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Cymsdale

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At one point it was the case that if you turned off forced march the day before an army arrived it wouldn't delay the arrival but it would save the 2 mil points. You would see the AI "flickering" forced march presumably to take advantage of this. I thought it had been patched out at some point but maybe not.

Right, that'e exactly what I was referring to. The AI would get all the advantages of forced march, but would not spend any of the cost. Exploit.
 

TheMeInTeam

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I agree! Please let us know! I really hope that this wasn't overlooked because it is not a small issue. I remember seeing in the bug forum that one of the issues was completely ignored because it wasn't submitted in the database correctly? Don't they play with vassals in their dev plays? It is a pretty obvious problem. :rolleyes:

Not only is it an obvious problem, it has been active for over half a year.

My report was not the first on this matter, and as of the release of El Dorado, it will be 1/2 a year old. This problem is not unique to CNs, you can observe it in any subject that gets caught in a -stab spiral, same with the "not converting easily converted religions".

Now we get to a more recent report:

http://forum.paradoxplaza.com/forum/showthread.php?836703-1.9.2-AI-coring-problems

With this line:

Hello, this is a known issue.
There was however no formal bug in our internal database (for some inconceivable reason) so I have added it to our internal database.
Thank you for your report.

This 6 month delayed response by anybody wrt the issue is ironically still the best-received effort/comment on the matter. Considering the implementation of CNs was in 1.4, now a year old, and a major selling point of one of the game's major expansions (with subject feeding being a core paid element of AoW as well), you'd think someone would have at least commented on this issue.

Maybe 1.10 fixed this issue and subjects are usable without excessive frustration, and they'll core and convert their provinces rather than inefficiently doing nothing for 1/6 of the game sometimes. If it has, however, it is NOT listed in the patch notes, and neither are any bug fixes for patriot rebel defections or rebels sieging from others' territory.

While the new features from the 1.10 patch are pretty solid and the changes are surprisingly noncontroversial, it's concerning that two of the greatest bugs from AoW (one existing long before) might be in 1.10 also. If they *were* fixed, why isn't it in the patch notes? There are only a handful of things in the notes that have a larger impact on the game than subject nations not functioning for a large chunk of the timeframe.

So you think Quality is bad? That is pretty awkward to post in public.

Quality is a sound choice as a 2nd or 3rd military idea in MP, but terrible in single player, easily worse utility in SP than 4 other groups.
 

Prom_STar

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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.
 

Bijeli Kamen

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" - Fixed EUIV - Event - Event to change Netherland governement type should probably have an option to keep current government."

Thousand thanks! Finally I can keep the fun merchant republic as The Netherlands :)

why would you choose that over the massively overpowered dutch republic?

Dutch republic is not OP trade wise? Merchant republic gives nice bonuses like trading posts, province trade power, extra merchant, traders faction etc. I find Merchant republic the best trade government like it should be.

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.
 

RobRoy3

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- Fixed an exploit where you could move units quickly by reorganizing them into a farther moved army.
I thought that was a feature. It's been around forever.


- Fixed flavor_bur.3 not giving the Burgundian capital to France.
Yay!


why would you choose that over the massively overpowered dutch republic?
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.


Has there been even one patch where they havent nerfed byzantium?
It IS getting more than a bit silly. Was someone complaining about an over-powered BYZ? An occasional BYZ rebellion was not a problem, it was a good thing. The fact that nationalist rebels are less likely in those areas, on the other hand, is a problem.


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.
No, and it'd be hugely disappointing if these weren't addressed. I do have hope, though, since they mentioned that patriots can now defect to subjects, again. So, clearly, they made SOME changes to rebel defection logic; hopefully they fixed the more important problem(s), too.
 

Rooz

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Personally, the only reason why I took innovative was tradition decay reduction. Now I won't take it unless it would be rebalanced again in the future.

On the other hand, this makes the selection of the idea groups easier since one more group falls into "there are no circumstances for me to pick this group" category, to join the glorious Espionage and Mighty Naval
 

kralex

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- Provinces within two provinces of a Colonial Nation's colonial region can now be sold to that Colonial Nation.

How is "two provinces" calculated for provinces separated by sea? Importantly, are we once again able to sell all those Oceania breadcrumbs to Colonial Australia?

- Reduced prestige gained on province discoveries.
- Conquistadors and Explorers now have slightly fewer pips on average than Generals and Admirals.
- There's now a message when a truce involving your country expires.

Good.

- Reduced the reduction in cost of reducing war exhaustion for some national ideas.

Needs a simple present of "to reduce" to have the full set. Seriously, please reword that.

- Its no longer possible to send explorers to open seas before you have the Quest for the New World idea.

Lol, triggered by http://forum.paradoxplaza.com/forum...chievement&p=18758582&highlight=#post18758582 ?

Did bug report http://forum.paradoxplaza.com/forum/showthread.php?822257 get addressed, btw? I think that may screw AI-controlled nations out of a significant amount of income, making them weaker than they ought to be.
 

TheMeInTeam

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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.

I don't think it will impact human gameplay as a native very much (rebels are unreliable at best), but it is a distasteful change that I doubt anybody can really justify as to why it needed to be made. It annoys me but I don't picture it making much difference except making the game even easier for beginners using European nations.
 

thErgonomic

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So you think Quality is bad? That is pretty awkward to post in public.

Innovative is still a good idea group option and nowhere near 'bad'. The policies that it can create, the reduction in advisor costs, extra leader and tech reduction are pretty 'above average'. The +1 advisor pool makes sense considering what the idea group is all about. I think moving knowledge transfer to aristorcatic syncs better and makes it more viable.
Well three out of eight of Quality is naval ideas, which are in general useless and two of those are naval morale which is utter garbage.
 

cpm4001

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I like most of the changes, especially the exploration reworks, the partial reimplementation of the paid transfer occupation feature, the Liberty Desire changes, and the built-in Dynamic Ideas. Strongly dislike the removal of the Guyana colonial region (we need more, not fewer, CN regions! Guess I'll have to mod them back in...) and the nerf to Kurland (should have all cultures accepted at game start.)
 

Umega

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Also nice to see primitives can no longer build ships, just like EU3. Was really annoying seeing them use ships like an old-worlder. Can steppe nomads still build ships though?
 

net.split

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Why no nationalism for primitives? It's not like the native Americans just accepted conquest.
My guess: in many cases the natives were removed from the area upon conquest, so the majority of the population is actual colonials. This is distinct from what's modeled in, say, a European conquest where you're subjugating and/or replacing local nobles, for example, leaving populations generally intact.

Of course it's all a drastic simplification, since for example the Timurids conquered differently than the Spaniards conquered differently than the French conquered differently than...

And if the local culture isn't changing then it's still not especially sensible.