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balmung60

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Does this mean we won't have to have random heavy ships in separate groups patrolling our colonies any more?
Closer to the opposite. Now you'll need those patrolling heavy ships (that you didn't need before) more than ever because pirates will spawn regardless of if you patrol and you're going to need to be able to stop them.
 

Grubnessul

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Hmm hoped there would also be some rebalancing of the units for the none Western techgroups.
 

MyNameBeatsUrs

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Hmm hoped there would also be some rebalancing of the units for the none Western techgroups.

I was hoping for something like that when I saw '1.4 Units'. Nope, still a double or triple whammy for non-westerners.


That one province TI won't be such a big deal for me, I play single player and pretty slowly... For multiplayer or people who play faster speeds and dislike pausing... I could see that being horrible.
 

lokomoko

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Closer to the opposite. Now you'll need those patrolling heavy ships (that you didn't need before) more than ever because pirates will spawn regardless of if you patrol and you're going to need to be able to stop them.

But we won't have massive negative tariff modifiers from a sea being un-patrolled? I'm OK with the change if I get to keep my heavy ships in one group which I can dispatch to take out pirates.
 

balmung60

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That's what it sounds like.

Though you never needed heavy ships for that. Just get a mess of light ships and tell them to patrol the node and they'd keep anything but the Philippines and Australia nodes clear, and that's because they're huge and strangely shaped.
 

Talar

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While you are poking around in the move order code - it would be nice if it was possible to give a ship a move order to a hostile land province. Then it would automatically start to unload carried troops when it arrives in the seazone next to it.
 

MirEgal

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While you are poking around in the move order code - it would be nice if it was possible to give a ship a move order to a hostile land province. Then it would automatically start to unload carried troops when it arrives in the seazone next to it.

This would be very much appreciated.

I don't understand why, when we tell an army "load onto ships", the focus doesn't change from the army to the navy which now has the army loaded. I load my troops, then click on some overseas destination and, of course, at best nothing happens, because I just ordered them to walk. If the player loads troops onto boats, does he ever, ever want to be giving them land orders next? It's no great feat to pick out the navy after loading troops onto it, sure, but we always want to give orders to the navy once we've loaded troops, why not make that navy the recipient of our next orders?

This too.

For my part, I don't mind clicking only once into Terra Incognita. I always set the waypoint on my base for repairs after selecting a TI province.
 

Schmoekoeksklok

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Closer to the opposite. Now you'll need those patrolling heavy ships (that you didn't need before) more than ever because pirates will spawn regardless of if you patrol and you're going to need to be able to stop them.
I'm pretty sure the pirates still spawn according to the same rules. It's just that you don't get negative tax/tariff modifiers simply for not patrolling, but only if there are actually pirates.
 

lokomoko

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That's what it sounds like.

Though you never needed heavy ships for that. Just get a mess of light ships and tell them to patrol the node and they'd keep anything but the Philippines and Australia nodes clear, and that's because they're huge and strangely shaped.

I've tried that. Light ships don't actually work for keeping the sea patrolled technically. I usually have one heavy ship per a certain area of sea to keep the negative modifier away.
 

Dr. B

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What's the problem with discovering one province if TI at the time? You don't know the layout of the new world, so you want to explore it carefully anyway. Sending explorers far into the "unknown" is something we do because we know exactly where we want to go already.
 

LarryLeica

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PI's seeming obsession with plugging exploit holes is doing more to damage the game than those who use these things. I feel like I'm being punished for something I didn't do.

Agree completely. Couple that to the fact that the AI does not suffer from naval attrition so can go anywhere it likes, prime examples being nations like Korea having light ships patrolling the Cape when they have no FBR, no allies, and have not 'discovered' the area, not to mention that of course the AI can explore anywhere without ever losing a single ship... Just having the AI limit it's naval activities based on it's tech supply range would be a vast improvement, so that explorers etc return when they reach 'bingo fuel'...
 

dexterstclaire

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While I usually spent a fair bit of time micro-managing my exploration fleets and this particular fix sounds like it's going to increase that, I'm going to wait and see how it plays out in-game before I spit the dummy and refuse to give Paradox any more money.
 

OhioAstro

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What's the problem with discovering one province if TI at the time? You don't know the layout of the new world, so you want to explore it carefully anyway. Sending explorers far into the "unknown" is something we do because we know exactly where we want to go already.

There are cases where this can be really, really tedious. For example - you're Portugal and sending boats around Africa. You can babysit a ship as it cruises around or just click a bit down the coast and click return. They achieve the same end now, but you won't be able to do that any more. Or you have colonies in Brazil and want to map out Argentina with a conquistador. Right now this can be done simply; with the change you will have to click separately on every single land province. There are a lot of them. And this forces a lot of pause and wait and map panning if you're doing anything else.
 

TheMeInTeam

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What's the problem with discovering one province if TI at the time? You don't know the layout of the new world, so you want to explore it carefully anyway. Sending explorers far into the "unknown" is something we do because we know exactly where we want to go already.

The problem is adding potentially hundreds of extra orders for experienced players to accomplish the same thing they could have accomplished before without those hundreds of extra orders.

While you are poking around in the move order code - it would be nice if it was possible to give a ship a move order to a hostile land province. Then it would automatically start to unload carried troops when it arrives in the seazone next to it.

+1. Loaded transports should always accept move orders onto land where the military is allowed to land, not just from the adjacent tile. Also, shift-queuing a dropoff should drop military off and return. It should not go into port, not drop military, and return which it does now.
 

unmerged(798670)

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What's the problem with discovering one province if TI at the time? You don't know the layout of the new world, so you want to explore it carefully anyway. Sending explorers far into the "unknown" is something we do because we know exactly where we want to go already.
I don't want to explore it carefully, I want to send my explorer out until he finds land or needs to repair and repeat, which is what I do now. "Go west until you find land" is pretty much the definition of the quest for the new world, not "Stop sailing and wait to die every week."