Eu4: Art of War - Announcement Information

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Blastaz

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No. What you are saying cheapens the value of the achievements overall. Did that person get a 1.7 luck of Irish, or a 1.2? Between ironman not actually blocking save scums, incomparable achievements despite it being the same achievement (compare trail of tears now, which is very easy, to 1.3 trail of tears for example), and the longstanding, frustrating bugs in the game and there's not much valid basis for tying achievements to ironman in the first place.

I've never liked this view of achievements.

For me they are fun suggestions of an interesting campaign (play a NA tribe, form Italy etc.) where getting the achievement is in effect a victory condition for that game, and I can start a new one.

Rather than badges to show how good I am at the game.

As a result I don't mind if it's possible to "cheat" or bodge or fudge to get them or if some patches make formerly difficult ones much easier (like Trail of Tears for example which was so much easier after the early colonists from native ideas). Basically I think for PI games achievements are more about the journey than the destination.
 

Krajzen

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30 years War: Unique mechanics and events for the religious conflict that ravaged Europe.

Napoleonic Era: Fight for or against the revolution and create entirely new custom clientcountries on the map from your conquests.

Never enough history!

Fighting with Ship: you can now mothball fleets to avoid paying maintainance.

Yes

Fighting with Armies: You can now sortie from sieges, transfer occupation to allies and give objectives to your subjects and allies.

transfer occupation to allies

transfer occupation to allies

transfer occupation to allies

HALF OF MY WARS IN EU WAS STRUGGLING WITHOUT THIS FEATURE. YESS

Improved Diplomacy: Sell Surplus Ships, Fight for your subjects CB, Declare War in Support of Rebelfactions in other countries and new peace options like give up claims and pay monthly war reparations.

Declare War in Support of Rebelfactions

Declare War in Support of Rebelfactions

This sounds... So awesome...

abandon cores that you no longer wish to fight for

yess

abandon entire ideagroups that are no longer useful to your nation

<first game after long break and after getting addons>

<Commonwealth, land empire>

<hey I need strong navy>

<takes Naval Ideas>

<regrets till today>

No longer!

Free Features for the accompanying patch includes: Completely new rebel mechanic, local autonomy on province level, new cardinalsystem for Catholics, new reformation mechanics and a huge map improvement, making the rest of the world as detailed as Europe is. Lots of interface, ai and gameplay enhancements.

I love you Paradox
 

ero_sk

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abandon entire ideagroups that are no longer useful to your nation

I don't think this is good idea. IMHO it takes away a lot from strategic planning aspect of the game and potential consequences of previous decisions. Moreover I think this is unrealistic as well. At any stage in history, at any stage of strategical planning processes of a nation many factors have to be taken into account. This also applies to choosing national idea groups. If a country chooses Quality military idea then in real world we can see it as nation's decision to put max effort into fewer in number- higher in training and morale army. Going off such path after some time should be troublesome and face player with potential bad consequences. Stability hit for cancelling certain idea group would definitely not be enough IMHO. The best way to solve this issue would be to introduce potential chain of consequences of cancelling each idea group. Let say cancelling Quantity idea group should run an event stating that large part of armed forces has lost their jobs due to need for cuts, therefore linking to risk of large revolt and/or tax income decrease (more jobless people = less money). This could be linked to new rebel factions system potentially leading to new rebel faction, e.g. ex-military personnel. This is just an example for one, single idea group cancellation.

IMHO changing idea group should be implemented with issues I suggested or something similiar. Only this would allow to not over-exploit idea group changing and also greatly enhance gameplay (yet another internal-management feature).

BTW hopefully Art of War will finally overhaul military aspects of the game such as recruiting, standing army, reserves etc. Maybe it's just my dreams...
 

Morricane

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I don't think this is good idea. IMHO it takes away a lot from strategic planning aspect of the game and potential consequences of previous decisions. Moreover I think this is unrealistic as well. At any stage in history, at any stage of strategical planning processes of a nation many factors have to be taken into account. This also applies to choosing national idea groups. If a country chooses Quality military idea then in real world we can see it as nation's decision to put max effort into fewer in number- higher in training and morale army. Going off such path after some time should be troublesome and face player with potential bad consequences. Stability hit for cancelling certain idea group would definitely not be enough IMHO. The best way to solve this issue would be to introduce potential chain of consequences of cancelling each idea group. Let say cancelling Quantity idea group should run an event stating that large part of armed forces has lost their jobs due to need for cuts, therefore linking to risk of large revolt and/or tax income decrease (more jobless people = less money). This could be linked to new rebel factions system potentially leading to new rebel faction, e.g. ex-military personnel. This is just an example for one, single idea group cancellation.

IMHO changing idea group should be implemented with issues I suggested or something similiar. Only this would allow to not over-exploit idea group changing and also greatly enhance gameplay (yet another internal-management feature).

BTW hopefully Art of War will finally overhaul military aspects of the game such as recruiting, standing army, reserves etc. Maybe it's just my dreams...

If abandoning an idea group will mean you never get the diplopts back that is a big penalty in my book already :)
 

ero_sk

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Morricane, well everybody has different opinion;) For me lost diplo points are not enough though especially in late gameplay as most countries have lot of monarch points waiting to be spent.
 

jdrou

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Anyone know when the release timeframe was on this?
All we've heard so far is "2014". I would assume they'll try to get it out before the holiday season.
 

Miravlix

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It doesn't block save scumming? Last time I tried ironman (must have been 3 months ago or maybe a little more), the game autosaved even when I exited it with alt+f4. Maybe you can end the process?

Uhm, if you don't use cloud save and create a local save, that file is on your hard disk and can be copied, so except for having to tab out and copy the file every now and then or use some tool that create X backups, savescumming in ironman is just as easy as save scumming without.

I don't know where the misconception come from you have to kill EUIV to save scum in ironman, it's a complete waste of time.

Edit: Now in regard to achievements it's utterly pointless with broken hard mode achievements, only someone insecure need to throw their epeen around with achievements, for me it's just something extra to do and shouldn't really be limited. If I want to console archive Three Mountains, gosh darn let me do it.

1: Ironman achievements need to be wiped every patch.
2: All the achievements should be available as local achievements.
3: It should at any time be possible to zap your achievements whatever local or ironman.
 
Last edited:

Cerow

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Uhm, if you don't use cloud save and create a local save, that file is on your hard disk and can be copied, so except for having to tab out and copy the file every now and then or use some tool that create X backups, savescumming in ironman is just as easy as save scumming without.

I don't know where the misconception come from you have to kill EUIV to save scum in ironman, it's a complete waste of time.

Edit: Now in regard to achievements it's utterly pointless with broken hard mode achievements, only someone insecure need to throw their epeen around with achievements, for me it's just something extra to do and shouldn't really be limited. If I want to console archive Three Mountains, gosh darn let me do it.

1: Ironman achievements need to be wiped every patch.
2: All the achievements should be available as local achievements.
3: It should at any time be possible to zap your achievements whatever local or ironman.

wtf? Why would you wipe them every patch? Apart from the fact that Steam achievements cannot be reset at this time, you can already see at which date the achievement was unlocked, so you can figure out the patch if it really interests you that much. But if I unlocked some crazy hard achievement and it would be wiped just because a new dlc comes out that'd be really annoying.

Concerning local achievements, I am with you on that one. But I guess it might look strange to have every achievment doubled (one with and one without Ironman).
 

JStrayer

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That's a lot of stipulations about achievements, for someone who disregards it as a needy/pitiful thing to spend time on, it kind of makes people look like they're waving their evaag around.
 

DreddNought

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Hopefully the creation of client countries dynamic will be adapted by PI for the creation of colonies. Whilst I was relieved when they finally allowed colonies to approach dominion status in CoP I feel like the current system of 5 colonies in a region is too arbitrary. I frequently use mods which extend the colonial regions elsewhere but sometimes this is actually counter productive, sometimes I want South Africa to rule itself and other times I want to be able to raise troops and directly control far flung territories. The same is true in the official colonial regions in the New World, sometimes the creation of a colonial nation is more a hindrance than a help.

If we were able to grant colonies self rule in the same way we designate trade companies it would provide a lot more control over our empires. Or just create them using the new client state mechanic (not sure if that would work though due to lack of info).

You could just introduce events which give colonies increasing unrest until you grant them self rule/dominion rule.

Just a thought.
 

Te. Kenzo

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I have the serious hope that North Africa provinces are setting will be now reworked, so instead of see the immobile setting of Morocco, Algiers, Tunis, Tripoli we will the area depicted.
 

Maxoverload91

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Actually, I've had a number of games where north africa has been the center of some major action - in the most recent one, Algiers got cut in half by Tunisia, then taken over, then Tunisia proceeded to become the second most powerful Muslim nation in the Mediterranean (and they had massive wars with the Ethiopians who took over most of East Africa, involving continental european states like Austria, France and the Ottomans)
 

jdrou

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When will be released? I'm impatient for this and I can't start any new campaign.
They haven't published a release date yet AFAIK so it will probably be at least another month. I would go ahead and start a new game.
 

Emre Yigit

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Morricane, well everybody has different opinion;) For me lost diplo points are not enough though especially in late gameplay as most countries have lot of monarch points waiting to be spent.

You could give a one-off one-level stability hit for an innocuous switch within an idea group, such as from, say, humanist to administrative, a two-level hit for switching more decisively within an idea group (say, religious to humanist or offensive to defensive) and a three-level hit for switching between idea groups (say, innovative to defensive). I think that this, combined with the loss of invested points, would deter all but the most crucial changes.