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Europa Universalis IV - Page 17

Forum Index > General Games
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Ramong
Profile Joined March 2011
Denmark1706 Posts
August 19 2013 13:50 GMT
#321
Small patch is out for EU4:

Patch notes 1.1.1
------------------------
- Lots of localisation fixes (including the localised tutorials)
- Fixed crashes when failing to retrieve resolution (merged 8252)
- Hints and tutorial textboxes can now have scrollbars (fixes for too long text for non english)
- Sound are now disabled on standalone server.
- Chat now works with standalone server.
- Peasants' War more likely to end the longer it has been going on
- Peasants' War will not happen again for at least 10 years
- Fixed broken continent all trigger and fixed adding hidden modifiers.
- Jihad achievement should now work again
- African Power achievement should now work again
- Ruina Imperii achievement should now work again
- Correct version is now listed in serverbrowser
- Fixed crashes when failing to retrieve resolution
- Fixed issue with black areas on TI (bad/old graphics cards)
- Optimized mission and revolt risk alerts
- Optimized when we disable trees/terrain/water/borders
- Multiplayer lobby: Keep scrollbar position when a new server is added
- Fixed savegame lockup when having only one core
- Fixed white glow on Linux cursors
- Fixed some more broken localisations
- Religious rebels can no longer flip the Papacy's capital province
- Religious heathens breaking your country results in large prestige loss
- Religious rebels breaking the Papacy results in a stability loss
- MP: Renamed "Connect to IP" to "Connect to ID"
- MP: Version should now be correct in server browser
- Dx9: If we fail to determine refresh rate, default to 60
- Normal borderfriction now only applies if its the home territory bordering each other.


Source
"Yeah buddy"
Erandorr
Profile Blog Joined October 2010
2283 Posts
August 19 2013 14:08 GMT
#322
On August 19 2013 21:04 Simberto wrote:
You can always play as if the game was turn based. Put everything interesting on popup, go at x5, and pause to look at stuff is something happens.


thats what i have started doing pretty much always.

By the way, does focusing on colonies ever get interesting at all? Feels like you are really disconnected from everything but to be fair i have not played it out yet
Sermokala
Profile Blog Joined November 2010
United States14104 Posts
August 19 2013 14:33 GMT
#323
the thing that makes it really easy for great britian is the way that you can just punt white peaces from your island empire. my current goal right now is to keep providence alive and stay the fuck away from spain (who gobbled up fez and is looking for blood down south). Even if anything bad happens you can just blockade your enemies into accepting a white peace.

Brittiany should be a target for you before scotland. the ports she gives makes you unbeatable in the waters. then its just a small peace by peace grind to snap up scotish provinces 2 by 2 until you can make them stable and not revolt.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
August 19 2013 14:35 GMT
#324
i dont get what the supply and demand % numbers mean, anyone knows?
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
August 19 2013 14:44 GMT
#325
All province's production gives you money. The more %demand and the less %supply there is, the more gold you get from the production (if you look at the province, it says how much money it makes from "poduction" right below "taxes" IIRC). I assume the %supply goes up the more provinces that produce that good there are in the world, though I am not sure. No idea what affects the demand.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Myles
Profile Blog Joined March 2010
United States5162 Posts
August 19 2013 15:05 GMT
#326
IIRC, supply is affected by overall production efficiency, buildings that give extra province production, and when new provinces are colonized.

Demand is affected by a load of multipliers. Each good has it's own modifiers that are somewhat unique, but stability, prestige, other goods produced(like Slave demand increases as more new world goods are produced), and a bunch of other things can increase or decrease the demand.
Moderator
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
August 19 2013 15:41 GMT
#327
ok thanks, i suspected something like that, but 2 different % numbers for the same thing confused me, but it makes sense now.
daemir
Profile Joined September 2010
Finland8662 Posts
August 19 2013 16:11 GMT
#328
So, having never played a EU game before, can someone tell me what kind of ratios of different unit types I should aim in a ground army? I mean I know the basic "cannons fire in the fire phase, cav does shock", but are there some numbers that are optimal or make the most sense? Good general seems to be a super important factor, but beyond I haven't really figured in the game so far that's indicative of how much what type a land army should have.
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
August 19 2013 16:32 GMT
#329
On August 20 2013 01:11 daemir wrote:
So, having never played a EU game before, can someone tell me what kind of ratios of different unit types I should aim in a ground army? I mean I know the basic "cannons fire in the fire phase, cav does shock", but are there some numbers that are optimal or make the most sense? Good general seems to be a super important factor, but beyond I haven't really figured in the game so far that's indicative of how much what type a land army should have.


Cavalry units are fundamentally stronger than Infantry. Ideally you would want an army made out of only cavalry, but because the game imposes a limit on how much % cavalry you can have in a stack before you start taking penalties, you can't.

Most Western nations are limited to 50% cavalry max. Some of the Hordes I believe can have up to 70% (thus making them incredibly strong early on, albeit the tech penalty will cause them to fall off as the game progresses).

As a rule of thumb, what you want is to have your nation's ideal distribution, then add 1 extra unit of infantry. The +1 infantry serves as a safety padding that prevents you from receiving penalties you would receive if an ideal distribution was disrupted by a couple of infantry soldiers dying early on (instantly causing your cavalry % to be higher than your nation's limit).

I'm not too sure about Cannons myself. Basically Cannons sit in the back row and can participate in battle from there, unlike other unit types. However, they are easily brought down once attacked. I usually have 10-20% cannons in my armies, though I have no idea if that is correct.
Myles
Profile Blog Joined March 2010
United States5162 Posts
Last Edited: 2013-08-19 16:46:18
August 19 2013 16:32 GMT
#330
It used to be in EU3 that cavalry was much more effective early game due to their shock bonuses. I'm not sure they're still as dominant anymore, but you should keep cavalry below 50% of your army to have the combined arms bonus(different % for eastern, muslims, ect). Since you always want your artillery in the back line, you should keep their numbers below your combat width and less than the total amount infantry+cavalry. Generally, I only kept ~20% of my army artillery in EU3, but they seemed to have been made a lot more effective in EU4 and that will probably need to change. And generals most definitely rule the day. I actually lost to a smaller Aztec army as Portugal because they had a godly general I had a shitty one.

edit: ninja'd XD
Moderator
Monsen
Profile Joined December 2002
Germany2548 Posts
Last Edited: 2013-08-19 17:17:55
August 19 2013 17:00 GMT
#331
Disclaimer: only speaking for EU3 but from streams and such it seems to be the same in EU4.

Early game Cav is way superior to Infantry due to the shock bonus. However they're also way more expensive and useless in sieges. Most nations have a 50% limit on how much Cav you can have in your army (without getting combat malus), so the most powerful army (combat stat wise) always has 1 more Inf than Cav. Terrain also effects Cav efficiency (the flatter the better).
By the time your Inf gets rifles (used to be weapon tech 18, no idea if that's still true) they catch up to Cav in fighting strength. And cannons greatly increase combat strength because they can shoot over your first line of troops, effectively doubling your damage per combat round. However every army should always have at least 2 Cav in it to get the flanking combat bonus.

There are also some factors outside of combat such as costs and, less obvious, speed. "My enemy always retreats and I can never catch up and destroy him, this sucks!!11111". Yeah, that's why- you've got cannons in your army and he doesn't.

Even before the slow cannons come around it can be practical to have a pure Cav detachment (or microing the Cav in and out of your army after every won battle if you're not lazy like me) to cut of retreating enemies. The Cav will either destroy the enemy (since they're broken) or hold them up until your Inf arrives, which then leads to complete obliteration. This is mostly because your Cav arrives before the retreating enemy does and thus gets to be "defending".

Oh yeah, the hordes get to have 100% Cav armies without any mali.

Edit: since people are asking for precise ratios:

Perfect early game ratio (for maximum combat strength in non mountain areas) is 51% Inf 49% Cav for most nations. (Since Cav is so expensive, players tend to go for less Cav down to 2:1 ratios though.)

The first cannons still have pretty mediocre combat stats, but once they've been "upgraded" 1-2 times the perfect army actually is 50/50 Inf/cannons +2 Cav. (strictly speaking you could even have 2 cannons behind the Cav.)
People tend to increase the Inf portion for several practical reasons, such as the ability to leave small siege detachments behind while continuing on with the army though.
And yeah, once cannons are in the front lines they tend to take extreme losses.
11 years and counting- TL #680
Yurie
Profile Blog Joined August 2010
12079 Posts
August 19 2013 17:09 GMT
#332
In one of the last EU3 patches I think they removed the speed malus from cannons. Not sure how it is in EU4.
daemir
Profile Joined September 2010
Finland8662 Posts
August 19 2013 17:45 GMT
#333
That was very helpful

So how do you guys handle homeland defense while on a campaign. Just one stack going around or do you keep several smaller armies or none at all? What's the efficient way of doing it, you know against rebels, unfortunate events or a naval invasion force? And how big armies do you use in the front, there's some limit per province how many regiments they can support, right?

I've tried playing with England and I'm having a little difficulty deciding the direction at start. War with France, Scotland looms in the north and Ireland looks tempting as well, although the small nations tend to pick the most unfortunate alliances before I get a claim on their lands. I tried to open once by making peace with france immediately (give them lands) then selling rest of the lands I have left on continental europe to france (they offered best price) for early game econ boost and maybe few less targets to get warred upon, so I could focus on getting the british isles fully to myself, but seems like I can't even get my income to positive, england actually starts the game negative already -_-

Another thing, is it a net loss or win to use light naval vessels to protect trade per vessel or is there a cut off point or does it depend on the node? Should I scrap the fleet of 18 some light vessels england starts with to save on maintenance? I need the cogs to get to ireland and withdraw troops from europe and the early carracks can block the channel nicely, but I'm unsure how effective the smaller ones are.
Yurie
Profile Blog Joined August 2010
12079 Posts
August 19 2013 17:54 GMT
#334
Don't scrap ships, lower maintainance outside of when you are going to fight naval/land battles. Pretty much needed for all countries prior to becoming a super blob.
Monsen
Profile Joined December 2002
Germany2548 Posts
August 19 2013 17:59 GMT
#335
Depends on how large your "homeland" is. For England one stack should be more than enough. You only need to be able to reach any province before rebels/invaders complete a siege.
11 years and counting- TL #680
Myles
Profile Blog Joined March 2010
United States5162 Posts
August 19 2013 18:07 GMT
#336
If I'm France/Spain/Austria/ect I always try to leave one 10-15k stack at home for rebel smashing or other surprises, depending on my army size. For my Ottoman game I ended up leaving 1 stack in the Balkans and another in Judea once I controlled most of Arabia. The one in Judea was actually 25k strong because the rebel stacks were getting quite large over there.

Unless I'm really small or really big, I like to have my army in 4-5 separate stacks. 2 larger ones that are my main forces and few other smaller ones that can support the others. Even once I'm really big I don't like to put more than 40-50k troops in one stack. Of course what's happening at the time is the most determining factor. And definitely keep track of the supply limits in provinces. Attrition will eat through your manpower quickly if you aren't paying attention.
Moderator
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2013-08-19 20:22:03
August 19 2013 20:21 GMT
#337
so, i have conquered a province from granada, it has "nationalism" on it, which annoyingly grants a minimum revolt risk for like 10 years.
The rebels are patriots, which "want to reunite with their cultural kin"


Would it go away if i pay the 200( ) diplo power for culture change?


because otherwise i only get -15% tax from the culture modifier, so i would save that power.
LuckoftheIrish
Profile Joined November 2011
United States4791 Posts
August 19 2013 20:26 GMT
#338
On August 20 2013 02:45 daemir wrote:
That was very helpful

So how do you guys handle homeland defense while on a campaign. Just one stack going around or do you keep several smaller armies or none at all? What's the efficient way of doing it, you know against rebels, unfortunate events or a naval invasion force? And how big armies do you use in the front, there's some limit per province how many regiments they can support, right?

I've tried playing with England and I'm having a little difficulty deciding the direction at start. War with France, Scotland looms in the north and Ireland looks tempting as well, although the small nations tend to pick the most unfortunate alliances before I get a claim on their lands. I tried to open once by making peace with france immediately (give them lands) then selling rest of the lands I have left on continental europe to france (they offered best price) for early game econ boost and maybe few less targets to get warred upon, so I could focus on getting the british isles fully to myself, but seems like I can't even get my income to positive, england actually starts the game negative already -_-

Another thing, is it a net loss or win to use light naval vessels to protect trade per vessel or is there a cut off point or does it depend on the node? Should I scrap the fleet of 18 some light vessels england starts with to save on maintenance? I need the cogs to get to ireland and withdraw troops from europe and the early carracks can block the channel nicely, but I'm unsure how effective the smaller ones are.


Use the province limits to your advantage. (note: I haven't gotten to play EU4 yet TT so take this with a grain of salt) Scorching a province with a high-level castle and abandoning it can be an extremely effective tactic, especially in places like Russia, Scandinavia and other cold, tropical or desert regions. Wait for your enemy to take huge losses from attrition, then move in and smash him. Withdraw quickly from the province to leave it open as bait and minimize your own losses. If they start assaulting, so much the better.
On Twitter @GosuGamers_LotI | Grubby has a huge head!
Yuljan
Profile Blog Joined March 2004
2196 Posts
August 19 2013 20:27 GMT
#339
On August 20 2013 05:21 LaNague wrote:
so, i have conquered a province from granada, it has "nationalism" on it, which annoyingly grants a minimum revolt risk for like 10 years.
The rebels are patriots, which "want to reunite with their cultural kin"


Would it go away if i pay the 200( ) diplo power for culture change?


because otherwise i only get -15% tax from the culture modifier, so i would save that power.


I think cultural change would end the rebels but minimum revolt risk will gradually get lower and you wont even notice it after 4-5 years. 200 Diplo is just too expensive. I think the cultural change takes a few years too. Defintely not worth it in my opinion.
LuckoftheIrish
Profile Joined November 2011
United States4791 Posts
August 19 2013 20:31 GMT
#340
While it's not EU4 material, the best example of how to deal with rebels can be found in PrawnStar's EU3 AAR Rebels Without a Pause. To the extent that an EU3 AAR can be famous, this one is; he played as the Golden Horde, with the self-imposed limitation of never switching away from a Tribal government. Under this family of government systems, the death of a leader causes a succession crisis; combined with a nearly-accidental WC attempt, he generates more than 34 million rebels.
On Twitter @GosuGamers_LotI | Grubby has a huge head!
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