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Jay Rust posted:I’m trying the Mamluks for the first time ever. So their government guarantees a randomized, low-legitimacy ruler each time? How do I get out of it?
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# ¿ Nov 16, 2017 21:31 |
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# ¿ Apr 26, 2024 09:12 |
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Fintilgin posted:Hard to go wrong with the period. I still think they should probably just reboot the title of that too. Rome 2 could get confused with another major game, Europa Universalis Rome is just... bad. Pharnakes posted:I envisage a classical antiquity paradox game as some kind of hybrid between EU and CK systems. Done properly it could be superb, but EU:R and Sengoku, well...
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# ¿ Nov 16, 2017 22:28 |
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RabidWeasel posted:I'm not really a fan of how the Islamic schools mechanic works. Having your school based on your starting nation is fine, but the 'invite school' option might as well just be blanked out unless you have vassals or you're in the earlier part of the game when you can actually have allies that stick around for a while. And there's far too many schools which can get wiped off the map before you even get a chance to use them.
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# ¿ Nov 17, 2017 06:58 |
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Sephyr posted:So Timurids apparently went from being a weird horde without a steppe to a proper kingdom with tons of unhappy subjects. the Denmark of asia minor, you could say.
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# ¿ Nov 17, 2017 19:18 |
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White Coke posted:Wouldn't that mean he'd have lost Denmark to a weird theocracy?
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# ¿ Nov 17, 2017 20:17 |
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MrBling posted:All drilling seems to do for me is kill my generals. I think I've had 1 stat upgrade vs at least 6 dead generals. /
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# ¿ Nov 19, 2017 21:18 |
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Gravity Cant Apple posted:Oh, then it sounds like Mamluks without the DLC suck balls. With the DLC they are super powerful.
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# ¿ Nov 20, 2017 17:57 |
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Poil posted:No worries, thanks anyway.
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# ¿ Nov 20, 2017 21:40 |
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RabidWeasel posted:Man the recent AI changes have made a huge difference, feels like every time I start a new game I have a huge angry jerks alliance of virtually all my neighbours that I didn't manage to pull into my own alliance. gently caress off and fight amongst yourselves, assholes Actually, speaking of that game, am I supposed to be able to free colonial nations by allying them and waiting for their overlord to declare on me? Because that's what my very first war against Europeans resulted in, in that Inca game.
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# ¿ Feb 24, 2018 14:13 |
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MrBling posted:France, you're drunk. Go home.
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# ¿ Feb 28, 2018 14:53 |
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It's clearly too late for EU4, but it really would be nice if EU5 had a more integrated internal management system. Like, estates, vassals, and autonomy are not exactly entirely separate things, but they sure feel like it in EU4. appropriatemetaphor posted:Maybe just roll it in with states, and say like if you make a state then no estate can control it. That would be the early game of course, eventually you should be able to more and more consistently get the factions to align with your goals. Or at least some of them*, meaning the largest countries could more consistently draw on their full potential, shifting the balance of power towards them as happened historically. Late-game, the state cap could really start to go up, signifying the creation of modern state bureaucracies and letting the player run amok with their glorious new empire-forging power. *Which factions you favor could really be a big deal here in terms of defining your country, with some obviously being more compatible with certain government types than others.
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# ¿ Mar 12, 2018 22:13 |
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RabidWeasel posted:Assuming that they're going to roll some existing features such as unique government types and parliaments and gently caress knows what else into this new system it should be a good bit of 'polish' as well as adding some new stuff. Where the darker bits require less maintenance to stay in/are more stable than the brighter bits, and with the monarchist faction in the center to skew the system towards the historical standard of monarchic rule. What reforms are available to you would depend on where you sat in the above, with you being able to implement new laws in the section you're in or any neighboring color at a higher cost. The grey bit would of course be a highly flexible position, but the reforms here could also be less exciting - parliamentary compromise type laws that offer a little of everything, but don't push you strongly toward a certain kind of play style. Conversely, the reforms in the colored circles would be something that had a lot of influence on how your government operated, but they'd also be a source of instability if you ended up in another color. So like, maybe you've got the Hereditary Rule reform from the dark purple circle. This is perfectly fine as long as you're inside either purple circle, but it has the potential to become a real issue if you enter one of the other colors - basically, the greater the mismatch the faster the faction currently ascendant would revolt and attempt to undo it. Unhappy monarchist factions would rise up as pretenders in a monarchy, as clearly the current monarch isn't a proper one. I think the above could be a pretty easily understandable system for defining your government, and it'd allow a lot of variety in government types without strictly defining any given one, by making it possible to mix and match various laws. For the major laws, I'm thinking stuff like: Elective, short terms: No automatic succession, 5 years of rule Elective, long terms: No automatic succession, 10 years of rule Elective for Life: Base law, no automatic dynastic succession, rules till death. Semi-Elective: Like elective for your current government, but the ruler can tip the scales towards their own heir, based on the level of Monarchist influence. Hereditary: Automatic inheritance for heirs. Which would allow both historical variety and accuracy, like Denmark technically still being elective at the start of the game, allow countries to reform into internal troubles like the Commonwealth, or even weird semi-historical possibilities like a pope trying to make the position hereditary.
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# ¿ Apr 4, 2018 15:10 |
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Fister Roboto posted:hell yeah it can be like those anime power level webs
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# ¿ Apr 4, 2018 21:00 |
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Don't think they could've sold this new game better to me, given that the very first things shown were like my core complaints about EU4 - annoying enough for me to make and publish a mod for one of them, while endlessly complaining about the other. Definitely hoping that the new sea lane thing means they've at least half-way solved the issue with the projection not just being a visual distortion, since over-seas distances were definitely the bigger issue there. Aside from that, I just hope population growth is highly dynamic and varied, as some countries basically didn't grow during the entire period, while others had their population increase five-fold or more.
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# ¿ Mar 13, 2024 18:13 |
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I would expect 1356 to be the earliest date, just because the HRE had such a central position in Europe, and it would nicely sidestep the Black Death.
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# ¿ Mar 13, 2024 20:32 |
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Wafflecopper posted:It’s obviously EU5 at least in spirit, but I wonder if they’ll go with a less Eurocentric name for it this time? EU4 has already been moving away from the focus on Europe over its lifespan, as other areas are fleshed out and mechanics reworked to make competing with European powers easier, to the point where the name is kind of misleading, not to mention awkward Gaius Marius posted:They really need to cut out the Napoleonic period into its own game again. There's just too much change to model it the same way you can 1400. Yuiiut posted:March of the Eagles II spanning 1750 to 1823 would be interesting, especially given you'd have the Revolution around the midpoint on historical timing.
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# ¿ Mar 14, 2024 06:59 |
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Sybot posted:EU3 sliders are back, in incremental form!
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# ¿ Mar 20, 2024 18:09 |
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OctaviusBeaver posted:They would have to really hate money to not name it Europa Universalis.
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# ¿ Mar 23, 2024 09:02 |
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KOGAHAZAN!! posted:Y'know, if there's literally anything whatsoever you can do to mitigate the effects of the Black Death then the opening play for basically every old-world start is going to be to go all-in on that, because if you manage to get through that better off than your neighbours then you're going to have a massive advantage in resources. More serious answer: Didn't the Black Death result in a curtailment of the power of the nobility, due to the lack of downtrodden subjects? The loss of subjects might be offset somewhat by faster social development, making it a bit less of a clear binary. Not that this entirely solves the issue, but it is a way to make the crisis somewhat of an opportunity too. Aside from that, I would hope that they have a hidden "Expected/maximum population" modifier in the background that helps drive population growth, which would also ensure that a location that gets hit hard by something like the Black Death is able to bounce back properly. Like, if you look at the population graph for Europe, the Black Death creates a huge hole, but when the population does start to bounce back it seemingly does so towards an expected population that never experienced the Black Death, resulting in a skyrocketing population. A deterministic model like that frankly sounds like the ideal way to model population growth, since you can basically just assign values to the end goal rather than growth, which would be much less likely to cause unfun permanent slumps or absurd levels of population growth due to unforeseen snowball effects. Like, even if you somehow managed to do some poo poo that increases your expected population in 1450 compared to real life, that advantage just lets you pull ahead to a new higher population before returning you to regular population growth, instead of resulting in what could be a compounding 200 year advantage. (Depending on the end date.)
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# ¿ Mar 24, 2024 06:10 |
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Sri.Theo posted:It’s the same for wars as well. Iraq, and then Afghanistan had the highest birth rates in the world for a long time. Some sort of revanchist effect would be plausible to model.
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# ¿ Mar 24, 2024 13:30 |
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AAAAA! Real Muenster posted:If Carrying Capacity is used to help regions trend toward a specific population point, how would it work for places with major cities that had to import food? I ask because EU4’s time period is a period when, for example, the Polish Grain trade was at its height.
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# ¿ Mar 24, 2024 13:50 |
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Raenir Salazar posted:It would also be nice if instead of moving from province to province there was something for sub province-wise for movement or an entirely different map. It's weird for there to be attrition the way its modeled in EU4 while also having an army occupying an entire province and presumably looting it. As for the sub-province movement, I feel like that's basically locations + the more detailed impassable terrain. Like, if you're fighting in eastern Anatolia and the Caucasus, you're maneuvering around in mountains, trying to trap the enemy or not be trapped yourself, just the same as if they added another even smaller subdivision of provinces with an even more detailed map of impassable terrain. Sure, you could get more fidelity by going more detailed, having sections of rivers and marshes* also be impassable, creating even more locations where chokepoints exist, but you have to weigh that against the player having to possibly manage multiple armies. As long as a region like eastern Anatolia is detailed enough that you do get the sense of it offering a different sort of opportunity for maneuver than the open steppes, I don't think there's much gained for going more granular. *I do hope they go all-in on different sorts of terrain in terms of creating impassable terrain, and where not impassable then perhaps still a barrier to swift movement.
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# ¿ Mar 28, 2024 07:49 |
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Wafflecopper posted:total war did this and it was a mistake
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# ¿ Mar 28, 2024 09:16 |
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I just realized the game will be trash, for one obvious reason: The icon for commoners has a sword in it, the very symbol of wealth and power. Make it a spear, and perhaps the game still stands a chance.Red Bones posted:Does there need to be a stability value when the game is already simulating the stability of a country via its internal politics and economy? The above is sort of an example of what I feel like is the most important aspect of keeping the game accessible. A lot of variables isn't necessarily an issue in itself, only when they fail to cohere in a fashion that's easy to grasp to the level required. That was a major criticism of EU4 DLC, where various variables seemed to model essentially the same thing, and where variables that should interact didn't. You don't need to know the specific meaning of literally every variable, as long as the game is set up in such a way that consequences seem to flow naturally from your decisions, where things that you'd assume would empower or disempower an estate actually does, rather than half your decisions affecting something called Nobility Contentment which for some reason has nothing to do with Nobility Satisfaction which has nothing to do with Nobility Loyalty.
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# ¿ Mar 28, 2024 14:30 |
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Red Bones posted:This is what I'm saying though - why add an extra abstract stability modifier? It's also simulating something that's already being simulated. AAAAA! Real Muenster posted:I dislike Stability as A Thing because I frequently find myself at high manpower (never max because too many wars, but I invest *heavily* in manpower from really early in the game), good income, no loans, happy estates, and no unrest. Yet... my stability is -1 because :reasons: like... a comet flew by and a (happy) noble pitched a fit about some old right his grandfather had that my ruler's grandfather took away. Hell, another reason why stability and estate happiness might not be directly connected is that it's arguably also a measure of how much things are changing, even if everyone agrees for the moment the change is good/fine. Like, if you do a lot of reforms that the estates like, your stability should still drop a bit as people work out what the new reality means for them. That's fine though as long as you manage to get things running smooth again, before you blow through their goodwill and the reactionary types decide that things should definitely be rolled back. manero posted:Screenshots: I like this newer, cleaner, easier to read EUV. A Buttery Pastry fucked around with this message at 17:21 on Mar 28, 2024 |
# ¿ Mar 28, 2024 17:14 |
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Sri.Theo posted:Aren’t comets predictable? Someone get Neil Degrasse Tyson in here to model when comets would be visible in different places. Anyway, to spice them up a bit, there should be a chance for them to be a Tunguska-like event that can randomly take out an army or a city.
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# ¿ Mar 28, 2024 21:46 |
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Elias_Maluco posted:I suppose the point is: Imperator is the sequel
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# ¿ Mar 30, 2024 14:04 |
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A Buttery Pastry posted:I just realized the game will be trash, for one obvious reason: The icon for commoners has a sword in it, the very symbol of wealth and power. Make it a spear, and perhaps the game still stands a chance. Johan posted:Hey, before jumping into todays topic, I would like to show something very fresh out of the oven, based on your feedback last week. This is why we are doing these Tinto Talks, to make Project Caesar your game as much as ours... WTF Johan That said, the proximity system is exactly what I'd want to see, making smaller and compact states relatively more powerful/making snowballing slower.
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# ¿ Apr 3, 2024 14:24 |
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Poil posted:It should have been a scythe and a mallet.
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# ¿ Apr 3, 2024 16:36 |
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PittTheElder posted:Honestly the power move would have been to make Catalonia absurdly dense and then make all of Sweden like three provinces
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# ¿ Apr 3, 2024 17:48 |
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Sybot posted:Tinto Talks #8 Anyway, the economic systems seems pretty good. Wouldn't have expected the loans system to fire up the imagination, but the way it's tied into the estates sounds promising.
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# ¿ Apr 17, 2024 16:02 |
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Frionnel posted:Yeah, it's what i'm getting too. Obviously Control is an abstraction, so if you question too much it falls apart. The weird unintuitive bit is what happens when you conquer a province. I'll adapt an example i saw in the comments:
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# ¿ Apr 17, 2024 18:32 |
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Frionnel posted:I think it's more that the locals would still be buying food, importing/exporting goods, moving the economy in some way that affects the market. In this case it seems they don't. cheetah7071 posted:Well, more like the local leaders soaked up the wealth rather than kicking any upstream. The peasants likely aren't seeing any of it either way
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# ¿ Apr 17, 2024 19:23 |
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Conceptually, I like the idea of needing resources, not just money, to make your state function. Like, access to good lumber for ships should be pretty important for any state that wants to build a significant navy. That said, this does sound like it could be a bit too micro heavy for my tastes, though only time will tell. Hoping it will be possible to sorta auto-pilot some of that poo poo, even if you're not being super optimal, so you can scale how much attention you pay to it depending on your preferred style of play/the size of your country.
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# ¿ Apr 24, 2024 17:40 |
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Red Bones posted:But I'm not sure what a good solution would be. Maybe just a clean enough UI to clearly signpost which goods you have a tiny shortage of that you can handle via automatic trades, and which goods are worth like, invading France to secure a regular supply of.
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# ¿ Apr 25, 2024 04:43 |
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cheetah7071 posted:They said 70-something goods. Presumably some of them are luxuries rather than strategically important, though. You aren't building a fortress out of spice.
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# ¿ Apr 25, 2024 05:21 |
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# ¿ Apr 26, 2024 09:12 |
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Yuiiut posted:I'm hopeful that it'd be possible to mod the input system to represent resource consumption for maintenance and upkeep as well - it shouldn't be the case that a road network built in 1390 remains useful in 1760 without ongoing expenses, and would hopefully allow for actual backsliding rather than just stagnation.
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# ¿ Apr 25, 2024 16:23 |