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Europa Universalis IV

Grinolf

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How exactly is Judaism going to spread as a religion when it's based on matrilineal descent? Mass rape? Well played, Jews.

Khazars are actually converted to Judaism. But Paradox made them pagans instead, with some inane argumentations.
There is also a story about Rus convertion from paganism, where the Rus Prince decided to study various abrahamic religions and choose from them one. In that story Khazars advocated for Rus convertion to Judaism, but being refused, since Jew God didn't help jews to defend their homeland.
Well, even if it is a real story and not some pretty legend, such convertion would be highly unlikely, since Vladimir really wanted to marry Byzantine princess. But still such stiry exists.
 

Vaarna_Aarne

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The Khazar line of Paradox is more historically accurate though, since Khazaria remained a multi-ethnic and multi-religious state better represented by the majority's pagan beliefs. Only the elites converted to Judaism.
 
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Gotta be annoying making huge mods with tons of good stuff for EU3, then seeing EU4 come out and mostly being an EU3 re-skin with a few random poorly-implemented changes and the ugly 3d map.
 

Grinolf

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The Khazar line of Paradox is more historically accurate though, since Khazaria remained a multi-ethnic and multi-religious state better represented by the majority's pagan beliefs. Only the elites converted to Judaism.

No, it is your position on Khazars religion. Paradox position: "We could add Judaism. But latter we would need to add new content for that religion and we don't want it. So we better make Khazars pagans and forget about it." Yes it is real Paradox official position on that matter.

About your position. CK2 is a game about elite, and only elite properly represented there. What commoners belive isn't really important. But conversion chance for judaism missionary could be reduced to the level of unreformed pagans or even further. So there would not be a large areas converted to Judaism.
 
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Vaarna_Aarne

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The Khazar line of Paradox is more historically accurate though, since Khazaria remained a multi-ethnic and multi-religious state better represented by the majority's pagan beliefs. Only the elites converted to Judaism.

No, it is your position on Khazars religion. Paradox position: "We could add Judaism. But latter we would need to add new content for that religion and we don't want it. So we better make Khazars pagans and forget about it." Yes it is real Paradox official position on that matter.

About your position. CK2 is a game about elite, and only elite properly represented there. What commoners belive isn't really important. But conversion chance for judaism missionary could be reduced to the level of unreformed pagans or even further. So there would not be a large areas converted to Judaism.
And there we get into the phobia Paradox has, which would be angry reactions to their game allowing people to kill Jews.

EDIT: Anyway guys, here's the other alternative flag for Karelia, say which you like better:

Rjj8WB4.jpg
 
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Vaarna_Aarne

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I am glad we're all in agreement. Now, back to testing out colonization patterns.

Also, I've been wondering about what shenanigans the Sunset Invasion thing is supposed to do. Anyone checked?
 

RedScum

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Divinity: Original Sin Project: Eternity
http://www.pcgamer.com/2013/08/14/t...s-ii-to-europa-universalis-iv-save-converter/

If your CK2 game was running the Sunset Invasion DLC when you exported it, the Europeans will find a very different version of the Americas when they arrive in EU4. All of the Native American Nations will be lifted up from the New World tech group (200% tech cost, -2 Monarch Power) to a fictional “High American” tech group, which is identical to the Western tech group (100% tech cost, no monarch power modifiers.)

eu4-2013-08-14-11-28-05-25.jpg
 

Vaarna_Aarne

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Well, could be a nice source of mixing up the game, but not exactly in my interests. At most, High American could form the basis of a pagan tech group for Eastern Europe if I ever got assed enough to do that.

EDIT: Also, anyone figured out what you need to add to the .mod file in order to use a separate save directory for the mod's saves? Not that necessary, but could be a nice thing.
 

Raghar

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You need to create flag for Kalamari union. You know that flag from Daiteikoku.
 

Vaarna_Aarne

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I'm pretty satisfied with the map of Europe now, so once my test campaign proceeds long enough I'll start work on reworking some of the colonial nations, namely in North America.
 

Grinolf

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Meh. I didn't yet play to the time, when it becomes relevant. Patch on the other hand looks very desirable, since it will eliminate many existed exploits.

Also, there is already one Ryukyu world conquest, that show how exploitable and silly EU games are still are. No need to say, that Johan posted some changelog right in that thread.
 

suejak

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It's shocking that Judaism isn't in the game at all, but it would be a lot of work for such a relatively small population.
 

Grinolf

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The other half is figuring out how to exploit games.

Some of the exploits are too obvious now. Like that gap in coalition mechanic, that allow to divide coalition members with truces. I don't think, that there are players who not use it, since it very easy to find out, that not always all members of coalition join to war and why they are didn't join.
 

Krash

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For those interested, here's a peak at some of what's going to be in next week's patch (bolding by me):

Patch 1.2 out: 'Next Week'
Thousands of lines of code long, a fairly mahoosive patch. Will hit us with bugfixes galore, tweaks to existing mechanics and brand new features.

Patch 1.2 will not break saves

New features
  • 6 new achievements
    • Grand Coalition - 6 nations in coalition
    • Winter Tsars
    • Luck of the Irish - conquer British Isles
    • Sunset Invasion - Aztecs conquer Lisbon London Madrid Paris Rome
  • New Coalition & Opinion 2D mapmodes
  • Borderless windowed mode direct from Settings
  • Copy/paste in textboxes
  • Can now release vassal and play as them
  • Admin Points for inflation reduction; Economic Ideas therefore no longer give that functionality as last idea. Replaced with 33% cheaper inflation reduction.
  • You can now add provinces to the empire, if they border a seazone bordering the empire.
  • You will be able to surrender to the AI without +10 Warscore via a 'What do you want?' button
  • Adding over 25 new national ideagroups, including:
    • Serbia
    • Orissa
    • Granada
    • Taungu
    • Malaya
    • Punjab
    • Switzerland
    • Tibet
    • Ragusa
Tweaks
  • Morale is no longer regained while force marching
  • 'Enemy of my enemy' relation now ticks up over time
  • Sieging now always gives at least 1% attrition.
  • Taking a province now only destroys the highest level building of each type. Unique, manuf, and level 5 & 6 will always be destroyed.
  • Size penalty on coring is now reduced by about 0,2% each year, down to basically 0 at 1800.
  • Coalitions will now always join in a war; there is no truce penalty breaking if a coalition is called in a defensive war. AI cannot decline warleader alliance negotiation
  • Reduced outgoing trade value increase (20% -> now 5%) from forwarding merchants to prevent absurd value accumulations of 1000 of ducats in home nodes
  • Maxmorale can no longer be below the threshold where you can move troops.
  • Defeat rebels mission no longer gives +2 stability.
  • Border Friction being reworked/nerfed
  • Navies can not be exiled.
  • Fixing constant Japanese destruction by Catholicism
Bugfixes
  • We fixed a major bug which occasionally caused regiments to be at multiple places at once in combat
  • Sound quietening fixed, theoretically...
  • Annexing a country will no longer reset your steering in their tradenodes.
  • Exiled units can no longer loot.
  • Overseas colonies will never cause overextension
  • Fixed a bug which caused shattered retreats to not work while in hostile territory
 

Vaarna_Aarne

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Well, the new idea groups give me plenty more ammo to add to the next version.
 

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