Originally posted by eluminate
standards would be regular staple army and heavy
for those extreme battles... and the variations of these
This sounds good: a sorta random leader generator that randomizes stats. You never know, someone in history could've become a great leader. This generator could simulate this.Originally posted by Angelos
7 Non-historical leaders with better stats should be available.
Originally posted by jpd
Change in the missionaries logic.
I have scanned through the aggregated wish list, and found some rather radical solutions to the expensive, one shot, low success rate problem.
I would already be happy with a much simpler solution, which, with a small extention, could already be implemented in the EU2 engine
Why not remember the number of failed attempts, and increase the base success rate with a cumulative percentage based on the fail count.
Something along the lines of a 10% increase for each failed attempt, and capped around 90 or 95%. This would make it a system similar to the colonisation success rate calculations.
This would make it worth wile to actually USE missionaries, even though they are expensive, as, over time, you will finally succeed. Maybe even adjust the costs and the time frame for each missionary that is active.
Of course, the failed counter must be reset to zero for every change in province ownership.
As said, this little extention should be simple enough to add without much trouble to the current EU2 engine, as no major change takes place.
Jan Peter
In a way, you can stay with the intuitive population size concept. The pop size will still be used to calc the base success rate, so a large pop size still results in a lower base success rate. This translates into (statistically) more failed attempts before success, and thus scales with the fact that more people must get "the word" before the province is converted. More attempts also effectively mean more time, which also fits this profileOriginally posted by Sonny
A good idea. Cheaper missionaries with little success and small time frames building up the % with each failure as well as increasing the cost. One problem is that it is counter intuitive with respect to population. As it is now in the game it gets harder (lower %) to convert as time goes on because the population grows and there are more people who need to get the "word". But I like the idea anyway.![]()
Originally posted by Viking
I think I have said all of this before, but I will do it again... This is my wishlist.
Events:
- Remove COT command. e.g. remove flanders COT when Scheldt is closedI do not actually see this as being a strategic change.
- Change Province Good command. e.g. Change Manhattan from Furs to Grain when population of New York Increases.
I see much better (as I already said) a "three based" goods produced model for every province:
1. food: can be either Grain or Fish:feeds the pop in province: creates a surplus/deficit which can be traded/must be imported; grows with infrastructure growth and by events. Needs land and manpower.
2. primary sector commercial commodity: could be anything you grow, dig or skin for trade in CoTs. If agricultural (i.e. sugar) you gonna have a trade-off between land usage with the food. Needs land (not obviously for gold or iron), manpower or slaves, and merchants.
3. proto-industrial commodiity: like chinaware or textile; doesn't need land, needs manpower and merchants.
The other proposals make some sense to me, even if I like better the religious/cultural mix than the miltiple slider concept.