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Europa Universalis IV

JudasIscariot

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Can anyone explain Trade Power to me...like I am 5? Basically what I want to do is maximize my trade and I see this "send trade power downwards" and all but I fail to see how that makes me any money via trade. I can't really wrap my head around it and when I looked at the EUIV wiki I saw math that looked like it required some knowledge of calculus...

I am kind of getting the hang of the game as I managed to annex Mazovia and Moldavia, just went through a very painful Westernization phase that the UI did not tell me it would drain ALL of my available monarch power so I was scratching my head for a few minutes wondering why my MP was going down...
 
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Irenaeus

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Play Portugal to make sense of Trade. I was befuzzled at first, but after 100 years I was starting to get it. Not every nation needs trade. You annexed some countries I barely heard of, no idea what economic strategy is good for you.
 
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Can anyone explain Trade Power to me...like I am 5? Basically what I want to do is maximize my trade and I see this "send trade power downwards" and all but I fail to see how that makes me any money via trade. I can't really wrap my head around it and when I looked at the EUIV wiki I saw math that looked like it required some knowledge of calculus...

I am kind of getting the hang of the game as I managed to annex Mazovia and Moldavia, just went through a very painful Westernization phase that the UI did not tell me it would drain ALL of my available monarch power so I was scratching my head for a few minutes wondering why my MP was going down...

90% of the time you don't want to transfer trade, just collect where it is. Feel free to spend a few months arranging ships or moving merchants around and comparing trade income.

Also build trade buildings on provinces that have trade boosts, and remember that mercantilism is king.

What I wish would be that the colonies wouldn't be a bunch of slavishly loyal puppies throughout the game. I have *never* seen a colony rebel.

Colonies in real life didn't rebel until the late 1770s-1800s. Blame history.

I'm pretty sure colonies in real life would rebel pretty soon after hearing that their king expects them to pay a 95% tax rate, which you can go a whole game of EU4 with without a single rebellion.
 

Space Satan

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Seems like last dev diary before release
EU4 - Art of War- Dev Diary 8 - Sorties, Terrain and the Maghreb
We’re back with the end of week Europa Universalis IV: Art of War dev diary with a bit more information on how we are tweaking war fighting, some big changes to big ideas and a look at Africa’s Maghreb region and how redrawing that map remakes the politics of the region.

Sorties
A new feature in Art of War is the ability to sortie the garrison of a province that is under siege. If a small, isolated army is besieging one of your high level fortresses, you can now attempt to break that siege by clicking the ‘Sortie’ button. This will create a new army out of the garrison of the fort, which will engage the enemy army besieging the province. At the end of the battle - win or lose - the sortieing army will return to their garrison duty, unless you misjudged badly and they were wiped out to the last man in which case the enemy gains control of the province as there is nobody left to defend it!

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Abandon Idea Group
Sometimes you want to be able to change your mind. Maybe you picked the Offensive idea group and then your military genius monarch died and was replaced by the reincarnation of Henry VI. Maybe you started colonizing, only to realize that all the good land was already taken and you were left with only Greenland and Madagascar - safe from the coming pandemic, but otherwise almost worthless. There are lots of reasons that a nation’s priorities might change over the course of three hundred years and you’ve been chained to those early game choices even if they don’t fit.

Until now.

Art of War now lets you do exactly that by allowing you to abandon idea groups that you have already picked. Doing so will immediately clear that idea group slot and refund 10% of the points you had invested in that idea group (usually 40 points, but may differ depending on active modifiers).

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Abandon Core
Art of War doesn’t just let you abandon your ideas, it also lets you abandon your dreams, specifically your dreams of reconquering core territory lost to other states. Sometimes territorial ambitions must be forgotten for the sake of foreign policy, and Art of War lets you do that by allowing you to remove cores you have on provinces that you do not own by simply clicking the ‘Abandon Core’ button in the province that you’re giving up on. Of course, giving up on your rightful territory like that makes you look a bit weak to others, so this action costs you 10 prestige. You do, however, get rid of an irritant to harmonious relations between neighbors.

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One Province - One Terrain
We’ve decided that the terrain system in EU4, while interesting, was difficult for the player to understand and plan their battles around. In the free patch accompanying Art of War, each province has one dominant terrain type that will always be the one used for battles as opposed to having a percentage breakdown of possible terrain types. We’ve also improved the terrain information overall by fleshing out terrain tooltips and adding river indicators & tooltips that will show you which provinces have rivers flowing between them.

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New Price Mechanic
Another new thing in the free patch accompanying Art of War is an overhaul of the trade goods price mechanics. The old, confusing and unwieldy system of supply and demand is now gone, replaced with a system of fixed prices that are influenced by important events. For example, the base price of slaves may be fairly low, but when the Europeans start colonizing the New World in earnest, the ‘Triangle Trade’ event will fire and greatly increase the value of the slave trade... at least until the abolitionists get going a few centuries later.

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New Mapmodes
As usual, the patch also comes with a number of new mapmodes.

The Simple Terrain Mapmode will color all provinces according to their terrain type, allowing you to quickly see which areas are the most suited for reckless cavalry charges.

The Local Autonomy Mapmode shows you the level of local autonomy (explained in dev diary 1) in your provinces.

The Fort Level Mapmode shows you the current level of fortifications in all provinces.


Maghreb

The Maghreb, which previously consisted mostly of Morocco, Algiers, Tunisia and Tripoli, has undergone significant changes to both provinces and countries. The wastelands have shifted, and there is now a eastern way through the Sahara Desert, across the Djado Plateau, connecting the Maghreb countries to West and North Central Africa through two paths.

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The Kingdom of Tlemcen, one of the successors to the Almohad Caliphate, has taken the place of much of Algiers in the 1444 start date. Along with several smaller countries and tribes such as Touggourt and M'zab, they have the potential to form Algiers if they gain control of key cities in the region. M'zab is of special interest as the only Ibadi nation in the area and the only Ibadi theocracy at the start of the game.

Looking further east, Tunisia's borders have been expanded to better reflect their historical area of influence, and the tribes in Djerid and Fezzan are now represented as countries in their own right. Tripoli, similar to Algiers, is now gone from the 1444 start date, but can be formed by these tribes if they manage to take it from Tunisia. In addition, if Morocco and Tunisia should cease to exist, they can be recreated by tribes and nations with similar culture who retake their respective homelands.

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Many smaller nations which do not exist at the start of the game, such as Sus, Tafilalt and Kabylia, make appearances later in the historical starts and have cores from the start of the game on their key regions, meaning that they, along with Fez, can be released or break free in any game. To make room for these additions, the province setup of the entire Maghreb region is now much more fine-grained, allowing for more interesting conflicts and power shifts in the region.

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Irenaeus

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The change on terrain percentage is pure decline to appease low IQ popamolers.

We’ve decided that the terrain system in EU4, while interesting, was difficult for the player to understand and plan their battles around.

:hahano:

Another new thing in the free patch accompanying Art of War is an overhaul of the trade goods price mechanics. The old, confusing and unwieldy system of supply and demand is now gone, replaced with a system of fixed prices that are influenced by important events.

Is there a way to avoid this retarded popamolization of an once great economic model?

:rpgcodex:
 

Mortmal

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Thats really lame indeed and a perfect exmeple of dumbing down, attacking an army entrneched in montains during winter should have consequences.Crossing rivers too, with paradox rules napoleon would rule over russia.
 

Grinolf

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Thats really lame indeed and a perfect exmeple of dumbing down, attacking an army entrneched in montains during winter should have consequences.Crossing rivers too, with paradox rules napoleon would rule over russia.
You misunderstood the change. Terrain modifiers are still there. But earliear provinces had a several different types of terrain, each of which had a differen chance to be used in battle, that was also affected by generals maneuver. But now each province would have an one type of terrain, that would be used always. And yes, it's still pretty lame.
Changes with river are welcome though, since that part was very counterintuitive, as it was almost impossible to tell if you would have a river crossing or not.
 

Vaarna_Aarne

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Removing the random percentile in terrain is simply a good change. There was absolutely no positive thing random chance terrain added.
 

Hitoshura

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I'm surprised that no one pointed out the new "ideas respec" feature, especially when there's a thread in the general RPG section about this. I don't like this new feature one bit even if you do lose 90% of the points you invested IIRC while doing so. Like a character in a RPG, a nation is what it is today largely because of its history (i.e. it's previous choices, good or bad).

The whole idea subsystem will require complete re-balancing with such a system in place. No re-balancing is mentioned in the diary so I take for granted it's not going to happen. Basically, you need to make sure that the really powerful ideas are at the end of the line because people will only bother with the first few in each ideas. Being unfocused (i.e. fail to be strategic in your choices) will become possible which is counterproductive in a strategy game. It also make the later starting dates less appealing since you can now undo history.
 

Vaarna_Aarne

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Yea it's a huge deal, only something you probably only end up using when you have absolutely zero use left for an Idea Group due to whatever. The most likely case is what they put there as the example, when you pick Colonial tree but end up having nothing to colonize.
 

Hitoshura

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I agree 100% but do you see yourself even considering using this feature? That 90% loss is a big deal, I should think.

You are right, except for some corner cases situations, I don't see much value yet. I simply see the potential future of this and I don't like this. I never saw someone say that this would be a cool feature to add and I see from time to time the forums of that game so I don't see the positive value of this.

Some people will likely point out soon: "If you don't like the feature, don't use it!". Well, will the AI use it? If not, then the AIs not programmed to use all the features of the game which can be a problem, if it does, then it breaks the plausible history simulation. Damned if you do, damned if you don't. Additionally, Paradox is doing a multiplayer push with this title so you can expect that if it can be abused, it will be.

The rest of the expansion looks fantastic however. Some of you are up in arms about the dynamic goods supply and demand system being scrapped. I don't see the point really, trade is not a significant part of the game for most countries, especially compared to Victoria II so I don't mind it being neutered. High level plays that I saw for this game *never* cared about the fluctuation of trade values of goods. That would be same point as saying that EU4 sucks because you don't have a multi level vasalization system like in CK2.
 

Vaarna_Aarne

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Yea most of the time the trade good price changes seem to amount to 10-20 gold fluctuations (if you have extremely powerful trade to have lots of cash from it in the first place) in your average monthly income at best.

As for other things the idea group cancel feature can be used for, I can't really think of anything besides swapping out Colonization (since even if you somehow end up losing your entire coastline as a naval power, you will probably need to just focus on regaining it instead of ditching Naval) is just if you fuck up and pick the wrong idea group due to being startled or drunk or something.
 

Malakal

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Most of the changes seems ok. I dont like event based goods prices but then the current system wasnt working anyway so this could be an improvement. Non random terrain removes a lot of the random factor from battles, losing one because you got the 5% mountain roll sucked, but then do we want less random there? More provinces and nations is great, finally the RotW will be more fleshed out.
 
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I agree 100% but do you see yourself even considering using this feature? That 90% loss is a big deal, I should think.

You are right, except for some corner cases situations, I don't see much value yet. I simply see the potential future of this and I don't like this. I never saw someone say that this would be a cool feature to add and I see from time to time the forums of that game so I don't see the positive value of this.

Some people will likely point out soon: "If you don't like the feature, don't use it!". Well, will the AI use it? If not, then the AIs not programmed to use all the features of the game which can be a problem, if it does, then it breaks the plausible history simulation. Damned if you do, damned if you don't. Additionally, Paradox is doing a multiplayer push with this title so you can expect that if it can be abused, it will be.

Idea changing was in EU3 and it was far less expensive.

Changing max 1 idea group a game is going to be no where near as OP as those stupid fucking nation-specific ideas are. Start worrying when Paradox adds enough -idea cost % modifiers to reach 0% or less cost and let you change groups for free/profit. Although no one complains that this is already possible with coring cost/time (which is apparently an intended mechanic) and unit/advisor cost (which is presumably not intended since it gives you infinite money).

The only change I can see being actually useful is taking Exploration up to 2 strictly to get an explorer to map out. Non-western nations get to Africa and plant a colony so they can westernize, westerners map the route to Asia. Then you switch out for Expansion and have only lost out on a few hundred points while being able to reap the benefits of Expansion several decades earlier.
 
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Vaarna_Aarne

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Personally whenever I go empire-building overseas, I greatly prefer Exploration to Expansion due to the second Settler and higher Settler Increase it grants. The naval Force Limits bonus is also nice if one otherwise focuses on Land power. I myself would probably switch to Expansion after exploring only on nations that have innate bonus Colonists in their national ideas (ie Russia and Spain).
 
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Depends on whether you want to empire build or empire conquer. Expansion is a conquerer's idea set. Eating 50 BT at a time or protectorating China is pretty nice. Probably more so in AoW with more asian provinces.
 

Makabb

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paradox raping people of their money, releasing half game and then finishing it with 10 dlcs. I should have known better and wait 4 years and buy the complete game for half price instead of buying their broken products and then shelling out for dlcs. i hate you this much paradox.
 

thesoup

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Anyone playing Art of War? I just didn't remove it from inventory so gonna see how good this shit is.
 

Xeon

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I started playing this morning, seems great so far. really like the army builder.

1.8 patch I think: I kinda don't see the point of none-Christians marrying outside of their religion group since you still can't vasslize them because of the -1000 of the not part of the same religion. I don't mind it being hard but impossible kinda sucks.
 

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