Kane
I have many names
That completely random peasant war event is an instant game killer.
Start game -> play until peasant war -> restart game.
Start game -> play until peasant war -> restart game.
Also, does anyone else feel like they made combat math a lot more punishing? The difference between a tech level or two feels much more massive early on than in previous games, and of course assaulting fortresses is for some reason not just hugely more inefficient than EU3, but even way worse than CK2. Mind, I haven't gotten into lategame yet, so maybe the whole thing is balanced around having all the siege/idea bonuses.
The thing that immediately leapt out at me was the 10X numerical superiority of enemy -> automatic victory rule being completely gone.
Also, does anyone else feel like they made combat math a lot more punishing? The difference between a tech level or two feels much more massive early on than in previous games, and of course assaulting fortresses is for some reason not just hugely more inefficient than EU3, but even way worse than CK2. Mind, I haven't gotten into lategame yet, so maybe the whole thing is balanced around having all the siege/idea bonuses.
The thing that immediately leapt out at me was the 10X numerical superiority of enemy -> automatic victory rule being completely gone.
Tech clearly make a huge difference, i was not kidding earlier when speaking of burning lot of manpower to compensate.Now its 1810, i am allied with ottomans agaisnt spain austria, and other european minor coalition. Golden horde is a bit under teched (32vs 28) , i have to bring 2X more troops to succeed.Also westernization is really nightmarish, -3 stability 200% cost to regain it, ton of demands events and rebellions. If you find the game easy try more primtive nations, its probalby much more fun.
Assuming you are doing a eurocentric playthrough, mind, and not doing something like colonialism. So judging it by that standard is I suppose pretty unfair. But still. Ones to look at: economic, all military ones (quality/quantity, offensive, defensive, etc), maybe religious.
Best ideas are Diplomacy and Exploration. Fabricating claims and reduced core cost is the lifeblood of expanding your continental empire, while Colonies are incredibly cheap for the benefit they give. Both ideas also use up Diplomacy points, which is hands-down the most useless tech and the one you can afford to draw points away from.
Sadly Military ideas tend to make you worse at military for not teching. Being a level behind on Military Tactics = You will lose with 2 to 1 odds in your favour, being a level behind on new units = you will lose with 1.5 to 1 odds in your favour. It's not really worth taking them until you are ahead of time in tech.
Economic ideas are a bit of a waste considering everyone has loadsamoney after a short period of play, and unlike EU3 improving your income doesn't really improve tech rate (ridiculously overpriced advisors aside). It just kind of sits there. Unless you want to go massively over the limit in colonialism and colonize 10 places at once.
My biggest complaint so far is how dumb missionaries are. Sure, there was always a bit of "I can't convert this shit realistically" in EU3, but at least it generally had a _chance_, and it wasn't necessary for culture. In EU4 you need to convert their religion before dealing with culture, and religion and culture penalties stack for purposes of countering missionary strength. So different culture + different religion = 0% missionary chance until you have literally every missionary strength idea in the game. I suppose I'm just not a fan of binary success/failure states in a game otherwise filled with tons of gradients and number-crunching.
Paradox can't into math. It's ridiculous to literally have a 0% conversion rate. The penalties should be by percentage, not percentage points. e.g. 1% conversion rate - 50% wrong culture = .5% conversion rate, not 1% conversion rate - 2% wrong culture = -1% fuck you asshole.
Playing as Byzantium so it's not like I'm rolling in the crazy awesome tech, and I'm still speaking of early game. Still, what I'm actually saying isn't so much about game difficulty (this is a Paradox game, after all), but comparative simplicity of doing certain things. If I wanted to be the typical Codexian meme-fountain, this would be where I'd call the monarch power system as it relates to a lot of things as pretty damn "popamole". It just feels weird hitting a button to automatically core & convert & enculturize every time I take a province.
Huh, good to know. I didn't actually realize military ideas used military power to research--makes sense, I just hadn't actually gotten into those ideas yet. Military tech in general seems really borked. Tech was always a big deal in EU as it should be, but it should only (in my opinion) be the decider of battles above everything else when you're ahead multiple levels. Losing 2-to-1 battles because you're one level behind seems so ridiculous--thematically this would be one thing, just something to chalk up to gameism, but in terms of what that does to how the game plays, it's absolutely atrocious.
I like economic ideas, but then I've always loved just piling up gold in every EU game. As far as it being useless... not sure I agree, isn't everyone basically agreed on the fact that mercenaries are hella good compared to manpower, and you can always convert lots of excess ducats into mercenaries (assuming you have mercenaries to hire).
Anybody know how to change to a different military tech group? I've westernized as the Aztecs and I'm pretty far behind but catching up(sort of, only militarily), but my units are still crap for the most part compared to anybody else. It's kind of hilarious, because Native Americans equipped with rifles and other modern tech/logistics were able to hurt the world's finest "Redcoats" on many occasion, depending on terrain. Here I am with "Reformed Mountain Guerrillas" or whatever the hell, and still getting womped. As soon as Portugal or Spain get their overseas shit together I probably won't last.
it depends
So, by experience, what Military tech is the best? Quality have +15% discipline final bonus and +10% infantry ability but Offensive have powerful bonuse and Defensive have this awesome +0.5 morale. I can't figure out yet what is better - +10|% combat ability or +1 leader shock and fire
I know nothing about how combat ability bonuses work since they are new, but assuming raw
I generally have problems keeping tradition high enough to max the power of my generals therefore I prefer offensive to other army ideas. But now that I have read what -attrition does I have to try that, seems awesome if imbalanced.
On another note I love trade now, its very fun managing how the trade value flows. Its wayyy better than sending merchants every month to different cots.
Trade is improved, but the static trade routes let it down. I would have liked to focus on trade in my Japan game, but there's just no way to move trade in Asia towards the Nippon node, it always goes towards Europe.On another note I love trade now, its very fun managing how the trade value flows. Its wayyy better than sending merchants every month to different cots.
Trade is improved, but the static trade routes let it down. I would have liked to focus on trade in my Japan game, but there's just no way to move trade in Asia towards the Nippon node, it always goes towards Europe.On another note I love trade now, its very fun managing how the trade value flows. Its wayyy better than sending merchants every month to different cots.
Apparently the engine cannot handle any loops in the trade network, so it is limited what modders can do to improve this.