EUIV - Quick Questions / Quick Answers

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bbqftw

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What disadvantages are there from not doing the unify japan decision (out of the desire to keep the Shogunate +4 dip rel bonus)
 

amz

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Given how your question is formulated, it seems you noticed the small "merge armies" icon (the two arrows pointing a central dot, almost the same as in CK2) right? if yes, I can't see why you cannot use it tho. Maybe someone has hypotheses.


Either the fleet is in port and you have an icon in the army tab (when you select the army, not the fleet) to attach the army to the fleet, or the fleet is not in port and you can embark the same way as in CK2 (by selecting the army and then clicking on the fleet to make it go there). If you cannot do that, maybe your army is too big for the fleet. Note that there is a small difference with CK2 here: EU4 fleet allow a maximal number of regiments on board whereas in CK2, the size limit of the embarking army is tied to the number of men.

Dunno if this helps.

Thank you very much for your input, it seems that with fleets I found the issue, however it is odd I tried to embark just one for the colony; I think the fleet wasn't in port so first I have to see how to bring it there. Still have to look into the issue with regiments, this is confusing as it was in the same province.
 

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Thank you very much for your input, it seems that with fleets I found the issue, however it is odd I tried to embark just one for the colony; I think the fleet wasn't in port so first I have to see how to bring it there. Still have to look into the issue with regiments, this is confusing as it was in the same province.
To get the fleet in port, this is the same as in CK2. Click on the coastal province. But normally, you can also embark your units when the boat is in a sea tile adjacent to a coastal province (same as CK2). Other remark: I guess you are using transport boats (not heavies, lights or galleys). Sorry if this seems evident but I check just to be sure. Also, verify that the fleet is not mothballed (a toggle button with an anchor as icon), though if you can move it in a sea tile, it means that it isn't mothballed.

about the regiments. I still got no idea; I noticed that when an army has a low morale, it will often refuse to move... Dunno if it is related. Actually, I'm still a beginner myself (coming from CK2 too).
 

amz

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Yeah I managed to transports two regiments to Suriname to supress natives and was working.

Yet, although I assigned a Conquistador to one of them, I simply can't attach/merge .. the button is still grey although both tercios are in the same province.

Same in Netherlands, I raised one cannon unit and can't attach it to my main army...I am confused :(

LE: another question, how to I get new colonists?
 
Last edited:

Tom013

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Thanks! So once you establish a self-sustainable colony the colonist isn't consumed but can be used somewhere else?

Yes, he's an agent just like a diplomat. In fact, if it suits your priorities, you can send him to start a colony and then bring him back immediately to start another. Slower growth for the one colony and more expensive, but easier to claim more land more quickly.
 

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Thanks! So once you establish a self-sustainable colony the colonist isn't consumed but can be used somewhere else?

Another hint with this, when you consider where to put the next colony, their is a small boost when you put a new colony next to the finished one.

Another thing to consider when building colonies is the amount of development in the province, you should focus on colonizing high development provinces or Centers of trade.


Yeah I managed to transports two regiments to Suriname to supress natives and was working.

Yet, although I assigned a Conquistador to one of them, I simply can't attach/merge .. the button is still grey although both tercios are in the same province.

Same in Netherlands, I raised one cannon unit and can't attach it to my main army...I am confused :(

If you make a screenshot and post it here, we can see if there is a problem :)
 

tre3qwerty

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To merge the regiments you must select them both: if you click the regiments you will only select one, to select both box-select them (left click and drag, creating a box. When the box includes the unit release the mouse button. You will now have both selected and can merge them)
 

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In my current game i noticed that when I wanted to release Zapotec as a vassal they would've been released with ..Nahuatl(?) as state-religion even though all their cores had been converted to my religion.
Is this a bug or am I missing something?
 

amz

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To merge the regiments you must select them both: if you click the regiments you will only select one, to select both box-select them (left click and drag, creating a box. When the box includes the unit release the mouse button. You will now have both selected and can merge them)

Got it, thanks a lot!
 

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Are estate demands satisfied by province count, percentage of national development, or a mix? That is, could I satisfy an estate that wants more land by developing the provinces it already has (say, in the type of development that won't be affected by the estate autonomy floor, e.g. production for burghers, manpower for nobility, etc.) up to a percentage of total development?
 

Dominion

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Percentage of land is based off of total development in states.

Yes, you can change these values by developing.
 

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Don't suppose anyone knows why the decision to form Mughals changes your government to Iqta, which is otherwise a Muslim-only government, despite the fact that you can form Mughals as non-Muslim? Not that I'm debating the thematic appropriateness if you are Muslim, but it seems like it should at least have a flag to check for religion.

Thought about going straight to bug reports, but as long as it's been in there, figured I'd get some feedback here first.
 

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I posted a thread on this elsewhere, but it got buried without an answer. When the Local Autonomy section of the Production interface is selected, I'm unsure of the criteria behind the highlighting of the green provinces on the map (which also correspond to the provinces listed in the production interface). The highlighted provinces often seem to be ones that were newly conquered, but sometimes they're also cores that have been with me since the beginning of the game. Sometimes they have positive unrest, sometimes they have negative. Any thoughts as to what the game is trying to indicate with the highlighted provinces with respect to Local Autonomy?
 

grommile

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Don't suppose anyone knows why the decision to form Mughals changes your government to Iqta, which is otherwise a Muslim-only government, despite the fact that you can form Mughals as non-Muslim? Not that I'm debating the thematic appropriateness if you are Muslim, but it seems like it should at least have a flag to check for religion.
Presumably a coding oversight. Of course, it doesn't really matter now, because Iqtas which are not Muslim become Despotic Monarchies with MttH 12 months.
 

Threshold

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Presumably a coding oversight. Of course, it doesn't really matter now, because Iqtas which are not Muslim become Despotic Monarchies with MttH 12 months.
Unfortunately, it matters in the scenario I'm contemplating, as it changes me away from a government that I can no longer get back to.
When the Local Autonomy section of the Production interface is selected, I'm unsure of the criteria behind the highlighting of the green provinces on the map
Provinces are green if you are able to select the button for increase (or decrease) autonomy, and red if you are still timer-locked on that.