• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:57
CEST 07:57
KST 14:57
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO8 Preview: ByuN, Rogue, herO, Cure0[ASL19] Ro4 Preview: Storied Rivals7Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12Code S RO12 Preview: Cure, sOs, Reynor, Solar15[ASL19] Ro8 Preview: Unyielding3
Community News
Dark to begin military service on May 13th (2025)18Weekly Cups (May 5-11): New 2v2 Champs1Maru & Rogue GSL RO12 interviews: "I think the pressure really got to [trigger]"5Code S Season 1 - Maru & Rogue advance to RO80Code S Season 1 - Cure & Reynor advance to RO84
StarCraft 2
General
I hope balance council is prepping final balance 2024/25 Off-Season Roster Moves Code S RO8 Preview: ByuN, Rogue, herO, Cure Is there a place to provide feedback for maps? Dark to begin military service on May 13th (2025)
Tourneys
SOOPer7s Showmatches 2025 [GSL 2025] Code S:Season 1 - RO12 - Group B Monday Nights Weeklies Sparkling Tuna Cup - Weekly Open Tournament [GSL 2025] Code S:Season 1 - RO12 - Group A
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 473 Cold is the Void Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise
Brood War
General
ASL 19 Tickets for foreigners BGH auto balance -> http://bghmmr.eu/ BW General Discussion RepMastered™: replay sharing and analyzer site [ASL19] Ro4 Preview: Storied Rivals
Tourneys
[ASL19] Semifinal B [ASL19] Semifinal A BSL Nation Wars 2 - Grand Finals - Saturday 21:00 [ASL19] Ro8 Day 4
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread What do you want from future RTS games? Grand Theft Auto VI Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
US Politics Mega-thread Iraq & Syrian Civil Wars Russo-Ukrainian War Thread UK Politics Mega-thread Canadian Politics Mega-thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3429 users

Europa Universalis IV - Page 42

Forum Index > General Games
Post a Reply
Prev 1 40 41 42 43 44 209 Next
MightyBill
Profile Joined October 2013
93 Posts
January 20 2014 19:10 GMT
#821
On January 21 2014 02:22 419 wrote:
[image loading]

NICE TIMING GUYS


Haha I actually had a shitty moment today in my game as gelre. Was fighting burgundy for zeeland and holland, with France and Austria as my allies. Things were going quite well until: The King of burgundy had died! All of burgundy gets inherited by castille, who was good friends with Austria, about 5 days before I could send my diplomat to annex my warspoils. Frustrating.
Sermokala
Profile Blog Joined November 2010
United States13816 Posts
January 20 2014 19:22 GMT
#822
do remember to not do tag changes if you want to keep your ironman status. theres a bug in the game that will remove ironman if you form great britian or something else other then your starting country. Its very annoying and fustrating.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
RvB
Profile Blog Joined December 2010
Netherlands6196 Posts
Last Edited: 2014-01-20 19:42:32
January 20 2014 19:36 GMT
#823
On January 21 2014 04:22 Sermokala wrote:
do remember to not do tag changes if you want to keep your ironman status. theres a bug in the game that will remove ironman if you form great britian or something else other then your starting country. Its very annoying and fustrating.

Had this in my Austria > HRE game =/. Just wanted to have an easy game to get some achievements and then that happened.

edit: I was huge as well having Bohemia and Hungary in a PU very early on and a few decades later France as well. Later on I even got Poland lol.
Yuljan
Profile Blog Joined March 2004
2196 Posts
January 20 2014 20:12 GMT
#824
On January 21 2014 02:00 Anesthetic wrote:
Show nested quote +
On January 20 2014 20:43 Ramong wrote:
On January 20 2014 10:29 Anesthetic wrote:
Would TL be intrested in starting a Multiplayer game on the weekend by any chance?

I would love to do EU4 multiplayer or succession games, unfortunately I can't this weekend


Doesnt have to be this weekend necessarily but if we get like 5+ interested it shouldn't be too hard to start a scheduled game at some point.


Id be interested. Maybe start another thread for the mp?
Velr
Profile Blog Joined July 2008
Switzerland10639 Posts
January 21 2014 09:01 GMT
#825
Can you somehow get rid of the Tech-Malus for non-european cultures?

I mean… I changed my Muslims from Sunni to Orthodox and they kept their Muslim penalty.. WTF ? (i had allready about 40 provinces, so it took an eternity for the rebells to do their job).

Westernising also doesn’t change it.

Is moving your capital to a «western» culture province working?

419
Profile Blog Joined December 2010
Russian Federation3631 Posts
Last Edited: 2014-01-21 10:18:52
January 21 2014 10:18 GMT
#826
pretty sure religion does not affect tech group

you can convert germany (the formable nation) to Sunni and it won't change tech group
?
BiG
Profile Joined June 2010
Germany153 Posts
Last Edited: 2014-01-21 12:12:40
January 21 2014 12:12 GMT
#827
Im wondering if anyone has a tip for a starting nation besides Castille, France, England or any HRE state in europe for a beginner?

I tried my luck with scandinavian countries and portugal, but those werent quite the fit for me.

Edit: additionally maybe someone has some tactic tips?
dismiss
Profile Blog Joined March 2009
United Kingdom3341 Posts
January 21 2014 12:34 GMT
#828
Denmark should be really easy, n_n Apart from that Austria, France, the Ottomans and Castile are nice if you're looking for European nations. You could play stuff like Ming, Korea or even Muscovy if you want a game that's more focused around Asia.
Failure to improve posting standards will result in a lengthy ban. I <crms_> !dumb <GeoffAnderson> crmsdota <crms_> damnit
Velr
Profile Blog Joined July 2008
Switzerland10639 Posts
January 21 2014 12:39 GMT
#829
On January 21 2014 19:18 419 wrote:
pretty sure religion does not affect tech group

you can convert germany (the formable nation) to Sunni and it won't change tech group



Y, know i not this.

But is there any way to change tech PENALTY... Not group.
Simberto
Profile Blog Joined July 2010
Germany11405 Posts
January 21 2014 13:04 GMT
#830
On January 21 2014 18:01 Velr wrote:
Can you somehow get rid of the Tech-Malus for non-european cultures?

I mean… I changed my Muslims from Sunni to Orthodox and they kept their Muslim penalty.. WTF ? (i had allready about 40 provinces, so it took an eternity for the rebells to do their job).

Westernising also doesn’t change it.

Is moving your capital to a «western» culture province working?



Unless i misunderstand you, that is exactly what westernizing does. In my Ottoman game, after i westernized i no longer had the 25% tech penalty. I haven't actually played outside of europe in EU4 though.
419
Profile Blog Joined December 2010
Russian Federation3631 Posts
Last Edited: 2014-01-21 13:23:35
January 21 2014 13:21 GMT
#831
On January 21 2014 21:12 BiG wrote:
Im wondering if anyone has a tip for a starting nation besides Castille, France, England or any HRE state in europe for a beginner?

I tried my luck with scandinavian countries and portugal, but those werent quite the fit for me.

Edit: additionally maybe someone has some tactic tips?

Burgundy? They are decently strong, rich, though you have two strong opponents in Austria and France. Try to ally+RM with Castile, as you both hate the Frenchies. And you can change identity from a standard continental player to a colonial/trade power halfway through by forming Netherlands.

tactics as in fighting wars, or what?
?
Yuljan
Profile Blog Joined March 2004
2196 Posts
January 21 2014 15:31 GMT
#832
On January 21 2014 22:21 419 wrote:
Show nested quote +
On January 21 2014 21:12 BiG wrote:
Im wondering if anyone has a tip for a starting nation besides Castille, France, England or any HRE state in europe for a beginner?

I tried my luck with scandinavian countries and portugal, but those werent quite the fit for me.

Edit: additionally maybe someone has some tactic tips?

Burgundy? They are decently strong, rich, though you have two strong opponents in Austria and France. Try to ally+RM with Castile, as you both hate the Frenchies. And you can change identity from a standard continental player to a colonial/trade power halfway through by forming Netherlands.

tactics as in fighting wars, or what?


The ottomans are good for beginners too. Lots of easy wars in the beginning and you have cores on many provinces.
Bourneq
Profile Blog Joined August 2010
Sweden800 Posts
January 21 2014 18:39 GMT
#833
On January 21 2014 21:12 BiG wrote:
Im wondering if anyone has a tip for a starting nation besides Castille, France, England or any HRE state in europe for a beginner?

I tried my luck with scandinavian countries and portugal, but those werent quite the fit for me.

Edit: additionally maybe someone has some tactic tips?

Poland is good fun and there are a lot of guides out there for a succesfull run.
BiG
Profile Joined June 2010
Germany153 Posts
January 21 2014 18:42 GMT
#834
Yes, tactic as in fighting wars.

Besides that i tried denmark, it worked out quite fine, but after conquering/annecting some parts of northern germany and finland the gameplay got pretty stale. Maybe im just too focused on the fighting aspect of the game? I dont really get yet how the trading stuff really works and thats also my problem that im starving for money after some time.

Is there maybe some more advanced tutorial on how to play the game? I guess i know the basics quite well since i already played hearts of iron in the past, but EU is VERY different in many aspects.
Bourneq
Profile Blog Joined August 2010
Sweden800 Posts
January 21 2014 18:50 GMT
#835
On January 22 2014 03:42 BiG wrote:
Yes, tactic as in fighting wars.

Besides that i tried denmark, it worked out quite fine, but after conquering/annecting some parts of northern germany and finland the gameplay got pretty stale. Maybe im just too focused on the fighting aspect of the game? I dont really get yet how the trading stuff really works and thats also my problem that im starving for money after some time.

Is there maybe some more advanced tutorial on how to play the game? I guess i know the basics quite well since i already played hearts of iron in the past, but EU is VERY different in many aspects.

I enjoy watching lets plays on youtube of people playing EU4 but not everybody enjoys that. Its very educational tho so I would recommend it. As for trading its fairly simple. Pick your node with the msot trade power in and collect from it. then steer trade towards it with your other merchants.

As for money, dont fund your troops during peace time. It saves you a tremendous amount of cash.
RvB
Profile Blog Joined December 2010
Netherlands6196 Posts
January 21 2014 19:08 GMT
#836
On January 22 2014 03:42 BiG wrote:
Yes, tactic as in fighting wars.

Besides that i tried denmark, it worked out quite fine, but after conquering/annecting some parts of northern germany and finland the gameplay got pretty stale. Maybe im just too focused on the fighting aspect of the game? I dont really get yet how the trading stuff really works and thats also my problem that im starving for money after some time.

Is there maybe some more advanced tutorial on how to play the game? I guess i know the basics quite well since i already played hearts of iron in the past, but EU is VERY different in many aspects.

Read AARs on the paradox forum, they're very informative and teach you everything you need to know.
Ramong
Profile Joined March 2011
Denmark1706 Posts
January 21 2014 23:48 GMT
#837
Some changes to AE coming in 1.5:
AE Changes for 1.5
1.4 altered expansion dynamics in a major way by greatly reducing Aggressive Expansion and restricting 'Vassal Feeding', aka selling provinces to your vassals so that they will core them for you. Not all these changes worked out as desired and thus some tweaks are being made in the 1.5 patch, which will be in public beta for a few weeks.

Selling of provinces is being changed in the following way:

- AI: Will now accept buying provinces as long as the total OE after purchase would not be above 95%
- AI: Subjects will now only accept buying non-core provinces if their OE is 0
- AI: Will no longer accept buying a non-accepted culture province or wrong religion group province unless it is a core, claim, or they have owned it at any point during the game
- AI: Subjects will now only buy provinces if they are a core, claim, or they have owned it at any point during the game
- When selling a core province to your subject they will now get a core on that province
- AI: Will consider core provinces of their overlord as their own core provinces for the purposes of evaluating if they want to buy it

This means that you will always be able to use sell province to restore 'lost' provinces to your vassals. The 'strategic interest' calculation is gone as it was simply too opaque for the player to try and figure out what provinces the AI wanted.

Aggressive Expansion is being tweaked by reducing the effect of range, meaning that your neighbours will react more to large land-grabs, though distant powers still won't really care. The effects of prestige on Better Relations Over Time is also being reduced, as this was a major factor in allowing players to very quickly lose accumulated AE.

Source


and a large beta patch currently out on steam:
+ Show Spoiler +
v1.4.1.1 Open Beta
The open beta for the next patch is now live. You access it via the BETAS tab under properties for EU4 in STEAM. We are making no guarantees at this point, this is just for testing. You can't run ironman on the open beta so when you are playing your epic grand campaign, I recommend running the proper 1.4.1 version. But, it you want to be wild and crazy, opt in to the beta and report any problems in this thread.

When you report any problems, make sure you say which version you played. If you started the game in one version and continued in the other, we need to know this too.

The final version of this update will be 1.5.

Patchnotes:
- Fixed several spelling errors in NEWCOLONIALCOUNTRY_5
- Mission rule_the_seas now give 5 prestige
- Mission construct_grand_fleet now give 10 navy tradition and 10 prestige
- netherlands_nation only cedes French provinces to France if France exists
- Fixed localisation problem for LIBERATE_COLONY
- Event republics.3 can no longer fire for colonies
- Event catholic_flavor.1 will no longer fire outside of Europe
- Added colonial nation variants of event "Minorities flock to $PROVINCENAME$"
- Fixed missing end of desc_achievement_the_five_colonies
- Nouvelle Flandre spelled Nouvelle-Flandre
- Colonies or AI former colonies can no longer form most formable countries
- Added decision for the Pope to be able to move back his capital to Rome
- Fixed a bug where vassalizing a country and taking over their wars would result in all your allies dishonoring your alliance
- Fixed a bug that was causing the AI to refuse support independence request based on their own distance to overlord instead of their overlord's distance to supporter
- The tooltip for annul treaties-option in peace offer view now shows what treaties that will annulled.
- The entries in the loans-list now tells the total amount of money to repay.
- Ships can no longer blockade ports while patrolling.
- Trade winds are no longer used in Random New World, and correctly restored after resign.
- The values in the tooltip for inflation change are now rounded correctly.
- Removed the active country from the federation-list in diplo screen.
- Increased AI aggressiveness
- Rewrite AI logic for returning home when in exile, should hopefully resolve all issues with exiles being stuck in foreign countries
- Fixed another bug with AI exiles stuck in foreign countries
- Fixed a bug in naval invasion AI that could cause AI to become stuck in invasion mode without ever boarding ships
- AI: Should now be much better at transporting troops to allies' territory during war
- Fixed an issue where AI countries without armies would not build troops because they were waiting for money to build more expensive unit types
- Added a checkbox to decisions to set whether or not you want to be notified about the decision being available to take
- AI: Will now use larger stacks when carpeting sieging high level forts
- AI: Will now lift sieges in order to attack enemy armies that are besieging higher priority targets
- AI: Now considers terrain and leaders a bigger factor when determining combat odds
- AI: Now much more reluctant to enter scorched provinces
- The message notification for reaching max improve relations now has a button for recalling your diplomat
- Reaching max improve relations will no longer automatically recall your diplomat
- AI: More prio on conquering pagan states with gold provinces
- AI: Will no longer diplo-vassalize HRE vassals if it is trying to enact Renovatio
- AI: Will now take out more loans if fighting in a war where their independence is threatened
- AI: Will now consolidate badly damaged regiments if low on manpower or about to enter battle
- Fixed another issue with supply range cache and undiscovered provinces
- Allied overlords of nations you are declaring war on will now correctly show as not willing to join the war on your side
- AI: Will no longer ignore small nearby enemy stacks if they have nothing better to do
- Some effects that gave +1000 manpower (which is iirelevant), now give a full years manpower in a few events.
- Merchant Shipping Act has been changed, and now gives +1 merchant as an effect, but is only available to countries with 5 ports, and requires full trade & naval ideas.
- Importation Act is now just a trade bonus, but requires full trade & administrative ideas and nothing else.
- Merchant Adventures now gives +33% trade range instead of +25%, allowing a trading netherlands to reach Western Europe.
- Polish revolt events are a little bit stronger now.
- Fixed a bug where AI nations would be unable to cancel a treaty of support independence even after they had ceased being willing to uphold it
- AI: Will no longer demand the return of unlawful territory from its allies and dependancies
- AI: Will no longer send missionaries to non-core provinces
- Reduced trust impact on HRE elections to fit the new trust calculations
- AI: Should now always try to cede a siege to warleader if it has no interest in the province
- Fixed some bad tooltips in call to arms diplo reasons
- Nations that are supporting independence will now automatically join their supported nation in an independence war unless they have a truce or is fighting in a war together with its overlord
- AI: Will now ignore attitude towards a nation's allies when checking whether to answer call to arms from a nation whose independence it is supporting
- Default sort for protect trade is now "trader present", as that is usually what you want to send to.
- Bavarian Archbishops can only happen at an actual ruler change for Cologne now.
- East India Traderoute triggered modifier is now available for americans and africans, and is no longer limited by <30% mercantilism.. effect is now +5% trade income.
- Western Arms trade now reduc es techcost by 10% instead of 5%.
- Junior partners in a union is no longer allowed to change government.
- You can now always core a province adjacent to your colonial subjects.
- Reformation (and Calvinism) now only happens in Europe.
- Giving a colony independence now gives them +100 opinion of you.
- Support Independence is now cancelled if the overlord is giving a colony away.
- Revolutionary Republic now becomes a revolutionary empire instead of despotic monarchy if tradition is too low.
- The General estates now requires inflation at at least 10, and 50 bankloans.
- Fixed a few issues that made Napoleonic era not working as intended for France.
- Cardinals will no longer spawn from territories not on the same continent as the Holy See.
- Colonial Governments now have a severe malus on Papal Influence.
- Funj should no longer spawn with lots of natives in it.
- Ships will no longer spread their damage as much in naval combat, and will keep firing at ships with 0 morale to sink them if possible.
- achievement_no_pirates_in_my_carribean now count vassals as well
- Fixed a bug that was preventing the AI Emperor from granting Electorates under certain circumstances
- Fixed a bug where AI armies would be locked up wandering back and forth between provinces trying to find a resting spot
- AI: Will now use more artillery in its armies
- Fixed a bug where you could annex a nation with an isolated capital by demanding all their provinces individually
- Fixed a CTD in call to arms
- AI: Will now prioritize steering to capital in virtually all situations where it is an option
- Regencies can no longer have the Militarist AI personality
- Tweaked several missions to have better triggers
- Can no longer get the same mission twice
- Fixed a bug where AI native states could build normal buildings due to missing script triggers
- When playing random new world: Trade routes leading to a trade node, located in random new world, not yet discovered is no longer visible on the map.
- Fixed Liberty Desire Trigger tooltip.
- Money out of thin air exploit plugged. You can no longer send subsidys to subject nations.
- Tweaked Construct Grand Fleet mission probability to be lower-.
- You will no longer get empty units when annexing a vassal or integrating a union partner.
- Reworked prices to take colonial system better.
- Fixed a bug which caused monarchs to get different stats than what was shown in tooltips from events, when a dynasty was defined for them in the event.
- Annexing or integrating another country now makes you take over all their dependencies as well.
- Tweaked some morale bonuses
- Fixed bad grammar in EVTDESC870
- You can no longer use special characters when pasting from clipboard.
- Navies retreating now pick closest port with naval distance, not the shortest how birds fly.
- Fixed a bug where you couldn't send a colonist to a colony that you had recalled a colonist from.
- Fixed CTD in the console command "own".
- The tooltip on the terrain-GFX in province view now tells what other terrains that exists in that province.
- The federation tooltip in the diplo view now always shows the correct leader.
- Fixed bug where AI countries sometimes started new federations even thou they already were member of another federation.
- The "change capital"-message now displays the correct capital name.
- It's no longer possible to get achievements in observe mode.
- Selecting "Spectator" in the end of game screen now brings you into the real observe mode.
- AI: Will now check to see whether it has transports that can reach the target before launching a naval invasion
- Fixed a bug where a rebel hunting unit would have its movement canceled each day due to another, closer rebel hunting unit that couldn't reach the target
- AI: Less prio on culture conversions unless significantly ahead of time in diplo tech
- Support Independence will now properly be removed when an independence war turns it into an alliance
- Fixed a bug where separate peace in an independence war would end the entire war
- AI: Less interested in vassalizing non-bordering states not of the same culture group (such as hungary & urbino)
- Militarist AI is now more willing to take on high core cost provinces
- Diplomatic, Administrator & Colonial AI are now less willing to take on high core cost provinces
- AI: Protectorates will now use the same logic as independent nations for buying provinces
- AI: Protectorates will now fabricate claims
- Fixed some issues where peace screen would display the wrong amount of prestige gained from certain peace deals
- Return core can now be scripted to give AE for returning cores to vassals by tweaking PO_RETURN_CORES_BADBOY
- Added AI_CONVERT_CULTURES to defines, if set to 0 ai will not convert cultures
- Added VASSAL_FABRICATE_CLAIMS to defines, if set to 1 vassals will use fabricate claims on foreign powers
- Added VASSAL_BUY_ANY_PROVINCE to defines, if set to 1 vassals will buy provinces regardless of strategic interest
- AI: Will now only take the Abolish Slavery act if they have full innovative ideagroup
- Fixed reversed names in support independence popup
- AI: Will now accept buying provinces as long as the total OE after purchase would not be above 95%
- AI: Subjects will now only accept buying non-core provinces if their OE is 0
- AI: Will no longer accept buying a non-accepted culture province or wrong religion group province unless it is a core, claim, or they have owned it at any point during the game
- AI: Subjects will now only buy provinces if they are a core, claim, or they have owned it at any point during the game
- Suggest Demands should now be better at being able to tell when a player wants a province or a vassal from the enemy
- Can no longer ask a state to become a protectorate while either country is at war
- States with slow tech groups will no longer consider themselves Colonial Powers for the purpose of giving fleet basing rights
- Tweaked army recruit AI to be a bit smarter about build order when rebuilding their army from scratch
- Fixed a bug where 'Leader may negotiate for us' was sometimes defaulted to on for players
- AI: Now has a 1% chance of taking option B in Event 9462 "Scheming Bureaucracy"
- Wargoals are now only valid for warleaders, original attacker & defender, and overlords of original attacker & defender
- AI: Will now be more intelligent about what ships it disbands when naval spending is too high
- TRP and TUN are now historical friends
- FRA and BUR are now historical rivals
Fixed correct province number for Delaware in colonial_eastern_america
- "Tariffs on <tradegood>" events now only give 1% liberty desire
- Fixed localisation for liberty_desire trigger
- Value for liberty_desire trigger is now presented as a percentage
- Event 6025 no longer give defensive_modifier/offensive_modifier if you have the opposite one
- Event 6030 no longer gives offensive_modifier if you already have the defensive_modifier
- Event 714 no longer triggers if you have defensive_modifier or offensive_modifier
- Added second option to event colonial.1 and colonial.16 to add to existing colony
- Added an event to inform Austria getting a union CB from event flavor_hun.2
- Added missing localisation for Pequot culture
- vassalize_france mission is now about establishing a union instead
- Events flavor_per.1 and flavor_per.2 now give the correct monarch points
- Portugal is no longer ruled by a twelve-year-old
- Event ideagroups.400 now works for protestant and reformed countries
- Exported DAYS_PER_PHASE to defines
- Exported DAYS_PER_SIEGE_PHASE to defines
- Exported COMBAT_DICE_SIDE to defines
- Natives will no longer get missions to build buildings they can't build yet.
- GUI are no longer locked when entering observe mode when game is over.
- Fixed CTD in CRebelFaction::WriteMembers.
- When migrating, the country now brings the province culture into the new province.
- When migrating, all constructions besides merchants gets moved as well.
- Fixed a bug where the AI would continuously begin and abort blockades due to other AIs attempting the same thing
- Fixed a bug where hostile fleets that were moving and in combat would be 'invisible' to the AI
- Raised diplovassalize base tax cap from 30 to 40
- AI: Will no longer attach to armies that are not anywhere near hostile territory
- Halved Better Relations Over Time effect from Prestige
- Halved AE reduction from distance
- Fixed an issue in admiral AI where boats would not stay in place for blockades due to bad distance caching
- Fixed tooltips for Inter Caetera to correctly display effects
- Fixed tooltips for Native Trading Principles to display all benefits
- Can no longer sell a province to a country that cannot make said province into a core due to distance
- Fleet Basing Rights now always costs at least 0.5 ducats and caps out at a maximum of 2 ducats at 20 ports
- Fleet Basing Rights no longer gives colonial & coring range
- Fixed bad localisation for Japanese Sankin-Kotai idea
- Increased duration of CB on Form Personal Union missions from 10 to 100 years
- AI: Should now properly enforce peace to protect their colonies when they have a chance at winning
- Will no longer get 'Convert Culture' mission for accepted culture provinces
- Fixed a bug where more than eight lucky nations could coexist if lucky settings were changed mid-play
- Fixed another case where two countries could end up migrating to the same province simultaneously, wiping out the first migrant
- Province and capital name changes will now save even if you switch provinces instead of closing province view
- AI: Should now be smarter about where to explore first
- AI: Will now focus more on establishing a colonial nation before colonizing elsewhere
- AI: Less random about where it prioritizes colonization
- Fixed a display issue in core tooltips where it would simultaneously show a core as expiring and never expiring
- North American Natives now known about the Gulf of St.Lawrence, so they can trade there.
- achievement_norwegian_wood is now valid if all provinces are owned by nation and/or subjects
- RFR no longer keeps its previous ruler as consul
- Less stability gains in the revolutionary events for RFR
- Returning cores and releasing nations will no longer remove cores from releaser if the province is of their primary culture
- Fixed bad scopes in slave tradegoods
- Fixed a bug in peace view where the wrong diplo cost would be shown for certain peace options with valid wargoals
- AI: Will no longer accept an offensive call to arms if the caller has a previous offensive war they would not want to join
- Added stars that represent the leader stats on the onmap interface for units.
- Added leader stats to the tooltip for that unit.
- Battles of Foreign Ground event during Liberalism now requires inflation and warexhaustion to trigger.
- You no longer get Exploration CB on subjects states.
- Colonial Government & Native Council are no longer valid targets for revolutionry cb.
- Haida and Miwok can now get resources when colonized.
- AI for natives will now only build buildings thats valid for it.
- You can now collect trade in any node. Not that its a good idea to do it where you don't have fleet bases.
- Detaching a siegestack now always sets "can-attach-unit" to false.
- Fixed a few issues which causes natives &pirates units to just stand still.
- Reforming natives now also update all units to new unittypes.
- Rewrote display of manpower from provinces to make the impact from goodsproduced actually visible.
- Manufactories now display income primarily on the map, not tradevalue.
- Buildings affecting goodsproduced now show income & manpower impact as well in tooltips.
- The OR trigger in The French Revolution now checks for 50 and not 5 loans
- Added republican tradition events for revolutionary republics
- Added more events for a revolutionary France


Source

Seems like vassal feeding are completely gone after this patch, can't say I didn't hate it, but think they should redo the core and overextention system or world conquest seems impossible.

- Cardinals will no longer spawn from territories not on the same continent as the Holy See.
Goodbye Kongo pope

- TRP and TUN are now historical friends
- FRA and BUR are now historical rivals
Me like

"Yeah buddy"
419
Profile Blog Joined December 2010
Russian Federation3631 Posts
Last Edited: 2014-01-22 00:19:03
January 22 2014 00:11 GMT
#838
- AI: Will no longer accept an offensive call to arms if the caller has a previous offensive war they would not want to join

better get in those England WCs before this hits (new refined HYW strategy apparently involves attacking random Irish OPM to call in Castile and Austria)

- Allied overlords of nations you are declaring war on will now correctly show as not willing to join the war on your side

long long ago, I once got my ally Castile to join me in a war against its junior partner Aragon. That was pretty quality.

- AI: Will no longer demand the return of unlawful territory from its allies and dependancies

!
?
419
Profile Blog Joined December 2010
Russian Federation3631 Posts
January 22 2014 03:03 GMT
#839
On January 22 2014 03:42 BiG wrote:
Yes, tactic as in fighting wars.

Besides that i tried denmark, it worked out quite fine, but after conquering/annecting some parts of northern germany and finland the gameplay got pretty stale. Maybe im just too focused on the fighting aspect of the game? I dont really get yet how the trading stuff really works and thats also my problem that im starving for money after some time.

Is there maybe some more advanced tutorial on how to play the game? I guess i know the basics quite well since i already played hearts of iron in the past, but EU is VERY different in many aspects.


some random comments about wars:

In general you want to pick your allies such that they will join in and crush the enemy with sheer force of numbers. Sure its totally dishonorable, but manpower in the early game is precious and takes a very long time to regenerate.

In times where the numbers are more even, you may have to abuse terrain modifiers. Luring an enemy into attacking your numerically inferior force and taking mountain + river crossing penalties, then reinforcing appropriately can lead to hilarious stuff happening:

[image loading]

(France showed up late. For most of the battle, I was holding with 76k troops against 350k+ hostiles)

Mercs may seem expensive, but considering they do not burn manpower and do not increase war exhaustion for casualties, makes them a good choice a lot of the time, especially if you are low on manpower.

Early game - if you are strapped for cash, lower your army maintenance. This leads to greatly diminished morale for you armies, so make sure your armies are parked on a zero revolt risk province as random revolts might actually beat you. It takes multiple monthly ticks to reach full morale after you adjust the slider from lowest to highest, so generally you want to turn up army maintenance 4 months before you declare war.

"Stack-wiping" happens when you fully deplete the enemy morale before the retreat timer is up - the enemy army will be 100% destroyed. This is a good thing, in a situation where the enemy retreats with low morale it can be good to chase them down. Morale partially regenerates on the 1st day of each month.

General fire/shock are quite important. The way to get better generals is getting high army tradition (as well as taking the offensive ideas, which give +1 fire/shock/maneuver). Thus, a nation that tends to be constantly at war will have better generals than one that is mostly peaceful. Note that the mere act making your king / heir a general drastically increases their death chance (regardless of whether they participate in battles, I think), so if you have a great monarch you might not want to do that.

?
Velr
Profile Blog Joined July 2008
Switzerland10639 Posts
Last Edited: 2014-01-22 08:51:39
January 22 2014 08:51 GMT
#840
- Funj should no longer spawn with lots of natives in it.

Horray... I never ever bothered again to overtake or even "protectorate" them because it's just so annoying (imagine walking over terra incognita with tons and tons of natives in it... Only that it isn't terra incognita but part of your country).



As for early fighting:
Getting offensive as first idea and just taking the +1 Shock seems very viable to me, if you plan on going into some early wars. Having a 4-5 Shock General in the early game is hilariously strong.
After that you can let it rest and push it further once you want +1 fire (about Tech 10?).
Prev 1 40 41 42 43 44 209 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Leta 347
Pusan 137
Shine 58
Noble 31
zelot 8
Bale 5
Britney 0
Dota 2
monkeys_forever538
Counter-Strike
Stewie2K650
Super Smash Bros
C9.Mang0599
Heroes of the Storm
Khaldor150
Other Games
summit1g10224
tarik_tv8529
WinterStarcraft501
SortOf61
Organizations
Counter-Strike
PGL16973
Other Games
gamesdonequick961
StarCraft 2
ESL.tv101
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 54
• practicex 38
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1219
• Lourlo1061
• Stunt442
Other Games
• Scarra1108
Upcoming Events
GSL Code S
3h 33m
ByuN vs Rogue
herO vs Cure
Replay Cast
18h 3m
GSL Code S
1d 3h
Classic vs Reynor
GuMiho vs Maru
The PondCast
1d 4h
RSL Revival
1d 17h
GSL Code S
2 days
OSC
2 days
Korean StarCraft League
2 days
RSL Revival
3 days
SOOP
3 days
HeRoMaRinE vs Astrea
[ Show More ]
Online Event
3 days
Clem vs ShoWTimE
herO vs MaxPax
Sparkling Tuna Cup
4 days
WardiTV Invitational
4 days
RSL Revival
4 days
Wardi Open
5 days
Monday Night Weeklies
5 days
Replay Cast
6 days
Liquipedia Results

Completed

BSL Nation Wars Season 2
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
2025 GSL S1
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

NPSL S3
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.