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Messages - Catastrophic lolcats

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241
Other Games / Re: Europa Universalis IV
« on: August 02, 2014, 01:38:26 am »
If I remember my EU4 history (all the patches tend to blur together after awhile) protectorates were added quite early to the game in around 1.2/1.3. This was before the major nerf to vassal feeding where the AI would only buy provinces under extremely strict conditions (1.6 would further nerf vassal feeding to hell and back with the ticking diplocost to annex).

Protectorates were the first attempt to discourage vassal feeding since at release you could just vassalise some backwater OPM (like Kochin) and then feed them the whole continent and diploannex them at almost no cost. Of course since it's Paradox the mechanic was half-arsed, buggy and poorly executed, only stopping Western tech vassal feeding outside most of Europe while other tech groups (like Ottomans/Eastern) still ran rampant.
Protectorates need a major overhaul since their intended purpose has already been filled by better, less buggy features and since their only current use is for finishing world conquests.

242
Other Games / Re: Europa Universalis IV
« on: August 01, 2014, 03:26:35 am »
By just getting rid of protectorates altogether?
It was introduced to stop player vassal feeding expansion. Now that vassal feeding has been nerfed to hell and back, vassal incomes extremely reduced and finally the ability to force nations to give you trade power I see no reason why there are protectorates. Merely slap on a diplo-vassalise malus for differing tech group and let vassals be vassals.

Have any of you actually got any use out of a protectorate (apart from the recent anti-coalition cheese)? I never once bothered with them since they're so incredibly useless. A bit of trade power which usually amounts to nothing now that you can just get a couple trade companies/lightships and completely dominate trade.

Also offtopic my graphics card blew up so I'm stuck with onboard, no EU4 (or anything really) for a long while. Couldn't have happened at a worse time, broke and about to finish up a Friesland-Netherlands achievement run (was going so well, managed to keep the filthy Iberian colonist cheaters completely out of Africa and beyond). >:(

243
Other Games / Re: Europa Universalis IV
« on: July 23, 2014, 09:39:31 pm »
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.

Spoiler: big image (click to show/hide)

244
Other Games / Re: Europa Universalis IV
« on: July 18, 2014, 04:54:08 pm »
God no. Not in any way shape or form. It's always been an accepted fact that to play any Paradox game in MP you have to enforce about a bajillion house rules. Why Johan is putting so much emphasis on MP boggles me, especially since their last MP focused game, March of the Eagles, bombed harder than a poor analogy.

245
Other Games / Re: Europa Universalis IV
« on: July 18, 2014, 09:30:46 am »
Did you attack them in mountains? What mil tech did you both have? Did they have a better army composition? What units were you using? What pips did the generals have? Did you have any military ideas? What year was it? Did you have any maluses in place like "increased serfdom"?
Savoy can take Defensive, Offensive and Quality for the record.

There's a lot that factors into military battles and if you miss something even minor it can completely floor your army.

246
Other Games / Re: Europa Universalis IV
« on: July 16, 2014, 06:48:37 pm »
I'm a bit confused by your post there, Rakonas. Getting +3 tolerance of either heathen or heretics will cause those provinces to never affect your religious unity, thus giving you 100%. It was a change in 1.6.
 
Most players, including myself, do not bother with culture converting as it's a massive dip sink that is better spent on buildings or vassal expanding. Even so you still have missionaries and decisions/policies to increase your conversion rate so you can still convert those choice provinces. Also Humanism gives you a bigger threshold for culture acceptance meaning that cultural conversion is a bit less useful.

Finally religious equality didn't exist and still doesn't exist. I always found it incredibly strange it was possible to get higher tolerance of other faiths than your primary in EU3 ... how does that even work? Tolerance is tolerance but it's far from equality.

247
Other Games / Re: Europa Universalis IV
« on: July 16, 2014, 06:11:20 pm »
I think it's just to make religious ideas/converting in general have a use. Stacking high tolerance would give you a very stable empire with no downsides at all. A humanist state won't have to bother with converting but will be slightly less stable, while a religious based state trades initial stability and costs for a more stable empire further down the line. 

It seems like an interesting trade off in my opinion and certainly makes the humanist idea group less of the "I win button" that it seemed to be when announced. I think I'll still prefer religiously homogeneous realms since just getting +3 tolerance and not bothering with missionaries feels too "hands off" for my liking. Region, ideas and religion will also heavily play on that decision.

248
Other Games / Re: Europa Universalis IV
« on: July 16, 2014, 08:01:46 am »
Patch 1.7 is live. Hilariously I noticed the historical truces (like Granda/Castile) are still just 5 years.

EDIT: Declared war on Urbino without a CB. That alone was enough to get me a coalition with almost all of Italy and Germany, AE has not been changed. GG Paradox.

249
Other Games / Re: Europa Universalis IV
« on: July 16, 2014, 01:43:15 am »
I think the unforeseen consequences of the truce change will mostly be nations only taking provinces in peace deals and all the other diplomatic options being abandoned. Why bother to take money or kill off alliances if it's just going to give you inflation or those alliances reform and finally also increases the truce cool down.

EDIT: Found this fantastic image on the Paradox forums that pretty sums up my experiences post 1.6.

250
Other Games / Re: Europa Universalis IV
« on: July 15, 2014, 01:53:42 pm »
Truces were always 5 years.

251
Other Games / Re: Europa Universalis IV
« on: July 15, 2014, 01:26:12 pm »
So France has a base tax rate of around 161 (if you include vassals and English lands). At 100% warscore you can usually get around 20 base tax. With this you can figure out that France will take about 121 years to fully conquer (around 40 years before truce change) without breaking truce, that's around 32% of the whole grand campaign.

This is of course not factoring in possible growth/loss of French territory, better CBs or Administrative Efficiency. There's a very high chance that my maths is wrong since it's 4:25am here.

EDIT: I think I made a mistake calculating French basetax, 161 looks way too high.
DOUBLE EDIT: I got around 158 this time, France really is quite rich. What's even the point as playing such a monster? Jeeze.

252
Other Games / Re: Europa Universalis IV
« on: July 15, 2014, 12:36:39 pm »
Add to that all republics now have scaling republic tradition costs and I see no possible reason why you would never go trade republic. All hail Ragusa, conqueror of all that can be surveyed or traded. 

253
Other Games / Re: Europa Universalis IV
« on: July 15, 2014, 12:14:03 pm »
Res Publica/1.7 patch notes are up.

Paradox patented "what the fuck were they smoking?" change: Truce times now scale from 5 years (white peace) to a rather long 15 years at 100% warscore.
There also appears to be no change to how AE is calculated but that is currently overshadowed by the truce shitstorm.


254
Other Games / Re: SALES Thread
« on: July 15, 2014, 02:45:47 am »
If you get it, the fan translation patch is an absolute must-have to fix the pitiful translations in the default game... but it's an easy install and makes the game much more enjoyable.

Holy crap, thanks for that link. Never knew such a thing existed. Finally I might actually have a basic idea of what the hell I'm doing in that game.

255
Other Games / Re: Mount and Blade
« on: July 10, 2014, 08:26:13 pm »
Villages and caravans are tied directly to the wealth of the city. If your villages are being looted or villagers/caravans not arriving to their destinations the city's wealth will rapidly decline. Don't let the city be sieged either since that will rapidly drop productivity.

To increase wealth protect those assets and do quests for both the cities are villages to get their economies into gear. Buildings also help (especially the mill) as does buying resources from the villages.

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