I'm playing the Netherlands. The year is 1629.
I've been at peace for over a century. I tried to improve my relations with the Hansa League on a regular basis -- with Lubeck and Hamburg they have been at 200 for the past seven decades. My trade efficiency is 140 percent (the second best in the world). I am fully plutocratic. I am a mercantile republic. My naval research is groundbreaking. Yessir, I am the naval of the world.
And yet, Lubeck has the audacity to expel me from the Hansa. Why, I wonder? I can live with challenges, I can live with opposition, as long there is a logical -- or shall I say plausible -- explanation. In the description they blame me form being too aristocratic and lacking in trade focus. Excuse me?
I love this mod, no question about it. I love the complexity, the passion, the zest of the whole darned thing. But sometimes, it makes me want to play EU:R instead. Really.




What is your trade acumen?
This is part of the decision.Code:NOT = { check_variable = { which = trade_acumen value = 2 } }
Not entirely sure as to the modifiers but for the AI they are:
I'm to lazy to make that legible.Code:random_owned = { # ideas (max +6) limit = { owner = { idea = shrewd_commerce_practise } } owner = { change_variable = { which = trade_acumen value = 2 } } } random_owned = { limit = { owner = { idea = merchant_adventures } } owner = { change_variable = { which = trade_acumen value = 2 } } } random_owned = { limit = { owner = { idea = national_trade_policy } } owner = { change_variable = { which = trade_acumen value = 2 } } } random_owned = { # policies (max +2) limit = { owner = { aristocracy_plutocracy = 1 } } owner = { change_variable = { which = trade_acumen value = 0.2 } } } random_owned = { limit = { owner = { aristocracy_plutocracy = 2 } } owner = { change_variable = { which = trade_acumen value = 0.2 } } } random_owned = { limit = { owner = { aristocracy_plutocracy = 3 } } owner = { change_variable = { which = trade_acumen value = 0.2 } } } random_owned = { limit = { owner = { aristocracy_plutocracy = 4 } } owner = { change_variable = { which = trade_acumen value = 0.2 } } } random_owned = { limit = { owner = { aristocracy_plutocracy = 5 } } owner = { change_variable = { which = trade_acumen value = 0.2 } } } random_owned = { limit = { owner = { serfdom_freesubjects = 1 } } owner = { change_variable = { which = trade_acumen value = 0.2 } } } random_owned = { limit = { owner = { serfdom_freesubjects = 2 } } owner = { change_variable = { which = trade_acumen value = 0.2 } } } random_owned = { limit = { owner = { serfdom_freesubjects = 3 } } owner = { change_variable = { which = trade_acumen value = 0.2 } } } random_owned = { limit = { owner = { serfdom_freesubjects = 4 } } owner = { change_variable = { which = trade_acumen value = 0.2 } } } random_owned = { limit = { owner = { serfdom_freesubjects = 5 } } owner = { change_variable = { which = trade_acumen value = 0.2 } } } random_owned = { # government (max +2) limit = { owner = { government = merchant_republic } } owner = { change_variable = { which = trade_acumen value = 2 } } } random_owned = { limit = { owner = { government = imperial_city } } owner = { change_variable = { which = trade_acumen value = 1 } } } # MAX BONUS: 10 / MAX MALUS: 9 random_owned = { # cot's (max -4) limit = { owner = { num_of_cots = 1 } } owner = { change_variable = { which = trade_acumen value = -1 } } } random_owned = { limit = { owner = { num_of_cots = 2 } } owner = { change_variable = { which = trade_acumen value = -1 } } } random_owned = { limit = { owner = { num_of_cots = 3 } } owner = { change_variable = { which = trade_acumen value = -1 } } } random_owned = { limit = { owner = { num_of_cots = 4 } } owner = { change_variable = { which = trade_acumen value = -1 } } } random_owned = { # country size (max -5) limit = { owner = { num_of_cities = 4 } } owner = { change_variable = { which = trade_acumen value = -0.5 } } } random_owned = { limit = { owner = { num_of_cities = 8 } } owner = { change_variable = { which = trade_acumen value = -0.5 } } } random_owned = { limit = { owner = { num_of_cities = 12 } } owner = { change_variable = { which = trade_acumen value = -0.5 } } } random_owned = { limit = { owner = { num_of_cities = 16 } } owner = { change_variable = { which = trade_acumen value = -0.5 } } } random_owned = { limit = { owner = { num_of_cities = 20 } } owner = { change_variable = { which = trade_acumen value = -0.5 } } } random_owned = { limit = { owner = { num_of_cities = 24 } } owner = { change_variable = { which = trade_acumen value = -0.5 } } } random_owned = { limit = { owner = { num_of_cities = 28 } } owner = { change_variable = { which = trade_acumen value = -0.5 } } } random_owned = { limit = { owner = { num_of_cities = 32 } } owner = { change_variable = { which = trade_acumen value = -0.5 } } } random_owned = { limit = { owner = { num_of_cities = 36 } } owner = { change_variable = { which = trade_acumen value = -0.5 } } } random_owned = { limit = { owner = { num_of_cities = 40 } } owner = { change_variable = { which = trade_acumen value = -0.5 } } }
These should be similar for a human player as well.
EDIT: Just checked the ledger and on page 28 it talks about trade acumen
Probably because you are far too large. The Hansa, as I understand it, is basically an alliance of small city-states. A large country like the Netherlands would completely dominate the League, which would not be to the other members' liking.
(Size of country is indeed one of the factors that decreases trade acumen, above.)
As pac said. The event text may be off, and I'll look into that. But size matters most for the Hansa's purposes.
EDIT: If you really want back in, consider switching to "Merchant Republic" - that eliminates the size cap.
Mourning Magna Mundi
I have been a merchant republic since time immemorial, dark emperor. Actually, as soon as it was available I switched to it (as Holland).
I know the Hansa was essentially a League of city states, and my expulsion was probably inevitable, but them attributing it to my aristocratic tendencies or lack of trade effort was absurd. The description should have said We Are Jealous, Now Get Out! I could live with that. Anyway, I'm nitpicking. The Hansa event pool adds a lot of spice to the trade game in northern Europe.
I will check. I can't remember acumen being mentioned there at all.Originally Posted by Thlawrence
Thanks for the answers.
A valid criticism. I'm working on it.
I don't agree with this one. Japan's population was quite high at the time, but nowhere close to all of Western Europe. The problem is, we aren't trying to model realistic numbers. If we do, the whole game has to be rebuilt from scratch - not the mod, the game. At the battle of Sekigahara well over 100,000 troops fought - and Tokugawa Japan was capable of raising hundreds of thousands of troops. Ming China, on the other hand, had a standing army of a million men. So did Korea, at least once during the EU3 time period. The Mughals did, too. If we try to model this in the game, we'd have to make most of Asia into super-provinces, or simply redraw the map to give them three to four times the number of provinces they have now. And if we do either of those, Asia will have its technology skyrocket, and there will be nothing stopping Ming from simply conquering Europe the way it did in every game of EU3 1.0. Even if we gave Ming China some unimaginable tech penalty - say, a 5% techspeed - they would still easily conquer every other country in the game, if only because of their insane army size. The 10:1 auto-win rule means that an army of 200,000 would be able to easily conquer Poland, Hungary or Russia - and China would have five such armies to start with, more once they had conquered their immediate neighbours.2) The provinces are too poor. It is very hard to maintain a decent army. Base tax values should be greatly increased (Japan had a greater population in this era than the whole of Medieval Western Europe, according to S:TW
Also a 'Sengoku' modifier should be added that:
a) Reduces unit maintenance costs
b) Raises tax efficiancy but significantly lowers TE, research rates and compete chance
c) Raises unit morale and disipline
d) Increases spy efficiency but lowers spy defence
I speak from experience here: the Sengoku module of Magna Mundi was originally based on the Sengoku mod for EU3 1.3 by Sakura (there is only a superficial resemblance any longer). One of the things that Sakura did was increase the wealth and manpower of Japanese provinces and give Japanese daimyo special bonuses so they could keep armies of a historical size. He succeeded...but gameplay was ruined. A one-province Japanese daimyo was strong enough to challenge minor Asian nations like Dai Viet and win every time; a two to three province daimyo could conquer Korea or Manchu. And that's exactly what happened: the AI prefers to attack weaker nations, so the Japanese daimyo would constantly ignore each other and launch invasions of Indonesia, China and Southeast Asia...which made uniting Japan all but impossible. We tried to solve this by making it impossible for Japanese daimyo to build transport ships, but that still wasn't enough - players who did unify Japan ended up richer than Russia and France combined and had little problem annexing all of Ming. One solution suggested was to rebalance Ming...which meant rebalancing Korea...and Manchu...and Dai Viet...and so on, all the way to Europe. But Europe had very small army sizes compared to their populations! How could we reflect their growing military strength without giving them more troops? One solution would be to double or triple the tech bonuses, so that as Europe modernized its troops would become far better than non-European armies. But that still runs into a problem: if Europe were to conquer an Asian country with a high manpower, they could build these super-soldiers quickly and cheaply, due to the way the game handles manpower. So Britain with five Indian provinces could take on China and win. Argh! Not good.
In the end, we decided it was much simpler to rebalance Japan by weakening them. We reduced manpower and taxes by 1/3 and removed all special bonuses given only to Japanese countries. They are now balanced with other nations in the region. It's true that they do not maintain armies at a historical level - but neither do most countries outside of Europe.
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I am studying triggered modifiers and I came across this one
Because everywhere else I have seen them used global_manpower_modifier and land_forcelimit_modifier are given values between 0 and 1, it looks to me as if this triggered modifier is increasing manpower and forcelimit by 1000%Code:rebel_specialty = { trigger = { has_country_flag = rebel_country } global_manpower_modifier = 10 land_forcelimit_modifier = 10 army_tradition = 0.05 leader_siege = 3 icon = 7 }
Is that right and if so is it intentional?
Apparently, the explorers misheard and decided they should petition for funds when the treasury was empty not when it was full. (Especially irritating because I only get the one chance--and I don't even have enough money to support development)
Well, I feel your pain. Like some old testamentic god, Magna Fury always seems to expect the most, when the player is at his weakest.Originally Posted by truth is life
Regardless, you don't get this one chance only, as you may know. If you choose the second option (keep a cadre of ...), you will get the offer again -- say, 25 years from now. After all, what is twenty years in a game of MM, or in the lifetime of an old testamentic god?![]()
Eh, the Byzantines shouldn't be doing early colonization anyway. Just wait for discoveries to spread and the 'A New Paradigm' event to fire some time in the mid 1600s. This way you don't have to waste any national ideas or too much money.
Well, the Byzantines shouldn't even exist at that time isn't it? But supposing they did make it into the sixteenth century, wouldn't it be plausible that a such a resurgent, reinvigorated Empire would draw the attention of a bunch explorers, desperately looking for a new master?
Methinks in that particular parallel universe, it would be entirely plausible.
But very costly, of course.![]()
After waiting and waiting for a naval expedition, finally, around 1690, I got the opportunity... for a land expedition instead. I decided, meh, I could use them, I guess, and paid the 3000 ducats, taking out two 1000-ducat loans in the process.
About six months later, having heard of the apparently boundless wealth of the King of Burgundy... a naval expedition came knocking. I agonized, but finally decided to hire them, taking out three MORE loans in the process, and minting at 100% for longer than I care to say.
Both expeditions died after about five years.
Fifty years later, I can say they were absolutely worth every penny.
The kicker there (which I alluded to in the text) was that I didn't even have enough money to fund Post Captains. Therefore, I will *never* be able to get explorers (unless I go for MEC, which I won't, of course, being more interested in military control of the Near East and technological development).
At that time I had a very weak financial situation (lots of non-core land, and a bunch of big, nasty tax penalties IIRC), and I had already minted quite a bit (up to about 11% or so by this point), so taking out a loan was not really an option. (Plus...I didn't even think about it)
Ah, that sucks. Yeah, I've learned that if you ever want to go exploring you've got to start building up money for it from day one. Probably hard to do as the Byzantines!
I'm not impressed with that exploration system either. 1671 as Brandenburg, bought my first 750 ducat conquistador in ~1515 without realizing it'd be a conquistador rather than an explorer.My mistake, I can live with it. The next one was also a conquistador. And the next one, which I flat out turned down. Haven't gotten an explorer yet, doubt I will at this point in the game.
Loaded up as Portugal, Spain, France and England to see how their exploring was going... Mexico and Peru are nonexistant, nobody's entered the Gulf of Mexico, and Portugal's the only one to have explored past the Cape of Good Hope. Kinda sad. I'd say explorers/conquistadors are too expensive with all those colonies to support, except France and Spain barely have any colonies to speak of.
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The historical colonizers are not dependant upon these 750 ducat exploration events. They get specially designed event chains that do reveal the historical areas >90% of the time in my experience.




In my recent game as France, they've all done pretty well. Spain has colonized the Caribbean, Portugal has colonized Brazil (and gotten some small trading post all the way to China) and England has begun colonizing North America.
Both England and Spain would probably have colonized more, if it wasn't for my blockage. I took both the Incas and the Aztecs (and got a "limited gold monopoly", which is evil, since it makes it harder to loose reputation).
If you want to explore, you should get mass exploration, and so far, only Portugal has done that in my game.
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