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Hardstuff

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Argh! I can't wait any longer, please release it Johan, lest I perish from desperation.
 

Nyrael

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It's sad to see that one of very few measures to keep War Exhaustion down is being removed. Why?

Why do people end up with such giant WE at all? Taking care that war end before it becomes costly is one of strategic elements in this game and, quite frankly, it is not hard to keep it low if you use a bit of tactical planning.
 

GAGA Extrem

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There go the thousands of ships iN MP games :D

...at least I hope so :D
 

Owen

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DavidsonShdw said:
All it does is decrease the -max- war exhaustion score, which isn't really worth the +1 RR in all provinces. The extra killing power is better, unless you're full narrowminded and full decentralized and are constantly at max war exhaustion, which is an exceedingly silly way to play if you aren't going for a world conquest.
I have to say that I disagree. I haven't played EU3 in multiplayer, but I can imagine plenty of situations where a lower WE cap would be the key to a country or alliance beating another in a long struggle.

I especially don't honestly understand the reasoning behind this change, given that two government types, emprire and republican dictatorship, already give military morale bonuses. I would have thought it much more sensible to keep the absolute monarchy bonus as it is, with reduced max war exhaustion, and given the improved discipline bonus to republican dictatorship. By the time government tech gets high enough for republican dictatorship, military morale is becoming less important anyway.

I should point out that I love most of the other changes. :)
 

Neblogai

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Most interesting to me is
"- Each base-tax value increases production income base by 5% in a non overseas province."

I wonder, why was it rebalanced in this particular way. With this change, it seems that local provinces become much better, and colonies lose some attractiveness, because only local provinces are to get more production income- often 30-50% more. So is this done to make countries with high tax provinces stronger, or, maybe, to make investment into production tech worth it? (as currently prod tech is not that important for non-colonian countries)
 

orwell

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Hardstuff said:
Argh! I can't wait any longer, please release it Johan, lest I perish from desperation.

Release it in october, we all want it now, but think how much better it will be the longer it's developed.

Like adding moddable terrain and defender/attacker bonuses as well as movement cost modifiers. :)
 

Johan

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Neblogai said:
Most interesting to me is
"- Each base-tax value increases production income base by 5% in a non overseas province."

I wonder, why was it rebalanced in this particular way. With this change, it seems that local provinces become much better, and colonies lose some attractiveness, because only local provinces are to get more production income- often 30-50% more. So is this done to make countries with high tax provinces stronger, or, maybe, to make investment into production tech worth it? (as currently prod tech is not that important for non-colonian countries)

This is to strengthen the value of european provinces, where basically a rich province like Napoli is worse than an average indian one for a colonising power. This causes the tilt in favor of colonial powers to be insane in the long run.

Varyar said:
It's sad to see that one of very few measures to keep War Exhaustion down is being removed. Why?

Because that government combined with 2 other abilities makes it impossible to get RR at all from war exhaustion.
 

Owen

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Johan said:
Because that government combined with 2 other abilities makes it impossible to get RR at all from war exhaustion.
Interesting. Which are the other two abilities? Are they nation-specific?
 

Darktooth

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I'm really looking forward to this patch. I especially like to see that the AI is getting some work.

Thank you for continuously making this game better (although it is already very good)!
 

Aethis

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Good good, any release date planned/estimate?
 

Varyar

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Johan said:
Because that government combined with 2 other abilities makes it impossible to get RR at all from war exhaustion.
I know, it was my favourite strategy. I only thought it was overpowered in the hands of Russia though. Oh well, onwards to new challenges I guess.
 

Duke of Bavaria

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Wow new patch announcement for EU and first videos for Footballmanager 09 out. Great day for niche gamers like me. :cool:
Also got 100 litres of quality beer for 50 Euro today.
Could only be topped by an announcement of a CK expansion and a new Eastside Hockey Manager tomorrow followed by some horny girls only for me tomorrow. Come on god (no not you Johan) i know you can do it. :p
 
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Duke of Bavaria said:
Also got 100 litres of quality beer for 50 Euro today.
That in itself is worthy of an OT thread. I want to know more. :eek:o
 

Hardstuff

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Darf ich bitte mit feiern? :eek:o
 

Zandros

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my only request is new papal state flag, the one used now (or the symbol rather) is used only when the Holy See is vacant, that is between popes... drives me crazy. I tried fixing it myself but for some reason I can never get it to work argggggg

edit: oh yeah thanks for the update!
 

Asymmetric

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Owen said:
Interesting. Which are the other two abilities? Are they nation-specific?

It's primarily about combining the Russian decision "Patriarch" (-5 war exhaustion), absolute monarchy (-5 war exhaustion), and max narrow minded sliders.

Presuming max centralized.

You'll eat 9 max WE.

So revolt risk..

+9 from WE
+2 constables

Total: +11

-3 stability
-3 religion
-2 courthouses
-1 dissolution act
-1 bill of rights
-1 courthouse provincial decision.

Total: -11

resulting revolt risk in core religion provinces: 0

Total war.

5 days after having got IN, I fast forwarded a Russia game, achieved these conditions, built 700,000 troops and dowed everyone. War taxes are then left permanently on and Russia goes berserker.

Was worth playing as Russia in MP just to see the worry it started causing ...

At present, it's the only real effective counter Russia has/had to prevent being screwed over by blockading WE's effects if it wants to truly expand and not be dependent upon a naval power.

Technically... if nothing else changed about decesions/WE/revolt risk/etc, it could still be done by a max decentralised Russia, dragging out even more negative revolt risk modifiers. I believe its possible to get some extra anti-max War exhuastion by reaching the revolution events as well. You could always just choose not to build constables ... you'll be running "raise war taxes" permanently after all.
 
Last edited:

RuneB

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Johan said:
- Going above naval force limits increases costs of ships.
So, if I am just below the limit, pause the game, and then queue up 100 ships, will they be at increased cost or the normal?