Also how do you get the voters in the HRE to agree to the reforms you are pushing down their throats?
Also how do you get the voters in the HRE to agree to the reforms you are pushing down their throats?
Get military access to people near to the person you are fighting, or fight on your own terrain. You have 200% reiinforcement speed on your on land, and 100% on enemy land you control, or land you have military access to. I think it is 50% if you are next to one of the above, and far, far less (like 5% or so)in any other situation.
By marrying people, but primarily by forcing them to be your PU. You can get random PUs from countries you have a marriage with if their ruler dies without an heir or with a weak heir. You WILL get a PU with them if you claim their throne and the ruler dies withour heir/ with weak heir. You will instantly get a PU with them, and they can do nothing about it, if you claim the throne, or forge claims with the spy action on their capital, then go to to war with them and force them into a PU. Both of the first are notoriously unreliable, since countries tend to get heirs pretty often, and the chance on RM alone is pretty small.How can you get PU's? I have never gotten a single one but austria expaned 5X his normal size with one. How do I go about getting one?
By being nice to them. There is a full list of influences, which i somehow always forget where to find. But basically, don't have infamy, have relations above 150, the same religion, maybe a RM, and they will probably vote for the reform. Have them vassalized on top of that, and their vote is almost certain. Have high infamy or bad relations, and they probably won't vote for you. Important: Not only electors, but everyone inside the HRE votes on reforms.
Edit: There it is, post 4 by Pewt: http://forum.paradoxplaza.com/forum/...1#post13097075
Playing Timurids, DW 5.1
Just noticed that my Regency Council has a Military-7 stat. If I can reach Government-4 before the Regency ends, do they count as "a Ruler with Mil-6 skill or higher", allowing me to form the Mughal Empire? I already meet the other conditions.
"To punish me for my contempt for authority, they made me an authority myself"
- Albert Einstein.
My Demi-Mod color is RED. If I'm posting in this color, I'm not just being a jerk. I use Black for that.
"The Game"... my first AAR. Armageddon v1.2 Mod-34, Germany.
Winner, Q2-2008 HOI-2 Comedy Award.
Winner, 2008 Iron HeAARt Award for the best HOI-2 AAR of 2008.
Autocrat of Earth in the Forum Game "Ad Astra"
Active AARs
Gun boat diplomacy: An HOD Tutorial AAR -- New!
The Hohenzollerns megacampaign part 2: For God and the family (Bavaria DW 5.2) -- In progress
Tukhachevsky's Army and the Politburo -- an Interactive Soviet TFH AAR -- Updates|Administration -- In progress
Like what you see? Check out my Inkwell for awards and completed AARs!
Please vote for your favorite completed 2012 AARs! EU3|V2|CKII|HOI3
If I use this color, I am speaking as a Demi-Mod. If you have any questions, please PM me directly. Forum Rules|Interactive AARs|AARland Rules #1|AARland Rules #2|EvW Missile Silo - check before posting!
I dont like Settlement Policy. So many negatives. And I already had provinces where it took about 120years to culture switch even with that decision. National Ideas like Church Attendance Duty fasten culture spread too (by 20%). National Focus probably also, but I am not sure about that right now.
@blue emu:
Never tried it out myself but I think I read somewhere that it should be possible. RC is a ruler in the end.
Probably the major place to use Settlement Policy is on provinces that aren't connected to the rest of your country so that normal spread is not possible.
"The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken
Playing EU3 Divine Wind 5.2 latest beta
Download the Fix-it-Yourself Pack for HoI 1.06c (updated 11/14/05)
Download the Unofficial fixpack for EU3 4.1b 4/29 beta or final 11/24 patch (updated 12/25/10)
Download the text fixpack for EU3 Divine Wind (updated 2/11/11)
And only if you really care a lot about your culture.






Gela's Guide to EU3 for Beginners
(Finished for now!)
Winner of Best Gameplay AAR (EU 1-3) Q3 2011
Awarded WritAAR of the Week 6/26/11
"No. It is my sole ambition in life to live in America." - Cacra
"Cacra... equal to pewt" - DevidaS






I'm England and I was wondering do the "Occupy Paris mission" still pops up if France is my vassal?
Thanks for all of your help!
Re: Church Attendance Duty; normally I don't bother with the religion NIs, but if increases culture spread, that might be interesting. Does it have any other benefits?
Active AARs
Gun boat diplomacy: An HOD Tutorial AAR -- New!
The Hohenzollerns megacampaign part 2: For God and the family (Bavaria DW 5.2) -- In progress
Tukhachevsky's Army and the Politburo -- an Interactive Soviet TFH AAR -- Updates|Administration -- In progress
Like what you see? Check out my Inkwell for awards and completed AARs!
Please vote for your favorite completed 2012 AARs! EU3|V2|CKII|HOI3
If I use this color, I am speaking as a Demi-Mod. If you have any questions, please PM me directly. Forum Rules|Interactive AARs|AARland Rules #1|AARland Rules #2|EvW Missile Silo - check before posting!
This is a terrible paste from the wiki but: http://www.paradoxian.org/eu3wiki/National_ideas
Church Attendance Duty
-33% stability cost
+5% Papal Influence
With Divine Supremacy, enables Temple Built
5% faster Rise of Religious Intolerance
20% faster Cultural Assimilation
20% slower Submission of the Clergy
100% slower Spread of Protestantism I if not Protestant; 20% faster if Protestant
100% slower Spread of Protestantism II if not Protestant; 20% faster if Protestant
100% slower Spread of the Reformation I if not Reformed; 20% faster if Reformed
100% slower Spread of the Reformation II if not Reformed; 20% faster if Reformed
Enables Church Mobilises Population / Liberal Backlash
Required for Witchcraft Act religious decision
Required for Gilded Icons cultural decision
Disables Act of Uniformity religious decision
Disables Anti-Christian Edict religious decision for Eastern state religion nations
As you can see, Grakl put up all those benefits.
My favorites are:
slower spread of protestantism, it prevents religius turmoil even if you are playing a scandinavian or geman country (only few heretic provinces)
less stability costs ofc for some countries mandatory, for others not so good depends how rich and big you are
Gilded Iconography cultural decision , you will lose a bit national tax but you get +3 cultural tradition every year which is awesome on the long run
There are several player who just chose CAD to enact Gilded Iconography and then switch the National Idea again because even if you lose CAD you will maintain Gilded Iconography until the end.
Edit: If you are playing a non-western country and you want to westernize, CAD is also a must have (unless you are a small, rich trading nation maybe). At least until you are completely westernized.
Last edited by Uebergold; 05-12-2011 at 21:12.
I may have to consider it in my next game -- thanks for all of your help!
Active AARs
Gun boat diplomacy: An HOD Tutorial AAR -- New!
The Hohenzollerns megacampaign part 2: For God and the family (Bavaria DW 5.2) -- In progress
Tukhachevsky's Army and the Politburo -- an Interactive Soviet TFH AAR -- Updates|Administration -- In progress
Like what you see? Check out my Inkwell for awards and completed AARs!
Please vote for your favorite completed 2012 AARs! EU3|V2|CKII|HOI3
If I use this color, I am speaking as a Demi-Mod. If you have any questions, please PM me directly. Forum Rules|Interactive AARs|AARland Rules #1|AARland Rules #2|EvW Missile Silo - check before posting!
Guys I have a sth that I can't understand
see, I'm playing as the Netherlands in the year 1580. I have 110 provinces. 9 in Europe and 101 oversea colonies. I have the Whole eastern American coast, the whole Caribbean and the whole coastal south American area all the way from panama to urugay. also I have the area from south africa to cameron. and few colonies here and there. YET all these colonies make up only 20% of my income. the rest is Trade. and if its not for the 14 infamy i have, trade would make 85% easily !!
now tell me !? how is colonies a good thing ? especially for a nation like holland ? why the hustle ? am i missing sth ? and my Tariff rate is 100%. the only good i see is the two Cots in North America. they got around 1600 gold combined.
"To punish me for my contempt for authority, they made me an authority myself"
- Albert Einstein.
My Demi-Mod color is RED. If I'm posting in this color, I'm not just being a jerk. I use Black for that.
"The Game"... my first AAR. Armageddon v1.2 Mod-34, Germany.
Winner, Q2-2008 HOI-2 Comedy Award.
Winner, 2008 Iron HeAARt Award for the best HOI-2 AAR of 2008.
Autocrat of Earth in the Forum Game "Ad Astra"

I have read on the EU3 wiki that it's good if (if you own most of the grain provinces) you have 1 infantry regiment in each grain province. That it would make me "rich".
I can't find anything about this on trade value though? Is this something that has been removed?
Code:grain = { base_price = 10 supply = { modifier = { factor = 0.1 looted = yes } modifier = { factor = 0.1 is_blockaded = yes } modifier = { factor = 0.1 NOT = { controlled_by = owner } } modifier = { factor = 0.9 NOT = { owner = { stability = -2 } } } modifier = { factor = 0.9 NOT = { owner = { stability = -1 } } } modifier = { factor = 0.9 NOT = { owner = { stability = -0 } } } modifier= { factor = 0.5 owner = { serfdom_freesubjects = 1 } } modifier = { factor = 0.2 owner = { mercantilism_freetrade = 1 } } modifier = { factor = 0 units_in_province = 1 } } demand = { modifier = { factor = 1.1 owner = { war = yes } } modifier = { factor = 1.05 has_building = armory } modifier = { factor = 1.05 has_building = training_fields } modifier = { factor = 1.05 has_building = barracks } modifier = { factor = 1.05 has_building = regimental_camp } modifier = { factor = 1.2 has_building = conscription_center } modifier = { factor = 0.5 trade_goods = fish } modifier = { factor = 1.1 owner = { stability = 2 } } } }