 15,000 ducats in the treasury and had bested my arch-nemesis multiple times in a row. My total score was 3rd place, behind only the Ottomans and Ming, and neck-and-neck with the former (their score seriously suffered during the Great War, to the point that they only beat me by 100 points.)
I'm proud of myself. I know that England is a pretty easy nation, and that this was nothing compared to the guys who restore the Roman Empire or conquer the world as Ryukyu, but this was my first time playing a Paradox game straight through from the start to the end, and on Ironman to boot.
I think I'll do a Ming game next. I'd previously feared that I'd get screwed over if I tried playing them without Common Sense, but after this game, I think I'll be alright--by the time I conquered Japan, they'd caught up to me in full in terms of technology, and remained sedentary seemingly out of the AI's thickheadedness rather than out of legitimate paralyzation.
So I'm trying MEIOU and taxes (picking Roman Territories because rebuilding the Roman Empire seems awesome) and am realizing that vassals are a real pain in the ass now. I started with 5 vassal and it seems that even with the policy that (slowly) increases centralization, I would have to wait literal centuries to annex these 1-2 province nations. What gives? Am I missing something? It seems like it would be easier to just cut vassalization and annex them militarily.
A few things, first centralization increases it quite a bit, second their are multiple policies you can take that greatly speed up time time it takes, third once you get time time down you can negotiate a tighter bond and speed it up a decade at a time. this stuff should be listed under the vassal interaction decision.
Well it's taken several years for centralization to go up to 2, and so far I'm not seeing a big change in integration (maybe down to 815 years from 820 years) So it seems like it will take decades just to get the chance to begin annexation, which in turn will take a while. Second, I don't see the policies. Nothing states that it will speed up integration (just to clarify, this is not the part what I annex, but rather the time I need to wait before I can start the annexation process). Maybe I can get them later but it's sort of pointless when you have 5 vassals dragging your diplo points down. Third, I've tried getting a tighter bond but it failed. I don't get what you mean by "time down".
(https://i.imgur.com/8wwhkVW.jpg)
(http://i.imgur.com/OFGbF2b.jpg)
And then you just walk in and take them all, securing all of the Balkans in your swag popemobile at the staggering cost of like 210 mil points and 0 casualties
suk maa diiiik im the pope suk ma dik suk ma dik remove hapsbourg REMOVE HAPSBOURG you are worst hapsbourg YOU LIVE IN A DITCH and probably sleep with sister
*EDIT
(http://i.imgur.com/7CCRQB2.jpg)
And then after most of Austria's allies got eliminated by Papal white coats, after Bohemia decided to launch their own war to cleanse Austria of heresy - Russia joined in to boost the Papal war to 1,000,000 soldiers strong. rip hapsbourg
Sweden however does not care. The Swedes can stare down the swords of a million souls and fear not the coming storm, nor fear to walk amongst the innumerable dead. The Swede shall not ask whether honour matters or whether their cause was just, they shall simply carry on when everything is already lost, for the Swede must fear nothing but Finngolians and mildly hot weather
*EDIT
With the hapsbourgs assimilated in short order, the rest of the HRE crumbled in rapid succession - their great protector annihilated and annexed. With prince after prince falling to the livid Papacy, the last remaining elector of the Netherlands turned to the only Catholic ruler left who had managed to successfully resist the Pope.
(http://i.imgur.com/X8hxyx5.jpg)
GIGA-SWEDEN
I'm doing a Netherlands game, and I'm at the very tail end of it. I took all the economic and money ideas possible and colonized the shit out of South and Central Africa (among other places.) Basically everywhere between the Horn of Africa and the Cape of Good Hope is my domain.
My trade power is so insanely high right now that I control the world slave trade despite having outlawed slavery.
All that means is you need to go freedom the slave producing pops in order to liberate their ivory production pops
*EDIT
(http://i.imgur.com/wdYwIBp.jpg)
Kyoto has fallen
The world is now pope
In retrospect, the Papal state has ridiculous potential. When you get humanist, influence, diplomatic and espionage ideas you can keep expanding forever with never a single coalition forming in sight. You can tear the heart out of an Empire and that Empire won't hold it against you because they feel the pope is justified in doing so, and if they're disgruntled it takes less then half a decade for them to forget their grievances. The better relations from Pope prestige and stacked with all the other ideas makes you so diplomatically potent you can break truces with the HRE and expand into all of them at the same time and they still won't coalition you! And needless to say, humanist religious Pope makes stability IRONCLAD, and if you delay the reformation you can excommunicate and conquer Catholics with ease. With high morale troops and some of the highest discipline in the game, Pope troops have few real rivals once they secure the rich Italian provinces
Papal State keeps conquering Italy in my games. I don't remember it wiping the floor with the city-states before but it's been unsettling how consistent they've been.
I think the real deciding factor is what happens in Provence; if the Pope takes it over and manages to maintain an alliance with France or Spain, it gradually snowballs its hold over Genoan and Venetian trade (which subsequently results in it slowly blobbing Italy). If it doesn't, then it usually gets rekt by a Tuscany or Milan. I don't see what else could be causing a consistent Pope conquest though
Which reminds me: this is a bit unrelated, but the mechanics in place to prod colonies into declaring independence really need to be harsher. I have not once in my entire life seen any colonial nation become independent. Perhaps there could be a tariff floor, or a gradually increasing flat liberty desire bonus for all colonies? It's bizarre that the game goes to extensive lengths to force various historical things to happen, but apparently forgets that 1/3 of the world's inhabited continents are today occupied mostly by colonies that won independence in this period.
Cossacks DLC adds 'agitate for liberty' espionage, which adds a whopping 25% liberty desire. Things like low trust, high mercantilism and high tariffs all also significantly increase liberty desire - but the most important thing of all is force limit, war exhaustion and the 50% threshold. The more colonies a nation has the more vulnerable they are to force limit, war exhaustion and the 50% threshold completely fucking them up. Say you've got your AI Spanish Empire which has lucked out and done really well, as as a result it holds: the Burgundian Inheritance, Naples, Sardinia-Corsica, a load of Indonesia & the Philippines, and in the Americas it's got La Plata, Peru, Colombia, Caribbean, Mexico, Florida and Colombia. Keeping liberty desire in the colonies was easy for AI Spain in the early game, but as the 7 colonial republics develop and increase their force limits, they begin to increase in liberty desire relative to Spain. Individually they remain no match for their Imperial Overlord, and so the status quo remains stable.
Let's say however that Spain gets involved in a serious conflict; the low countries revolt, France does Spain a stackwipe, a religious league war forms - and suddenly a few of those colonial nations have armies (untouched by european wars) that match Spain's force limit. Instantly they break the 50% threshold and form alliances with one another. Once this great war ends and Spain rebuilds her forces, the colonial nations will not go back down below 50%, as they are now calculating the strength of their alliance vs Spain instead of the strength of themselves individually vs Spain. The alliance will grow spreading to most all the Colonial Republics and any Spanish rivals until Spain is overwhelmed before the wars for independence have even begun. This happens pretty consistently in my games where the Spanish or Portuguese usually get rekt after just one bad war triggers all of their subjects into rebellion
Speaking of vassal management, I managed to become the #1 world power with just these islands
(https://i.imgur.com/eHIp1pA.png)
[Admittedly at the end date I got knocked down to #2 by a Franco-Aragonese Union, but that's just poor luck for you].
(https://i.imgur.com/rZgPUNI.png)
And these were my league of super friends. I think this was one of the most fun Knights Hospitaller runs I've done yet
Don't contest the Ottomans in the early game through war when you share a land border with them. Their limitless reserve of manpower and their superior units means that victory is unlikely, and if you are capable of capturing victory - it's one where you could've better spent your manpower taking over the Vienna, Ragusan and Venetian trade nodes.
(https://i.imgur.com/huhtNfz.png)
Look at this chart I made, showing the units for east tech and anatolia tech from 5-28. Green is anatolia, red is east. Now this is all pretty meaningless on its own so let me be helpful and shit by CONTEXTUALIZING DATA WITH INTENSE FURY.
From the early 1444 start of the game, the East tech people are rectally savaged by the superiority of the Ottoman Empire. Unfortunately, this includes the noble magyar savages that reside within the Carpathian walled plains known as HUNGRY. For one must only ever shout Hungary to the point where it is indistinguishable from hunger. Helps get in the mindset of a magyar commander eager to reverse Hapsburg all over Europe.
Ottomans and Hungary both start at mil tech 3, however the Ottomans start with a hard-coded ruler who is very young and with very high stats, so they will likely begin to rule ahead in the early game. Even if they didn't, their inexhaustible wells of manpower, their high morale and discipline would make an early attempt at invading the Ottomans highly inadvisable. If you are invaded by the Ottomans you are being punished by God for not securing an alliance with a big country.
Countries like the Venetians, Genoese and even the Knights of Rhodes can afford to early war the Ottomans by trolling them with ridiculously oversized fleets, because at sea the Ottoman armies count for shit. But you are noble magyar, you possess a large land border and a small navy. Early war is almost suicide. Oh yeah, and did I mention the Ottoman leader (who will have more mil points than you, guaranteed) also gets a decision to boost infantry combat for 20 years by 10%? And that the Ottomans start with +5% discipline, and that any difference in mil-tech will make winning a single battle impossible? Yeah, just don't think about it. If you can diplomatically slow down the Ottomans without risking battle, go for it. If not, focus on expanding Hungary's power base.
So at mil tech 9 we see the Ottomans make some real headway by unlocking the Janissary. The Janissary is scary, he IS NOT YOUR FRIEND. Unless you are kebab in which case Janissary IS YOUR FRIEND. The humble backbone of the Ottoman army, what makes him really scary is that he has an offensive fire pip and his offensive morale capabilities are superior to your equivalent, the humble pikeman. This means that effectively for 90 tech years from the start of the game fighting the Ottomans on land is suicide or at best, more damaging to you than them. In the fire phase all of their infantry will be doing damage to your lines and worst of all, causing morale damage - coupled with the Ottomans' high morale, any Hungarian combat line will struggle to not break before the shock phase has begun, and will break when the shock phase has begun. As the Ottomans will always outnumber the Hungarians in this period, the Ottomans will unquestionably dominate any battles, and as early game battles contribute significantly to warscore, will result in Hungary getting partitioned fairly soon. The story is much the same for cavalry, with Eastern Cavalry being certainly better than their infantry (and you should love your cavalry as Hungary), but again, for the first 100 years from the start of the campaign your cavalry will still be inferior to the Ottomans' and not enough to maintain parity with their Janissaries, so even if you go 50/50 inf cav you won't beat the Ottomans.
At mil tech 14-15 Hungary opens a window to a wonderful world of opportunity. At this point in the game, Hungary's infantry have fire pips, and most importantly have the morale and fire defence needed to weather the Ottoman infantry's gun-line. This means that in the fire phase the Hungarian infantry will not break, soaking up the fire to allow the most glorious Eastern Hussar to swoop in the shock phase and fuck all their shit up - with the Ottoman infantry backbone having terrible shock defence. Furthermore, up until now the Ottomans have had an advantage in troops with better morale and better discipline. Yet by this point you'll be around admin 14, unlocking 4 idea groups and you will definitely have unlocked your national idea: FOUND THE BLACK LEGION. This metal sounding group of fuckers are Hungary's professional standing army, and they give your dudes +5% discipline, which allows your dudes to match the Ottoman's starting +5% discipline. If you pick your national ideas well, you could even exceed the Ottomans in terms of unit bonuses, but more on that later.
At mil tech 19 the Ottoman army reforms its infantry and cavalry and they become more competitive, but honestly you can still keep attacking them if you think the situation is advantageous. Just expect the fight to be about even, as the Ottoman reformed Janissaries and Cavalry are more able to resist the shock phase of your Eastern Hussars (but are still inferior to your Saxon Infantry. Thus if you are already at mil tech 19, and they are at mil tech 19, go for it. If you are at 18 and they 19, do not start battle until you get mil tech 19). From this point onwards time is clearly on your side, because you can get to mil tech 22 and unlock THE GLORY OF THE WINGED HUSSAR.
In the fire phase the winged hussar looks cool and doesn't do anything, so you want your Saxon infantry to look steely and take all the hits until the shock phase arrives. At that point CAVALRY LANCES GUIDED BY GOD annihilate anything in their path down to the atomic level. Mil tech 22 is a magical time. Be sure to have fun in that time. You might want to wait til mil tech 23 to reform your infantry to better units but if you're spamming WINGED HUSSARS it doesn't really matter that much.
Then of course by the time you start getting to late game units you can start beefing up on infantry and the Ottomans shouldn't really be able to stop you from simply sweeping them away. East tech infantry blobs and Cossack nomad trolls will outperform Ottomans and make a mockery of their endless wells of manpower by killing their endless wells of manpower to death.
The 1337 Magyar strategy:
From mil tech 3 to mil tech 13, your job as Hungary is simple. Secure alliances with countries that have really fucking big armies. Doesn't matter if it's a horde of Russian peasants armed with spoons and the realities of serfdom, if there's lots of them the Ottomans will think twice about attacking you and will instead attack diplomatically isolated Persians or Ethiopians. The Persians or Ethiopians despite their inferior armies will cause serious delays in the Ottomans by virtue of all their provinces being full of fuck tons of mountains. Secondly, you are to maintain mil tech parity with the Ottoman Empire at all times. This is just in case you actually end up in battle with the Ottomans - in the early game, with an allied blob of peasants, it is still possible to win enough battles to trigger a white peace. If you are a single mil tech behind the Ottomans however, the difference in the tactics value will mean you will lose no matter what. If you end up getting invaded by the Ottomans between tech 3 to tech 13, then you should avoid battle wherever possible with any meaningful Ottoman army, striking their isolated units and letting the Ottomans siege you down. Do not even move a single unit into their territory. Accept that you've lost the war, but you need to make the Ottomans lose time, and if the Ottomans take much land then the resulting truce will be even longer.
Always remember too:
Your provinces are not very good. Losing some if it means surviving to retake them later is good. Historically the Hungarian-Ottoman border was very fluid, do not forget this.
During all of this time you need not be idle, and you really shouldn't be idle, though sitting comfy at home and developing your provinces is a legit strategy. If you don't want to go that route, invading Venice is a good idea. Ally with Austria and invade Venice, being sure to be the one who starts the war and the one who ultimately takes over the most valuable city of Venice and their bordering province in Dalmatia. Leave Ragusa alone, it's not worth waging war with the Ottomans over it. Once you've taken over Venice, move your trade capital to Venice and use your merchants to steer your Hungarian goods into it. If you have any more merchants it's usually best to use caravan power to bring in Polish and Ukrainian goods rather than expand into Alexandria, as doing so requires building a navy which diverts precious funds which could be spent on fortresses, province upgrades and cavalry. Whether you keep the Austrian alliance when you've conquered Venice is up to you, if you can replace them with another ally that's great as it allows you to connect your Italian holdings by land to Hungary, if not it's no big deal.
During all of this time I recommend picking in order: Innovative ideas, Economic ideas, Aristocratic ideas & Quality ideas.
Innovative at the start will make all your tech costs cheaper, Economic will make you richer, lower all your admin tech costs further (it's worth mentioning that all ideas reduce the tech cost in their respective field, so adm ideas reduce adm tech cost, mil ideas reduce mil tech costs). Aristocratic reduces mil tech costs, reduces the cost of your cavalry and increases your cavalry combat ability - it's a perfect match. Also, you don't want to miss out on the early mil tech morale, which is why aristocratic comes after innovative and economic. Never pick a mil idea group first unless it's maritime and you're Knights or Hormuz. Even then you probably shouldn't. Anyways I digress, quality comes fourth - once more increasing cavalry combat ability and also increasing discipline. By this point Hungary's national ideas will have neutralize Ottoman idea discipline and cavalry combat ability (but not their infantry, and also not the discipline bonuses they get for bolstering the Janissary corps, and certainly not enough to threaten Ottoman manpower/economy). By this point, Hungary is fairly safe and can start playing regional hegemon with the Italians, Germans and Eastern Europeans. Leave the French alone though. But yeah no, at this point with all these ideas you've got +40% cavalry combat ability. If you pick espionage (espionage is pretty terrible, but in this case it may be worth considering) that opens up the noble loyalty act, a policy which will allow you to jump that +40% to +60% cavalry combat ability!!! That, and you can cause the Ottomans some headaches by sowing discord with spies and shit. But eh... Covert stuff is more a nuisance than a threat in this game.
Anyways, your secondary goal in this time should be keeping the Ottomans peacefully at bay as the strong-looking bulwark as Christendom that doesn't really war with the Ottomans. For this reason it's best to pick an ally like Austria or France who don't border the Ottomans and won't drag you into a war you can't survive or thrive in. I say this is a secondary goal because it's not that important really. You may be worried that by allowing the Ottomans to expand you'll have a greater problem in future, which is true, but there's also the law of diminishing returns at play. The Ottomans conquering their way to ancient Babylon and Aksum doesn't help them nearly as much as you conquering the Vienna and Venice trade nodes. And if you get more, if you even become Emperor? Oh dear, how moisturizing. If you don't become Emperor? Then the change that should occur will still be the same: You will have become the deadly Magyar butterfly, hatching from its cocoon. The Ottomans on the other hand will still be dangerous to you, yet despite becoming more powerful, are less dangerous to you.
At mil-tech 14-15, your cavalry guided by GOD should be rolling around Europe expanding in all directions, generally just scaring everyone who looks at you funny. You must remind them of glorious magyar heritage like you are playing CK2. Invade everything valuable that is weaker or equal in strength to you, leaving yourself only constrained by imagination and aggressive expansion. If you do decide to wage war upon the Ottomans, have two armies at the ready. One will accept allied armies to attach (this is important so allies don't retardedly leroy jenkins into Ottoman gunfire), the other contains your unlimited Hussar hordes. Allow the Ottomans to invade and lay siege to your mountain fortresses, then attack the Ottoman armies - with a mountain penalty, they will struggle to be victorious even with their sizeable combat bonuses and commanders. Keep doing this until the Ottomans start suffering from clinical depression and peace out favourably, don't worry if you can't take over their Balkan or Greece land, what's more important is that you drain their treasury and keep driving up inflation and making them take loans. The goal is to ruin their economy. Reminder: A bankrupt nation, no matter how good their ideas, is one that cannot defend itself at all. I'm serious - their morale is so low that if you sent one drunk leper to fight their army, their army runs away.
By the time you start reaching mil tech 23, the picture should be very sexy for a liberation of Christendom with your flurry of roided up horses. This is because the Ottoman rulers who were intelligent as fuck will be pretty mediocre on average by now, which will be the same as your dudes. But by picking innovative ideas you should be picking up an edge, possibly even arriving at mil techs early and putting the Ottomans at a severe military disadvantage before you factor in ideas. If the Ottomans are hit by the Janissary decadence disaster, even better - they'll be at a 25% mil tech disadvantage. Also, you better have been keeping all institutions up fam. Always remember if a nasty institution like colonialism is hard to come by you can just develop one province until it has that institution. Doing this is usually always worth the monarch points, and because you have economic ideas you'll save a lot of points. Before you do this however, make sure you go to the states edict UI in the province overview and select the development edict, this will save you a further 10% on monarch points.
Honestly at this point you can take whatever ideas you want. Religious and humanists are not really needed since Hungary has a special idea which gives no negative bonuses for religious intolerance, so they can conquer heretic and heathen provinces with impunity and pretty much ignore much of the reformation in their own country. Whether they remain Catholic or convert to one of the other Christian sects doesn't really make a difference, since they're all pretty good fits for Hungary. If you somehow manage to convert to Tengri, good job, you made Hungarian cavalry even more powerful and Tengri is pleased. Religious is nice though in that it'll allow you to better keep religious unity up and give you a very good CB to attack anyone of a different religion to you, and this shouldn't necessarily be ignored. Humanist reduces idea costs and aggressive expansion, and can be really powerful to reducing AE with diplomatic, influence and espionage ideas. Once you've started pushing into the Constantinople trade node the Ottoman Empire is pretty much done for. Until you're strong enough to do so however, it's pretty easy from your trade node of Venice to just send loads of light ships to protect trade in Constantinople, diverting the great wealth the Ottomans have brought to Constantinople courteously into your coffers.
If you're still threatened by the Ottomans by the time you get to Winged Hussars, then your time to break their back is at hand. If you're the hegemon of the Eastern world, then do as you will. Hungary is in a prime position to expand anywhere it wants, into the Russian Empire, into East Africa, into Persia and then India - its cavalry will be a fearsome shock to all.
*EDIT
On a last note, diplomatically blocking the Ottomans in Europe and making them attack Persia may seem horrifying at first, but it's the best case scenario. Sure the Ottomans gain lots of base tax and bring in lots of trade revenue from silk to Constantinople, but that also brings silk money to Venice :]
Moreover, Persia generates some really pretty rebel stacks. Really, really pretty rebel stacks. All the better if the state of Persia itself survives Persia proper being annexed. OH BOY THE REBEL STACKS NEVER END
No, I mean, the idea that you should fight Austria first because you don't want to fight Ottomans yet is completely bananas.
???
You don't fight Austria first, you fight Venice first with Austrian help. You probably could invade the Austrians first but it's a riskier affair and not as cheap and profitable as invading Venice.
Austria is going to have many more and useful allies; Ottomans will have few if any. When you're stuck between two larger powers (like Austria/PLC and Ottomans) the obvious thing to do is make them fight each other at the expense of the strongest. You should absolutely fight Ottomans and shouldn't have any trouble getting Constantinople in the second war, probably pre-1480s.
That's great if you can, but if you can't then my strat wins over the Ottomans with Hungary sola. What's more the Ottomans simply don't need allies at all to make war a poor life choice pre-mil tech 14, and that's assuming they are without allies - they usually don't have trouble finding allies in France, especially if they mutually rival Austria. Austria by comparison shares the Vienna trade node with Hungary, has really shit strategic depth, and it's incredibly easy to ally with the French or Bohemians to partition Austria with ease at the early game.
I did Dracula's Revenge as Wallachia; it would be a thousand times easier to do the same thing but as Hungary.
(https://i.imgur.com/nbjenZl.png)
Attacking the Ottomans through land warfare early game results in bad times most times. Attacking their economy, attacking by sea, all these things are good for me :]
You keep bringing up these mechanics and strategies that apply to halfway through a playthrough. We are talking about pre-1500 here. Idea groups don't even come into play yet.
Of course they do, a strategy is a plan which achieves a long-term goal, it is not a short plan of action. Taking over the Wien, Venice and Ragusa trade nodes gives you an easy selection of states throughout Italy and the Balkans that offer great riches with little resistance, and Austria herself can be a juicy target before mil tech 14, and if you can't take on Austria you can still take over the Vienna trade node or expand east/northwards. By contrast there isn't a good reason to go attack the Ottomans pre-1500 after the truce ends, and if you look closely you'll see the mechanics and strategies I have said are all on a timeline. What this means is that they create windows which are not dependent upon the actions of the Ottomans or allies, but will inevitably happen. You don't pick innovative at the start to benefit immediately, the benefits manifest after 1500 for example. Likewise I don't understand why you'd want to attack the Ottomans when the power discrepancy between you is largest. Pre-1500 the Ottomans have more development, more income, more discipline, higher morale, a better leader, better military leaders, better infantry, better cavalry, better infantry combat ability, vastly more manpower, galleys and Forts on the Bosphorous. Thus the strategy is not to attack the Ottomans when you are weak and they strong, but to attack when you are strong and they are weak. How do you become strong? With this strategy. This is what separates the proposal of having the Ottomans fight the Austrians from the strategy of making Hungary so strong that random chance cannot stop Hungary's victory; the former is an opportunity which may arise, or never arise, the latter will occur.
Hallo,I'm actually doing quite good at the moment. Managed to secure an alliance with the Mamluks, which ensures I will basically always have local superiority over the Ottomans, basically took all the balkans back with only greece proper left to the big green blob.
My long-term strategy is actually one of attrition. I don't really like doing the whole world domination thing. I'm more focused on making hungary/the balkans an absolute nightmare for countries to invade. At the most, I imagine I won't take much more than austria for its gold and venice for the node.
Yeah you're safe by this point. Maybe colonize Australia for banter's sake
What's your experience with attrition? For the most part I've found attrition strats to be pretty meh with big blobs like France, Ottomans and Russians, but great fun against high discipline-low depth countries like Prussia and the Italians. My most recent fun was when I metagamed as fuck a broken custom nation OPM in Persia, as a little Hindu state of Mazandaran.
With the Defensive Edict, taking only Mountain provinces, maxing out on Defensive ideas and policies, I managed to get just under 130% Fort Defense on every single province I had. That I took quantity and maxed out attrition made it even funnier for anything that dared to invade.
(https://i.imgur.com/AO9KtoG.jpg)
It gets hilarious when you consider defensive bonuses also apply to land you occupy, so even if you're outnumbered 5 to 1 occupying their land while they die from attrition in yours is a viable strat
Starting games with The Knights is probably going to be a fair bit harder next patch, so enjoy it while you can! Back in 2015 Paradox introduced a bug that completely stopped the AI from declaring war over a sea zone, so nations like The Knights/Cyprus/Maldives or even a united GB/Japan/Madagascar have complete diplomatic immunity currently. Having the Ottomans and Mamluks breathing down your neck could make things a fair bit more hairy, especially now that sailors stop you from spamming unholy amounts of galleys.
Still doesn't stop you from DOW with no CB into Africa, taking the requisite cores to get you within range of Arguin, then doing a Knights Exodus to become PIRATES OF THE CARIBBEAN. And then you take over the new world to begin your reconquest of Jerusalem. That said, One Province Islands will probably still be invincible in the early game when in the player's hands.
(https://i.imgur.com/RKoGklD.png)
After 4 years of constant attacks on Rhodes, with full naval superiority, the Ottomans failed to even land. Without a strait crossing or direct land bridge, assuming the OPI doesn't have naval superiority, the Ottomans don't stand a chance unless they've got a mil tech advantage, which of course the player wouldn't let happen.
Is sailor an issue for anyone? It always seems to me that naval forcelimit is much more significant.
I've only ever had it happen in my Genoa or Knights games where your forcelimit far exceeds the sailors you can provide from your little and few provinces :[
Otherwise yeah any mainland power shouldn't have an issue
(https://i.imgur.com/NFyPIF6.png)
My North Sea Norse run. The Norse Empire stretches from Scandinavia to the British Isles and Greenland beyond, far West to the island of Bermuda and down south to the Falklands, farther into the Pacific and out into Norse Zealand. It is a mighty Empire, the Empire of Oldfoundland!
I started out in Canada with a joke custom nation of Atlantean Vikings, swiftly absorbing all of North and South America's coasts, when I realized with some hilarity upon settling the West African coast that animists and fetishists were treated as Norse pagan heretics - not a heathen religion. As such, the religious war cb allowed the option of converting West African princes to Norseness... Which of course, was too irresistible a chance to refuse.
(https://i.imgur.com/6C1cBKD.png)
I did my best to create powerful African trade Empires, then upon ensuring their territorial integrity, set them loose upon the continent. This had the lovely benefit of creating numerous friendly nations that would allow my troops access to Africa but refuse the Christians, and even better - block all their attempts at colonizing Eastwards, resulting in Portugal getting so Poortugal, it was once nearly wholly annexed by Morocco. Poortugal was reduced down to Lisboa and would've suffered further had the African Norse not united to repel the Moroccan expedition in West Africa. Spain never founded a single colony. For that matter, almost no colonial powers existed, to the point where the principle settlers of the East Indies were the Indonesian princes (helpfully converted to Norse paganism) and the Russians.
Oldfoundland was originally an OPM in Canada, yet the ultimate goal was to reclaim the Danelaw. Naturally this meant evicting the Catholics, which the locals seemed to oppose rather vehemently. The result was to be the great clashing of Atlantean and European civilization:
(https://i.imgur.com/QY7kay1.png)
For whom the only true winner was the Ottoman Empire, annexing the entirety of Austria and Hungary amidst the great war. Thereafter the Norse moved their capital to Yorkshire, provoking a great controversy and uproar back home in the Americas, with the American Atlanteans protesting that the government had forgotten their ways, protesting to such an extent that the American nations erupted into outright rebellion. Before long warlords seized control of their own private Republics, and central authority over the two continents would be shattered forever more, replaced by the great scheming game between the various alliances of such arcane nations as Republican Mexico and the Canadian Empire. Amidst all of this the Government of Oldfoundland quietly divided the British realms into smaller realms, and quietly annexed those - until such time as it could set its sights upon the realms of Denmark and Russia. Thereafter it settled Norse Zealand, and with the aid of Norse African allies, spread the good word of Odin into the interior of Africa, or confounded the politics of the Christians with a good rabble rousing round of invasion.
(https://i.imgur.com/2ts0l2m.png)
With the aid of Burgundy, I managed to defeat the French as England and win the hundred years war - taking Paris and forming a personal union with France. Once I managed to win the loyalty of France, I was effectively free to bully all of Europe, stealing their colonies and such - but my main goal after the hundred years war was to bully the Scandinavians. Bullied Denmark to steal all of the Norwegian islands in the North Sea, took control of the Sound Toll and began nicking all their Baltic Islands. By stealing all their Baltic Islands my fleets of trade ships with maritime, naval and English ideas dominated Baltic trade, allowing me to then invade Novgorod, stunting Muscovite expansion, taking over key trade ports in the Baltic and White Sea. Then, maxing out on merchants, I turned all of Russia into my giant informal trade Empire, my caravans seizing all of their trade power and bringing it to the North and Baltic Seas, both dominated by me. I didn't bother expanding or fighting militarily at this point, content to just peacefully spread protestantism and send loads of money to the Portuguese and Burgundians for having been such faithful allies in the early-years. Both Burgundy and Portugal became great powers as a result. The Livonian Order willingly joined me, being diplo-annexed, but not before the Grandmaster converted the order to a protestant one. Thereafter the great Franco-British Union peacefully traded the ever loving shit out of the North Atlantic, South Atlantic, North Sea, English Channel, Baltic and White Seas, flooding all the German and Russian markets with merchant caravans who could steal delicious trade without ever having to fire a single bullet.
Then some interesting things happen.
Austria inherits Hungary.
Spain inherits Austria.
Heck. I just missed completing The Third Way (start Ibadi, convert all Sunni and Shia provinces) by ~3 years.
(https://i.imgur.com/QLo3MsQ.jpg)
One Sunni province remained in Yeren and one of Ming's provinces got an event and flipped to Sunni. My biggest mistake was not forming Mughals or Persia, but there were a lot of things I could of done before I realized how hard this was going to be. For some reason I thought I just had to wipe every Sunni nation out. Woops.
So, the Japan patch added some nifty countries in the Philippines:
(https://i.imgur.com/WyaaIqi.png)
There's three big players, Tondo, Madyas, and Maguindanao. Then there's Pangasinan, Maynila, Cebu, and Butuan, OPMs. Of the lot, there's some religious diversity: Pangasinan is Mahayana Buddhist, and Maguindanao and Maynila are Animist. Everyone else is Hindu.
Tondo, Pangasinan, and Maynila share ideas, which have a running theme of maritime support and economic boosts. Cebu's ideas focus it on political stability, Madyas is really navy focused, Maguindanao has ideas that mainly improve its economy with a military-boost on the side, and Butuan has diplomacy and trade focus (with much-coveted additional merchant, diplomat, relations slot, and relations point.) Personally, I like Maguindanao and Butuan's ideas, but none of them are really bad IMO, and given the Philippines' position, Madyas arguably has pretty good ideas.
On the topic of Madyas, there's something else interesting about them: they're an oligarchic republic. I'm not experienced enough to really comment on how good or bad this is, strictly speaking, although I'm told that absolutism is crucial to the metagame these days. It would definitely be an interesting game.
I'm currently having a pretty decent game as Maguindanao. Things would be going pretty smoothly if Borneo didn't threaten to intervene against me. If nothing else, a huge navy is the key to success here. If you have the biggest navy, you can lock down the sea and keep everyone off your islands.
Got a run as Tunis going and it was an interesting tallish sort of run. Was able to secure an alliance with the Ottomans early on, but I wasn't really able to expand in the Maghreb at all on account of distant wars malus and a surprisingly strong 15th century Morocco that had conquered all but the northern most portuguese provinces. My gains were limited to the Mediterranean islands (and not even Sicily at that) and the 3 provinces of Djerid. With European AE and the pope calling crusades against me, I decided to strike out for the new world. With the threat of the Ottomans (and my little bite sized allies that I'd never be able to diplomatically vassal grr), I basically sent my entire army over seas and was able to secure Brazil and Mexico with the sword (and surprisingly decent colonial nations, my Tunisian Brazil was able to drive the Portuguese off by themselves). Add in a spell of weak legitimacy, terrible rulers and low manpower and the early game was kinda frustrating outside of the colonial game.
In the late 16th century the situation finally opened up for some north African aggression as a lack of league war in europe (France is the emperor haha) meant that Castile and Portugal were able to marshal their forces, so Morocco finally lost its Iberian holdings and most of the Atlantic coast. With Berber hostile core creation being such a pain I opted to split the the Berbers between Moroccan and Touggartian Marches, but I'm pretty sure the 17th century opened with me at less than 200 development and maybe a 40 unit force limit, but totally filthy rich from colonies, with Lousiana, Eastern USA, Caribbean and California all adding their small bit along with my gigantic brazilian and Mexican holdings. I'm pretty sure both Al-Brazila and Al-Azteca (those suck, but Allahfornia and Al-Alabama I stand by) actually eclipsed me in development for a time.
With Europe playing mostly hugbox and looking huge, and only the occasional Italian war to spend their manpower, even the ottomans were kicked out of Bulgaria while they were expanding into Egypt. The worst part was realizing I actually didn't have much opportunity to raise absolutism, so Tunisia set its sights south. Did a fair bit of blobbing, but nearing an empire and figured I'd share because the border gore is pretty nice. And I spawned the Enlightement in Yao, which I found pretty funny.
(https://steamuserimages-a.akamaihd.net/ugc/913539890290496782/C68BA18BEBAFD5DD526DFC2E6C9C169DEA4B5420/)
Yeah, it's not pretty, but now it's at least pretty stronk. Also, fun fact, Russia is the junior partner of Great Britain.
(https://steamuserimages-a.akamaihd.net/ugc/913539890290496647/FEFA4DFB125BE375B8AD3C6934D8052258119942/)
Blame state shapes and culture groups.
(https://steamuserimages-a.akamaihd.net/ugc/913539890290496427/3BC3B169DF029AF93B1A01D71142193597998EA0/)
I think the game just wanted to give me bonus points for uniting west and east Africa. I wouldn't exactly call what I'll eventually bring them enlightened, but to each his own.
I went with a sort of strange idea order, Exploration->Aristocratic->Innovative->Diplomatic->Defensive->Influence. I think if I had the choice I'd trade around Diplomatic and Influence, but it was pretty effective since I was really only fighting New World enemies for much of the early game. The vassal force limit booster would've been pretty nice earlier, but overall I didn't mind this combo so much. Cheap advisors and heavily discounted tech made development a thing without worrying about falling behind, and a fleet of galleys was basically all the protection I needed (and blockade spoils were no small thing either early).
One thing I love about EUiv is the unlimited potential to roleplay, really get inside an idea.
(https://i.imgur.com/7AmVpba.png?1)
Ottobuddy is going to get whats coming to him, and I wont even use cheap human-player tactics to make it work. The entire eastern-european and middle eastern world will crash upon him.
So I ran the georgian run again, but this time tried to restrict my actions more. I made a more concise grab at power, and using my foreknowledge of the scenario made out ~okay~ from the mess of situation. I actually bred 2 more problems for myself, and am happy how different this game has turned out to be.
- Spain is still spaining. Nothing going to stop that freight train. But it took them some time to get up to speed. Aragon almost got the courage have +=50 liberty desire....
- Denmark utterly failed.
- Tunis is beating down the Mamies more than otto is. Though no love is lost between the two.
- Ottoman is going up quite deep into poland, and venice actually holds the dalmatian area.
- Austria got a personal union with bohemia, allied me, we lost the religious league war, and then he got the emperor-ship back and has enacted 3 reforms by now.
- Persia should have been murdered by now, but I wanted to use them for at least one ottoman wrist-slap
And I tried to scutage nogai, but theyre not even good for that. I just reset them back to regular vassal and told them to follow me. Bodies to drown my foes in, or something.
How on earth did you get such a blessed coalition?
Also blast from the past:
(http://i.imgur.com/DBHG68X.png)
(https://i.imgur.com/BiZnvNk.png)
I make shitposts