- AI: Will no longer break alliances due to gaining too many Great Power allies
So that was the reason why France ended our alliance!
- AI: Will no longer break alliances due to gaining too many Great Power allies
Good, my MP game with Portugal no longer have a Castile always on the edge.
Is there any way to remap key bindings?
Damn it. Is there any way to zoom in other than with the scroll wheel?Not possible unfortunately, I'm not even sure if it's possible to mod.
Damn it. Is there any way to zoom in other than with the scroll wheel?
I am still playing my Hansa game, and I doing decently been growing slowly in the north of Europe with the aid of France (which has a personal union with Denmark. My colonization effort is doing decently and I am for the moment hitting around 110 gold in trade per month.
I do however have a huge problem, every war I am fighting against any opponent with some kind of army (Austria, Poland). It comes down to me just throwing money on mercenaries. I am simply winning wars by using a large war chest.
Is there someone who could give some advice on how I should think when I organize my army? I do understand that my leaders is much worse than Austria as I am not fighting as many wars as Austria. But I am losing other wars that I think I should win.
Are you behind in tech? Do you not have military ideas where your opponents do? Are you suffering too much attrition?
Not behind in tech.
I have quality ideas and plutocratic (which I went with to strengthen the tech race and my trade empire, plus I have innovative ideas giving me total of -15% in tech cost).
Austria has defensive and offensive (I guess that explains a lot)
Some attrition, but not very huge.
As far as army organisation goes a good rule of thumb per army is:
Inf : Cav : Art
X : 4 : X
e.g. 12:4:12, also ensure that total army size is ideally the same as your combat width.
Scaling down the number of artillery based on your income, increasing the cavalry numbers to 6, then 8 based on manoeuvre tech, and potentially lowering infantry numbers (keeping total inf + cav >= art).
I usually do 8/2/4 for early game and 16/2/8 for late game.
my armies are usually X+2/4/X
Sometimes X+4 for inf. Bascially it's a few extra inf to act as reserves and plug holes in front of the art.
By the 1700's, strong artillery based armies are absolutely decimating cav heavy formations, especially with a good Fire leader.
How does becoming emperor of the HRE work as a non-HRE state. By Vassalizing electors?
Playing Austria is suffering. I assume it was easier during the previous patches but now it's just ridiculous how much I have to scrape and claw my way through reforms, unable to expand for fear of coalition blob, unable to diplo-vassal for fear of the relations penalty.
That or I'm just bad at this HRE thing.
I'm having trouble understanding how colonists work. Here's a screenshot of my current game:
I play as Scandinavia. The light blue and and pink territories are my colonies, the slightly darker blue territory to the west is still mine. For some reason, I can not send colonists to any of the remaining uninhabited lands, like the ones near the Great Lakes. Why? Two of my nations are touching it. It says that the closest unblockaded port I have is Stockholm, which makes no sense.
Any help?
Having fun as France, I'm damn near invincible.
Yeah, so I've noticed in all my games as playing not-France.Having fun as France, I'm damn near invincible.
Hey hey!
Is this practice before an invasion on me?
I didn't realize our alliance was dissolved! Will renew.
Perhaps intentional?Oh yeah, I don't know if you guys know this but I think there's a bug where the AI takes ~25% less AE from everything, which explains why AI Austria blobs so much faster than Human Austria.
Oh yeah, I don't know if you guys know this but I think there's a bug where the AI takes ~25% less AE from everything, which explains why AI Austria blobs so much faster than Human Austria.
It looks like because it is only counting the light blue territory as yours and since those territories you mentioned are only touching the Western most blue colony, which is landlocked. I bet if you conquered the light green nation there you would be able to colonize those territories since the uncolonized lands would be directly touching your coastal colony.
It's a bug with the buff being applied in games with Lucky Nations off.
Welcome to the first of several dev diaries of the next EU4 expansion Wealth of Nations.
By now you have probably heard a bit about the upcoming expansion, there have been some press about it, but in particular you have been able to follow some of the new features in our Developer MP stream (http://www.youtube.com/playlist?list...XMdqg5ADde-G2o) Still, I will take this opportunity to just quickly go through what you can expect from it.
More gameplay, less fluff
The previous expansion had a few really visible game altering things such as a completely randomized new world, a new type of dynamic nations which changed how you controlled your American colonies and completely new mechanics for the native americans, perhaps a bit disrespectful to call it fluff, but bear with me. These features required quite a big investment in development time and made a big impact on how you play EU4. For Wealth of Nations you can look forward to towards more features but perhaps less headline grabbing features, in other words more interesting gameplay changes but perhaps not so many features that force you to completely rethink your priorities.
A focus on trade
The main focus of this expansion is going to be trade, as the name suggests. We are not, however going to change the the base concept but instead we are going to look into what we can do to strengthen the strategic choices and sharpen the conflicts that come from trade. We are going to add Trading Companies that allow for more specialized trading empires, we are going to add new diplomatic actions and types of peace treaties, privateers and things like that.
Not Just Trade
Just as with the previous expansion, Conquest of Paradise, not all features we add are going to fit the chosen focus. When we design features for our expansion we they usually fit the bill of either the what the expansion is about or what we really want to see in the game sooner rather than later. Like the Fervor features specially for the Reformed religion or a brand new mechanic dealing with competition among nations that we have not told you about yet, more on that in a later dev diary (or in the MP stream in a couple of weeks).
Some Free thing, some Not Free thing
As always some new features are going to be in the expansion and some in the major patch released at the same time. We want to be able to add radical changes, but we don't want to add features to expansions that are vital for the game balance or require us to remove old mechanics, so you get them for free. This is a living game that will hopefully continue to evolve for many expansions to come.
http://forum.paradoxplaza.com/forum...lth-of-Nations-expansion%96-Developer-diary-1
Pirates collecting trade income? Madness. But it does make the whole "protecting" trade mechanic make more sense.