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On January 11 2012 10:43 Rednaxela_19 wrote: I don't know if this is a bad question, but how long does it take for you to completely take control of a province that you have occupied? I don't like settling for a vassal state or not retaining control of all the provinces that I conquered through a peace offering. I just want the whole of the country to be mine! >.<
There's the event that occurs if the enemy has a lot of war exhaustion and you have little to none that brings provinces over to your control. This takes a lot of time though, and you shouldn't count on this to bring provinces over. If you necessarely have to do it in one go, which by the way is really bad for your infamy, you can do it through occupying all but one province and keep killing what pops up to artificially prolong the war. You could also keep one of his allies alive and keep fighting with him. This is a better solution as a fully occupied country allows more and more favourable peace deals with you, the longer the war goes on.
TLDR: Occupy the whole country + keep fighting with his allies to avoid auto white peace = better and better peace deal = full annexation eventually.
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I would really recommend not doing that. It is just annoying. You waste so much time occupying a country where you could do so much more interesting stuff. Just grab what you want/can. There will be other wars, no need to get everything in one.
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Euronyme Sweden. January 12 2012 00:15. Posts 2590 PM Profile Report Quote # On January 11 2012 10:43 Rednaxela_19 wrote: I don't know if this is a bad question, but how long does it take for you to completely take control of a province that you have occupied? I don't like settling for a vassal state or not retaining control of all the provinces that I conquered through a peace offering. I just want the whole of the country to be mine! >.<
There's the event that occurs if the enemy has a lot of war exhaustion and you have little to none that brings provinces over to your control. This takes a lot of time though, and you shouldn't count on this to bring provinces over. If you necessarely have to do it in one go, which by the way is really bad for your infamy, you can do it through occupying all but one province and keep killing what pops up to artificially prolong the war. You could also keep one of his allies alive and keep fighting with him. This is a better solution as a fully occupied country allows more and more favourable peace deals with you, the longer the war goes on.
TLDR: Occupy the whole country + keep fighting with his allies to avoid auto white peace = better and better peace deal = full annexation eventually.
Thank you! One more question now... How can I make vassal states agree to annexation? Besides what they say, 10 years of occupation, etc, does their relationship with me have to be exactly 200? Is there a certain way I should be going about it for the highest chance of success? Thanks alot in advance for the help. As you can see, I'm just a newbie EU 3 player!
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You need relations above 190 to even make the proposal. Than, the chance that they agree is modified by a lot of stuff like trust (which you gain by being nice to them), but most importantly you diplomatic skill. The easiest way to get this to increase is to add lots and lots of nations to your sphere of influence (through the diplomatic action).
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On January 12 2012 01:02 Simberto wrote: You need relations above 190 to even make the proposal. Than, the chance that they agree is modified by a lot of stuff like trust (which you gain by being nice to them), but most importantly you diplomatic skill. The easiest way to get this to increase is to add lots and lots of nations to your sphere of influence (through the diplomatic action).
They also have to be fairly small. You can do larger countries (iirc) once you get an overwhelming diplomatic skill, but usually 3 is the highest number of provinces a country can have and accept a diplo vassilation
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On January 12 2012 01:56 Euronyme wrote:Show nested quote +On January 12 2012 01:02 Simberto wrote: You need relations above 190 to even make the proposal. Than, the chance that they agree is modified by a lot of stuff like trust (which you gain by being nice to them), but most importantly you diplomatic skill. The easiest way to get this to increase is to add lots and lots of nations to your sphere of influence (through the diplomatic action). They also have to be fairly small. You can do larger countries (iirc) once you get an overwhelming diplomatic skill, but usually 3 is the highest number of provinces a country can have and accept a diplo vassilation
Wait, so what exactly do I need to do to increase my diplomatic skill? What does adding nations to my sphere of influence imply? Sorry but that is confusing to me >.<
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On January 12 2012 01:56 Euronyme wrote:Show nested quote +On January 12 2012 01:02 Simberto wrote: You need relations above 190 to even make the proposal. Than, the chance that they agree is modified by a lot of stuff like trust (which you gain by being nice to them), but most importantly you diplomatic skill. The easiest way to get this to increase is to add lots and lots of nations to your sphere of influence (through the diplomatic action). They also have to be fairly small. You can do larger countries (iirc) once you get an overwhelming diplomatic skill, but usually 3 is the highest number of provinces a country can have and accept a diplo vassilation
The size is îrrelevant when we are talking about annexing vassals (which i thought we were). It is, however, relevant when we are talking about diplomatically vassalising other countries, as then you need to be much larger then your target, and it rarely ever works on countries larger than 3 provinces.
And yes, you should increase your diplomatical skill. You can't influence your leader, but every country you add to your Sphere of Influence adds +1 to diplomacy for those diplomatic actions. You can add a country to your Sphere of Influence by simply selecting the option in the diplomatic menu you get when you click on an other nation. The nation needs to be far smaller then you, and both its military and its economy need to be far smaller then yours, too. It also needs to be within your trade range. The option costs a diplomat and 2*(1+ countries in SoI) prestige. So the first country you add costs 2 prestige, the second 4, the third 6 and so on. Good candidates for SoI countries are all those small thingies inside the HRE.
Note that adding something to your SoI also discourages other countries to meddle with them, as you get a CB on them when they do anything with that country, and you are also called to war (which you can deny at no penalty) whenever someone attacks those countries.
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Oh yeah sorry I was totally talking about diplomatically vassilise (is that a word?). Does anyone know about some quality mod apart from no time limit, d&t and misc mods?
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On January 12 2012 04:51 Euronyme wrote: Oh yeah sorry I was totally talking about diplomatically vassilise (is that a word?). Does anyone know about some quality mod apart from no time limit, d&t and misc mods? MAHGNA MUNDEH
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On January 12 2012 04:51 Euronyme wrote: Oh yeah sorry I was totally talking about diplomatically vassilise (is that a word?). Does anyone know about some quality mod apart from no time limit, d&t and misc mods? http://www.paradoxian.org/eu3wiki/MEIOU MEIOU is really great as well, D&T great!
Magna Mundi is outdated sadly
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Does anyone know what Fruscainte got banned for? I can't find it for the life of me, and he brought me into this game which I've spent probably 400+ hours on, and keep on playing. I wonder if there's any way he could get unbanned :/
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United States5162 Posts
For some reason he thought he had to keep telling people how crappy SW:TOR is, and apparently he had a history of being a shitty poster in general. Though, I was surprised to see him permed too.
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On January 14 2012 00:45 Myles wrote: For some reason he thought he had to keep telling people how crappy SW:TOR is, and apparently he had a history of being a shitty poster in general. Though, I was surprised to see him permed too.
I still couldn't find the post he got banned for though. Weird. That sort of stuff usually results in a warning unless I'm mistaken. What a shame. RIP.
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Death & Taxes 4.0 is out!
Death & Taxes 4.0
Here is the stupidly long changelog: + Show Spoiler +
France no longer exists in corfu during the 100 days. Aztec can only be formed by people in the New World tech group. Prestige requirement removed from Lotharingia. Ming factions revamped. Ming's reform China decision has been modified. Provinces now defect to nomads after 2 and a half years. Nomad settling decisions which aren't available are hidden. The Mongol Empire is now formable. Japan only gives 1 base tax and manpower as opposed to 2. Full decentralisation gives -0.05 war exhaustion, -4 max war exhaustion, 25% extra defensiveness, 10% higher land force limit, 20% higher manpower and -50% stab cost. The American disease chain is 15 times less likely to happen if you don't border a country with a higher tech group to you. AE diseases spread less quickly to provinces which don't border other provinces with the plague. Integrating new core localisation added. Spanish Cuenca removed from the central American region. Timeline extended to the 12th April 1861, the date the American civil war began. People get cleansing of heresy on their neighbours but only after the reformation has begun. War dynamism added.3 Prussia can't see the form Prussia decision. Russian/Siberian regions fixed. Advisor stats no longer disappear off the screen. Poland's annex Mazovia mission gives a core. Move Capital to Warsaw and Polish Hussars decisions no longer show up twice. Union country core cleanup event added (adapted from Miscmods). Incorporated the auto building mod. Incorporated the always war mod. Mercantilism gives 10% trade income. Free trade gives +10% stab cost and Mercantilism gives -10% stab cost. Scorched earth gives -5 support limit. War exhaustion is now reduced by 0.2 a month when at peace. Supply limits start a little higher. Szlachta promoted now only gives 8% discipline, but it gives -10% land attrition. Army tradition decays at 4% a year as opposed to 3%. Small number of modifiers added to make the AI more difficult. Poland starts with less quality. The Sardinia-Piedmont missions don't give cores. The Pentarchy event requires the Papal states to be your vassal and inherits them before deactivating the papacy. It's not historically accurate but it stops the bug where the Papal states exist and the papacy is inactive causing a crusade to be called every few days. Great Britain can't form France, only England. Revolt risk from inflation is slightly less. Sub-Saharan, New World and Nomad tech groups can't commission paintings. Commissioning a painting requires an artist, and now gives -1 prestige and -5 ducats. Iberian nations get QftNW slightly later. Not-Patrolled penalties removed. (Pirates already do this) Decision for the New World states to discover each other. AI is given guidance and help in colonizing via events. New Events for Teotl nations. Religious minority event in colonies has a greater mtth. Ethiopia has a better government and tech group. Baltic provinces now have more appropriate cultures. Added Egypt as a Nation. Added a Greek War of Idependance Bookmark. Added a lot of provincial history! (Thanks to StarWarsFan541) Added Texas, California, Utah and California tags. Added Texan and Mormon Cultures. Added Greek war of independace Texas american War and Mexican American War. The mean time to happen of the national decline event tripled. Updated Japan history added from the Japan mod. Britain/England get a decision at government tech 24 to restrict the powers of the king, making Britain a Constitutional Monarchy. Wear British redcoats decision hidden until Land Tech 30. British/English establish Foreign and Commonwealth office which gives +10% tarriffs and small other bonuses. Very small bonus (5% trade income) from owning Calais and Kent. If you have Ecumenism and Humanist tolerance an event with a MTTH of 3 years will fire giving tolerance of heretics/heathern +0.5, -1RR and move you 1 place towards innovative. Nomads get a higher supply bonus on home plains to make them better at surviving after other countries start to colonise the edges of their territory. Romanian nation decision updated. Badboy malus reduced from having Temples in power from 0.2 to 0.1. Added minefield's coats of arms. Nostradamus is a level 5 artist. Recover Greece mission removed for Byzantium. Hindustan now requires 30 cities. Italy now requires 25 Italian cities. Germany now requires 30 German cities. Fujiwara no longer exists in Sakhalin late game. Duplicated entries in map/defines.txt removed. New version of In Game Colony Name Change added. Tech groups rebalenced again (though Eastern, Muslim and Ottoman tech get higher slow limits). Forming Japan now doesn't change trade goods, but Industrialising Japan does this, it also gives +1 base tax and manpower. Forming Japan is a country decision and requires no one else (other than Japan and you) to own a province in the Japanese region. Army tradition decay is faster. Second version of the core cleanup event removed. Dutch & French, and Dutch & Germanic cultures get a 50% cultural absorbtion rate on one another to represent the cultural similarities. AI Mamluk army size nerfed a little. QFTNW Can be taken after 1500 even if you don't meet the naval tech requirement. Full Mercantilism gives 0.05 inflation reduction. AI American Natives are less likely to become christian (20% down from 60%). North Sea islands region added Forming Britain requires you to own all of the British isles and grants cores on all of Britain and Orkney. Orkney removed from the British isles region and added to North Sea islands region. Iberia can't be formed if Portugal exists (to prevent it being inherited in an mp game when it moves it's capital). Welcome event fires on the first day giving access to the auto build mod and the always war mod. Reclaim Jerusalem fires less often. More nations mod added including: Al-Andalus, Arabia and Belgium formable, and Australia, Cuba, Madagascar, New Zealand and South Africa as revolters. Spain can only be formed by Christians whilst Iberia can be formed by any religion. Forming Scandinavia now simply requires you to own the entire Scandinavian region. Anatolia removed from crusader states region. Arabian Peninsular region added. The way subject countries are inherited when a country is formed has been completely changed. An event fires inheriting the countries if they are your junior union, this removes the issue that you will inherit a country you do not lead a union with if you own their capital because they have relocated it (e.g. Portugal moving to the new world in an mp game). The Integrate Granada decision will not appear until 1480, and only if Granada exists. Forming Spain will inherit Granada if it is your vassal, but Granada isn't a requirement to form Spain itself. You now get increasingly bad modifiers for not owning your capital dependent on your centralisation. Al-Andalus can now be formed by berber culture group countries- But watch out, it moves your capital to Europe. Old governments system temporarily reinstated for the 4.0b alpha. Fixed bug where British Australia/New Zealand exists as Britain in 1399 when you move around on the timeline, causing a crash. Your capital no longer has to be in andalucia to form Al-Andalus. Minefield flags added for new countries. Scorched earth only gives -1 supply limit since this is a base and when multiplied results in being much higher. Scorched earth halves local troop movement speed. Claim on Arabia/Inca bug fixed. Tripoli removed from the Barbary wars. Quality/quantity slider moves giving the wrong events fixed. Uncolonised provinces aren't required to form Scandinavia and Japan. Muslims get the conquest of Mecca modifier. After 1450 the Mamluks get massive maluses when at war with the Ottomans (AI only) All muslims get 0.25 colonists a year. Qing's 'Form Qing dynasty' decision shows up so you can see the requirements. Scandinavia, Romania, Greece, Westphalia and Japan are all formable with region claims. Forming Japan inherits Japanese Vassals/PU juniors Britain has industrialised in 1800. Riga starts Prussian culture. On the 5th June 1849 Denmark becomes a Constitutional Monarchy. Technology levels altered to account for the new timeline. Famous quotes about war added in place of loading tips. Japanese history added (Thanks to Chatnoir17). France now starts allied with all its vassals. Always war modifier added reducing war exhaustion, max war exhaustion, revolt risk and stability cost. Quest for the new world can't be taken until 1400. Mongol Khanate provinces auto defect to Ming. Prussia can now be formed if Prussia exists, provided it is your vassal or PU junior. Golden bull bookmark added. Byzantine 1356 cores altered. Resisting the Turks Byzantine modifier will only fire if the Ottomans have more cities than the Byzantines. All nomads more land oriented. In game colony name change event fixed (hopefully!). Conquer Ireland mission fixed. Loads more localisation added, especially for all the Japanese missions and decisions. Galleys get slightly higher shock modifiers early on. Iberian nations get QftNW slightly later. Not-Patrolled penalties removed (Pirates already do this). Decision for the New World states to discover each other. AI is given guidance and help in colonizing via events. New Events for Teotl nations. Religious minority event in colonies has a greater mtth. Ethiopia has a better government and tech group. Baltic provinces now have more appropriate cultures. Various regions have been fixed or tweaked. The East Coast of North America is now more valuable. Provinces and cultures in the New World now have the correct localizations. History for New World states updated. New World events stop around 1650. Mtth for many AE events tweaked. Random religious flipping in the New World fixed. Most monarch histories added from 1356-1399. Persian countries now have correct cultures and capitals. Fixed no culture middle eastern provinces. Persian states now have the correct religions. PU between Austria and Spain removed. Brunei has discovered a larger portion of Indonesia at game start. Forming Malaya gives you 5 colonists. AE never ending disease chain fixes. Urbino starts allied with the Papal states when they are their vassal. Wales is in a PU under England, rather than being a vassal. Krain starts out as a core of Austria. Papal states shouldn't reappear after the pentarchy event. Weapons and Naval manufactories give small bonuses to Naval/Land force limit and manpower. Dynamic Nationalism added for Germany. The reformation will fire slightly earlier. The Constantinople modifier can now be taken by all Muslims and Christians, as opposed to just orthodox. Germany can establish Hofkriegsrat if it is Austrian culture. Adopting Plutocratic administration no longer gives slider moves. Mercantilism gives extra production efficiency, but also a slightly lower compete chance on owned COT's. Mamluk maluses fixed, and will activate earlier (due to extended timeline). Many tribal reform requirements moved from Potential to Allow so that they are visible. Mongol nation decision removed for the moment. The Mongol Empire now insta-secedes provinces to any Chinese culture country rather than just Ming. The Chinese culture nations get the Nationalism CB at government 10. Celestial empire now gives -12bb limit and 1.5 officials. Inca nation bug fixed so all Andean culture nations can form it. Roman Republic decision removed, Roman Empire and Roman Republic can now interchange through the government change panel for a -4 stab hit. Roman Republic has elections every 2 years now for game balance reasons. Roman Empire and Roman Republic can no longer adopt Imperial Administration. Roman Imperialism can't be taken until Government tech 20. The French decision which gives Nationalism can't be taken until government tech 15. Quest for the new world can't be taken until Naval/Trade tech 15. Without naval 0 it can't be taken until 1520. Japanese western trade decision nerved considerably. East India Trade Company can be taken again if the trade port is lost, but the decision no longer gives cash and a free naval building. Before 1500 Denmark gets Kalmar Union missions to form a PU with Sweden and Norway. The land requirement for Military drill can be bypassed if you have full quality. The land requirement for National conscripts can be bypassed if you have full quantity. War Taxes overhauled, the now give huge military and tax bonuses but increases WE and max WE considerably. Total War lasts for a minimum of 4 years. Prussian military reforms give 2% less discipline, so they now give 20% however it now gives 2 slider moves towards quality. Establishing the way of the Samurai gives 2% less discipline, so it now gives 8% discipline. Gibraltar is a fort 6 at the time of the Napoleonic wars. Celestial Khanate added for the Mongol Khanate. All Hordes are now tribes. Mongol Khanate is a Celestial Khanate, which is slightly better than a Steppe Nomad. It has a decision to reform, but starts with more serfdom, more land and more narrowminded. Tahiti has its own horde government type so no one can attack it. Peacetime war exhaustion reduction reduced to -0.16. Land/Naval tech cost reduction increased. Land/Naval has a slightly bigger effect on ship cost. Feudal Japan bookmark starts in 1356. Muscowy and Russia get a slightly buffed version of Defend against the Nomads. Xia is a Celestial empire. All the Chinese states, other than Quing, start at war with the Mongol Khanate. Normandy and Caux are English cores at the 1356 start. Ming start with a very good General/King. The Iraq area is now part of the Arabian region. Croatia starts in a PU with Hungary. Bihac added to the Croatian region. Many western Hungarian provinces are richer. Louis the Great, Hungarie's king, starts out with good Army General stats. Hungary gets a decision which gives +1 base tax on every hungarian province, as well as moves towards centralisation, serfdom and aristocracy. The conquer Ireland mission can now fire before 1400. Hungary now gets a PU bohemia mission. Hungary's cores removed from its vassals/PU juniors. France starts with a core on Anjou. Persia can now be formed by owning 20 provinces in the Persian region. Claim timer (event 1234567) localised. CTD from forming Japan fixed. More monarch histories added. Chobanids and Injurids have more polarised sliders, with Chobanids getting better military sliders but Injurids getting better administrative sliders. Bihar and Gujarat are in unions under Delhi at game start. Bihar is Sunni for the first 20 years of the game when it is in a union under Delhi. Forming Egypt now also gives manpower in Cairo. Russia is significantly more powerful and gives cores ons more horde land however it now requires 30 russian cities. Germany now requires 35 german cities. Italy requires 22 italian cities. You can now get the tribal conquest and tribal feud cbs on Hordes. Hungary can now only take the golden bull decision once. Level 2 buildings are now available much earlier (tech 7). Naval base gives global tariffs +1%, stock exchange gives local tariffs +25% local tariffs each. Production efficiency from dock reduced and redistributed to other naval buildings. Building modifier localisations fixed. For balance reasons level 5 and 6 buildings are destroyed even if you have cores, and level 4 buildings are destroyed on conquest but spared on cores. Since the AI wasn't able to conquer Ireland Britain only requires the entirety of the British mainland to form. Random 'defensiveness' modifier removed. Highlanders arrive will now only fire once. AI bonuses nerved slightly (especially in terms of morale and discipline). Base tax of Marrakech increased. Industrialising Japan requires government tech 12. Edinburgh doesn't become the capital of Scotland until 1437. Until 1437, Fife's capital is Perth. Human Tahiti can discover every land province by decision and this discovery won't spread since it's in its own tech group. Timurids and Golden Horde don't start at war meaning they don't start with such huge armies. Steppe Nomad government gives +25% manpower but -25% force limit. Steppe hordes get a special version of TSC giving double the rebels in every non-culture or non-core province. Nomad group slow limit removed. Colony name changed bug fixed (I hope). French war vs. non existent Iroquis which caused a CTD removed. Chiese nations don't get nationalism early any more. Always War removed for the moment since it doesn't work. Unification CB added for Chinese states. AI Ottomans given bonuses. Yuan Dynasty decision which gives the Mongols cores on China. Chinese cores have been fixed. Pentarchy triggered modifier fixed so that it fires if either the Papal States doesn't exist, is Orthodox, or is your vassal. The Chinese factions don't start at war with the Mongol Khanate. Initial setup instructions updated. Timurid conquer Delhi mission will not fire until 1390. Ottomans tech slower (85%) but get a slow limit of 18, meaning they should be able to easily compete with Eastern tech group for the first few centuries. Hordes/Tribes in the "Ilkhanate" (Timurid) region now have a CB against each other. Slovene added as a culture. Small bug fixes with some AE events and decisions. Lithuania is pagan. Lithuania gets an event to convert to Catholic, Orthodox, or stay pagan (the latter is mostly for the player). Lithuania protected from the Primitives/Holy War CB until they get the event. Added the historical ruler for Fang. Kazakh now exists in 1356 (technically it should be a similar khanate in the exact same area, but I'm saving a tag). Cultures in Switzerland are now more realistic. Fixed some messed up Timurid cores and history files. Removed the Timurid-GH war since they no longer share a border. Removed the starting war in China, so that the Chinese states can fight independently and with the better CB. Fixed some localisation problems from DAO. Offensive/Defensive slider is more powerful. Building missions mostly updated in line with the technology group changes. Weapons manufactory mission gives increased manpower. Land/Naval manufactory missions are more or less likely to fire based on your land vs. naval slider. Great Britain gains a 'Conquer Gibraltar' mission.
Improved AI: I've started work on Viae Gloriam, an AI rework designed specifically for Death & Taxes. This system will keep the AI more focused on its own backyard, make it less likely to randomly conquer, and will help it keep its priorities straight. Hopefully this will mean more focused and ultimately challenging AI.
More Tweaks: Some bugs, inaccuracies, and other issues that we've noticed are already on their way to being fixed. So do not fear, any bugs you'll find in 4.0 are rather already being fixed or will be fixed soon after they're brought to our attention.
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On January 14 2012 01:41 Euronyme wrote:Show nested quote +On January 14 2012 00:45 Myles wrote: For some reason he thought he had to keep telling people how crappy SW:TOR is, and apparently he had a history of being a shitty poster in general. Though, I was surprised to see him permed too. I still couldn't find the post he got banned for though. Weird. That sort of stuff usually results in a warning unless I'm mistaken. What a shame. RIP.
his name isnt combat ex, the door will not remain forever closed if his heart desires a return to the light side of the force!
or something
just sayin
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So.. Anyone else have tried the new D&T 4.0 ? 
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On January 16 2012 03:49 Ramong wrote:So.. Anyone else have tried the new D&T 4.0 ? 
Yeah, in all honesty there wasn't that big a difference. The auto build mod will get you ruined instantly as it costs double money, and it builds stuff above your tech level as wel :/ Other than that it's awesome with extended timeline and such, but there wasn't an overwhelming difference to be quite honest.
Does anyone know how to form Lotharingia? It says you have to have a claim of 25 or something like that, whatever that means.
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On January 16 2012 11:07 Euronyme wrote:Show nested quote +On January 16 2012 03:49 Ramong wrote:So.. Anyone else have tried the new D&T 4.0 ?  Does anyone know how to form Lotharingia? It says you have to have a claim of 25 or something like that, whatever that means.
Claim of 25 means that you must own/have 25 provinces in the Lotharingia region, though you do not need cores on them I believe.
The difference in 4.0 is most apparent in Asia I think, with China and Japan changed a lot. + many new countries can be formed all over the world
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so i downloaded d&t 4.0, first impressions after about 30 seconds. map is different, same bug a lot of mods have, changing start date a few times crashes the game, and theres a south american country called wanka which makes me laugh.
LOOKING GOOD
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