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oblio-

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1) Yes
2) Sure, but quite a bit of work so not very high prio.
3) We want to do something with the mapmodes interface, possibly not exactly this but something.
4) Yes, also want a truce icon on declare war button
5) Maybe, unit panel is kind of crammed with buttons already
6) See above
7) Maybe, it kind of makes sense but it would reduce supply difference between terrains a lot
8) Yes, absolutely
9) I think it's better if building trade buildings showed the nodes without actually switching mapmode
10) Yeah, sure
11) See 5 and 6
12) Yes
13) Looting needs to be made more clear on map, agreed
14) Maybe (this is more of a feature suggestion than a minor tweak)
15) Maybe (this is more of a feature suggestion than a minor tweak)

Misc changes:
a. Yes
b. Yes
c. Yes

As usual, no promises on when though. Still have a bit of a backlog from earlier ones, even.
Wiz, is there any chance for a transparent political map mode? I never, ever see the terrain map mode since ot's so impractical...
 
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7) Maybe, it kind of makes sense but it would reduce supply difference between terrains a lot

In order to make the supply differences between terrains still be important you could make terrain be a negative percentage modifier on the base+developement supply.
 
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All good suggestions.

14 Mothball/ reserve army is my biggest wish. It's a pain having colonial and colonising defence armies that need maintenance high-ish and a half decent army that is going to coast too much.

History wise- I think European armies in this period had standing armies and larger militias (read reserve/mothball) that could be called to arms.
 
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Wiz: might be that a reserve army is a feature suggestions, but it has been needed for some time and fits the period where this had been used as a way to prepare for war. Since we have force limit and the manpower burns faster than ever these days, there are plenty of limitations to implementing this system. Just make half the cost of it, while burning manpower to keep it at full strength, by burning manpower is just another way of saying that increasing the reserve and army to more than your manpower increase should not be a viable option. Like having 1 main and 3 reserve AND a full manpower reserve makes it illogical and quiete impossible (since if the armies are larger than able men to be in them, manpower should decrease since they draw from the reserve of the reserve).

However the way this could be implemented, it´s been needed for a long time, since for prolonged peace, you really only need the MP, the army crushing rebels.

Viper/Arumba: (believe it´s the same, or I got something wrong) About fleet transportation, there is another major drawback from using automated transport. While I still use it when I have stuff to do elsewhere in a war, it´s VERY bad to use as a means of invasion, even if just crossing a strait. Apart from the shorter travel time, when you manually set your troops to the ships at port, they will be divided into an even fraction of your army WITH the general. On automated most often it´s some bad mix of troops getting there first and the general is left behind.

While there is no problem at peace or moving into secured location, if you have a landing party they will be smashed to pieces since they most of the time are badly mixed and without a general. While I like the idea of reinforcing the army and hoping for the next batch of guys to land before morale runs dry, I hate it when troops are transported in a way that opposes what the system already does and recoignize but also just make me do stupid mistakes.

otherwise, great list :) Wouldn´t have minded a mapmode for finding allies, perhaps with possible allies too if improved relations instead of truce-map since I got the alert on the top and use that to see when I can attack. Afterall, the important targets I always knows which names they have. But searching for a new ally when an alliance is broken is tedious and if you can´t wait for the AI to send a request because blobbing-McFrankenstein sits next to you glaring at your provinces, I just really need to asses which allies I can get now by an easy way.
 
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Paul31264

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I kinda don't agree on 7th point. It just trivializes terrain. All other I like.

Well, you have to keep in mind that this only relates to the supply aspect of terrain. Combat modifiers from terrain are far more important, and those would stay the same. I think it makes sense that developing a province raises the base amount of troops you can station there.

Wiz, is there any chance for a transparent political map mode? I never, ever see the terrain map mode since ot's so impractical...

Do you know of the "Thick Borders and recolored water" mod?
http://steamcommunity.com/sharedfiles/filedetails/?id=297339191

There's an optional add-on for that mod called "TBARW EXTRA: Transparent political mapmode", which seems to be just what you're looking for. I've been using it for quite a while, and it works great.
http://steamcommunity.com/sharedfiles/filedetails/?id=310638421
 
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I would like to see the +5% manpower pool per military tech level reinstituted. Having a Forcelimit/Standing Army bigger than your manpower pool doesn't make sense. In my Current Poland game I have a Forcelimit of 31 and a manpower pool of 21k. In a previous save as France. Forcelimit 159 and manpower pool 119k.
 
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Well, you have to keep in mind that this only relates to the supply aspect of terrain. Combat modifiers from terrain are far more important, and those would stay the same. I think it makes sense that developing a province raises the base amount of troops you can station there.
it makes sense that you can station more troops in a well developed province, but again you would be able to station more troops in a well developed farmland than in a well developed mountain.
 

Paul31264

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it makes sense that you can station more troops in a well developed province, but again you would be able to station more troops in a well developed farmland than in a well developed mountain.

So what if they turned terrain into a percentage-based modifier then? Farmland doubling the base supply, mountains halving the base supply, or something like that? That way terrain should still be a major factor in supply calculations.
 

nath1607

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I have a sort of gameplay adjustment than anything else. I would get rid of having to core those provinces colonized on the same continent, as at the time it was introduced it was to mitigate how OP'd it was for countries like the Native Americans given they got fully built provinces from the get go. However, now we have development and the provinces have been adjusted accordingly it is no longer needed and IMO it should be removed now that it's redundant. It makes sense it would be automatically cored given you were the one who founded it and your people settled it.
 
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I would also like a small addition (no gameplay, just interface/quality of life) to Arumba's Adjustment #10: The outliner gets pretty full later in the game when you have many armies/navies or when you're colonizing and you have lots of little stacks sitting in those provinces. I would love an option to select which armies/navies are shown in the outliner. It could also be enough to have the option to either see all armies/navies or only named armies/navies. What do you guys think?
 
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Automatic fleet transportation should also not try to call for fleets on the other side of the world, even if the available fleets nearby can't do the transporting in one trip.
 
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chrnno

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Automatic fleet transportation should also not try to call for fleets on the other side of the world, even if the available fleets nearby can't do the transporting in one trip.
Indeed. A possible way would be to calculate time taken for ships to arrive, ferry troops and- perhaps- go back to where they were then choose the least.
 
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Stolen Rutters

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Well, you have to keep in mind that this only relates to the supply aspect of terrain. Combat modifiers from terrain are far more important, and those would stay the same. I think it makes sense that developing a province raises the base amount of troops you can station there.
Yes, but if it's done so that developing provinces flattens out the relative supply capacity of the worst and best terrain provinces, which point 7 is designed to do, then you have monster armies in a developed late game Paris capable of being moved to a developed Azores or Madeira and still face a similar attrition rate. There has to be a proportional difference or terrain based supply doesn't feel right.

Trying to move the Armies at Austerlitz or Waterloo and reform them up in Madeira or Greenland needs to be problematic, costly, and potentially dangerous regardless of how well developed you make the islands. Some provinces just do not have the terrain in real life to hold large groups of people like that.

The more I think about it, I would even add extra attrition to geographically smaller island provinces, if they can be cut off from external food supplies by a blockade, or by colonial distance from the nearest friendly continental province. Be grateful I'm not a dev, right? ;)
 

Grand Pope Papa

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About looting. Make some smoke comming from the city and cover it in some ashes or black, when that province is fully looted. So you could see huge areas being just raided and beaten. Also make looting modifiers worse or make them last longer. So I could realy just destroy someones contryside and leave them cripled.