EUIV - Quick Questions / Quick Answers

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Tom013

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How does it works? Can you please give me more details?
Does it works in both cases (when my ally is attacking and deffending)?
Great Power Intervention only works if there is an imbalance of GPs involved in the war. You can join the side that has fewer.
Enforce peace only works if the attacker is not losing (too badly). You can only join the defender, and only if the attacker refuses your request.

Hover over either option in diplomacy. It will tell you why you cannot.

You can also fight a proxy war by offering your ally condotierri on the cheap (or for free). That way, you commit your troops to battle, but you aren't in war.
Or you can start your own war to stomp the mutual enemy.

These are your four options.
 

Urdman

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I'm currently finishing off a game with 1.19.2

The wiki isn't entirely clear on this point: aside from having to siege, and the movement-limiting and recapturing effects of zones of control, do Forts provide any defensive/offensive bonuses to friendly troops in their own or in adjacent provinces?
 

gronak

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Is France supposed to be able to declare war on my colony, and for me to not be called in or join in if I wanted to?

I cannot find a way to do it back to them either.
 

Aotrs Commander

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Anybody know is abilities bought with splndor are just for that age or permenant?

Also, was triggers the next age? Is it set or something else?



For that matter, I'm doing sort-of Ideas Guy run (I'm not actually playing ironman, but the thought is there). I'm just about to get my first colonist and my capital is Cape Verde. What native policy would be recommended, co-existance (given my potentially large possible number of colonies) or is th (potentially considerable) extra effort in garrisoning for native trade worth it?
 
Last edited:

Tom013

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Anybody know is abilities bought with splndor are just for that age or permenant?

Also, was triggers the next age? Is it set or something else?



For that matter, I'm doing sort-of Ideas Guy run (I'm not actually playing ironman, but the thought is there). I'm just about to get my first colonist and my capital is Cape Verde. What native policy would be recommended, co-existance (given my potentially large possible number of colonies) or is th (potentially considerable) extra effort in garrisoning for native trade worth it?

Age-bound. You can see the triggers for the next age in the tooltips. Basically, it's event+years. For example: second age is protestantism+10. The criteria mean that, generally speaking, each age will fire around 75ish years from the previous one, but the exact date is not set.

For your last question, it really depends. The peaceful policy means you need not guard. The middle policy really benefits high-native zones (e.g. Africa) where you get a huge benefit. Early on, the third policy promotes growth, but Portugal has so many other benefits that the +20 becomes less relevant pretty quickly, and even other nations will eventually outpace that +20. For an early colonizer without special benefits, however, it could be a big deal.
 

Monzon

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I don't want to start a seperate thread for this, I just thought someone might be able to fill me in on who has got noticeably stronger and weaker in the new MofH DLC.

I heard the Ottomans got nerfed a bit due to their new lower-coring bonus.

I also heard some people say that Poland got stronger, although I don't know how.

Anybody else?
 

Greene

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I don't want to start a seperate thread for this, I just thought someone might be able to fill me in on who has got noticeably stronger and weaker in the new MofH DLC.

I heard the Ottomans got nerfed a bit due to their new lower-coring bonus.

I also heard some people say that Poland got stronger, although I don't know how.

Anybody else?

I believe that Ottomans lost a few cores (?) and I know that they got 20% CCR instead of 33% CCR in previous versions. To me this is hardly a significant nerf as they are still one of the most powerful nations, but some people complain it is too much.

Poland had a NI that gave them bonus cavalry combat ability. Now they changed it so that the NI also gives you bonus cavalry support ratio or whatever you call it. They ADDED it, not replaced it (or they had the ratio and added the bonus CA, I don't remember, but point is now they have both).

Also, Poland gets a unique age bonus that gives them +1 Legitimacy as far as I know.

EDIT: I was wrong, Poland doesn't get legitimacy. They get +33% goods produced modifier.
 
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Aotrs Commander

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What is a good current unit mix for a generic army (in this case a custom with not cavarly modifers)? My last (and first) playthrough, I was using 44k stacks of 22 artillery, 18 infantry and 4 cavalry (because I read somewhere there wasn't much point using more than that).

Has that changed and if so, what's a new good composition mix?
 

FB5813

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What is a good current unit mix for a generic army (in this case a custom with not cavarly modifers)? My last (and first) playthrough, I was using 44k stacks of 22 artillery, 18 infantry and 4 cavalry (because I read somewhere there wasn't much point using more than that).

Has that changed and if so, what's a new good composition mix?

That's fine, though you might want to consider a few more infantry because you don't want your cannons getting exposed once your infantry take losses. Infantry will take the brunt of losses in any battle and take time to reinforce afterwards. In a big war, you might end up not having them reinforce fast enough to adequately protect your precious cannons, leaving them at risk of entering the front line where they'll get smashed.

I generally just do a 11/1/9 template, so 22/2/18 to use numbers closer to yours. But really, your numbers should be fine for winning any war and in a perfect world are more efficient than mine. As said, just watch that your inf + cav are actually protecting your cannons.

Also, far more useful than anything I could say is this guide: http://imgur.com/a/l6Gai
 

Aotrs Commander

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That's fine, though you might want to consider a few more infantry because you don't want your cannons getting exposed once your infantry take losses. Infantry will take the brunt of losses in any battle and take time to reinforce afterwards. In a big war, you might end up not having them reinforce fast enough to adequately protect your precious cannons, leaving them at risk of entering the front line where they'll get smashed.

I generally just do a 11/1/9 template, so 22/2/18 to use numbers closer to yours. But really, your numbers should be fine for winning any war and in a perfect world are more efficient than mine. As said, just watch that your inf + cav are actually protecting your cannons.

Also, far more useful than anything I could say is this guide: http://imgur.com/a/l6Gai

Ta.


Next question... Randow New World... Can you find the seven cities? Looking at the scripts, it at least triggers three of them (I've got the Fountain of Youth) on continent "new world..." But the end-events only seem to trigger in actual South America. Are those regions still there in a random new world, or is the quest basically just impossible to complete?
 

Zuru84

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What happened to eastern % cavalery rate. It is saying that I shouldnt have more than 50% of cav. units in army - something was changed in 1.20 according this point?
 
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What does the "becomes harmonized" part of the formation of Qing mean? (it says it when I hover over it)
 

chrnno

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What happened to eastern % cavalery rate. It is saying that I shouldnt have more than 50% of cav. units in army - something was changed in 1.20 according this point?
Yes. Now the default is 50% for everyone now but there are several possible modifiers to that:
Steppe Horde government now have +25% Cavalry Ratio.
Winged Hussars Idea gives +10% Cavalry Ratio now.
Happy Cossacks Estates give +10% Cavalry Ratio now.
Sunni Religion lost tolerance own, but gained +10% Cavalry Ratio.
Tengri lost 2 unrest, but gained +25% Cavalry Ratio.
 

Threshold

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Did AE (or managing it) actually get a stealth nerf in 1.20, or are people just freaking out over nothing again? I ask because I saw nothing about AE in the patch notes, but I'm seeing posts complaining about it. And I think we all know by now there was a stealth nerf to BROT in 1.19 that wasn't in the patch notes (with respect to overextension, not the merge with IR), so unfortunately just because something isn't in the patch notes doesn't mean it's not in the game.
 

ConjurerDragon

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Last edited:

DukeWilleo1630

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So in the age of reformations one of the goals is to convert provinces, at least that's what the wiki said. I'm playing denmark and plan on converting to protestantism. If I convert before the age of discovery ends, and begin converting provinces, will they still count towards the said goal in the age of reformation? Or do I need to wait for the age of reformation to kick in before converting to protestantism and converting provinces. In order to maximize how quickly I can get that goal.
 

londoner247

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So in the age of reformations one of the goals is to convert provinces, at least that's what the wiki said. I'm playing denmark and plan on converting to protestantism. If I convert before the age of discovery ends, and begin converting provinces, will they still count towards the said goal in the age of reformation? Or do I need to wait for the age of reformation to kick in before converting to protestantism and converting provinces. In order to maximize how quickly I can get that goal.

If you convert before the age begins then you will already have achieved that goal when the age starts. If you tell one of your subjects to convert as well then you will have achieved two goals as soon as the age starts.