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Oceanflex

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I would have liked to have seen mesoamericans (possibly other natives, but it's really not too relevant for any native without mesoamerican tech group) given the ability to build only trade and transport ships. There was trading going on in the Carribian, and I feel like a human should have the option of colonising the Carribian as Maya, pre-westernising. An over-the-top improvement would be a new boat, available to only Meso tech, called Cannoes. They have +1 trade power, and one transport. Zero guns, and 5 hull. Give them 5 or less speed. 5 hull makes them strong enough to be capable of running from a battle, sometimes, but 5 speed means you'd better hope the dock is close. But, they are SOMETHING.

Carracks were op for natives.
 

kralex

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Was the frequently suggested alert for being at 100 Papal Influence added? I didn't notice it in the patch notes.
 

User4035

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I bought EU4 and CKII because its a Historical Based Game.

So natives should not be able to build big boats.
In fact, when the Spanish landed in mesmo america the natives didn't even have a word for the boats they saw. The scouts came back describing them as 'mountains on the water' or something.


I'm liking this patch. Many bug fixes. A few flavour extras to keep the game interesting.
 
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pgroves

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interesting as FM is cool strategical dilemma: +50% movespeed at cost of unability to regenerate and monarch points... Also: buff for Economic.

2) Primitive tech groups are no longer allowed to build ships.

I know this one is controversial but I love it. It is very realistic and yes it makes New World nations harder but I'm okay with that because when I was playing as Iroquis the ease of spamming heavy ships and defeating naval superpowers of Europe was ridiculous and anticlimatic. Also, surviving onslaught as native American should be difficult.

The "primitive" Polynesians colonised vast areas of the Pacific by using ships: http://en.wikipedia.org/wiki/Polynesian_navigation

Shouldn't primitives be allowed transports, at least, maybe even galleys?
 

Frederick_Will

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Correct me if I am wrong but as a primitive you do NOT have vision of a single island that you cant access via a strait.
So without ships it would be impossible for primitives to discover this "colonizable" islands.

How would playing in the pacific, say the Philippines, work? If I am reading that right, you are stuck there for 200 years because you cant colonize near by islands, let alone colonize it until you westernize. or am I reading that wrong/missing something.(please let me know) I can get where they are coming from in regards to stopping people from building navies, but I can't see a reason for blocking transport ships. I doubt you will stop a Euro fleet, unless you are very lucky, or have 100's of ships.(good luck buying all those by say 1500 as a north american native)
 

Westernbird

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- Will now pick idea groups dynamically based on ai_will_do if AI_USES_HISTORICAL_IDEA_GROUPS define is set to 0 or game is using custom/random setup.
Oh, that's great!
 

WeissRaben

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I bought EU4 and CKII because its a Historical Based Game.

So natives should not be able to build big boats.
In fact, when the Spanish landed in mesmo america the natives didn't even have a word for the boats they saw. The scouts came back describing them as 'mountains on the water' or something.


I'm liking this patch. Many bug fixes. A few flavour extras to keep the game interesting.

HAHAHAHAHAno. Come back with this reasoning when there are no more UNIs dictating that Protestant Spain is still a bastion of Devout Catholicism, land-based HYW-winning England still sings Britannia Rule the Waves, the Republic of Sweden is known for its Absolutism, the merchants of Prussia are the best warriors in the world even without having fought a war in the last 150 years, no more magical walls that stop a Colonial Nations from growing further, natives that don't lie down and die in front of 30k Spanish soldiers magically transported over the Atlantic instead of dying like flies while Spain bankrupts itself over the venture. Come back then, and you will find me agreeing with you.
 

VolitionNewlove

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Natives everywhere in the Americas fought on for decades after conquest. There was a Maya uprising in Mexico well into the 19th Century. It's just more lip service to "waaaah why can't I eat everything in the Americas in one go even though it took the Spanish 70 to 160 years to conclude their conquests".

But Spain is one of the Tutorial Countries! How can it be a Tutorial Country if everything isn't handed to them on a platter!?
 

Phibs

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What's the diplomacy finisher good for now other than trucebreaking?

It seems underwhelming now.
 

Dr. B

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On a side note, I don't understand all the moaning over the Byz nerf. I thought its appeal was its challenge? Not to mention it's still in a significantly better state in 1.10 than it was IRL and there's a DLC that essentially hands you MP and AT.

Some people just like moaning. They appear in flocks when patch notes arrive.
 

Lot

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- You now have automatic access to any countries that are granting military access to those you are at war with.
Does this include enemies? If it does, does having enemy troops in their territory block you from cancelling access?
 

petertel123

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The exact same thing as Sandmann I wanted to post! Because I planned a Custom Nation start, with Dutch as primary culture and to form the Netherlands. Why I prefer the Merchant Republic you already explained perfectly! Dutch Republic is only interessting as the Statists are in Power. But no reelections and not so nice influence on the rulers therefor. This makes the +1 RT also totally useless. And most of the Dutch Republic Events are bad (IMO). +10% Trade Income Modifier is very nice, the autonomy reduction is also handy. But the Heavy Ship Combat Ability is not great.

The Reason I want to start the Netherlands as a Custom Nation is because I don't like their Ideas sooo much. +15% National Trade Income Modifier is very nice, +1 Merchant is also useful like the +50% naval forcelimit, but Inflation Reduction, Naval Leader Fire, Trade Range, Shipbuilding Time, Production Efficiency, Siege Ability are not the ideas I would like to have as a colonial/trade power.

I thought that was a feature. It's been around forever.


Yay!


I think you mean "overrated" not "overpowered". Dutch Republic might compare favorably to the other alternatives available at that time, but only slightly. And it locks you into that government type, forever, when better types are becoming available. It'll be nice to keep whatever your current type is, but I rarely choose Dutch Republic anyway.
seriously? you can ditch any leader you dont like and keep any leader you do like at no cost, I pretty much only had rulers with 4 in at least 2 categories, the other modifiers (heavy ship combat ability, trade income, land forcelimits) are all pretty awesome and definitely a lot better than any standard government type (although merchant republics are also pretty good)
 

petertel123

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I don't like no nationalism for primitives. If the idea behind nationalism is that you conquer a province and the people already living there object to your conquest thus giving nationalism, there is absolutely no reason why the Americas should be exempt. That's laughable. It implies that Cortes marched over all on his lonesome, waved around a few horses and guns, and the natives just knelt down and gave up all pretense of not being subjects to Spain--about the furthest thing from the reality of European colonialism I can imagine. It's already bad enough that a five stack of western infantry can conquer all of Central America. This change just compounds that absurdity.
well in reality a large part of the natives died of european diseases, but paradox havent modelled that at all so far