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Europa Universalis IV - Page 202

Forum Index > General Games
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zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2017-12-17 20:41:30
December 17 2017 20:40 GMT
#4021
This took about as long as a regular 1821 WC:

[image loading]

and also took lots and lots and lots of micro. Paradox nerfed the England IA exploit unfortunately. I definitely should've posted about it after the WC was finished instead of before.
nimbim
Profile Blog Joined June 2009
Germany985 Posts
December 17 2017 21:54 GMT
#4022
That's very impressive, nice work.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
December 18 2017 05:24 GMT
#4023
i think theres been some stealth nerf on china or ive had good luck lately, havent seen ming survived past the 1st mandate in 3-4 play throughs
Artillery spawned from the forges of Hell
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
December 20 2017 07:01 GMT
#4024
Just played a pretty interesting challenge, Wheelking made me think of it when he off-handedly said that you can make global trade spawn pretty easily where you want.
So the challenge is this:
Start as an OPM (any one province nation of your choice)
Very Hard, Ironman
make Global Trade spawn in an american trade node.

For those who aren't familiar with the game mechanics, Global Trade spawns in 1600 in the trade node that has the largest value (local+incoming-outgoing).
For those who want some hints, here are some slightly obscure mechanics you might not be familiar with.
In spoilers, if you want to try it without help :p
+ Show Spoiler +
In order to move your capital to the new world, you don't have to remain on one province. You merely need your capital to be on a continent where you don't own any other provinces. Having cap in Europe and 100 provinces in Africa will still allow you to move cap to Americas.
+ Show Spoiler +
A continent is a weirdly defined thing you can't find anywhere in-game and isn't used for anything else afaik. Look up a continent map on the wiki.

When your capital is in Americas, overlords won't get called into wars you declare on colonial nations.
"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
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
December 20 2017 11:53 GMT
#4025
Are you sure you can't move capital to the new world otherwise? Someone said I wouldn't be able to move capital as HRE but I tested it:

[image loading]
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2017-12-20 16:16:57
December 20 2017 16:08 GMT
#4026
I did pretty extensively test it, yes. Where is your cap at the moment?

It might also be the case that Bermuda specifically is bugged though. Can you move it to other New World provinces?

I'd like to see other people attempt, because I wonder how many different ways it can be achieved. The strategy I went with was probably the one most straightforwards avaliable, but I wonder what people can come up with.
"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
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2017-12-20 19:11:10
December 20 2017 19:10 GMT
#4027
It's in Constantinople, I haven't tried moving to another colony.

Also, what's the reason for engaging with 2x the combat width?

On December 01 2017 19:07 Scip wrote:
When fighting mid-lategame, you generally want to be able to field at least double the combat width of troops, preferably 1.5 times that. At that point, the amount of troops you can field becomes way less important.

Fildun
Profile Joined December 2012
Netherlands4123 Posts
December 20 2017 20:25 GMT
#4028
Probably so that you have a full backrow of cannons?
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
December 20 2017 22:18 GMT
#4029
Filling the backrow doesn't affect combat width, it's another row with the same width.
Simberto
Profile Blog Joined July 2010
Germany11691 Posts
December 20 2017 22:47 GMT
#4030
Which is why you want to have two times the combat width in troops. One times CW to fill the front row, and another CW worth of cannons to fill the back row.

Ideally, you also want some spare infantry in case the combat lasts longer. So maybe 1.5-2x CW in infantry, and exactly 1x CW in cannons. Maybe also two horses for flanking small troops, but not that important.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
December 20 2017 23:40 GMT
#4031
Oh ok I thought he meant to field 2x the CW in frontline infantry.
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2017-12-21 00:04:41
December 21 2017 00:00 GMT
#4032
Actually you want 4-8 horses depending on tech level because of how the AI positions the units at the start of the battle. Early game example:
I have 9 infantry and 2 horses, enemy has 7 infantry. If I attack in with everything, I will have 7 infantry standing against his, 2 horses on the close flanks, and 2 infantry on the far flanks doing absolutely nothing.
What you actually want to do is send the 9 infantry in, so they stand against the infantry and fill the close flanks, and send the horses 1 day later, which will cause them to be on the far flanks, which still allows them to attack.

You can micro like that only until you field a lot of cannons, and from then on you want to have 4-8 horses depending on your flanking % bonus.

And yeah, I meant double combat width for a row of infantry, a row of cannons, and preferably 1.5 times that (= triple combat width) for an entire combat width worth of reserve infantry. Especially important if you are fighting against someone who has way more morale than you do. Elán!

I did actually try quantity for the challenge I posted, it was a good fit since I was backing buckets of ducats, so I could field a lot of troops even with increased force limit, but the annoying thing was, they kept getting rekt by france even 1.5 times to 1 (or even better odds for me). It's not bad, but I do still generally prefer all of the other military ideas with the exception of naval.
"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
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2017-12-21 00:24:36
December 21 2017 00:24 GMT
#4033
Do the cavs always get deployed optimally though? I've noticed that they often get deployed in the middle when sent in after. I usually just send in 1/2 CW stacks on the same day to be safe.

What's the reason for sending in extra infantry when they stay in the reserves and take morale damage? Wouldn't it be better to reinforce in the middle of a battle instead?
zer0das
Profile Blog Joined May 2007
United States8519 Posts
Last Edited: 2017-12-22 15:17:34
December 22 2017 00:51 GMT
#4034
I've never done a successful World Conquest. I stopped playing right after Rights of Man came out, so I got Rights of Man recently and I said screw it, I'm doing Coptic Ottomans. This is straight up broken.

1. I started stalling out right around where I usually do as Sunni, except all the Muslims inexplicably dropped their coalition on me with minimal amounts of time passing. Going influence first may have affected this.
2. Sweden was willing to help me in an offensive war in ~1600 on Hungary. After the Commonwealth already wrecked their day.
3. The Commonwealth's ruler died, and that let me bash Denmark's face in and steal the Commonwealth personal union. Denmark did peace out my allies (Spain, Sweden, Brandenburg), but they didn't even bother forcing them to break any of these alliances.

Pretty much easy mode here. Good grief. All the Coptic blessings are ridiculously strong.
zer0das
Profile Blog Joined May 2007
United States8519 Posts
December 29 2017 03:20 GMT
#4035
Good grief, this game is a slog at the end. Just gotta sit and siege down a billion level 8 forts. I even went aristocratic ideas because I knew the rest of the world was going to be a slap fest. I had the Commonwealth, Sweden, and Bohemia under me in personal unions. Had to fight a personal union war for the Commonwealth, claimed the other two thrones.

Just have to clean up the last little bit of Europe up and Malaya basically. Frakking Malaya has been the Sunni protector of faith for like 100 years and has been a massive pain in the arse. Just piss off and let me conquer India and the hordes please.

[image loading]

Pretty sure I'm never going to do a world conquest again. >_<
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
December 29 2017 21:56 GMT
#4036
how do you deal with the colonial nations at this point? Does full annexing their overlords give you overlordship over them?
"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
Archeon
Profile Joined May 2011
3261 Posts
Last Edited: 2017-12-30 01:44:17
December 30 2017 01:39 GMT
#4037
IIRC if you annex the overlord they only get set free, but they do become your colonial nations if you vassalize and integrate the overlord.

Colonial nations are the main reason WC rushes used to delete Portugal, Spain and England asap. They are a pain to deal with lategame.
low gravity, yes-yes!
crate
Profile Blog Joined May 2009
United States2474 Posts
December 30 2017 03:40 GMT
#4038
Unless it changed in the past few months annexing the colonial overlord does grant you overlordship of their colonies.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
zer0das
Profile Blog Joined May 2007
United States8519 Posts
January 02 2018 17:19 GMT
#4039
Yeah, I can confirm if you full annex an overlord, you take over the colonies. Here's an updated screenshot after I took Portugal.

[image loading]

Pretty convenient, because the other colonies took over every native for me...
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
January 03 2018 06:01 GMT
#4040
I am trying a run as Ming and it was going really well (at least for me) until the time my ruler died at like 35 and I got a regency council and at the same time lost the mandate of heaven entering into what seems to be an endless round of Whac-A-Rebel.

I was in a pretty good situation before (almost full manpower, around 1K gold, at peace and a lot of mil point to repress the rebels), so I didn't do to bad at the start, but after almost 10 years I am starting to really feel the burn. I saw online I need 60 legitimacy to regain the mandate it would mean around 10 more years of rebels which if nothing else go wrong would be around 100k more rebels according to the game estimation.

Now looking online this seems to be a pretty usual thing as Ming, but I was wondering if there was anyway to augment my legitimacy faster (I don't have any DLC by the way). And if there isn't should I concede against some rebels to try to save the rest or go full on loan and try to keep everything. (I am around 1490 and my country isn't that much larger than the starting position)
Writerhttp://i.imgur.com/9p6ufcB.jpg
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