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Victoria II is way different than the EU series. Like Simberto said, inner politics play a huge role in it, with new parties being created along the way of your game (communism, fascism, socialism, anarcho-liberalism, and so on). Social and political reforms are also nicely represented, with the minimal wage, health care, press freedom, vote access... So, this is the time frame you'd want to play with if you want to change the history of Russia
The game has its flaws but it's definitely one of my favorites anyway.
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On June 20 2015 19:35 Simberto wrote:Well, firstly, you are incorrect here. A lot of people like the challenge of doing something hard with one of the weaker nations. For example, i really enjoyed invading europe as a great cherokee nation in EU3. Or our TL EU3 Alsace succession game There are people who conquer the world as Ryukyu (arguably the worst starting nation). Most people don't really enjoy playing the stronger nations (except in multiplayer) after one or two games, because it is simply to easy to dominate from such a good starting position. In EU4, if you know what you are doing, you can shape the history no matter who you are playing, and it is greatly rewarding to do this from a weaker starting position. And since you are from Turkey, i am just going to assume that you included the ottomans in your complaint? Because they are one of the strongest starting nations in EU4. One could even go so far and say that "westernisation" is basically what Attaturk did when changing the ottoman empire to turkey. And regarding the realism: Apparently that was a big problem. Or how do you explain that the Europeans rolled over most of the world in the colonial age? If it were so easy to reverse engineer weaponry and tactics, how come no one ever did that? There is a reason. There is a whole society behind a military. You need to have the modern industry setup to manufacture the parts. You need an effective agriculture to even allow a lot of people to spend time not making food. You need to have a lot of knowledge about the inner workings to actually understand how to produce a rifle even if you see it. You need to have the societal frame to even consider the pursuit of that knowledge and afford enough people the leisure time to do so instead of doing thinks that feed them. And you need to be in contact with the people using those guns for long enough to understand how they work, what maintenance they require, which tactics make them effective, how to actually make people perform those tactics etc.... Knowledge doesn't travel as fast in the 1600s as it does today. You can't just hand a bunch of tribal people rifles and expect them to be as effective as a regiment of drilled french Line Infantry. And you can even less just give them one rifle and expect them to be able to build and use them effectively in a couple of years. This has nothing to do with the innate intelligence of the people, it has something to do with the social framework in place. And changing that social framework is possible in game. It is called "westernisation". Maybe you dislike the term, in which case just call it "modernisation" in your head and be happy.
I doubt anyone would ever complain about ottomans being too weak. Their soldiers are freakin space marines.
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Russian Federation3631 Posts
On June 20 2015 18:57 Bleak wrote:Show nested quote +On June 20 2015 18:51 Simberto wrote: Well, the game is called Europa Universalis.
And historically, even if it hurts your feelings, Europe was OP during the latter half of the timeframe depicted in the game, which is when the effects of the tech difference mostly show. There was the whole colonisation and imperialism stuff going on, with western european nations grabbing large parts of the world for themselves, mostly on the back of technological superiority. Even if you dislike that history, it is still something that happened, and an alternative history game should try to emulate the dynamics.
In the beginning years of the game period, muslims are actually stronger in game, due to having better units.
Also note that even between european nations, there are stark differences in power levels. England or France are vastly superior to someone like Navarra or Cologne. This game is not designed to have all nations be equal. Which is good, because it allows for a lot of different game experiences. It isn't about disliking history. Europe could have been strong in the game's time period, however we're talking about a video game and if you pre-determine the strength of the nations by looking at the historical time frame, then there's no point of picking anything but the strong nations to play, because you won't be able to change history anyway. And if we're talking about being realistic in terms of history, why would it take you much harder to adopt a weapon or tactic used by a country? Get your hands on the weapon and reverse engineer it. Analyze and study their battle movements. Look at their governments and copy them. The game assumes anyone outside West is stupid and do not have any idea about how to adopt the stuff the Western nations have, so it takes them longer to do it.
this is the same game where you can do things like subjugate germans as the Mongol horde (which starts needing to fight for their independence against a stronger horde with the best general in the game) in the firearms era using archers (ignore the unit sprites, nomads don't get unit upgrades ever). no mods, standard Ironman mode:
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Many of the strongest nations in the game aren’t even western tech group? Muscovy/Russia, Poland+Lithuania/Commonwealth, Ottomans, Timurids/Mughals…
These are all stronger than just about everyone aside from France/Austria/Castille, the Ottomans are probably THE strongest nation in game when controlled by an experienced player (starting position is so ridiculously good, none of your neighbrours can even dare to touch you + very strong early units + free strong trade center + better tech than everyone east/south of you)…
Starting Position is a huge factor. Sweden and Brandenburg maybe got ridiculousl ideas, but they don't start off strong. By the time the ideas for Swedish/Preussian Ubersoldiers kick in a Poland/Ottoman/Muscovy player will probably have allready grown so big, that they won’t be a treat anymore no matter what.
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Does anyone know the exact provinces that you need for the Master of India achievement? I googled around and checked the wiki but nothings mentions which provinces you need exactly.
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On June 25 2015 23:34 JazVM wrote: Does anyone know the exact provinces that you need for the Master of India achievement? I googled around and checked the wiki but nothings mentions which provinces you need exactly.
I suppose mean these?
You should note however that under the achievement column on the achievement page ( achievement #24 ) it's said that you must own them yourself ( no vassals, etc. ).
I hope this helps!
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One of the Map modes in game shows you which regions a province belongs to, if i recall correctly it was even possible to make all of india look green that way, but worst case you need to just mouseover a few regions and see if they are part of india.
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On June 26 2015 00:20 Simberto wrote: One of the Map modes in game shows you which regions a province belongs to, if i recall correctly it was even possible to make all of india look green that way, but worst case you need to just mouseover a few regions and see if they are part of india.
Wow thanks, I never noticed this even after 350 hours :D. Awesome!
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Russian Federation3631 Posts
1.12 world domination finished.
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Nice, gz on that. With a lot of time left too.
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Just finished "Holy Trinity" achievment it was suprisingly easy considering someone labaled it very hard in wiki. Might be because i "cheated" and joined the empire. Also Papal State has imba events: Sistine Chapel, Vatican Library and Swiss Guards imba.
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Papal states is really strong. I could ally 3 lucky nation the last time I played them. The only problem is that you border the HRE so it's costly on the AE to expand
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yeah you can ally austria france day 1 unless france is hostile because they want avignon. then go beat down on naples/aragon, provence and venice until italy leaves hre.
also the events are insanely good
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On June 20 2015 02:38 iaretehnoob wrote:Show nested quote +On June 19 2015 17:28 Silvanel wrote: I think the gain from developments should scale up with level just as the cost is. Right now there is no incentive to develop rich provinces over the poor. Buildings give % increases, so you have an incentive to develop your high development provinces with buildings further. Not that it matters if you're expanding, because you won't have points to spend on development anyway. Also game is currently 80% off on steam. Most old DLC -75%. Tbh I have way higher advisors on average and am still swimming in money with the new looting mechanics and the ability to annex and get money, even more so if i expand slowly and as a result have monarch points to spare. So whenever I dont go full aggressor but try to stay out of coalition ae and am western and have points to spare as a result, I have buildings pretty much everywhere, which makes it still terrible to create power provinces instead of spreading. So they either need to increase the numbers and cost even further, or get rid of the quadratic cost increase. Because atm every province with more than 10 base development gets a temple, marketplace and barracks and sometimes a workshop.
Somewhat related, barracks on big manpower provinces are insanely good.
The other big thing that has to be nerfed are the fort-costs, atm at least vs the ai I have 0 forts ever, in the early game having a fort equals having 5k infantry or having an adviser more. Forts pretty much never win wars, 5k infantry do. It even gets worse over time thanks to either having increased cost or obsolete forts (which has to go as well imo).
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Blackfeather you're kind of contradicting yourself. Either you're 'swimming in money', or 'forts are too expensive', how can both be true at the same time? At the moment, building a fort is a decision; you're not supposed to spam them everywhere unless you are in fact 'swimming in money'. And with the army tradition bonus they're going to give in the next patch, they're getting an extra buff also. I don't think there's anything wrong with the way forts work right now really.
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He is right though. There is almost not reason to build forts because they are expansive and You want to be on offensive anyway. And Barracks>temple>marketlpace and pretty much building devlopments on cheapest province avialbel since it brings same ammount of gain but at lower cost.
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On June 28 2015 15:52 Salazarz wrote: Blackfeather you're kind of contradicting yourself. Either you're 'swimming in money', or 'forts are too expensive', how can both be true at the same time? At the moment, building a fort is a decision; you're not supposed to spam them everywhere unless you are in fact 'swimming in money'. And with the army tradition bonus they're going to give in the next patch, they're getting an extra buff also. I don't think there's anything wrong with the way forts work right now really. The point is that forts are pretty much never worth the money, even when i'm swimming in money. Most of my money comes from separate peacedeals. Usually I use that burst to increase my static income by building buildings like marketplaces or temples (or barracks if my income is good enough or i'm loosing to much manpower in wars). A fort has the opposite effect, every 8 years i could have built a lvl1 building instead of paying the upkeep of a lvl 1 fort. The way it's now i'm most of the time close to my force limit, which is way better than having 20k infantry less but 4 lvl 1 forts.
Tbh the only important thing forts do ever is preventing a stackwipe when forced march hits. And if you could get stackwiped despite your army running away >2 provinces, you are probably getting murdered anyways and forts only delay the inevitable, increasing war exhaustion etc. If you loose hard you usually want to loose fast, the worst thing that can happen is that the ai sieges 90% of your country and takes 4 years to siege the exact province they want.
They could be a gamechanger in a very close war, especially for nations like russia. But we are talking about having a major amount of money less all game long for a specific scenario that almost never occurs in PvE. And despite them buying lots of time in a close war, having a lvl 1 fort for 84 years would mean that you had 1k gold more for mercenaries instead, which again makes the decision very clear.
Now dont get me wrong, I like the idea behind the forts and the warfare they create (aside from weird pathing in dual fort zones). I just dont think a player should ever build or even keep them the way they are now in pve.
I didnt read the patchnotes for the next patch yet, where can I find them?
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Cool ty Overall pretty good changes, I still wished they lowered fort cost or at least mothballed fort cost by a lot. Not sure if the army tradition thing is enough since they want to bring back army tradition for sieges.
The diplomacy ai changes are pretty big. I'm happy that they want to change that colonial nations use their colonists.
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http://i.imgur.com/NFNcdB7.jpg
War of the religious Leagues aka World War 1
Green is the Protestant League and Red is the catholic league. What is fairly interesting is that Spain and France are both Catholic but fight for the protestants. I am assuming this happened because Britain is rivaled to them so they joined the other side. Portugal is the Emperor btw. Also Crimea and Kazan are Sunni, no idea who pulled them into the war.
Both sides start with roughly 400k troops.
In this game I formed Italy with Tuscany
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