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SunZyl said:
I think Paradox would have made it less pirate-like in that case, as it would sure confuse people.
You'd think so yes. But take a look at this screenshot. The guy in the province screen (with the send button) is the same as the one at the top of the screen. Since i doubt you can send privateers into land provinces it seems we have one eyed spies.

mandead said:
Indeed. It seems fairly obvious that the chap with an eyepatch is a pirate, or to be more precise, a privateer.

It's been discussed before, but my guess is:

Diplomat; Colonist; Spy; Missionary; Privateer :cool:
The guy in the middle is more likely a merchant.
 

franchil

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Hello,

I just want to be sure... On the political map (you know the map where the countries' areas have a specific color) can we see the military unit (like in victoria political map)???

Thank you in advance for your answer.
 

Registered

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franchil said:
Hello,

I just want to be sure... On the political map (you know the map where the countries' areas have a specific color) can we see the military unit (like in victoria political map)???

Thank you in advance for your answer.
Yes. just look at some of the screenshots.
 
Jan 31, 2004
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Interface - I would like to look for information when prompted for decisions

In EU2 when an event prompted you for a decision the game was halted and you had no chance of checking where your policy sliders were or whatever information was relevant.
Would it be possible to halt the game time but let you gather information when you are prompted for decisions?
Sorry for bringing this up so late
 

Flashleg8

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Thomas Paine said:
In EU2 when an event prompted you for a decision the game was halted and you had no chance of checking where your policy sliders were or whatever information was relevant.
Would it be possible to halt the game time but let you gather information when you are prompted for decisions?
Sorry for bringing this up so late

Good point, that really bugs me too, especially if and event gives you a choice of +1 (something) or cash and your slider is already at maximum. (I suppose I should be paying more attention!)
 

Cu Chulainn

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Flashleg8 said:
Originally Posted by Thomas Paine
In EU2 when an event prompted you for a decision the game was halted and you had no chance of checking where your policy sliders were or whatever information was relevant.
Would it be possible to halt the game time but let you gather information when you are prompted for decisions?
Sorry for bringing this up so late


I agree with this wholeheartedly. Another thing I would love to see is a lot of events(not all) tied to provinces, not just to countries. If you try playing a country that fell out of existence, the events you receive from them on are just terrible. Its not as fun to play. For instance, Martin Luther lived in Saxony. If Saxony got an event from him, I think anyone should if they control that province. If Saxony got annexed by a neighbor, the neighbor should get the event. *Some* of the events could be limited, for instance by looking at the kingdom who conquered the province and doing a culture/slider check. So for instance, if the papal states annexed their way to Saxony, they have a different culture and slider positions than the province Luther is in and the event doesn't fire. But some events should fire for the owner no matter what, things like plagues, etc. Maybe it would be asking for too much. I know the game is about to come out and ideas like this are way past date, but maybe for the future...
 
Jan 31, 2004
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Events have been made context sensitive so there is much hope for your point

Cu Chulainn said:
....Another thing I would love to see is a lot of events(not all) tied to provinces, not just to countries....For instance, Martin Luther lived in Saxony. If Saxony got an event from him, I think anyone should if they control that province. If Saxony got annexed by a neighbor, the neighbor should get the event....
Events have been made context sensitive so there is much hope for your point having been taken already.
 

jtfris

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Kenshin said:
I do not know if someone allready have asked for it, but:
A good converter from EU3 to Victoria (Revulotion) that includes the trublesome time between 1778-1815. For example, you have the option to
- convert your EU2 or EU3 game with the revolutions, colonial uprising and so on so that some sorts of free states exists in south and north america,
or
- you convert the game as is, without any landchanges
or
- normalize history. The free states in north america will be USA and Mexico and Latin america. A strong german state will exist with the name preussia, The anglo-states will be the Brittish empire
or
- Export only this. And you get the option to choose counties so you export only your country or some of the countries you choose to Victoria.

The last one is my favorite, since it will give me the option to for example play a sweden that didnt lose everything to russia. Or a still existing Poland. But still gives me the option to play the "real" victoria

This is an excellent idea. I did not read through all the threads to see if this has been discussed, but I hope someone with the power to build one of these is listening.
 

unmerged(59432)

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Cu Chulainn said:
I agree with this wholeheartedly. Another thing I would love to see is a lot of events(not all) tied to provinces, not just to countries. If you try playing a country that fell out of existence, the events you receive from them on are just terrible. Its not as fun to play. For instance, Martin Luther lived in Saxony. If Saxony got an event from him, I think anyone should if they control that province. If Saxony got annexed by a neighbor, the neighbor should get the event. *Some* of the events could be limited, for instance by looking at the kingdom who conquered the province and doing a culture/slider check. So for instance, if the papal states annexed their way to Saxony, they have a different culture and slider positions than the province Luther is in and the event doesn't fire. But some events should fire for the owner no matter what, things like plagues, etc. Maybe it would be asking for too much. I know the game is about to come out and ideas like this are way past date, but maybe for the future...

Very good suggestion.
 

th3freakie

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Maharaja said:
Very good suggestion.

and one that, I belive, was aplied to Eu3.
 

unmerged(58575)

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is this not a perfect thread to post stuff about what you want in the patches?
 

AmbassadeBelgie

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True. But whoever reads this, is there confirmation of an EUIII-VickyRevs converter??????
 

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Mouse buttons

Is there any chance of adding support for using additional mouse buttons? I know that the scroll wheel works, but I'd like to use the scroll-wheel button, or either of the other two buttons (on a 5 button mouse) and map it to the Pause button. You don't need to use the keyboard all that often, and it'd be remarkably efficient if I could just click on one of the mouse buttons to instantly pause.
 

AmbassadeBelgie

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I second this motion!!!
 

Troelsdc

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I would like to fix the really anoying retreat thing.

I play as Denmark, I attack Hamburg and defeat their (puny) army. Then their army flees to Slesvig, where my own army came from and lays siege there. This is anoying as H*LL !

This really takes the pleasure away from playing a fantastic game !


And a higher limit for ships. The current one is very low, considered to the historical number of ships there were in that period of time.
 

unmerged(10773)

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change regiment reinforcement rate

I don´t belive it´s reasonable that regiments should have the same reinforcement rate regardless of whether they "at home" or in enemy terriorty. I suggest changing it, at least for the human player:

Regiment in own territorry regiment reinforcement rate 100%
Regiment in other nations territorty (military access) regiment reinforcement rate 50%
Regiment in enemy territory regiment reinforcement rate 20%
Regiment in other nations province (military access) with unblockaed port regiment reinforcement rate 75%
Regiment in unsettled province regiment reinforcement rate 0%
Regiment in occupied enemy province with unblockaed port regiment reinforcement rate 50 - 75%

This would give an advantage to the defending side making offensive warfare a bit harder.

As the game works now, any regiment regardless of inf, cav or art has the same reinforcement rate, personally i don´t
think they should be the same.

please Paradox, break the 0.05 # Amount of regiment strength reinforced each month. number (found in: commen/defines.txt) into one for each of the 3 unit types (inf,cav,art)

New unit stat:

please paradox give the units a new stat: reinforcement rate

this will give much more flexibility when designing units...
you can make "militia" or low quality type troops, which may be poor overall, but easy to reinforce. Could be an option, if you have loads of manpower.
You could also e.g. give the english logbow unit, a very high fire value (compared to contemporary units), but balance it
by giving them a very low reinforcement rate (to reflect the fact that it takes years of training to be able to wield a longbow).