Eh? They should be expanding already existing games even more to make them perfect in par with Dwarf Fortress, instead of making next game with less features (than previous one with all expansions) and just prettier graphic. Seriously, they could make the best games ever with attitude of expanding their games, not with making constant sequels.
Not gonna buy.
Maybe with the multiplayer being friendlier I'll finally take part in some. I always get stuck with some super competitive players that min-max everything and exploit every feature.
Bonus Detail #1: Harsh Treatment
One of the things we wanted to do with Europa Universalis IV was to have more meaningful choices, including more interaction with rebels that are not just defeating their armies in the field. We have mentioned the issue of rebel demands before, so today I'll introduce “harsh treatments”.
In provinces with revolt risk, you now have the option to spend Military Power Points to reduce the chance of revolt for a time. This will cost 5 power per base tax point, and reduces the revolt risk by 5, including the minimum revolt risk. Think of “harsh treatment” as sending in military police or government goons to round up troublemakers before things get out of hand. It’s not a permanent solution, but if you have the Military power to spare.
Now you can use Military, Diplomacy & Administration power, as well as using missionaries to reduce the chances of revolt, or even eliminate the source of rebels entirely.
Bonus Detail #2: Morale recovery.
Morale now recovers much more slowly than in early Europa Universalis games, though there are ideas that can make it recover more quickly. Running army maintenance at low levels is, of course, a severe risk in that it can now take up to a year for a depleted army to raise its morale to the maximum level. This doesn’t mean that you shouldn’t look at maintenance costs as a place to keep your budget down – just don’t expect your men to be ready as soon as they reach the front.
Bonus Detail: Colonization
The colonization system in Europa Universalis IIII worked well, but had one small annoyance; you had to continually send out your colonists. We looked to see what we can do with the sending colonist mechanic to make it less of a chore while at the same time keep the feel of the old system.
Now, when you send out a colonist, you automatically succeed, but only 10 people arrive in this new land. And they take a while to grow; if you leave your colonist envoy there then it will help the colony grow faster – but he can’t be everywhere at once. Every month, the colonist envoy will have a chance to add to the population of the colony, based on the old success formula you are familiar with.
So instead of spamming out colonists as soon as you got a new one, you now place your limited colonial envoys in building up colonies, in a more strategic way. Where do you want to emphasize your growth? When do you relocate your envoy?
The republican tradition concept looks interesting, republics no longer have a flat +1 tolerance but have to work for it like monarchies do (100% legitimiacy = 1 tolerance), although i don't know if tolerance will be in the sequel. Also no more re-electing that 9/9/9 leader until he dies of old age sounds interesting.Dev Diary 15 - Milan & Republican Tradition http://forum.paradoxplaza.com/forum...t-tu-Brute&s=08fde2a0cee1482498f46cdfa16a50ce
Every country also has something we call National Ideas, with the most important countries having a set of unique national ideas. Major countries including the Mamelukes and England have seven unique ideas granting them specific abilities. These ideas are not something you spend power on to buy, but, instead, you gain one of these ideas for free for every third idea you buy normally from an idea group.
Countries also have what we call “national ambition”, which is a bonus given when you have gained all seven of your national ideas. This bonus is also unique for each country.
The Russian idea set is common to all countries that have Russian as their primary culture, as our major goal is to get one united Russia
The Bandeirantes: +1 Merchant
LOL no. Someone clearly doesn't know what Bandeirantes did. Brotip: They weren't merchants, they were a mix of Conquistador, Prospector, Adventurer and mercenary.
LOL no. Someone clearly doesn't know what Bandeirantes did. Brotip: They weren't merchants, they were a mix of Conquistador, Prospector, Adventurer and mercenary.
So, in short, MERCHANTS? Because you know thats what merchants did - explored, traded, killed. If they saw an opportunity to be gained by piracy they didnt hesitate. Other than that I thought that all nations get bonuses for completing sets of national ideas its just that great powers have them custom made while the rest gets generic. No idea about the balance but there is no reason for there to be none.
LOL no. Someone clearly doesn't know what Bandeirantes did. Brotip: They weren't merchants, they were a mix of Conquistador, Prospector, Adventurer and mercenary.
So, in short, MERCHANTS? Because you know thats what merchants did - explored, traded, killed. If they saw an opportunity to be gained by piracy they didnt hesitate. Other than that I thought that all nations get bonuses for completing sets of national ideas its just that great powers have them custom made while the rest gets generic. No idea about the balance but there is no reason for there to be none.
Exactly. He just described the first multinational corporation on earth. You know, merchants.
Yes, but do the "Merchants" of EU IV fit all those 5 competences? Or are they specialized on Trade? Because Bandeirantes are really remembered for feats of in land exploration, as well as conducting the fight and slavery against indigenous people, as well as the quilombos (community of fleeing slaves/descendants of slaves, as well as minorities of poor whites and natives).LOL no. Someone clearly doesn't know what Bandeirantes did. Brotip: They weren't merchants, they were a mix of Conquistador, Prospector, Adventurer and mercenary.
So, in short, MERCHANTS? Because you know thats what merchants did - explored, traded, killed. If they saw an opportunity to be gained by piracy they didnt hesitate. Other than that I thought that all nations get bonuses for completing sets of national ideas its just that great powers have them custom made while the rest gets generic. No idea about the balance but there is no reason for there to be none.
Exactly. He just described the first multinational corporation on earth. You know, merchants.
100% agreed. In EU, the timescale alone makes it prepostrous to indulge historical determinism. A major issue with all this is that Ottomans, France and other states that begin larger will already have a natural advantage due to the size, since the non-HoI combat model favours numbers and tech instead of actual strategy and troop quality. One thing they would really need to start working on is making minors not "free real estate" like they are currently (this naturally also extends to natives, which is also pretty bollocks seeing how Sioux nations gave Kwans a bloody nose before the Kwans kinda outlasted them), since the game doesn't penalize for excessive concentration of force properly (not just in terms of deadly attrition, but massive prestige hits, stability hits and infamy hits due to being humiliated so and fighting like a pussy). Less roflstomps, moar "let them come if they dare"/"THIS. IS. SPARTA".Say, its me reading it wrong or:
1. EUIV is very much focused on the Great Power Nations (France, England, Portugal, Spain, Austria, Russia, Ottomans, Mamelukes, China, Sweden/Venice/Milan on the borderline)? These exclusive national ideas seem like a easy way to make the Great Powers turn into Great Powers. This looks like Paradox screwing over the Non-GP player once again, like in Vicky 2.
Every country also has something we call National Ideas, with the most important countries having a set of unique national ideas. Major countries including the Mamelukes and England have seven unique ideas granting them specific abilities. These ideas are not something you spend power on to buy, but, instead, you gain one of these ideas for free for every third idea you buy normally from an idea group.
Countries also have what we call “national ambition”, which is a bonus given when you have gained all seven of your national ideas. This bonus is also unique for each country.
Awesome, so now some countries will gain arbitrary power because Paradox thinks they are important instead, of, I don't know, BECOMING IMPORTANT OR ENDING UP UNIMPORTANT OVER THE COURSE OF THE GAME?! EUIV is going to be a GP fest that makes Vicky 2 look tame. Its also major historic determinism.
The Russian idea set is common to all countries that have Russian as their primary culture, as our major goal is to get one united Russia
Why? Why not make the game to allow the possibility of having the nascent Russians swallowed by a Golden Horde renewal? See what I mean?
2. Are historical events back again? That's bullshit. Why should I get 100% arbitrary events out of nowhere? "Oh, you are french and its 1770, time for REVOLUSHUN!!!1111one". That's bullshit. I prefered something like Magna Mundi, where you could get revolutions almost everywhere, or even not at all, for example. Historical Determinism is bullshit, plain and simple, I want to play a game not read a history book where I move the troops. DHE = Bullshit. Combined with National ideas = Ultra Historical Determinism Bullshit.
A major issue with all this is that Ottomans, France and other states that begin larger will already have a natural advantage due to the size, since the non-HoI combat model favours numbers and tech instead of actual strategy and troop quality.
One thing they would really need to start working on is making minors not "free real estate" like they are currently (this naturally also extends to natives, which is also pretty bollocks seeing how Sioux nations gave Kwans a bloody nose before the Kwans kinda outlasted them), since the game doesn't penalize for excessive concentration of force properly (not just in terms of deadly attrition, but massive prestige hits, stability hits and infamy hits due to being humiliated so and fighting like a pussy). Less roflstomps, moar "let them come if they dare"/"THIS. IS. SPARTA".
100% agreed. In EU, the timescale alone makes it prepostrous to indulge historical determinism. A major issue with all this is that Ottomans, France and other states that begin larger will already have a natural advantage due to the size, since the non-HoI combat model favours numbers and tech instead of actual strategy and troop quality. One thing they would really need to start working on is making minors not "free real estate" like they are currently (this naturally also extends to natives, which is also pretty bollocks seeing how Sioux nations gave Kwans a bloody nose before the Kwans kinda outlasted them), since the game doesn't penalize for excessive concentration of force properly (not just in terms of deadly attrition, but massive prestige hits, stability hits and infamy hits due to being humiliated so and fighting like a pussy). Less roflstomps, moar "let them come if they dare"/"THIS. IS. SPARTA".Say, its me reading it wrong or:
1. EUIV is very much focused on the Great Power Nations (France, England, Portugal, Spain, Austria, Russia, Ottomans, Mamelukes, China, Sweden/Venice/Milan on the borderline)? These exclusive national ideas seem like a easy way to make the Great Powers turn into Great Powers. This looks like Paradox screwing over the Non-GP player once again, like in Vicky 2.
Every country also has something we call National Ideas, with the most important countries having a set of unique national ideas. Major countries including the Mamelukes and England have seven unique ideas granting them specific abilities. These ideas are not something you spend power on to buy, but, instead, you gain one of these ideas for free for every third idea you buy normally from an idea group.
Countries also have what we call “national ambition”, which is a bonus given when you have gained all seven of your national ideas. This bonus is also unique for each country.
Awesome, so now some countries will gain arbitrary power because Paradox thinks they are important instead, of, I don't know, BECOMING IMPORTANT OR ENDING UP UNIMPORTANT OVER THE COURSE OF THE GAME?! EUIV is going to be a GP fest that makes Vicky 2 look tame. Its also major historic determinism.
The Russian idea set is common to all countries that have Russian as their primary culture, as our major goal is to get one united Russia
Why? Why not make the game to allow the possibility of having the nascent Russians swallowed by a Golden Horde renewal? See what I mean?
2. Are historical events back again? That's bullshit. Why should I get 100% arbitrary events out of nowhere? "Oh, you are french and its 1770, time for REVOLUSHUN!!!1111one". That's bullshit. I prefered something like Magna Mundi, where you could get revolutions almost everywhere, or even not at all, for example. Historical Determinism is bullshit, plain and simple, I want to play a game not read a history book where I move the troops. DHE = Bullshit. Combined with National ideas = Ultra Historical Determinism Bullshit.
A less specific thing that needs work in EU4 is that they need to make the tech progression for Land and Naval work more fluidly. The way it was before, one level could be an immense advantage due to unit techs meaning a massive power increase.