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zerosius

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Some really cool improvements!
One things that irritates me however is the random text with the checkmark for automatically raising maintenance. Have you considered making it a toggle button and putting it next to the mothball/unmothball Icons?
 
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So no ralley point..

I thought that + button at army makes it a ralley point of recruited regiments, really can't expect that it functions like this.

If certain army has no cavalry, than it can't use cavalry building and like that, if certain navy has no galley, it can't use galley building? And not applied for mercenaries?
 
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The new country view looks a lot better but I think that one substantial information is missing there. I'm talking about legitimacy/devotion/republican tradition. I think that knowing it is more important than for example checking someone's overall score.
 
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Will there be shortcuts to add more than a unit at a time to a given army? Like shift+click to add 5, ctrl+click to add 10 or anything of the sort? Y'know, just for the laziest of us?
 
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Great DD! My only quibble is that it seems being able to construct units in CNs is a major blow for natives, making them even more of a pushover when the Europeans come. Being able to rapidly reinforce the doomstacks they send across the seas would make it much harder surely?
 
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Holy balls you added total combat width to the Military screen! Thank the Swedish meatballs! Thank Thor! Regarding the espionage update. I hope you fix the issue where you can't see your support rebel progress unless you cancel the mission and bring the diplomat home. I hope Espionage becomes more useful in general. I don't think many people really use it currently.
 
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Great DD! My only quibble is that it seems being able to construct units in CNs is a major blow for natives, making them even more of a pushover when the Europeans come. Being able to rapidly reinforce the doomstacks they send across the seas would make it much harder surely?

Yes, the more I think about it and the less I like this idea. The main difficulty of fighting wars on another continent is transporting troops. It makes Europe's life a bit harder and gives a chance to local powers.

Now, you'll be able to recruit gigantic armies from a poor Colonial Nation with less than 50 development. It feels a bit ridiculous. The challenge of fighting a war on the other side of the globe vanishes.

It is also a blow to maritime power: I can control the ocean and sink my ennemy's fleet, he'll still be able to send vast armies in America.
 
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TheDungen

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Macrobuilder Improvements (Free Feature)
Another interface that received some work is the macrobuilder interface. Similarly to the country view, it was widened and improved, with many of its tabs now displaying additional relevant information. The development macrobuilder in particular was substantially improved with the addition of coloring for the different development types that shows you the general effectiveness of raising that type of development in that particular province, taking into account factors such as local tax/production/manpower efficiency, value of trade goods (for production) and local autonomy. All columns have also been made sortable where it is relevant.
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That's all for today! Next week we'll be talking about espionage and the distribution of spoils in war.
This is really awesome, somethign I've been asking for ever since common sense. No longer will I have to scroll to the bottom to find my most developed province. Also it'd be nice with if you could click on a province name in these lists and it'd move the camera to centre on that province (double click to bring up the province view).
 
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A question - will we be able to upgrade our trading fleets in our subject's ports?
It still feels awkward that I have to march my trade fleets, one by one, from New World back to Europe just to upgrade them and then send them back. And due to the attrition taken while crossing the ocean, they return a few months later to repair.

And no, colonising just one province of a Colonial Nation is not a solution.
 
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Yes, the more I think about it and the less I like this idea. The main difficulty of fighting wars on another continent is transporting troops. It makes Europe's life a bit harder and gives a chance to local powers.

Now, you'll be able to recruit gigantic armies from a poor Colonial Nation with less than 50 development. It feels a bit ridiculous. The challenge of fighting a war on the other side of the globe vanishes.

It is also a blow to maritime power: I can control the ocean and sink my ennemy's fleet, he'll still be able to send vast armies in America.

This could be problematic, indeed.. what about linking it to the naval power of the nation in question? So say Spain and GB fight a war over in America, and Spain recruits the hell out of Spanish Florida. Now, GB sinks 50% or whatever of Spains Navy, which results in a increase of the recruiting time in Spanish Florida, so there is trouble recruiting far away over the ocean when you have no navy to back up troop transports (which is the case, since you draw the troops from your own manpower pool)

Could be problematic due to difficulties the game may have deciding wether it is a a) oversea colonial nation, b) a neighboring same-continent-vassall or c) something else like protectorate, land connected far vassall etc.
 
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So you say you don't need that much navy as colonial Empire? As France i could just take few provinces in America, start producing troops au mass and Spain can't stop me (manpower, ideas)?
EDIT: Damn, i should refresh, after reading all post or before sending mine.
Well perhaps some fleet going back and forth to link colonial nation and Capital of the Empire should be in place. No idea about other subjects though.
 
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Could be problematic due to difficulties the game may have deciding wether it is a a) oversea colonial nation,
That's not a problem, since an overseas colonial nation will have the relation type "colonial nation".
b) a neighboring same-continent-vassall
That's not a problem, since the game already knows who your neighbours are, and who your vassals are, and can thus trivially deduce the intersection of the two sets.
or c) something else like protectorate, land connected far vassall etc.
None of those are problems either.
 
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From my perspective, if an improvement adds nothing to gameplay, it's just interface improvement. Building army in Subjects adds new gameplay possibilities, but automatically merging new regimements with already existed army? It just makes building army less annoying.

An interface improvement is all about presenting the available information in a better and easier to understand way to the player.
The new recruitment option doesn't do any such thing and is only a QoL functionality improvement.
 

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Was hoping for recruitment to become faction related. :( Too bad, I guess.
I have no idea what this is suposed to mean.

Uses your manpower.
May I ask that you reconsider this (at least for colonial nations), you should use the local manpower and every regiment built should add liberty desire. As stated by other people above, anything else is further nerfing naval powers.
 
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