Enforce Peace or Great Power Intervention
How does it works? Can you please give me more details?
Does it works in both cases (when my ally is attacking and deffending)?
Enforce Peace or Great Power Intervention
Great Power Intervention only works if there is an imbalance of GPs involved in the war. You can join the side that has fewer.How does it works? Can you please give me more details?
Does it works in both cases (when my ally is attacking and deffending)?
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?
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?
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
Yes. Now the default is 50% for everyone now but there are several possible modifiers to that: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?
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.
When I launch EU4 and I want to pick what DLC's I want to pick, it says "No available DLC" even though I own some? 1.20 Ming Version, Steam bought.
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.