Europa Universalis IV - Page 114
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[UoN]Sentinel
United States11320 Posts
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419
Russian Federation3631 Posts
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[UoN]Sentinel
United States11320 Posts
Reminds me a lot of this: | ||
Silvanel
Poland4656 Posts
On January 26 2015 10:52 419 wrote: apologies to any VeF players, but from the few I've seen, I have to conclude you guys are the worst posters on the EUIV forums by far. Why is that? Just curious i dont read paradox forum nor do i play VeF. | ||
WindWolf
Sweden11767 Posts
On January 26 2015 10:52 419 wrote: apologies to any VeF players, but from the few I've seen, I have to conclude you guys are the worst posters on the EUIV forums by far. What's wrong with them? I haven't played with VeF (The biggest game-play mod that I have used is SuperStates), but I'm wondering why you think that way | ||
419
Russian Federation3631 Posts
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TMG26
Portugal2017 Posts
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SKC
Brazil18828 Posts
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[UoN]Sentinel
United States11320 Posts
On January 27 2015 03:10 419 wrote: Some VeF fans have crappy understanding of game mechanics coupled with a conviction that their mod does everything correct (e.g. arguing that army buildings are completely useless in the vanilla game, despite that pretty much every competent player I've ever seen builds them). How Army buildings help so much. The manpower bonuses alone are so useful | ||
Simberto
Germany11158 Posts
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Lysteria
France2279 Posts
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WindWolf
Sweden11767 Posts
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Lysteria
France2279 Posts
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Simberto
Germany11158 Posts
Later in the game when armies get into the 100ks, mercenaries become a lot less useful because if you want to use them, you pretty much have to keep an army of mercs ready at peacetime already, because you can only hire ~10-15k at once. Which means you need to be absurdly rich. Also, quantity ideas are godlike. 50% manpower (which is also 50% regeneration) as the first idea, 20% recovery as a second. I don't think any other military idea group is that good. | ||
Lysteria
France2279 Posts
Better generals thanks to army tradition, +15% morale, basically meaning your army is 15% more efficient (most of the time, morale is what ends a fight). Add all those sweet bonuses for Attrition and Fort defense, and when you have both Defensive and Quantity, you're insanely strong. | ||
Bojas
Netherlands2397 Posts
Rebels aren't such a manpower drain anymore now that spawning them can be easily prevented. Peasant wars seem pretty easy to avoid. Anyway I pretty much only build armories and the occasional shipyards for naval force limit. Even those armories I skip most of the time because it hurts monarch points so much. It seems like the later buildings are really good, but you're investing so many monarch points to get them. Did anyone ever analyse when it's worth it to build stuff? If so, please tell me or throw me a link! | ||
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Bojas
Netherlands2397 Posts
On January 27 2015 06:04 WindWolf wrote: Visual bug or s it even possible to get 7500 republican tradition? Visual bug. | ||
[UoN]Sentinel
United States11320 Posts
On January 27 2015 05:11 Simberto wrote: Early on, you should almost always use at least partial armies of mercenaries. Loans are absolutely fine for financing this if necessary, unless you roflstomp your enemy using mercs as a frontline to save your manpower is often a smart thing to do. This is a big change from EU3 where both loans and mercs were pretty horrible things. Later in the game when armies get into the 100ks, mercenaries become a lot less useful because if you want to use them, you pretty much have to keep an army of mercs ready at peacetime already, because you can only hire ~10-15k at once. Which means you need to be absurdly rich. Also, quantity ideas are godlike. 50% manpower (which is also 50% regeneration) as the first idea, 20% recovery as a second. I don't think any other military idea group is that good. Quality > Quantity against the AI, especially if you're someone like Prussia or the Ottomans. Having Russia throw stacks twice the size of your army and losing because your units are beefed up, and then doing that repeatedly while you slowly siege your way up the Caucasus is amazing. My 24-size stacks as Byzantium can handle up to 32-size stacks from Russia rn, and they don't stop suiciding into my army. I feel like it'll be funnier once I gain ground and can easily post someone in Moskva for cleanup, but for now I just sit around. Generally if you're already big, the manpower bonus isn't worth it unless you have an equally big threat waiting for you. Right now I have size 3 forts all over my country, and I put size 4 in a few spots in Europe/Caucasus where the enemy tends to send their guys. Not too worried about my Asian/African front, they generally don't have enough artillery for it to matter. If I'm playing Russia and colonizing Siberia, I'll generally skimp on buildings, but build up to Temple tech for the tax base and be satisfied with that. | ||
419
Russian Federation3631 Posts
It definitely requires a different sort of playstyle (I almost always prefer offensive as first mil pick, so battle calculations are thrown off whenever I've tried playing with it) but I'm sure there's a reason behind it. Quality is a legitimately terrible idea group in terms of its land bonuses, and the only reason why I often pick it as 4th/5th group is because it has very good military and money policies. Cancelling force march on the last day so it doesn't cost you anything should get a fix imo. It already has, it deducts on first day now. | ||
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