The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
This thread is more than 5 months old.
It is very likely that it does not need any further discussion and thus bumping it serves no purpose. If you feel it is necessary to make a new reply, you can still do so though.
Espionage (both the idea group and the spy mechanics) needs an overhaul. Is espionage under consideration?
Espionage (both the idea group and the spy mechanics) needs an overhaul. Is espionage under consideration?
Less than 0.1% of players have accomplished a WC. There's loads of players that cannot do it and go to here or reddit asking for advice. Just because there's a larger segment of active people that can WC, doesn't mean its become more or less skill-based, just that the game is literally 10-100x more popular than EU2 or early EU3 and naturally that's going to statistical consequences on the forums and reddit. EU4's also been the game in vogue for a much longer time, so its naturally going to have many more people mastering it.
Heck, the states and territories thing didn't even make WC easier, it made it less linear (no more wall of Syria) and slightly easier to play around with, but definitely not easier since you couldn't get thousands of half price 0 autonomy land anymore. Subject control was offset by making the subjects into zombie rebel factories and incapable of reasonable MP management. None of the WC people cried out the patch when they made the AI considerably better with finances (something that actually does make the game harder), but that was reverted anyway. I have seen a lot of WC people asking for better wartime AI because it makes the game incredibly easy when the AI runs to Siberia, which would also make the game harder to play.
The only thing the "WC Illuminati" complains about with these "Conquering is too powerful" threads is that they're going to make the game more tedious. Tedium is not the same thing as difficulty. I don't know why this concept is such a difficult one to understand for people.
Hey! So me and @Johan have diligently been reading peoples feedback and ideas. I believe Johan as well mentioned on the Trade Company suggestions that he liked the super region idea in this thread. We are very well aware that the religious limitation conflicts with colonization and Propagate Religion. We will be changing the requirements as they are currently listed.
I want to also dig a bit deeper into some things. The modifier from the Courthouse building is additive with the modifier that Territories/TC's apply. Some speculated these limitations were done for a Historicity at expense of Gameplay, which I want to debunk. Why original limitations were written, and why we won't go so far with a distance based solution, is that I am trying to prevent where TC's are "offensively" used. This can be something like a Wall to slow down Institution spread to your immediate neighboring rivals. So let's say Castille moving their capital and then making the Pyrenees into TC's after adopting Colonialism in order to slow it down.
Waiting to see what HOI4 does ;D
I'd love to do some espionage stuff but for 1.30 no.
Less than 1/3 of owners have the most brain-dead achievement the game has to offer (get a royal marriage).
Also, according to Steam, 1.3% have the wc achievement, or ~4.5% of the people who have the achievement for winning a war. That doesn't exactly scream excessive difficulty (1 of every 22 people that managed to win a war also managed a world conquest). In fact, there is no achievement the game offers with less than .2% completion with "Where am I" being the current poster child for most rare. Next time don't try and paint a picture with numbers pulled from thin air.
World conquest in EU IV has always been much more about putting up with the tedium than a real test of skill. This is borne out by the fact that there are dozens of achievements with a notably lower completion rate than WC (so presumably more difficult although some other factors certainly apply to many of them). Or that 1 in 7 who have completed a campaign to the end date (1.3% vs 9%) have conquered the world, or more than 1 in 4 that discovered the world (5%) have "conquered" it.
Less than 1/3 of owners have the most brain-dead achievement the game has to offer (get a royal marriage).
Also, according to Steam, 1.3% have the wc achievement, or ~4.5% of the people who have the achievement for winning a war. That doesn't exactly scream excessive difficulty (1 of every 22 people that managed to win a war also managed a world conquest). In fact, there is no achievement the game offers with less than .2% completion with "Where am I" being the current poster child for most rare. Next time don't try and paint a picture with numbers pulled from thin air.
World conquest in EU IV has always been much more about putting up with the tedium than a real test of skill. This is borne out by the fact that there are dozens of achievements with a notably lower completion rate than WC (so presumably more difficult although some other factors certainly apply to many of them). Or that 1 in 7 who have completed a campaign to the end date (1.3% vs 9%) have conquered the world, or more than 1 in 4 that discovered the world (5%) have "conquered" it.
Start
range = 0.25
trade_efficiency = 0.15
legacy_of_the_navigator = {
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disengagement_chance = 0.05
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the_bandeirantes = {
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royal_absolutism = {
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yearly_absolutism = 0.5
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Thanks for listening to our feedback! You're the best.Hey! So me and @Johan have diligently been reading peoples feedback and ideas. I believe Johan as well mentioned on the Trade Company suggestions that he liked the super region idea in this thread. We are very well aware that the religious limitation conflicts with colonization and Propagate Religion. We will be changing the requirements as they are currently listed.
I want to also dig a bit deeper into some things. The modifier from the Courthouse building is additive with the modifier that Territories/TC's apply. Some speculated these limitations were done for a Historicity at expense of Gameplay, which I want to debunk. Why original limitations were written, and why we won't go so far with a distance based solution, is that I am trying to prevent where TC's are "offensively" used. This can be something like a Wall to slow down Institution spread to your immediate neighboring rivals. So let's say Castille moving their capital and then making the Pyrenees into TC's after adopting Colonialism in order to slow it down.
Sounds like a lot of good changes to me.
Although the governing capacity numbers seem too low, especially early game. And while they definitely needed a nerf, increasing the minimum autonomy of trade companies to 80% seems too much of a nerf. Same with territories, they were borderline useless at 75% anyway, now at 90% they're just completely useless. Can only hope the -min autonomy in territories reform has been increased to -40% or something rather than the paltry -10%
So does that mean that colonizing the African coast, you may no longer make those provinces TC?
Im affraid that not only fort province will have rampart but others as well. Imagine there will be no more carpet siege!
Well it was a bad government reform before as it was. I mean, who actually took that rather than the increased state limit?Quite the opposite. The minimun autonomy in territories should go now to -5%. From 90% to 85% the territories become 50% "better". From 90% to 50% territories would become 400% better, which is crazy.
Right now, from 75% to 65%, the reform makes territories 40% better.
Hey! So me and @Johan have diligently been reading peoples feedback and ideas. I believe Johan as well mentioned on the Trade Company suggestions that he liked the super region idea in this thread. We are very well aware that the religious limitation conflicts with colonization and Propagate Religion. We will be changing the requirements as they are currently listed.
I want to also dig a bit deeper into some things. The modifier from the Courthouse building is additive with the modifier that Territories/TC's apply. Some speculated these limitations were done for a Historicity at expense of Gameplay, which I want to debunk. Why original limitations were written, and why we won't go so far with a distance based solution, is that I am trying to prevent where TC's are "offensively" used. This can be something like a Wall to slow down Institution spread to your immediate neighboring rivals. So let's say Castille moving their capital and then making the Pyrenees into TC's after adopting Colonialism in order to slow it down.