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Caustic Soda
Nov 1, 2010
So apparently it's really easy to get 'Baa Baa, Black Sheep' right now. I got it in 1452, and I wasn't even going for it specifically. I was just conquering my weak Shia neighbors to help bring up Religious Unity. I'm guessing it's the introduction of Livestock which makes it so much easier, since there's way less wool being traded worldwide.

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Caustic Soda
Nov 1, 2010

canepazzo posted:

I don't really get Mamluk's succession - I can choose one of three dynasties/cultures for my heir, with the third one being "oh he's an outsider from Circassia" with a strong claim (100 legitimacy), a +15 increase to military tradition, and (so far in this game), never worse than a 4-4-4. Why would I pick the other two?

They get to push a button every so often that grats a lot of cash or manpower, scaled to the development of same-culture provinces, [E: and the Age, so the bonuses get larger as the game progresses] IME, an Egyptian ruler can get ~ 600 ducats and ~10.000 manpower. Nothing to sneeze at, especially since the manpower can go above your normal cap. The better your monarchs diplo/mil score, the faster the meter fills up.[E2: apparently the Mamluks also Promote Culture at half the diplo cost].

[E: Also, advisers that share your rulers culture are 25% cheaper for the Mamluks. Not clear on what determines advidor culture, but IME large, accepted cultures tend to be more common]

I've no idea whether culture impacts ruler stats, but all Mamluk rulers get +2 adm, so they tend to be pretty good.

Caustic Soda fucked around with this message at 08:54 on Nov 22, 2017

Caustic Soda
Nov 1, 2010

canepazzo posted:

Thanks all for the answers - I didn't notice that different culture rulers had different buttons.

So does the extra legitimacy come from choosing to continue with same culture ruler, or is it a Circassian thing?

Circassian. IIUC, the legitimacy is inversely proportional to the cultures share of total (State?) Development. So unless you go and conquer Circassian culture provs, that option will always have 100 legitimacy. Conversely, I made a custom nation with Mamluk governnent, and at first a main-culture ruler had 0 legitimacy. Which was actually managable, since I picked the one school which grants +1 legitimacy, and consistently picked the Sufi Sheik-ul-Islam which gives +1 Leg. Until ruler death.

Caustic Soda
Nov 1, 2010

doingitwrong posted:

Do more people make sieges go faster? It's sometimes seemed like yes but I can't be sure. I know there is a threshold where you aren't making progress at all.

Infantry and cavalry don't, artillery does. Rule of thumb is that a regiment of artillery always helps, above that having one big stack of artillery gets you bigger bonuses. Caveat: Artillery with no support will be massacred if the enemy attacks them, so generally don't leave them undefended unless the enemy has no army left.

One regiment of artillery gets you a +1 siege modifier, from there it scales based on the ratio of your artillery to the fort level. By default this modifier caps out at +5. If you have Mandate of Heaven, then in the Age of Revolutions it can cap at +8 if you pick the corresponding Age bonus. The scaling works as follows: You get a bonus equal to (# of Artillery regiments /Fort Level +1). For a Castle, that means the breakpoints are 1, 4, 6, 8 and 10 regiments.

Rather than memorize ratios, I would suggest consulting the wiki instead. The article on land warfare is huge, but you can just control + f for 'Dice Roll', and then you'll get to the relevant section. You can find the article here: https://eu4.paradoxwikis.com/Land_warfare#Sieges

Generally speaking, folks in the thread (myself included, obviously :)) will be happy to answer any questions you may have. But if those questions concern game mechanics, it's usually faster to look it up on the wiki. It's generally up to date, informative, and very thorough. I myself looked up the ratios while writing this post, since I wasn't sure if I'd remembered correctly.

Caustic Soda
Nov 1, 2010

Terrible Opinions posted:

What is the caliph decision?

It's called 'Adopt the title of Khalifa'. Doing so gives 0.5 prestige/year until ruler death, and moves +10 towards legalism. It can be taken on a per-ruler basis. Not earthshaking, but useful.

In OTL, the Ottomans proclaimed themselves caliphs for most of the game period. Towards the very end of the game (1804-1903), there was apparently also a Sokoto Caliphate in West Africa, but I don't know anything about them except what's on Wikipedia.

Caustic Soda
Nov 1, 2010

AAAAA! Real Muenster posted:

I, for one, cannot believe that there is no easy way to track which Edicts I have going in my states. I just found out that I had the development cost discount running in a state for over 100 years!

There's a map mode for edicts. I looked for it after doing the same drat thing as you did. It bothers me that edicts are both useful and annoyingly fiddly. At least crap like sailors can be ignored 99% of the time.

Caustic Soda
Nov 1, 2010

Dr. Video Games 0031 posted:

I'm not sure how China works in general. Is there some endgame to the whole Mandate plan where they can like reform or something and ditch that mechanic? Otherwise, what's a player Ming meant to do when you reach other large empires who won't pay tribute?

E;f,b.

No. There are reforms which strengthen you, such as a +1 to monarch adm points, but you never lose the mechanic.

As for strong neighbor, you're supposed to declare a war on them and *make* them pay tribute. Don't know how that works out vs actual GP enemies. My longest game as Ming ended around 1600, some decades after I got the Kow-Tow cheevo. That was before the nerf to tribute range, tho, so it got pretty silly.

"Hello there Great Plains statelets, I've just founded a colony on the Californian coast. How would you like to be my tributaries?"

"Sounds great! We'll be sure to send ~200 soldiers over the Rockies to fight for you every year, now and forever."

Caustic Soda
Nov 1, 2010

ZypherIM posted:

Based on https://eu4.paradoxwikis.com/Vassal#Annexation

You need to be at peace to be annexing.

This is slightly misleading. The target needs to be at peace to start the annexation. If you have a vassal on scutage, you can start annexing them while at war, since they won't be in the war with you.

Caustic Soda
Nov 1, 2010

Deceitful Penguin posted:

Edit edit: Ok the fuckers didn't convert me to orthodox even though the vast majority of my land had it. Did I literally have to get them to take over all of it? Would I have had to juggle occupied lands until they did that, then let them break me?

You would have thought that the dumb rear end convert button would just let you convert to a loving religion if it was more than 50% of your dev

You should be able to give in to Zealot demands from the same menu that lets boost stability. I'm currently running a game as Lithuania, and I was able to convert to Orthodox before the rebels had even sieged down the province they spawned in. Click the 'Handle them!' button for the rebels, and if their religion is IIRC >50% of your provinces, they'll force convert you rather than give you the "Heretic Tolerance" modifier.

On an unrelated note, in that Lithuanian game Muscovy didn't rival me, and I was able to secure an alliance with them. That was not how I was expecting that game to start, but I'll gladly take it. Should give me a chance to get a PU with Poland without worrying about my northeastern border, maybe I can even get Muscovy to help out :getin:

edit: Also wow does Ruthenia ever suck. So many 3-5 dev provinces, and all of 4 provinces in the double digits.

Caustic Soda fucked around with this message at 12:05 on May 12, 2019

Caustic Soda
Nov 1, 2010

SirPhoebos posted:

EDIT: after three Portugal games stalled due to learning pangs, I feel like I need a new recommendation for a beginner's nation.

The Ottomans have one of the best starting positions in the game, and touch on pretty much all the mechanics in the game. They can even go colonize when you've come far enough to conquer Egypt.

The trick is mostly to keep switching directions to expand in. The mideast won't care much about you conquering Europe, and vice versa.

NB: coalitions or a very early war with the Mamluks can cause you trouble, so watch out for those.

Caustic Soda
Nov 1, 2010

The "new world" also has a lot of independent colonizers spawn, which can be fun to switch to via console/load game. It helps that they tend to spawn in the 1500s-1600s, right about the time your original state has likely become a nigh-unbeatable great power. My favorites are the gnoll pirate republic (insert pun here) in the not-Caribbean, and the gnome, goblin, and kobold republics (one each) in the western part of not-America.

Have you tried playing around in not-India after the newest update? Haven't given it much of a whirl yet. There is an extremely powerful Hobgoblin state, which could make for a challenging enemy, or be an extremely relaxing conquest run where you can pretty much steamroll everyone from the get go.

Caustic Soda
Nov 1, 2010

Groke posted:

Now that Austria is on all of the drugs with the IA situation:

Has anyone seen AI Austria go with the decentralization reforms?

Yup. I've been working on a Kingdom of God game where they went decentralized. Got most of N Italy except the Po valley before Ewiger Landfriede came around.

Caustic Soda
Nov 1, 2010
That's most of my games too. Sometimes the RNG switches it up by having all three protestant centers of reformation in Italy, instead - not even the people of Rome like you, Pope.

Caustic Soda
Nov 1, 2010

Davincie posted:

there's a new patch out for anbennar and i had a lot of fun with it. they filled out huge parts of the map and the country i tried (frozenmaw -> grombar) was fun. its a sort of half orc invading nation with 2 paths, you either decide to become half orcs and get civilized, or go full on warlike orc. there's also centaurs, ogres and some sort of human island civilization with a competitive mission tree

It is pretty fun. I've mostly been playing around with the new mission trees. I've played two games as the Amldihr/Orlazam dwarves around the old dwarven capitol and a game as the Mossmaw ogres in the same area. The ogre game didn't go far though, they lack the "reclaimer" modifier everyone else in the area gets, so they can't keep up militarily. Probably an oversigt. Also played a game as Konwell, an HRE Anbennar minor with missions around building relatively tall, expanding the Imperial Archives into a multispecies university. Also did a game as the Redscale kobolds now that you can westernize demonsterize and get rid of that stupid -100 opinion thing. That also finally lets you replace tribes with the ordinary estates once you've moved away from tribal government, so your economy stops being kinda poo poo.

Those island humans you mentioned can apparently unify somehow. In my kobold game they became the premier world power for ~100 years, going ham over the neighboring centaur hordes. They haven't collapsed either, I just out-expanded them eventually.

Caustic Soda
Nov 1, 2010

Wafflecopper posted:

I've been doing a run with one of these guys are they're fun and interesting. All the human tags on the island are part of something called the Federation, which is kind of a mini-HRE with different rules. To declare on another member you have to get war rights from the current head of the Federation, which changes from time to time (when depends on certain crisis events I think?) to a new head based on how much standing they have in the Federation. You can get more standing by doing missions and helping out in wars against the centaurs on the mainland. The mission tree eventually leads to unification. There's also factions within the Federation based on religion and an event around the time of the reformation where a new religion spawns in so they have their own little version of the reformation and a religious war too.

Sounds like I'll have to give them a try. A brief look made it seem a bit opaque, but hopefully that's deceptive.

Have you tried the centaur hordes yet? Their gameplay is almost too fast-paced for me. I really like how they've combined Migration, cheap cavalry, Tribal Allegiance and a special CB/vassal-type to actually make you feel nomadic. It's pretty cool to subjugate tribes who get a whopping -70% Liberty Desire, then use the Tribal Allegiance to bust out cavalry before migrating towards the next target, fighting against enemy tribal coalitions with their own subordinates. Especially since your cav are only like 20% pricier than infantry, so your economy isn't automatically in the toilet. Don't know how to stabilize the situation yet but it's a wild ride, no pun intended.

Also, I don't remember reading about it in the update, but at some point they changed around the grey orcs of Frozenmaw/Grombar to have a bunch of human vassals, and a split path based on either relative equality or a caste system. I'm a sucker for when fantasy breaks away from the typical mono-culture/mono-species fixation, so they've made for a fairly interesting game so far.

Caustic Soda
Nov 1, 2010

Davincie posted:

it was definitely a big part mentioned in the current update, it even got a dev log!

Ah right, I was going off the changelog on Steam, where I missed the rather laconic "Revised Alenic Reach setup to fit new Grombar stuff" line. Didn't realize they made dev logs. Thanks for mentioning that, I'll have to check it/them out.

Caustic Soda
Nov 1, 2010

Jabarto posted:

Much obliged. :)

Last question; are republics still worthless? The absolutism penalties alone were enough to disqualify them before, and now it seems like monarchies with the States General government reform are a direct upgrade.

Why would you care about absolutism penalties? They literally don't exist for the first half of the game, which is by far the most important part for getting your country established. By the time they come into play, you should've blazed through the government reforms for republic, and can just switch to a monarchy if you really want that absolutism.

States General isn't a thing for the first what, 60-80 years of the game? That's time to get more monarch points when they matter most.

Caustic Soda
Nov 1, 2010

Jabarto posted:

I mean they're huge bonuses and important for taking advantage of the imperialism CB, and since there aren't many republics that exist at the game start you're likely going to need to go through all of the monarchy reforms first and then do half of it over again, probably not getting the last republic reform until the 1700's.

Also I'm not convinced republics actually give you more monarch points. More control over specific ones, but 1/1/4 is an awful stat spread that most randomly generated rulers will be able to surpass. Unless you abuse reelections, but the you have to deal with republican tradition and the significant penalties for being even slightly below 100, and the negative tradition events that you get slammed with year after year after year.

Don't switch from a monarchy to a (non-revolutionary) republic, then. The strength of a republic is in the early game. As has been said, you can just use Strengthen Government, which becomes cheaper when you go with Frequent Elections, since the cost is based on term length. So long as you always pick military specialists you'll have more than enough mil power for that and tech and military ideas too. You can fairly reliably get to at least 3/3/6, for a ruler who starts in their fifties, and 6/6/6 if they start younger. The only time you shouldn't reelect someone is if they have an absolutely godawful personality for your situation, like the -relations one (Naive Enthusiast) while playing in the HRE.

It's true that there aren't many republics though, especially not outside Europe. I admit I haven't played tribal enough to know whether it's worth going Tribal > Republic > Monarchy. Might be worth it to pick up Plutocracy along the way but maybe not. When the next patch comes out, I'm considering playing as that one republic in the Philippines.

Caustic Soda
Nov 1, 2010

Pocky In My Pocket posted:

When i'm invading places, i normally just grab the territory and core it. Is there a better way to do things for ae purposes? I'm playing a milan game and i feel like theres gotta be a better way to avoid being dogpiled than just kicking back and hiring a diplomatioc rep advisor every so often?

As THE BAR wrote, expanding via vassals is key, since that gets you less AE per development. In addition, you should definitely consider maximizing your Improve Relations (IR) when you're playing around in/near Central Europe (since it's high development and culturally/religiously homogenous). Since I don't know your level of experience, I'll just list most everything that matters for managing AE:

1) Most of the time, your diplomats should be improving relations with Outraged Countries (if any) or Neighbors. If you need claims, allies or annexation go for it, but by default you should probably be improving relations.

2) High Prestige both improves your IR and decreases the AE you take - it's a lot more valuable near Central Europe than basically anywhere else in the game.

3) Have your merchants use Establish Communities for the +15% Improve relations.
3a) If you need to bleed off AE right now, consider moving your merchants to whatever node(s) you have the most AE in, even if you don't have any trade power there worth mentioning.

4) seriously consider hiring nothing but Diplomat advisors (the +IR ones) for that slot - where you're expanding, there is unlikely to be anything that even comes close in utility, except maybe the +rep advisor when integrating vassals.

5) When picking ideas, Improve Relations is the key modifier to max for smooth expansion - Diplomatic then Humanist are the ones with direct boosts. They give +25%/+30% IR each, plus an extra +20% IR for the policy.

6) Apart from IR increases, additional Diplomats also help quite a but; to a lesser extent extra Merchants do too.

7) Remember that you get extra AE for taking provinces from enemies that aren't the target country or its co-belligerents.
7a) When declaring you can check the co-belligerent box and see the potential extra countries you'd get involved. You can always un-check if you don't want to bring in the extra enemies.

8) If you aren't already, max out your land forces; coalitions generally only form if the involved countries think they can take you on when they combine forces.

9) Allies tend to get way less AE than anyone else. If you have free slots, it's not the worst idea in the world to ally someone to help keep down the AE.

10) Countries can only join a coalition if they don't have a truce with you - if there's an acute danger of a coalition forming, consider going to war with someone for the main purpose of getting a truce timer - you can still extort money or have them give up provinces to others without getting extra AE.

11) If/when you have expanded far enough that you can conquer provinces in different Religious Groups and/or Culture Groups, alternating between them helps keep down AE.
11a) The religion of the provinces you take don't matter for AE purposes, only the state religion of the country you take them from.
11b) After the reformation, alternating between attacking protestants, catholics and the reformed also helps keep down AE.

12) When expanding in the HRE you can avoid the Unlawful Province demand if you're:
a) allied to the Emperor.
b) in another war.
c) conquering core provinces for yourself or your vassal.
12a) It can sometimes be worthwhile to start an extra war where you don't intend to get AE, just to have time to core HRE provinces.

TL;DR: prioritize Improve Relations, get Diplomatic and Humanist ideas - they're already excellent choices, for your location they're a slam dunk. Beyond that, Prestige, merchants, large armies and truces help keep down on coalitions.

Caustic Soda fucked around with this message at 14:11 on Dec 27, 2020

Caustic Soda
Nov 1, 2010

Edgar Allen Ho posted:

Wow Anbennar is fun, based on some dicking around. What are good nations for a proper run?

Firebatgyro has already posted some of the best starter nations. I've got some more recommendations:

a) If you're into rough-and-tumble thunderdomes, the various small statelets in Escann (just east of the huge mountainrange) might be interesting. Standouts are

1) Small Fellows for a mercenary-heavy game (they end up with a total of +10% merc discipline and a whopping -50% mercenary maint
2) The Order of the Iron Scepter has access to the excellent Magocracy govt type (-5% to all power costs), which is otherwise only available to lich kings AFAIK.
3) One of the orc states might also be interesting for an always-war kind of game, but you really really have to go crazy with conquest to make sure there aren't any major non-orc states left. Note that both orc religions have the ability to bullshit up 50,000 manpower through one of their 200-cost church power abilities
4) the Count's League has a somewhat weaker start than most, but also get a unique mission tree.

b) speaking of thunderdomes ,there are four different regions in the not-Americas which start out with feudalism and without the terrible "primitives" or religious reform mechanics from vanilla. They're the ones with all the countries, so they're hard to miss. There's even one based around the not-Missisippi river valley civilizations, which are mildly flavorful.

c) if you want a mildly unconventional colonizer game, try starting as the gnoll state of Viakkoc in the not-Maghreb. They're the barbary corsairs equivalent, complete with coastal raiding, and are pretty well positioned to expand west. Almost all "monstrous" countries are more-or-less challenge runs, but Viakkocs starting position mitigates most of their disadvantages. Still, they're probably best left for a 2nd or 3rd game.

"Monstrous" countries have some similarity to vanilla hordes, in that they only get the tribe estate and everyone they border get a free cb on them (they get one back, too). However, they don't have the horde unity/razing mechanics for an upside. Instead they all get to start without Feudalism, and have a whopping -100 opinion penalty to and from non-"monstrous" countries, making alliances with them very dififcult to get.. That is annoying to put it kindly, but at least you can start transitioning away form it once you hit adm tech 7, in a procedure similar to old school westernization, but a bit less terrible (there are the occasional upsides to the events you get).

Caustic Soda
Nov 1, 2010

ilitarist posted:

So is this Anbnennarn mostly a vanilla game but with different map, events, missions etc? Cause it sounds great to me, certainly better than mods like Magna Mundi or M&T trying to insert new game mechanics through events and decisions.

To expand on what Davincie wrote, there are mechanical differences, but most of them are there by default and don't require much if any fiddly clicking around in menus, except for the mostly-ignorable spellcasting thing.

Most notably, every country has modifiers based on which species makes up their administration and military. It's possible but tricky to change these, admin by changing primary culture and mil by choice if you've got > 30% dev of the target species and good relations. This has some interesting mechanical effects even as it's pretty bio-essentialist. Some examples:

1) elven administration get a reduction to prestige decay, which inclines them toward valuing prestige higher than most - it's very possible to get to 0 prestige decay as an elf-run country
2) dwarven administration get a major penalty to stability costs, which inclines them toward not rocking the boat during events
3) harpy and centaur militaries cannot hire cavalry or infantry, respectively - centaurs get a whopping 50% cost reduction on cav, as well as a 100% cav-to-infantry ratio so they don't get hosed over

Each country also has a relationship to the various species, varying from 'oppressed' over 'coexistence' to 'integrated', giving various bonuses or penalties based on their presence in your provinces. It's also possible to have minorities in your provinces - colonizers get the original inhabitants as a minority by default, the not-HRE is pretty multispecies with a wide distribution, and so on.

Caustic Soda
Nov 1, 2010

Amhazair posted:



Any recommendations to avoid [running out of challenges] that can make for a longer and/or more challenging game, but still have enough content? (Even though I've played without mission trees sinds EU1, I tend to bounce off hard from nations who don't have them now)

That's kind of a hard ask, since the most challenging tend to be the monstrous countries, few of which have missions.

You could try playing as one of the ogre states, they have mission trees. Magharma is the big fish in the small pond that are the Ogre Kingdoms, but I'm not sure how you can stand up to the centaurs from the steppe. Mire Maw in Serpent's Vale also have a mission tree, but they might also be difficult to get off the ground. They don't have the Dwarovar Claimer modifier that everyone else in the area gets (large +forcelmit, -land maintenance + morale, lasts a century or so), so they're quite vulnerable.

In not-India, the human OPM Sarisung has a mission tree about annexing its subordinates in the various parts of the city they start in (a multi-province urban area). They aren't part of the Raj, and are close but not adjacent to The Command (for any other readers, one of the endbosses Amhazair mentioned).

Perhaps you could try playing as the gnomes rather than the kobolds? That's kind of challenging too, IME

The various Black Orc states in the Dwarovar don't have mission trees, but they do have the ability to invest in bonus modifiers for each Hold they take and culture-convert, that's sort of like a goal, in a gotta-catch-them-all sort of way.

If struggling to survive can be enough fun even without a mission tree, it's possible to survive and eventually prosper as Obrtrol, that one troll-led state that's boxed in by Bjarnrik. I've done it twice, but it really requires a mix of luck and holding out long enough when Bjarnrik attacks you that you can exhaust their manpower. It's harder with the new update though since a) their new religion is weaker than the Animism they used to have, since it doesn't gve the extra Prestige b) Bjarnrik now has missions to conquer you, so they'll attack even sooner than before.

If you try the Darkscale kobolds in the Dwarovar and make it your goal to conquer over to the other kobolds, you'll have your work cut out for you, but it should be doable. I've played a game where I migrated over to Dur-Vazhatûn in the northernmost part of the Dwarovar. Apart from that mountain range the hold is in, down to around the old capital (below Orlazam but not to Er-Natvir), I was pretty boxed in until around the end of the second age when I played as them.

Caustic Soda
Nov 1, 2010
For the peeps who're playing the Anbennar mod, I made a (to me) surprising discovery: the kobold Dragon Cult can actually achieve it's goal of awakening Malliath the Dragonfather, which can grant various bonuses. Since I wasn't expecting it, I didn't play close attention to the timing involved, but I thought I'd share my experience anyway.

I was fooling around with the dev console and had assembled what I think is the largest possible hoard: it granted +7.5 goods in the province it was in, Soxun Kobildzex (SK). I'm not quite sure how much gold I poured into that, but IIRC it was at least 20,000. After at least a decade had passed, I got an event about Malliath awakening in the form of a volcanic eruption, which destroyed the hoard, cost 2/2/2 dev in SK, and also resulted in a global reduction in the price of grain for the next decade due to the ash cloud wreaking havoc, similar to to the Little Ice Age in vanilla.

A few years later, the jubilant mood of my people resulted in a baby boom, which gave a temporary modifier with increased manpower recovery. Later still, a huge amount of gems were found in SK, changing the goods to Gems and adding a modifier with +5 to goods. When or sometime after the baby boom modifier expired, I got an event about the new generation being tougher than their parents, along with a permanent modifier granting -10% fire/shock damage taken.

I don't know if there're more bonuses to come, but if so I may do a followup post later.

Caustic Soda
Nov 1, 2010
Hey thread, as part of my reply to Wafflecopter I have a general question. In the mod we're discussing, the state in question has a -20% modifier to cavalry combat ability. Do any of you know if it's worth buying 1/2 regiments of cav anyway for the flanking? Flanking is probably the part of combat that I understand least, so I have no idea if the utility there can make up for the priciness of cavalry, especially not with such a steep penalty.

Wafflecopper posted:

okay how DO you get kobolds off the ground?

you're a monstrous nation so you have -100 relations with everyone around you except other kobolds, they get a free CB on you, you start at tech level 2 with no feudalism, you have poo poo land, you have kobold military which gives -10% morale and +10% damage received so your 15k troops with a 2 shock general lose to 7k separatists ON DEFENSE, and if you actually manage to somehow survive and expand a little bit you inevitably end up bordering the 4th rank great power (gawed) who will use not hesitate to use their free CB to gently caress you up

Note: the Darkscale kobolds in the Dwarovar have a much safer starting position, so they may be worth practicing with first to get a better feel for kobolds. Most of the post below is focused on the Dragon Coast kobolds,, but most also applies to the Darkscales, with the obvious exception of geography.

First off, set your focus to military. You can and must keep your mil tech as advanced as possible, preferably ahead of time. That will allow you to reliably defeat separatists, and most non- Great Power enemies. To facilitate that, you must develop institutions using the farmland which start out held by the Redscales (in the Dwarovar, restore a hold and use that and the surrounding roads instead). That's likely to leave you behind on adm/dip tech, with the resulting income loss from corruption, but there's nothing for it. Likewise, you want to max out your military size at all times, so you can discourage (non-Gawed, non-Lorent) attackers. If you ever have stacks below the current army width, you're wasting one of your few advantages, your bonus to force limit.

Second, getting hold of the Greenscale lands so yo can expand into the Alenic Reach is key. You need to expand anywhere and everywhere you can, and without the Reach it is very, very easy to get bottled up by Gawed and Lorent. Moreover, expanding east gets you closer to Frozenmaw/Grombar, your only feasible ally until you can demonsterize. On my so-far best run as kobolds, I managed to get from the Reach into Gerudia. I've tried a number of times to start off with a Redscale-Bluescale war, but in hindsight that's probably a mistake, since their lands are more isolated than the Greenscales and thus less likely to be conquered by states other than your own. Once you have an army, build up a navy ASAP so you can get the high-dev Nimscodd provinces. If feasible, avoid having a border with Lorent so you only have the one Great Power to contend with. As you expand, be sure to lower autonomy in every province. You need to get to a government with estates ASAP, which means minimizing autonomy. If/when you conquer provinces which are majority gnome/halfling, expel them via the Racial Tolerance menu. That'll save you time and money on conversion, and they don't have any significant states anyway, except Nimscodd who are already your enemies. It might make sense to expel the elves of Celmaldor too, since there are no powerful elfrealms near you, the closest being Ibevar. Be sure to turn of expulsion once you've converted all the provinces with that species you're likely to take.

With Gawed, I'm not sure what the best strategy is. There's no easy way to defeat or even deter them, especially not now that they get mission-claims on your lands. You may be able to delay their hostility by improving relations, but that is a temporary measure. Even so, if events give you a chance to improve relations it's probably worth trying. My recommendation would be to see if you can't get away with offering them small bites of your land ASAP when they declare war, which makes it double important to expand like mad when you can. Do note that Gaweds strength is rather brittle. If they start losing to Lorent, their other neighbors will tend to jump them as well. If so, make sure to kick them repeatedly while they're down.

Mlitarily, I'm not sure what is ideal, but I think discipline is your best bet, since fewer losses also result in less morale damage. Start with Quality, then Economics. That gets you +10% discipline and a less rear end income. From there I'd probably pick Defensive or Plutocracy to mitigate your morale issues. Alternatively, if your economy can support it, you can go Quantity to double down on force limits. As mentioned, Frozenmaw/Grombar are your best bet for an ally. If you get DIP 6 before you have vision on them, steal maps to help find them. If you ever get a mage ruler <30 years old, you have a decent chance of turning them into a lich if you focus necromancy at all costs. An undead army is one of the best you can get, but without a lich you'll lose literally all your troops if your ruler dies, so it's probably not worth the risk unless/until you get to lichdom.

Your religion is the second worst in the game, so you want to switch to Regent Court ASAP, or maybe Corinite down the line (in the Dwarovar, Ancestor Cult is the strongest option). Manufacture a revolt of fanatics by starting to 'convert' a core province with Regent Court, with missionary maintenance set to 0. Let the fanatics rampage about and force-convert as many provinces as they can. Possibly retake already-converted provinces so they convert more of your realm.

For all monsters, be sure to start demonsterizing ASAP. Pick any demonsterization event that you can afford. IME, the only one to refuse every time is the one which penalizes your combat abilities. Even the ones that cost boatloads of money may be worth taking, so long as they don't drive you into bankruptcy before you can safely deal with it. If you haven't converted yet and start getting events about missionaries converting your provinces, go for it and don't convert them back. You'll eventually get a chance to convert, take it. If you can manage to get to Semi-Monstrous without being rivalled by Lorent (a big if), it may be possible to ally with them. If possible, absolutely go for it.

Caustic Soda fucked around with this message at 08:01 on Feb 12, 2021

Caustic Soda
Nov 1, 2010

PittTheElder posted:

Are the costs of each unit type the same as the base game? Cavalry is only barely worth recruiting most of the time unless you have specific bonuses for it.

The costs are the same, so my impression so far has been that hiring them would be a waste of money with the penalty.

The one exception in the Anbennar mod are the Centaurs, who get a whopping -50% cost discount to cav and a +50% to the cavalry ratio, but can't hire infantry at all (presumably the resoning is that centaurs can be fairly fast and have a strong charge, never mind that they don't have mounts and so can't exactly remount).

Edit:

Wafflecopper posted:

thanks, i'll give them another shot with your advice in mind soon

Have fun and good luck :) If you end up with a game you feel is worth telling about, I'd like to hear the story.

If you get far enough in the mission tree to choose between artificers and dragon worshipers, artificers are more "tall" and the others more "wide", as it were. Make a save before choosing so you can have a look at each tree. Artificers have missions which'll help you develop the caves. They also have missions to go get colonies, but I don't know that it'd be worth it to pick up Exploration and seize some from Deranne or whoever. The dragon worshippers can get you claims IIRC, but some or all of their missions are gated behind converting provinces to Dragon Cult, so it may not worth it, depending on how much is blocked off.

Caustic Soda fucked around with this message at 16:26 on Feb 13, 2021

Caustic Soda
Nov 1, 2010

Davincie posted:

a lot of places didn’t really have anything approaching the type of governments represented in EU, feels like it wouldn’t make much sense to implement them

Eh, one of the things I like best about EU is that it doesn't feature vast tracts of uninhabited land, the way stuff like Civilization does. It's fun that I can play as someplace that'd never get a day in the limelight in another game, whether that's a peasant republic, a city state or - with the coming patch - aboriginals, maori and oceanians.

Caustic Soda fucked around with this message at 08:02 on Feb 17, 2021

Caustic Soda
Nov 1, 2010

Wafflecopper posted:

Fun bug from the paradox forums

I think I just had that exact bug happen to my Ayutthaya game. My vassals had been strangely passive during my latest war, so I saved and quit to menu, hoping that would wake them up. Lo and behold, my save now has no states anywhere in the world, nor does my autosaves or the cloudbackup.

Annoying. But at least I'd gotten far enough to vassalize most of non-burman continental SEA, so that game was as won as a PDX game gets.

Caustic Soda
Nov 1, 2010

Magissima posted:

I think it's kind of the inverse, where Sweden has such strong legal protection and support for unions that they don't need a minimum wage because almost every worker gets union-negotiated wages. And they do have a legal 40-hour workweek apparently

Exactly this. In Sweden, Norway and Denmark, the rule of thumb is that unions and employers organizations negotiate almost everything, with little-to-no government intervention. That's been the case many decades now (in Sweden since 1938, Norway 1935, Denmark 1899). This does mean that, if you look purely on legal protections, we Scandinavians look like we've got rear end workplaces. That's not how things work out in practice though, for example here in Denmark the work week is 37 hours long. Generally speaking, the gov't only gets involved with negotiations for public employees, and even then in its role as employer rather than as lawmaker.

Caustic Soda
Nov 1, 2010
Military Dictatorship is available for Milan. Trigger the Ambrosian Republic Disaster. Hire Sforza (you need rebels or to be at war for this). If he's been hired for more than 700 days, an event can fire to let him become dictator. When he's ruled for a year or more, he'll try to become duke of Milan. Overthrow him and replace him with a new dictator instead.

Alternatively, a custom nation could start as a Military Dictatorship.

Technically Switzerland can get such a gov't too, but only by going to war with the Revolutionary target, so.

Caustic Soda
Nov 1, 2010
IME with the pacific dev-pushing is perfectly viable. I've even done it with Samoa, where there's only two adjacent colonized provinces at game start (Samoa and Tonga). I'd conquered most of the pacific and started colonizing before the penalties from Colonization became too big.

Caustic Soda
Nov 1, 2010

Red Bones posted:

Is that how it's measured? I tried to play as a federation and I had absolutely no idea what was determining the Federation member strength. Is that documented anywhere? It's good to know there's actually a straightforward way to make sure I stay federation leader, I thought it was being measured on some arcane combination of economic/tech/military scores or something.

It is documented, but it's not obvious. On the Fed screen, hover over each member state and it'll display the manpower behind the measurement.

Caustic Soda
Nov 1, 2010

SirPhoebos posted:

Is there any nation in Anbennar that's best suited for being a cackling evil wizard?

The longer-lived species have an easier time making good use of magic, but IIRC only Varamhar in Bulwar starts with a wizard ruler. Their mission tree is about BECOMING A GOD though, complete with human experimentation (and later on, elven experimentation) which is pretty good for cackling evil. Doesn't hurt the evilness that the Bulwari elves are all about that racial caste system we're-just-better-than you elfyness, in addition to the wizardry.

Barring that, the penultimate in cackling evil wizardry is probably heading for necromancy and becoming a lich/witch king, complete with undead armies. Do be aware that going from 0 skill to lich/WK takes IME 40-60 years and becoming one utterly wrecks your diplomacy, giving massive debuffs to improve relations, AE gain and reputation, while giving equally massive boosts to your military. Short-lived species can succeed at becoming liches *if* the ruler starts out very young and beelines necromancy. Even so it may take some save/reloading.

Note: getting an undead army on a short-lived ruler is usually a terrible idea, since their death deletes your army, leaving you extremely vulnerable while you raise (:haw:) new living armies.

The countries that benefit the most from necromancy are probably the Dwarovar ones, since they can mitigate the diplo downsides and the slow-AF undead armies don't matter much where there's no room to maneuver. The 'monstrous' species there probably benefit most, since undead have wayyy better morale than goblins/kobolds, and are also notably better at sieges than orcs are.

Speaking of Witch Kings, I find it appealing that their evilness lies mostly in deliberately becoming a particularly-militaristic pariah state. A non-omnicidal undead army and killing an (1) innocent to become a lich doesn't really stand out on the evil-o-meter, compared to all the other stuff early modern (fantasy) states get up to.

Caustic Soda
Nov 1, 2010
Re: Anbennar, not that migrators in the Dwarowar DO NOT need to be OPM's to keep migrating their capital around. If you're playing in the Dwarowar as an adventurer/warband, you can and probably should take the time to attack the remnant holds early on. Their armies are far smaller than yours, so there's no challenge there. Adventurers can vassalize them so they'll colonize for you, warbands should probably just conquer the holds, especially orcs who get a bonus for each hold they possess.

Caustic Soda
Nov 1, 2010

ZearothK posted:

I started playing Anbennar this week and it completely revitalized EU4 for me, I hadn't been really into the game for years.

Anbennar really does do a lot to provide alternate gameplay. Whether it's the mild variations of the not-HRE and the species modifiers there; the more sedate gameplay of the Dwarovar or Deepwoods; the warring for territory in Escann; or the frantic madness of the Forbidden Plains, where you can attack and conquer/vassalize literally everyone, whether they border you or not, whether you've already got a ton of vassals or not.

Probably for the best that they've turned off dev stripping, though. That's already broken in Vanilla, would be even more broken when combined with the huge bonuses Dwarf Holds give as you level them (which, for non-Anbennar players, you can level up at 40 dev and every 10 dev thereafter, giving absolutely massive bonuses to goods produced, can eventually provide country-wide bonuses, and provide substantial dev cost reduction, although not to the extent that it fully compensates for the expenses of high dev).

Caustic Soda
Nov 1, 2010

Jay Rust posted:

Anbennarchat: does the Magisterium get anything cool to do?

They get an extended questline to buld the worlds most awesome Mage Tower on their artificial island (Adrail), which gives you increasingly large bonuses, some global. You need to control a province with gems, one with relics, one with damestear etc. There are missions to help you get some of them in local provinces, such as gems in the mountain on the Dameshead and relics in the capital.

When it's time for you to choose an heir, there's always a choice to get one who's' a Powerful Mage, so you can basically have one of those all game if you want. They tend to have worse monarch stats than the others, though. You need such a ruler for one of the steps in the Mage Tower line.

You also start in the only end node for not-Europe, which can get you ludicrous wealth just from snaking a fourth of the way around the Dameshead Sea, let alone all the way around-

Eventually you also get an event giving you the choice to go Corinite, but IIRC you don't have any missions tied to that.

NB: as a Theocracy, you have a chance to elect an heir who's from a long-lived species based on their relative dev in your country. So fx conquering Rubyhold gets you good odds of a Dwarf heir. This can help you get non-General use out of a Powerful Mage, though they'll get vents to resign at 100+ years old. Still 30-40 years more than a human, though.

Caustic Soda
Nov 1, 2010

Jay Rust posted:

Thank you!

I haven’t hosed around with the realm magic system at all either, any tips?

First off, most of the powers are either very short-lived (-all power costs for a few months), or last more-or-less as long as your ruler lives. Second, most of the low-level magic abilities are duds, IME. This means for short-lived rulers it may not make sense to bother with it at all, with two notable exceptions:

1) Illusions get a spell on the first tier that lets you trade Mil Power for Prestige. You can do this every month, so it can be very worthwhile in the right circumstances. Such as being low-prestige in the Empire of Anbennar, or if you need to increase in rank. Higher skill in illusions gives you the option to trade more power for prestige per casting at a better ratio (20: 5 instead of 10:2), but is not strictly necessary.
2) Transmutation gets a spell on the second tier that lets you pay Monarch Points for a chance to increse Monarch Skill. Edit: this one is on a cooldown, 5 or 10 years IIRC. This spell works best if you have a low skill in something, since the cost is lower and the odds better when going from skill 1 to 2 than 5 to 6.

Second, when you study magic you get the choice to "spend effort" (5 year study, costs points) or "spend money" (10 year study, costs money). For the duration you get a debuff with -1 diplo relation, -1 legitimacy/-0,25 devotion, -1 diplo rep and -50% heir chance. The one that hurts most is the relation, so be aware of that. During the period of study you get events that improve your odds of increasing in skill. IME, effort can fairly consistently get you to tier 1, and has acceptable odds of getting you to tier 2 if you say yes to all the events (you can get more events from a loyal mage estate, a Court mage, mage tower and a mage privilige which reduces diplo rep).

With a long-lived ruler, or a young short-lived one going for lichdom, it can be worth it to try for tier 3, which has some pretty powerful effects. 1) Conjuration 3 gets you an additional fort building with +1 level and IIRC a whopping 100% fort defense. It'll need to be renewed with points occasionally, and will fade away if you can't/won't. 2) Divination 3 gets you the -power costs I mentioned. IIRC it's pretty high, but it comes with an increasing risk of "prophetic madness" which utterly tanks your rulers skill and gives a massive debuff to boot. 3) Illusion and Transmutation give rituals that help with more magic - Illusion counteracts the studying debuff and Transmutation lets you make a 'Homunculus' which can help your study odds (or be turned into a general/advisor/heir, but I haven't tried that out).

The real game changer is necromancy, though you probably don't want to use that in the Empire. At tier 2, you can raise an undead army, outing your ruler as a Witch King in the process. This replaces your existing army type, and gives absolutely massive bonuses to your military: +20% morale, +10% discipline, -30% damage taken, -0.02 monthly war exhaustion, +150% force limit, + 100% manpower recovery as well event manpower for each battle won (you can turn off the notifications, thankfully), -60% Land Maintenance costs. Absolutely nothing is as strong as an undead army, though you do get a pretty debilitating -50% move speed penalty, so you'll want good fortifications to give you time to react.

However, there are two massive drawbacks. First off, if your ruler dies and the successor doesn't have tier-2 necromancy (IE, isn't a lich/vampire), then YOUR ENTIRE ARMY IS DELETED, and you get a temporary debuff. It can still be worth the risk in more isolated areas (Aelantir/Dwarovar), but if you want to go all in on necromancy you really need to go for lichdom. Which only has acceptable odds if you can get to tier 3 before ~ 40 YO on a short-lived ruler. Second, being a known witch king grants literally everyone who knows of you the "End Evil" CB to force your ruler out. More importantly, it absolutely ruins your diplomacy: -6 diplo rep (!), - 50% improve relations (!!). The IR part *can* be counteracted if you go deep into IR bonuses, but still.

Also vampire rulers. I don't know how to get one, but one of the adventurer bands in Escann starts with one (Company of the Thorn, by Ibevar/Arbaran), which you might try out in a future game. They get events about keeping on the down low. This includes events to go hunting, which costs you Monarch Skill if you don't, but can also increase skill if you go on a rampage, at the cost of more exposure. A vampire who gets too much exposure can fake their own death, and can actually get the +Skill events for being more than 100 YO, even if in-game they're supposedly only 40 or whatever.

Caustic Soda fucked around with this message at 14:51 on Sep 1, 2021

Caustic Soda
Nov 1, 2010

Wafflecopper posted:

Ah, that must be how you're supposed to get your 6/6/6 ruler for the Magisterium mission tree. Spam points into it every cooldown until you brute force it. I missed that one so thanks for posting it.

Probably, yeah. Forgot to mention that the cooldown is 5 or 10 years though, so it's still not reliable. Added it to that post now.

Caustic Soda
Nov 1, 2010

THE BAR posted:

Just another to the pile, I guess!

Pretty much. The mildest possible interpretation of the culture button is that you're importing settlers and/or suppresing the native culture/language. Like as not, it implies even worse things.

On which note, while I generally like Anbennar, it has even more genocide in it. Missions, mission *trees*, an *extra* genocide-toggle compared to vanilla, it's just gross. If I could, I'd toss that out, that's definitely not the parts of D&D that're fun to engage with.

Caustic Soda
Nov 1, 2010

Aethernet posted:

I love Anbennar, but the different racial tolerances that let you choose between ethnic cleansing or Full Genocide are pretty suspect, not least because races living side by side even at max tolerance always have an unrest debuff. Strong 'Multiracial societies are inherently unstable' vibes there.

Oh yes. Have you noticed that the debuff varies from species to species? Apparently orcs are particularly troublesome :yikes: Also, not oppressing others drives up state maintenance, because ??

It's kind of a shame, because actually having minorities represented in a province is an improvement over vanilla, and showing a multispecies Anbennar-the-Empire is cool, but the implementation is mostly poor. Not least because the genocide toggle costs the state very little, and is usually faster and cheaper than vanilla force conversion followed by culture conversion.

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Caustic Soda
Nov 1, 2010

Jay Rust posted:

Is the Anbennar setting an actual thing or is it just some guy’s d&d campaign

One of the starting quotes is about Anbennar the mod being from (IIRC) 2018 and Anbennar the Setting being from 2015. That sounds like it's someones D&D, campaign, but it's not explicit. Seems likely though, what with Adventurers being an entire Estate, and Corin explicitly leading an adventuring party, whose non-Lothane Bluetusk members can pop up as advisors.

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