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Europa Universalis IV

Vaarna_Aarne

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Well, the Estates are essentially something that exists to make your life a little harder or little easier. I haven't yet updated to the latest version because of unfinished campaigns using mods, but initially you had to distribute provinces to the estates and manage their opinion and influence through random event choices. They provide universal bonuses or penalties if their opinion of you is high or low respectively, magnitude of which is affected by estate influence. Estates have special actions you can take every X years (depends on action) to either take benefits at a cost (ie, Nobility can provide Manpower with Raise Levy if their Influence is high enough, with the decision reducing opinion and raising influence for 20 years) or to temporarily improve relations at a cost. Provinces controlled by estates have minimum Autonomy of 25%, but they can have additional bonuses and penalties based on estate opinion and influence (ie, Clergy improves Missionary Strength). Disloyal estates can also rebel and too influential estates can take over the government (ie, Nobility can force you to switch to Noble Republic, while Merchant Guilds and Tribes can impose a hefty penalty modifier until curtailed).
 

Beastro

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Hello everyone, and welcome to another Europa Universalis development diary. We are now working fully towards 1.16 and our next big expansion. While I’ve always been the lead designer for EU4, I’m now the project lead for this expansion, as Wiz has moved to another project.

One of the biggest changes in concept is the introduction of sailors. Sailors represent the trained seamen of a nation. Sailors differ from manpower both in what they are used for, and in how you get them. Only coastal provinces provide sailors, and the amount of sailors depend on total development in that province. Sailors are required when constructing new ships, and when ships are “repaired”. Of course not all ships require the same amount of sailors, with heavy ships needing the most and transports the least.

Docks and Drydocks now provide 50% and 100% more sailors from their provinces instead of increasing forcelimits, while Shipyards and Grand Shipyards have been redesigned to increase naval forcelimits & decrease shipbuilding times in those provinces.

Natural Harbours and Coastal Trade Centers increase the amount of sailors you get from a province, while Merchant marine now gives +50% Sailors & Press Gangs now give +20% Sailor Recovery. Some nations also have ideas giving them more Sailors from their provinces with Netherlands and Norway having the biggest boosts at +25%. There are also policies, parliament issues & norse gods boosting your sailor pool as well.


Qvpb8Sf.jpg


If you have the expansion, you also gain sailors from occupying another nation’s coastal provinces, even if your maximum possible pool is not increased.

One of the most feared things in europe in this time-period was the arrival of slave raiders from the north african coast. Countless villages were razed and millions of europeans were sold in slavery in Algiers, Tunis, Tripoli & Istanbul until the European nations were finally able to stop it at the middle of the 19th century by simply conquering the North African coast.

Now Barbary Nations lose their 10% cheaper ship tradition, and they gained the ability to raid for slaves. Raiding for Slaves is now something fleets can do at sea, where they gain money and sailors from coastal provinces that are not their allies or subjects. To raid a coastal province, you need be able to blockade it with that fleet, and you can only raid a province once every ten years. The efficiency of raiding is reduced by fleets on pirate hunting patrol. Raiding of course hurts your relation with the owner of provinces you raid.

The reason for why you get sailors from raids, is that plenty of them historically ended up chained to an oar at a galley.

wuoomf6.jpg




Next week, we’ll take a deep look at how we have redesigned the espionage system.


Bet they'll implement this completely ignorant of the real historical sailor numbers around the world. One of the major reasons why France and Spain were hobbled against Britain in the 17 and 18th Centuries was because Britain had up to 40,000 professional seamen to draw upon during war while while France and Spain had around 17,000 to 10,000 respectively forcing them to shove their ships with landsmen and soldiers that often did more harm than good.
 

Vaarna_Aarne

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Historical is not always the best when it comes to trying to create an enjoyable open-ended gameplay experience. Could I should I and all that.

Personally I'd bet that England/Great Britain will have advantage on larger nations in terms of sailors number through preset idea group choices and national ideas (I'll eat my proverbial hat if England doesn't have a significant bonus to both Sailor manpower and recovery).
 

Beastro

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Historical is not always the best when it comes to trying to create an enjoyable open-ended gameplay experience. Could I should I and all that.

Personally I'd bet that England/Great Britain will have advantage on larger nations in terms of sailors number through preset idea group choices and national ideas (I'll eat my proverbial hat if England doesn't have a significant bonus to both Sailor manpower and recovery).

I have a different play style that cuts between being on rails and letting everything go. If things go too far out of whack I break the console and save editing out to bring things back into what would be expected.
 

AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
also the new expansion looks like another round of turd polishing. Why does paradox keep adding dumb combat mechanics that don't matter when 95% of engagements are gigantic winner takes all stomps anyways.
Because they sell this shit for 25 EUR a piece to clueless monkeys who praise EU4 on their forums. :M
 
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My memory seems to be failing me. Was there an idea/tech/decision that removed non-accepted culture penalties?


Also, if you feed your vassal HRE land, will the Emprah try to demand it from you or from your vassal?
 
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Vaarna_Aarne

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Republics have slightly lower non-accepted culture penalties. The only other way is to stack accepted culture threshold bonuses (ie, Humanism, Fish trade bonus) and turn them into accepted cultures. Which is actually a good idea nowadays because in many cases it's notably cheaper to spread a non-primary culture than the primary culture.
 
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Yeah, I know. I just have this nagging thought that there was something that removes the penalties altogether. But it's very possible I'm misremembering.
 
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yes, definitely. but don't worry, once you get your empire growing and going you couldn't care less about minorities.
 
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Started playing Mare Nostrum, and I gotta say it isn't as terrible as I expected. The separate sailor pool still feels like complication for the sake of complication, but the states mechanic added an interesting layer and the changes to espionage are nice (can't spy for several years after being discovered, can't fabricate on someone after declaring war on them, but also no risk of discovery if all you do is fabricate, etc). Haven't played long enough to see if corruption makes a difference beyond annoyance, however - seems like simply a second inflation, so far.
 

Vaarna_Aarne

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At least on paper, corruption sounds like it's intended as an anti-blob measure, which is not a bad thing.
 

Talby

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Never played a Paradox game/expansion at launch, should I wait six months for patches/mods or will it be playable out of the box?
 
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Never played a Paradox game at launch, should I wait six months for patches/mods or will it be playable out of the box?
If you're talking about Mare Nostrum, there are still some traditional patch-induced issues, as evidenced by threads in Bug Reports sub-forum. Haven't experienced anything game-breaking myself in v1.16.2, but I'd probably wait for v1.16.3 or .4 if I had something better to play.
It's also okayishly playable without mods, although I'd be playing it with Veritas et Fortitudo if it wasn't stuck in Limbo. Or with MEIOU & Taxes if my CPU wasn't garbage.
 
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At least on paper, corruption sounds like it's intended as an anti-blob measure, which is not a bad thing.
It looks like coalitions are the main blob stopper now. Previously, they weren't guaranteed to actually declare - effectively being defensive coalitions - and you could improve relations or demand provinces from members to make them leave.
With v1.16, they now always declare and do so pretty much immediately. And they seem to form faster as well.
v1.16 patch notes said:
- AI now always declares war using coalition CB if there is one.

Not sure I like that. It's good for deterring blobs, but all coalitions being offensive is a bit too cut and dry. It used to be fun watching minors huddle together and nibble on them one by one.
 

Bake

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I really do like the new state system, but corruption feels wholly redundant. It punishes you for things you're allready punished for like low religious unity and overextension. Also instead of having a maintenance system for states they might as well have given them a minimum local autonomy. It just feels incredibly bloaty to tack on a new mechanic when they allready got several that they can tweak if they want to weaken blobs.
 

Llama-Yak Hybrid

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I really do like the new state system, but corruption feels wholly redundant. It punishes you for things you're allready punished for like low religious unity and overextension. Also instead of having a maintenance system for states they might as well have given them a minimum local autonomy. It just feels incredibly bloaty to tack on a new mechanic when they allready got several that they can tweak if they want to weaken blobs.
Religious unity was kinda good at it, unless you really had to waste idea school on either humanist or religious ideas, it really encouraged expanding towards your religion's or at least heretic provinces and liberating vassals in heathen ones(especially muslims but pagans - not at all).

Overextension though.... eh... focus on adm tech + good advisor + luck for monarch(or electing ADM leader) and you can build up mana to do it very quickly. And I personally think that creating a mechanic like that that's solved with mana is retarded in the first place.
 

Delterius

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Overextension fits the purpose of making sure you can't just take over half of France in a single war. It gives future wars and coalitions a better chance to stop you before you become a blob to blob over all.

Personally, I dislike corruption more. It sounds like an arbitrary way to cap the wealth of wide empires. It lacks a purpose and a unique effect on the game like aggressive expansion, overextension and religious unity all do.
 

Lone Wolf

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For those unfamiliar with VeF, there are two good starter nations:

- Poland, with it's many cores across Silesia, Wielkopolska and Prussia (you can double your territory and wealth by fighting a series of short, victorious wars)
- Milan, which can be a powerhouse early by taking out Parma, and then allying Savoy to tackle Emiglia/Tuscany (the areas, I mean)

Both have short term, medium term and long term challenges, and careful management early on is an absolute necessity, because one bad war can have fatal consequences.
 
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So, how do you play republics - with their 20 province in states limit - these days?
I've been trying to come up with a game plan, but there are only so few vassals you can keep around for the whole game, and gamey shit like only taking specific, single provinces in peace deals will only get you so far. I could kill tradition and flip into another government type, but then what's the point playing a republic to begin with? And going tall instead of wide has never been viable in this game, AFAIK.
So what do you do, aside from resorting to exploits and meta-gamey things? Novgorod, in particular.
 

Mortmal

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So, how do you play republics - with their 20 province in states limit - these days?
I've been trying to come up with a game plan, but there are only so few vassals you can keep around for the whole game, and gamey shit like only taking specific, single provinces in peace deals will only get you so far. I could kill tradition and flip into another government type, but then what's the point playing a republic to begin with? And going tall instead of wide has never been viable in this game, AFAIK.
So what do you do, aside from resorting to exploits and meta-gamey things? Novgorod, in particular.

Its 20 states limit, you can still have as many territories a you want , they will yield you nothing although. You can stilll vassal feed as much as you want although you better not make them too powerful. Now a republic can be extremely powerful just by focusing on a few provinces and just raising its development, the better military developement the better the ganrisons will be and harder for enemies to siege . Few well developped provinces are a lot better than a large empire.Not expanding can be advantageous as you wont have to spent point on coring and nothing to crush rebellions, instead of paying army maintenance you can pay the best advisors and outtech everyone.
Remember you have other advantages, a merchant republic can build trade post , thats +10 in other nodes; also trading companies in colonies.
You can invite one province minors into your trade league, wich is an alternate alliance system, all of those allies transfer you trade power. Holy roman empire has plenty of well developped free city, you will be surprised by the amount of troops those OPM can field.
With the right ideas its snowball, take all trade ideas, even military have plutocratic ideas. The trade power will be rocket high and you can pay whatever army you want or even condotieri your own armies for free to push the balance of power and weaken your rivals.
Its one of the most powerful governement type still.
 

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