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Jul 4, 2001
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more thoughts

this is how it is in my head now...

if u control/own province ex: u as savoy take control of
milan(lombardy) u get an icon in province screen where
u have an option : nationalize province...

costs and criteria

costs : could be exponential ergo the more provinces/u
own/control and or the more shields u have the higher it is...
where the smaller you are the easier it is for u to buy a shield.
on ur new territory.

criteria : if u have same culture... then u should be able to
nationalize a province or same religion ... that way
u need to convert before u start nationalizing.
(probably should be u could nationalize only if same
culture) [or both]

it should take 120 months ergo 10 yrs to nationalize not 50
but the costs should be between 350-750 for a minor between
1-3 provinces in size and exponentialy increased as u go along.

Also national provinces should have a -1 revolt risk bonus
due to considerable expense after its done and +3-5 during
so it would promote u staying nice and peaceful...

read earlier post on cost...
simplest model would be to have .10 ducats per city civilian
that would be 5000 ducats for milan if it had a population
of 50000 and then have that divided by a factor
depending on the size of the owner... divided by a factor of 7 if owner has between 2-3 provinces
5 if its 4-5, 3 if its 6-7 1 if its 8-11 and after that
+500 for each province u have ergo if u got 12 provinces u ll pay 5500 ducats. this could be easialy manupulated with difficulty.
 

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One change that I request for the casus belli system is the addition of expansion casus bellis. This would entail gaining a casus belli on anyone trying to expand his colonial empire so as to upset the balance of power (CB should be given only to people with map knowledge of course, and b/c the AI is stupid and might declare war if it has no colonial empire but map knowledge, to countries that are strong enough), aswell as anyone trying to expand on the continent.

Also, as the European balance of power didn't truly emerge untill well into the renaissance, conflicts during the 1400s and early 1500s should be based upon either religious intolerance, opposing dynastic inheritance, or cultural liberation. I suppose also, CBs can be given to some countries on the basis of the afforementioned rules, even though their historic intention was for pure expansion.

I would also like to see army building become extremely cheap if someone is decentralized enough, and has not yet reached around land tech 20. Army costs were cheap untill prior to the time of the thirty years war (I think).
 

berhaven

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What I would like to see in EU3

1. Time frame: 1420-1820 is fine to me.
2. Diplomacy: A more detailed structure from dinastic alliance to annexation which could account for:
2.1 dinastic alliances as it is today
2.2 tributary i.e. country a pays part of its income to country b
2.3 empire vassal i.e. tributary+structural allied (i.e. vassal will go to war with empire is asked and will be protected by empire if attacked)
2.4 full vassal: empire vassal + no autonomous international politics + no autonomous army (but autonomous treasury and merchants: a good example could be most italian countries in 17th centuries related to Spain)
2.5 annexed as it is now.
3. Even more diplomacy for alliance including war-pacts for the duration of a current war. When a war should occur between powers, all "involved powers" (i.e. countries bordering to a warring state or allieds) should be prompted on their behaviour, which could span from strict neutrality to economical support (for istance embargo against one side or loan/gift to onbe side) to military access to one side to full intervention. Of course any action should have an effetcs on relations and WE.
4. Military - land.
4.1 The balance between playability and accuracy should be found on a slide system on some axes like:
4.1.1 professional - militia (effect on morale, cost and WE)
4.1.2 foreign mercs - national army (effects on morale, cost, WE and behaviour in revolts/chance of rebellion of armies)
4.2 A more detailed mix of base units including:
4.2.1 "shock" infantry (evolving from tech 0: Atzec like mass to medieval spearmen to pikemen to line infantry)
4.2.2 "missile"infantry evolving from archers to longbowmen/crossbowmen to archebois to musketmen); at some stage aroung 1700 the bayonet should bring to a unified dual purpose infantry.
4.2.4 "light militia" useful in sieges, should be used for rebels, highly vulnerable.
4.2.3 "shock" or "heavy " cavalry (shock effect in combat)
4.2.4 "light" cavalry (after battle effects - chance of battle bonus for the army with more light cav reflecting better exploration, less attrition)
4.2.5 "missile" cavarly (mounted archers, dragoons) - fire effect in combat.
4.2.6 siege artillery - only effective in sieges, could be captured.
4.2.7 field artillery - fire effect in battle.
It would be highly appreciated if some base units could be limited to specific cultural groups. To better explain MHO let me point out that this should go with more tech path each allowing for a step in one ore more fileds. My army should include a given numer of shock/fire troops ad axiliaries.
5. Military - sea. Chance of capturing enemy ships; chance of having also light ships for exploring/patrolling.
6. I agree with what I've read in terms of culture/religion expressed in terms of %.
7. Economy. I personally would like to see three products rated for all provinces: a food (wheat or fish is fine), a export natural product (like wool, tea, wine, sugar, spices and so on) and maybe a manufactured product (textiles, chinaware, weapons). It would allow for more importance to food (always a major problem in this age) and to production value growth. For what regards textiles I would also divide between "basics" and "luxury".
8. I am also thinking of a strong and simple way to reflect the importance of merchant fleets. Maybe could be handled similarly to merchants (i.e. you generate a given amount per year based on tech, sliders, culture and so on and you send/auto-send them on sea areas / sea routes where they give a boost to trade or an income and can be menaced by piracy or enemy fleets. This would also allow for a new trade-related diplomacy area).

bye all
 
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simplification

basicly 3 types of army units...

light standard heavy
.6 stength 1 stength 1.5 strength
.7 maintence 1 maintenance 1.25 maintenance
1.5 speed 1 speed .75 speed
.75cost/upkeep 1 cost/upkeep 1.35 cost/upkeep

and similar patterns , something along those lines
i figure... u would have ur lights for raids/rebels etc...

standards would be regular staple army and heavy
for those extreme battles... and the variations of these

ergo heavy artillary/ light infantr for sieges
standard infantry + heavy cavalry for persuit

i would also like to see the ability to give units patrool
maybe if u got a 3 province border u can send ur army for patrool
during a war so that u dont have to constantly click ....
to kill those pesky raiders
 

berhaven

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Re: simplification

Originally posted by eluminate

standards would be regular staple army and heavy
for those extreme battles... and the variations of these


Not exactly but you are not too far.

What you call medium and heavy I call fire and shock. i.e. one acting in the fire phase of combat, the other in the shock phase, with proficiency based on morale, tech, leaders, etc.;
light infantry would count just for sieges (and as "cannon fodder" in battle, of course dangerous for the morale), while light cavalry, as it was in reality, would have effect for pursuit, foraging (i.e. reducing attrition) and raiding/looting.
 

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One new thing that I would like to see , is that you would have to pay money in order to maintain fortresses , because that was one thing I hoped would be included in EU2 . It's very uncool , so if u build level 6 fortresses in all your provinces that makes sieges impossible . Some kind of a financial burden should be required , so the bigger fortresses u make , the more money u should be required to pay in order to maintain them .
Also , the ability to raze enemy fortresses , once u take a province should be included .
 
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Angelos

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Suggestions for EU3:
1 Add a hall of fame feature.We want to remember our good games.
2 No TAG limits if possible.Modding has become vital to EU and would be greatly assisted.
3 No hardcoded elements concerning changes of flags ingame.It was usual for countries to change their flags.
4 No PTI.The player should decide wether to use that remote steppe or not.
5 Capitals should be annexed like other provinces.Provinces should be multiplied to allow more historic borders and avoid blitzes that would cause rapid annexations.
6 More statistic maps(nationality for example).
7 Non-historical leaders with better stats should be available.
 

Jayavarman

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Originally posted by Angelos
7 Non-historical leaders with better stats should be available.
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.
 

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don't know if this has been mentioned before -- it's been a long time since i read through this entire thread -- but it would be nice if you could set some messages to pop up in a box, but not end up in the log. that way, for example, i could be told of losing merchants in x cot, but the history wouldn't be clogged up w/ all of that so that it wouldn't take me so much time to search for the relevant event times. same for rebellions, etc. just a thought,
 

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another thing, perhaps it seems bloodthirsty, but i feel i would get great satisfaction knowing not just how many of my own men i've offed, but also that of the enemies'. would give me a sense of how good a general i've been and all that. especially were it broken down by nation. perhaps that would be complicated, but it still would be nice.

also, sometimes when you click on a province the build armies screen comes right up, but not always. it would be nice if there was a way to do this every time, some sort of shift click thing or something. don't know, perhaps this is really better construed as a question.

also, would be nice if you could just press down on the button for demanding more gold in peace treaties like you can when ordering up more men instead of having to click each increment of 25 ducats individually.
 

Earl Uhtred

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I also think the 'casualties' screen should be adjustable for date. Those 24 men you lost marching from York to Lincoln in 1422 aren't really still relevant by 1820.
 

jpd

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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. :D

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
 

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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. :D

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

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.:)
 

jpd

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Originally 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.:)
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 profile :D.

Jan Peter
 

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EU3

I would like to see a battle mini game inside the campaign game. I'ld rather see the little guys fighting as in Shogun, than to just get a random result from the computer. I don't know if you could put a battle field subgame into a RTS. More buildiing features and with less direct costs. Would like to see improvements to provinces in whatever commodity is important to the province. Some differentation in formations and units. Even if abstract. Just a thought.
 

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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 closed

- Change Province Good command. e.g. Change Manhattan from Furs to Grain when population of New York Increases.

Map:

- Staged Terra Incognita. Requiring a certain tech level to enter certain provinces. e.g. Lewis & Clark cannot travel overland to oregon untill the USA reaches Land 57 and Trade 10. Same for seazones. Once discoverd tech required to enter drops and once developed tech required to enter drops. e.g. a city will allways require 0 land to enter.

- Full world map. Interior Greenland requires Land 150 and Trade 23 while Isle de France requires Land 0 and Trade 0.

Game:

- Relative religious acceptance. Have religion penalty connected to tolernace of that religion. e.g. England is Protestant and has tolerance +3 for protestants, +2 for Reformists and -1 for Catholics then protestant provinces (state religion) would get -3% income, reform provinces -9% and catholics -18% income. (for example).

- Tolerance slider effects, the greater the tolerance the more points on religion sliders you get. e.g. for 10 innovative 5 extra points of tolerance are available.

- Religion bonus on religion sliders. e.g. Sunnis get 2 extra points on religion sliders for being sunnis, CR Catholics get -2 extra points on religion sliders for being the popes minions.

- Two religion sliders, one for tolerance of own population one for foreign relations. e.g. England is able to ruthlessly oppress irish catholics while plotting with catholic france to beat up on the spanish. This removes the -5 tolerance to whatever religion you do not have within your borders (ex orthodoxy and islam for western european nations to allow tolerance of reform, protestant and catholic religions. Then different slider for politics. The politics slider can then be (through global events) made to include Republicanism and Nationalism as "state religions"

- Variable affects of culture. Effect of culture increases as game moves on as religion ceases to matter.

- Lower troop numbers divide all troop and fort sizes by 5. Numbers are just too big. A napoleonic 70k army should be straining the nations resources to the hilt.

- Protection of vassals (viability of vassals as allies rather than just diplo-annex targets). Annexed vassal remains at war with annexer (if annexer also at war with vassals sovreign) untill peace. A white peace means Vassal returned to pre-war state (if attacker can cede all provinces). Vassals automatically allies of Sovreign.

- Selective calls in alliance war. No need to call iroquois in war against poland if you wish to call brandenburg as your ally. When calling allies get tickbox for who you wish to call.

- Allow AI to request to join your alliance.

- Dynastic Union overhaul. Allow country II to controll units of country I. Frex England player can control Scottish units while there is dynastic union. Events will sever union if england chooses puritans in civil war ect.ect.


--------

more will follow..
 

berhaven

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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 closed
I 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.