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Europa Universalis IV

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,597
They should make it more costly and more difficult to bring troops in the new world early, and indeed exploit cultural conflicts, only 200 conquistadores managed to make this civilization collapse like that.

Nation builder is silly, theres great mods like obscuro mondo if you want more.
 

Blagrar

Arcane
Joined
Jun 7, 2012
Messages
123
They should make it more costly and more difficult to bring troops in the new world early, and indeed exploit cultural conflicts, only 200 conquistadores managed to make this civilization collapse like that.

Nation builder is silly, theres great mods like obscuro mondo if you want more.

Agreed. They should reduce the number of troops a single ship can transport. Cramming 1000 men or worse, 1000 cavalry into a single cog is ridiculous. Maybe reduce it to 100 or 200 men for the earliest ships and increase it for later ships.
Also, a reinforcement penalty for distant overseas would prevent Europeans from just shipping over a load of troops once and dominating the continent.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,626
Location
Russia
They should make it more costly and more difficult to bring troops in the new world early, and indeed exploit cultural conflicts, only 200 conquistadores managed to make this civilization collapse like that.

Troops have attrition when embarked. It's not that big issue with natives (unless you are a dwarf like Brittany), but is an issue when you have to put down rebellions in far away provinces.
 
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Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,359
As we learn more about the actual New World mechanics they do include:
http://forum.paradoxplaza.com/forum...Nahuatl-Exploration-amp-Treaty-of-Tordesillas

Some do sound quite interesting.
Treaty of Tordesillas
Colonization of the Americas wasn’t a free-for-all. The Pope divided the world into Spanish and Portuguese influence spheres that determined who had the right to colonize a given part of the world. In the El Dorado expansion, Catholic nations will be able to gain a similar sanction for their colonization by being the first nation to create a colonial nation in a colonial region while having positive relations with the Papal States. The first nation to do so will be given a ‘Papal Grant’, which speeds up the growth of settlers for them by +10 in that colonial region and slows down the settler growth of all other Catholic nations there by -20. A Catholic nation that violates a Papal Grant also gets -50 relations with both the nation that has the grant and the Papal States.

This can potentially help with many people's Pretty Borders OCD, and also help further 'regionalise' the colonialism logic. The mechanics as they describe it seem far too basic, though. You'd think a grant might give, say, 10 years where anybody colonialising your colonial region can be freely DOW'd, you can renew the grant for increasingly high costs, you can disrespect the grant but this iwll make getting your own grants very difficult, so on. It may also provide incentives to get out of Catholicism earlier.
 
Joined
Jan 7, 2012
Messages
15,525
Troops have attrition when embarked. It's not that big issue with natives (unless you are dwarf like Brittany), but is an issue when you have to put down rebellions in far away provinces.

As long as overseas troops can still reinforce and cost normal maintenance costs, it's kind of a joke. Wake me up when EU4 recruits don't swim the atlantic to report for duty.

As we learn more about the actual New World mechanics they do include:
http://forum.paradoxplaza.com/forum...Nahuatl-Exploration-amp-Treaty-of-Tordesillas

Some do sound quite interesting.


This can potentially help with many people's Pretty Borders OCD, and also help further 'regionalise' the colonialism logic. The mechanics as they describe it seem far too basic, though. You'd think a grant might give, say, 10 years where anybody colonialising your colonial region can be freely DOW'd, you can renew the grant for increasingly high costs, you can disrespect the grant but this iwll make getting your own grants very difficult, so on. It may also provide incentives to get out of Catholicism earlier.

Unfortunately Catholicism is kind of useless right now, especially for CNs, so everyone is going to switch. The whole thing seems to purely be a "make the AI less ugly at colonizing" thing rather than something for players to really care about. Even if for some reason you stay Catholic, -20 settler growth is basically nothing for violating claims land except in the case of jungles which you don't want to colonize anyway.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,359
As long as overseas troops can still reinforce and cost normal maintenance costs, it's kind of a joke. Wake me up when EU4 recruits don't swim the atlantic to report for duty.



Unfortunately Catholicism is kind of useless right now, especially for CNs, so everyone is going to switch. The whole thing seems to purely be a "make the AI less ugly at colonizing" thing rather than something for players to really care about. Even if for some reason you stay Catholic, -20 settler growth is basically nothing for violating claims land except in the case of jungles which you don't want to colonize anyway.

Yeah, they really needed some beefy penalties and limitations. Hopefully modders can work with that.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
For one thing, it could serve as a way of calling dibs, making you much better at colonizing those particular regions and much worse everywhere else. Certainly has potential to cure my Spanish Colonies OCD if something like that were implemented.

EDIT: Heck, if there's some kind of "grant limit" variable, this would serve great with Spain, assuming Spain really can get grants faster, better, easier, and more than others, so they DO get to call dibs on most of South America, Caribbean, Mehico, et al. But they aren't going to get much elsewhere. Personally, I'd also say that a Grant needs to be permanent so it's Serious Business to get one and pick carefully, and the mechanic shouldn't be limited solely to Catholics (or should have a non-Catholic analogue related mechanic). Colonial nations also need to get some automatic benefit from Grants, like a natural extension direction (ie, Mehicos above certain size colonize upwards towards California and so on).

Though they do need to expand colonialism mechanics in Asia and Africa as well. It's cool that Australia is its own colonial state, but Africa needs those too. Protectorates also need more expansive treatment (special full puppet Protectorates that don't go independent when they Westernize?), and at least Africa should be teeming with Protectorates after a colonization wave.
 
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Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
So, I got to play EU IV on a friend's and things seem a bit different. Is it just me or Trade went crazy? I became infinitely rich just a few centuries into my Papal States game.

If you wish to get out of this cycle of war and sacrifice, you will need to reform your religion. Each of the three new religions (more on the other two in a later dev diary) has their own reform track, and their own unique requirements for passing a reform. Nahuatl states have five reforms they can pass, giving benefits such as colonists, war exhaustion reduction and more diplomatic relations. Enacting a reform requires having at least 5 vassal states, no rebels, positive stability and less than 50 Doom. When enacted, Doom will increases by 25 and all subject states will declare independence, forcing you to go to war to bring them back into the fold. Once you have passed all five reforms, the ‘Reform Religion’ button will be available as soon as you border a Western neighbour. This brings you up to 80% of that Western nation’s technology level and allows you to Westernize. It also permanently disables the Doom mechanic.

So, theoretically, I can set the terrain over a hundred years or so to instantly westernize the moment europe reaches meso america? Like everyone else, I like doing crazy things in EU. But I'm afraid that this focus outside europe will also devalue less popular campaigns. I look back at crazy LPs like that guy who survived the portuguese hordes as the Iroquois and worry a bit.

Also, what was tedious about naval exploration? Move setpiece to where you care to. Try not to kill everyone on board. Done. Profit. That's it. The new mission system might be interesting but I just don't understand what everyone is talking about.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
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Russia
prQc1fJ.jpg

Religious+Innovative+Quantity combo is as awesome as I expected.
 

Vaarna_Aarne

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Not sure about Innovative myself, actually. Seems like there's some more pressing needs at all times. Especially given that Russia already has a -10% tech cost national idea.

And Quantity doesn't seem particularly important for Russia IMO, given that their national ideas already provide comparable zerg effect. Quality, Defensive and Offensive seem more important for land power with them IMO.
 

Vaarna_Aarne

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True, in any campaign with a huge land empire it does help to have enough soldiers just to provide sufficient response force at all sides.
 

Xeon

Augur
Joined
Apr 9, 2013
Messages
1,858
I started taking Quantity a lot now, I haven't played for a while but I think its pretty good choice to have, especially with the new Desaster system where peasants rebel if your manpower is below 25% or something I think.

Is Religious better than Humanest?
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,626
Location
Russia
I take innovative for tradition and war exhaustion. It improves my warmorgerability tremendously. Extra leader slot and -5% tech cost is nice too. Everything else is just extra.

Quantity nearly doubles manpower recover speed, beside other things. Reduction of Monarch Points building cost is also really, really good, because it's one of the biggest MP sinks.

Religion gives Crusade CB which is really good. For comparison, if you use Fabricate Claim as CB you will have to pay 50 diplo points for each non-claimed province. It's called "Unjustified Demands". With Crusade you get them for free. Also, considering how many Islamic provinces I will have to convert, it's nearly a must to have more/extra strong inquisitors.

On the other hand, Humanism is also good, for example, if you have extra inquisitors from other sources, don't have much extra manpower to put down initial nationalism-caused rebellions, or rely on your vassals to convert provinces for you. And Influence idea category halves cost of unjustified demands. Also, if you vassalise destroyed or nearly-destroyed nation (Ming is the ultimate example of this), you can use Return Cores CB to get their former territory.
 
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Vaarna_Aarne

Notorious Internet Vandal
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MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Yea, the Tradition and leader slot are the carrots for it. Innovative also has p. good edict combinations IIRC.

As for Humanist vs Religious, you need one of them. Humanist is if you don't want to bother with missionaries (Humanist has practically no penalty for heretics or heathens) and culture conversions (more accepted cultures). Humanist also makes ideas cheaper, which is kinda neat. Humanist also gives a random event that increases base tax in random provinces, which is nice I guess.

It's really down to preference I'd say. Personally I go with Religious since it has THE cookie cutter CB of the game, which is needed for LEBENSRAUM.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,626
Location
Russia
As for Humanist vs Religious, you need one of them. Humanist is if you don't want to bother with missionaries (Humanist has practically no penalty for heretics or heathens) and culture conversions (more accepted cultures). Humanist also makes ideas cheaper, which is kinda neat. Humanist also gives a random event that increases base tax in random provinces, which is nice I guess.

Lack of true religion bonus in infidel provinces is already penalty enough.

Of cause, another option is to take neither and just crush rebellions. Take Quantity and Influence and you will have manpower to deal with rebels and low Unjustified Demands costs. It can be best for the shit tech group nations, when you have to wait a lot to unlock your first idea categories.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,993
Location
Swedish Empire
This is prob known but a new DLC is on its way:

“El Dorado” Expansion for Europa Universalis IV Lets You Go For Gold
STOCKHOLM – January 20, 2015 – Legends tell of a great city deep in the jungle. It is rich in all the pleasures of mankind, and is so full of gold that the residents count this metal as nothing. The daring explorer that finds this city will bring glory to his king – and infinite riches to his pocket. Now Paradox Development Studio brings the adventure and politics of the Spanish conquest to life with the El Dorado expansion for Europa Universalis IV.

https://www.paradoxplaza.com/news/E...il&utm_term=0_c032ce068a-d22140d1bd-139893801
 

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