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Thread: Quick questions / Quick answers -- EU3

  1. #3381
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    Quote Originally Posted by Alpha Zeke View Post
    Annex it. With or without cores, your choice. Tuscany by itself though can be troublesome, you might need to just fight the emperor for it. Maybe wait till he is weak so you may jump in and eat the vulnerable firenze.
    Ok

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    I keep reading about being able to make a 'super-monopoly' in a CoT as a mercantilist, but whenever I already have six merchants I can't place more, extra ones I send don't succeed no matter the compete chance. Is there something I'm missing?

  3. #3383
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    Quote Originally Posted by Blackfish View Post
    I keep reading about being able to make a 'super-monopoly' in a CoT as a mercantilist, but whenever I already have six merchants I can't place more, extra ones I send don't succeed no matter the compete chance. Is there something I'm missing?
    I've never heard of such a thing.

  4. #3384
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    Quote Originally Posted by Blackfish View Post
    I keep reading about being able to make a 'super-monopoly' in a CoT as a mercantilist, but whenever I already have six merchants I can't place more, extra ones I send don't succeed no matter the compete chance. Is there something I'm missing?
    If you have all the trade value, or close to it, and are full mercantile, you'll have ridiculous chances in a CoT. You can continue to send traders after 6 merchants which knock out other competitors and leave free seats. Since newcomers have to compete against you, they will almost always fail because of your ridiculous compete chance. When you are the only trader (you'll still be at 6, by the way) you get the full value of a CoT. Yeah. You saw that right. The entire thing.



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  5. #3385
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    It should look like this:

    http://www.majhost.com/gallery/Soggy...U3/gbr1694.jpg

    See how there's 13 free slots? It should be the case that this will be possible as you can just keep sending merchants. However, it does require a lot of micromanaging to continue sending merchants there again and again and again.

    The value is such a low percentage because I have about 50 billion nations embargoed.

  6. #3386
    Hello everyone.

    I am meeting a weird situation. I assume it is a bug, but maybe it is linked to some changes after In nomine (I am playing with EU C right now) : even with tremendous Military culture (aka 80%), I can't create any general/amiral, even after waiting (and fighting) during more than 40 years. I didn't try with explorers (I played contiental in my last game), but this is weird.

    So, bug, or can it be possible?

  7. #3387
    custom luser title gela1212's Avatar
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    It means you probably have historical leaders on. Don't do that. It's fun for awhile but eventually your pool dies unless you're England, France, or Spain.

    Also, why play with EU:C when you have HTTT and Divine Wind?



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  8. #3388
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    Quote Originally Posted by gela1212 View Post
    If you have all the trade value, or close to it, and are full mercantile, you'll have ridiculous chances in a CoT. You can continue to send traders after 6 merchants which knock out other competitors and leave free seats. Since newcomers have to compete against you, they will almost always fail because of your ridiculous compete chance. When you are the only trader (you'll still be at 6, by the way) you get the full value of a CoT. Yeah. You saw that right. The entire thing.
    Quote Originally Posted by TAMBOURINESNAKE View Post
    It should look like this:

    http://www.majhost.com/gallery/Soggy...U3/gbr1694.jpg

    See how there's 13 free slots? It should be the case that this will be possible as you can just keep sending merchants. However, it does require a lot of micromanaging to continue sending merchants there again and again and again.

    The value is such a low percentage because I have about 50 billion nations embargoed.
    Thanks guys. I'm going to have to try that sometime.

    Okay, another question: the paradoxian wiki page on initial slider positions (about halfway down) has an entry on the nation 'Etruria', which I assume is a central Italy union country? Which nations can form it? I've never heard of it but it sounds like a cool alternative to forming Italy.

  9. #3389
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    I don't know. I noticed that too. Etruria was in EU: Rome, so I guess it just exists in the game files but you won't see it in the game.

  10. #3390
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    It exists later on, and is also a revolter nation, I believe.

    Why would it be in the game files if it served no purpose, Snake?



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  11. #3391
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    Quote Originally Posted by Blackfish View Post
    Thanks guys. I'm going to have to try that sometime.

    Okay, another question: the paradoxian wiki page on initial slider positions (about halfway down) has an entry on the nation 'Etruria', which I assume is a central Italy union country? Which nations can form it? I've never heard of it but it sounds like a cool alternative to forming Italy.
    It is a possible revolter nation with lombard culture. Etruria was an italian puppet state of napoleonic france.
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  12. #3392
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    Quote Originally Posted by gela1212 View Post
    Why would it be in the game files if it served no purpose, Snake?
    Things are always left over in video games' files from beta testing.

    Or defunct options. defines.txt still has parameters for Cardinal influence which was dropped in HTTT.

  13. #3393
    Quote Originally Posted by gela1212 View Post
    Why would it be in the game files if it served no purpose, Snake?
    Because games are complicated, and developers will start working off previous or related versions and build something new. As long as the old stuff doesn't impact performance or cause weird instability, there is little reason to remove it. They might always decide to build on it for the next expansion.

    I'm guessing that the core EU3 code at this time is messy and over-extended because the game has been taught to do many, many things it wasn't intended to do over the years. We'll see EU4 at the point where the developers decide that they want to do something that can't be done with the current game in an elegant or efficient way.

  14. #3394
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    There are ROME:TW files in Medieval 2:TW.

    So wait. What are the conditions of this state revolting? I can't find any.

  15. #3395
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    Event: "An accepted culture is lost" - Explanation needed

    Playing as Teutonic Order I was glad to see that Russian culture was accepted quite early. I thought expanding in this direction would be a good idea. However, several years later I gained 2 further russian-culture provinces and suddenly I lost the "accepted culture" status for this culture.

    What happened?

  16. #3396
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    Quote Originally Posted by Jens Z View Post
    Playing as Teutonic Order I was glad to see that Russian culture was accepted quite early. I thought expanding in this direction would be a good idea. However, several years later I gained 2 further russian-culture provinces and suddenly I lost the "accepted culture" status for this culture.

    What happened?
    If provinces of an unaccepted culture produce >12% of your income, you get that culture accepted. However, once the accepted culture's income drop below 5% they return to being unaccepted.

    Edit: It also only applies to core provinces and I think it's only base tax related.
    Last edited by TAMBOURINESNAKE; 14-07-2011 at 19:14.

  17. #3397
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    Quote Originally Posted by Jens Z View Post
    Playing as Teutonic Order I was glad to see that Russian culture was accepted quite early. I thought expanding in this direction would be a good idea. However, several years later I gained 2 further russian-culture provinces and suddenly I lost the "accepted culture" status for this culture.

    What happened?
    Emu'ed

  18. #3398
    Is there a way to get rid of infamy other than the Diplomat advisor?
    I have over 20 infamy and my Diplomat is only a level 1 advisor, so he's only getting rid of a little bit every year.

  19. #3399
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    Quote Originally Posted by Romaious330 View Post
    Is there a way to get rid of infamy other than the Diplomat advisor?
    I have over 20 infamy and my Diplomat is only a level 1 advisor, so he's only getting rid of a little bit every year.
    You can always release vassals; if you have a republic, go for a diplomatic candidate next election. Anti-Piracy Act, if you're late enough in the game, cuts your max infamy limit but gives you more burn a month. Hope that helps!
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  20. #3400
    Quote Originally Posted by Romaious330 View Post
    Is there a way to get rid of infamy other than the Diplomat advisor?
    I have over 20 infamy and my Diplomat is only a level 1 advisor, so he's only getting rid of a little bit every year.
    Building an embassy will give you -0.4 BB a year. Having a ruler with a high DIP stat helps a lot, so switch to a republic with elections if you aren't already one. Build up your cultural tradition through cultural decisions, then use that to get a better diplomat. The curia isn't really an option because of that high BB, but each cardinal would give -0.1 BB a year. Getting rid of any unlawful imperial territory you have would be a good idea as well.

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