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mudcrabmerchant

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I'd rather we do away with the mana system alltogether and instead do everything we currently do with mana with gold, and the monarch stats of the monarch (and his advisors) increase the effects of the gold spent.

It'd be better to just give the player more control over our monarch points, regardless of status as republic or monarchy.
 

Wagonlitz

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Then perhaps if your capital is occupied, your second most developed province should be the provisional capital, like how Chinon became the provisional capital for the French ruler during the 100 Years War once Paris was no longer under his control. However, the capital transfer to Brazil was the court moving over to Brazil for safety and ruling from there. It doesn't really have to be represented but it would be nice to have such options.
Where you rule from effectively is the capital. And the Portuguese moved out before Lisbon was occupied.
 

frolix42

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I am sorry but I don´t have the means to do so (severe lack of time).

So you expect us to peruse your entire AAR to witness an exploit you use, which will be inadvertently nerfed by something targeted towards closing a different potential exploit.

Apparently you think @Wiz has all the time in the world. But more relevantly, you still haven't made a case for why exploiting the game in your preferred way (Changing Continental capitals) should be easy.

Np at all, an extra 500 points is not going to invalidate that strategy, but I had to acknowledge yet another change that makes moving the capital overseas harder for nothing. This reminds me the very convenient transfer of occupation and IA exploit. Whatever really.

Then you're really shooting yourself in the foot by bringing attention to that exploit here. An irrefutable reason to close exploits is that players get so used to playing with exploits that they demand other features of the game to be balanced around them. Which is what @BarrosRodrigues is doing in this thread.
 
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SolSys

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@Wiz Still regarding the increased adm cost for moving the capital in 1.14: is this new rule only for the players with the "commom sense" dlc or does it apply to everyone? My point is that you are going to have a (very) hard time convincing people that can´t increase development that the new rule is needed to make sure they don´t abuse the capital 50% development discount.

CS only**.

** "Show only Dev responses".
 

Spaninq

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@Wiz , I'm sure someone else has suggested this by now, but is there any way that you could limit Revanchism to non-Great Powers? (as in, the 25 point malus in relations kind of Great Powers). While you're at it, could you add an easy way to tell which countries are great powers? (probably just adding something to the ledger would be easiest)

EDIT: After looking up Great Powers, I discovered I have been misinterpreting what Great Powers are: Countries that currently have one of the highest (top ten?) score gain per month. What I meant was the top ten or twenty nations in score, not score per month.
 
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JKiller96

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So how would you fix the problem of the capital development discount being abusable?
Make a temporary modifier lasting about 20 years making development cost +40% or so
 

BarrosRodrigues

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So you expect us to peruse your entire AAR to witness an exploit you use, which will be inadvertently nerfed by something targeted towards closing a different exploit.

Apparently you think @Wiz has all the time in the world. But more relevantly, you still haven't made a case for why exploiting the game in your preferred way (Changing Continental capitals) should be easy.



Then you're really shooting yourself in the foot by bringing attention to it here.

Rofl as if I cared, I was breaking the game back in 1.4 and I am still breaking it in 1.13 and I am sure I will find ways to break it in 1.14 too because that is what I like to do. My point is that one should not change the game without considering the possible side effects of each change. This is why most "fixes" usually open the door to other exploits. Like I said above Wiz is going to have a hard time explaining to people without the "common sense" dlc why they need to pay more adm for moving the capital. I am sure a more elegant solution can be found or at the very least an acknowledgment that this rule is also meant to make moving the capital overseas even harder.
 
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Lord Lambert

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You'll be able to play whatever settings you want in Ironman as of 1.14, but achievements will still require historical lucky.

This is BS. How about you remove lucky nations entirely? Replace it with something that at least attempts to be historically relevent. As it stands, lucky nations is the most lazy, ill thought out mechanic in your game.
 
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frolix42

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Rofl as if I cared

How many times have you posted about it? You may have had a Dev's attention for a moment, but only because he found the case you made for balancing the game around your favorite exploit amusing for a moment.

Okay, well, I'm not going to change the design for an extreme edge case exploit of the overseas mechanic. Sorry.

Which highlights the fact that "exploits" or "breaking the game" is fine only until leaving them in runs counter to balancing the game.

My point is that one should not change the game without considering the possible side effects of each change.

Then you didn't make your point very well at all. The only the "side-effect" you care about is the one which makes it harder for you to use an exploit.
 
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LordNeidhart

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I hope your aim isn't realism because what you've proposed is far less realistic than 'mana'.
Not to be pedantic, but it's actually exactly as unrealistic, since money could to be used in equally magical ways before in earlier installments of the game [QUICKLY, INJECT TWENTY FIVE MILLION DUCATS INTO 1444 GRANADA TO TURN IT INTO NAPOLEONIC FRANCE LEVELS OF TECHNOLOGY].
The problem with you guys' approach is just that you crunched together areas of government that didn't actually quite overlap as much, such as diplomacy, naval warfare, and trade.
Also that you kept the system TOO tied to monarch rolls when instead it should have been more like a general metric of government/social efficiency in various areas.
Also the technology/idea group anti-synergy.
Also the use of military points for general generation [what a fun thing to say].
Also using military points rather than manpower to supress rebels.
Also the fact that the advisor system is not very fleshed out.
And various other minor tidbits, probably.
 
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BarrosRodrigues

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How many times have you posted about it?
There you have a point, but it was not because this is my favourite exploit, moving the capital overseas is as legit as any other gameplay decision. I replied a few times and I am still here replying maybe because I like the game too much (...)

You may have had a Dev's attention for a moment, but only because he found the case you made for balancing the game around your favorite exploit amusing for a moment.
I don´t know who you think you are to say that.


Which highlights the fact that "exploits" or "breaking the game" is fine only until leaving them in runs counter to balancing the game.
As I said above moving the capital overseas is not an exploit, if the game rules sometimes make it OP for some countries that is another story.


Then you didn't make your point very well at all. The only the "side-effect" you care about is the one which makes it harder for you to use an exploit.
No I just gave an example which showed that Wiz was wrong regarding the 1000 development and the capital move. But moving the capital is not always about reducing coring costs, sometimes it might be about survival or even rp. As already been said several times Portugal moved its capital to Brazil when the Portuguese court was in danger of being captured. Was Portugal exploiting too? Can we do that in-game?
 
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OldmansHQ

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It's not meant to make nations unkillable, just not have every decisive defeat be the end of a nation. I think you guys are severely overestimating the effects.
I've got mixed feelings about this. On one hand, this is something the game definitely needed. On the other, it should be possible for a country to implode due to rebels after a devastating war.

PLEASE, PLEASE DO NOT MAKE IT, SO THAT THE BETTER UI MOD DOES NOT WORK WITH IRONMAN!!!

Rather mediocre DD to be honest. Hopefully the one next week has more meat in it.
 

Wagonlitz

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@IdeasTechnis mind explaining what you disagree with in these two posts?

Don't really like this pop up thing. What is wrong with a tick box? It is really annoying to have a pop up you need to dismiss before being able to start your game.
Could you perhaps make it possible to disable that popup?

Will modded ironman saves still be encrypted? (That is probably the biggest reason I won't play ironman, since if you get a save corruption you cannot do anything if it is encrypted, but if it isn't you actually might be able to fix the corruption in the save.)

This sounds really really nice. Looking forward to it.

We don't need anything which makes change culture more important. It already is really ahistorical. Slaughtering the local population and replacing it with your own didn't really happen in this time frame.
 

DC123456789

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PLEASE, PLEASE DO NOT MAKE IT, SO THAT THE BETTER UI MOD DOES NOT WORK WITH IRONMAN!!!

As of the next patch, all mods will be ironman-compatible. What I believe you mean is to make it achievement-compatible.
 

Trytols

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Ironman and Achievements Rework
Capital Development Discount
Revanchism

Good job Wiz, good job. Now if we could talk one second about DYNAMIC COUNTRY NAMES and DYNAMIC FLAGS... :rolleyes:

Just an easy matter of localisation string:

FRA: "France" --> The game will always use this for identify the nation no matter what government type it has, so no bugs or confusion.

ONLY in localisation string, with no gameplay other effects:
Code:
FRA_REP: "French Republic"
FRA_MON: "Kingdom of France"
FRA_DUC: "Duchy of France"
FRA_EMP: "French Empire"

Ofc the FLAG TAGS will be the FRA_REP.tga FRA_MON.tga and so on...

If it isnt a priority for vanilla, give us modders at least the possibility to let those strings works.
Keep up the good work Wiz.
 
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zeredek

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I don't think the capital development discount is going to improve anything. Seems like it will only make it easier for those useless small countries to summon sky metropolises out of nowhere.
You guys seem to have your heart set on having development linked to MP for some reason but can you at least un-hardcode it to allow other values like ducats or manpower?

EDIT: misread it as created development rather than overall development. It will likely make the major cities much bigger but I don't think it's going to stop ruler-lucky-minors dumping all their MP into development and creating massive cities out of nowhere.
Just allowing modders to set development to another resource will stop all debates about development. It would make the modding community much happier.
Yeah, god forbid anything other than blobbing being viable