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TheMeInTeam

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My guess would be that the Doom mechanic could potentionally kill your entire game if you got an unlucky 16 year regency - and since you need to fight wars to lower doom you could do nothing to stop that from happening.

That doesn't answer grommile's question.
 

josh127

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Wiz, I am interested in this tweak. Did you guys find in beta testing that the advantage doesn't nearly always fall to Portugal? I ask because in the games I have played as various European countries it seems that Portugal not only gets in first in colonizing, which is not surprising, but also gets in with a lot of colonies. So doesn't this now mean that Portugal will get an additional built-in advantage most of the time? That would seem counterproductive to game balance.
There's also the change that explorers can't explore open sea without QFTNW. With Portugal being the only country with explorers prior to this idea, it appears to me that it's a direct nerf to the situation you're describing. It will be interesting to see how or if it changes the way the new world shapes out.
 

Moranic

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You should change the colored_wastelands to be an option ingame, to allow ironman compatibility, rather than a variable in defines.lua. Also, make country names stretch over them, like they do when you use "own" in the console on them.
 

Kriegsspieler

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There's also the change that explorers can't explore open sea without QFTNW. With Portugal being the only country with explorers prior to this idea, it appears to me that it's a direct nerf to the situation you're describing. It will be interesting to see how or if it changes the way the new world shapes out.
That may be true, but if Portugal chooses QFTNW as its first idea, - and they'd be crazy not to - they would still have an enormous advantage, since they wouldn't have to wait for the second idea in the group.
But you make a good point - this may be intended as a nerf.
 

josh127

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That may be true, but if Portugal chooses QFTNW as its first idea, - and they'd be crazy not to - they would still have an enormous advantage, since they wouldn't have to wait for the second idea in the group.
But you make a good point - this may be intended as a nerf.
QFTNW is the second idea in the Exploration group. :)
 

TheMeInTeam

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There's also the change that explorers can't explore open sea without QFTNW. With Portugal being the only country with explorers prior to this idea, it appears to me that it's a direct nerf to the situation you're describing. It will be interesting to see how or if it changes the way the new world shapes out.

Doubtful. Currently AI Portugal/Castile hit the new world at roughly the same time. This is because both of them with their AI bonuses have reach at DIP 3 exploration 3, but neither can reach without it. This means that in previous patches, Portugal could see new world earlier but wouldn't be able to colonize it until it reached 1200 DIP, assuming it didn't tech DIP (but it does tech DIP). This sufficiently delays its colonization that the impact on the new world won't be very different from blocking open seas exploration before QFTNW. The other changes to this patch are far more likely to have an impact...
 

Mamluke

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A few questions:

1. I had a feeling the 100% coalition warscore thing wouldn't last as it was pretty ridiculous. That said, what DOES push it to 100% in a coalition war? Is it 100% on WL after 5 years (like all other wars), or only by occupying 100% of all coalition provinces? I'm interested in seeing how that join logic works in practice.

2. Do subjects core at negative stability? Has their tendency to simply stop converting province religions they can convert easily been fixed?

I'm not a big fan of "primitives can't build ships", because it's the kind of setup that will too greatly expose natives to screwjobs from blind colonial conquest. Once you actually border a nation it's fine, but in the current patch colonial conquest CB AIs will sit on wars even at high war scores and refuse to 1) make demands 2) take suggestions for peace 3) accept anything in the peace deal screen, even 100% worth. Unless something has changed there is going to be a little too much luck element in "screwed by CC at random before you can react" going on IMO, though I suppose native councils experienced that to a degree already and they are better than other new world starts in 1.9 so maybe I'm not picturing how it will progress properly.

Overall, unless something hidden is going on, this is easily the least controversial/surprising set of patch notes accompanying a DLC I've seen since I got the game. There are quite a number of objective improvements, some "wait and sees", and only a few concerns. If all of this is accompanying subject nations finally working, color me pleasantly surprised.

hey you forgot this one!

"Bugfixes
###################
- Fixed immediate at start hotjoin OOS."

can PDS now accuratly advertise hotjoin? :D

this is awesome! not heaving to rehost bc of 1 or 2 guys
 

grommile

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My guess would be that the Doom mechanic could potentionally kill your entire game if you got an unlucky 16 year regency - and since you need to fight wars to lower doom you could do nothing to stop that from happening.
Oh, I can see why Nahuatl can declare wars during regency.

I just don't see why Nahuatl should be the only religion that can.
 

ChildeR

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Doubtful. Currently AI Portugal/Castile hit the new world at roughly the same time. This is because both of them with their AI bonuses have reach at DIP 3 exploration 3, but neither can reach without it.

Are you sure that's correct? There hasn't been an AI bonus to colonization range for a couple of patches.
 

josh127

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hey you forgot this one!

"Bugfixes
###################
- Fixed immediate at start hotjoin OOS."

can PDS now accuratly advertise hotjoin? :D

this is awesome! not heaving to rehost bc of 1 or 2 guys
Wiz addressed that on page 3. Short answer: don't get your hopes up just yet, but hopefully soon.
 

TheMeInTeam

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can PDS now accuratly advertise hotjoin?

this is awesome! not heaving to rehost bc of 1 or 2 guys

I'll believe it when I see it :p. He said that they're still working on this so maybe the advertisement wrt hotjoin will be accurate eventually.

Are you sure that's correct? There hasn't been an AI bonus to colonization range for a couple of patches.

I was thinking of luckies as well as AI range boost, but you're right that the latter is gone I believe. My point is that with how the AI techs + progresses ideas, Portugal does not get to the new world materially faster than Castile, if at all. In quite a few native games the first nation to touch Brazil has been Castile rather than Portugal for example.
 

Me_

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neondt

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How does this work?

I'd assume that you can use it if you have Polish primary culture, you aren't the Commonwealth, and Poland doesn't exist. You also probably need certain important provinces. My guess is at least Krakow and Warsaw.
 

TheMeInTeam

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I dislike the Treaty of Tordesillas and the way it is implemented in EU4.

I'm not seeing how it's a serious factor in the game, nor why it should be.

Edit: Something I'm also not seeing in the patch notes/bug fixes is rebels. Rebels teleporting and sieging from other provinces happened 3 times in my Jagannath run, and patriot rebel defections are utterly nonsensical. Fixes for these do not appear in the patch notes.
 

sermaciej

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If Poland doesn't exist anymore and you have Polish as your primary culture, you can form Poland.

This means that, say, a horde or Livonian Order could conquer one/two Polish provinces, wait until they form the Commonwealth, culture shift and then form Poland themselves.
It can't be possible when PLC exists, it would be stupid