EUIV - Quick Questions / Quick Answers

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Thornado86

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Army tradition gives morale & every 10 army tradition gives around 1 general pip
Does it really give pips to generals? Says here it gives:

100 army tradition gives 100% of the following bonuses:[1]

+10% Recover army morale speed
+25% Morale of armies
+10% Manpower recovery speed
+5% Siege ability
+0.10 Commanderies faction influence
+0.10 The aristocrats influence
+0.10 Girondists influence
+0.10 Militarization of state

About the morale, seems to me that 25% morale is not particularly important at all, especially not if you already have a bit of morale, like if you have 10% from ideas or national ideas then you already have all the morale you'll ever need.
 

RMS Oceanic

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Does it really give pips to generals? Says here it gives:

100 army tradition gives 100% of the following bonuses:[1]

+10% Recover army morale speed
+25% Morale of armies
+10% Manpower recovery speed
+5% Siege ability
+0.10 Commanderies faction influence
+0.10 The aristocrats influence
+0.10 Girondists influence
+0.10 Militarization of state

About the morale, seems to me that 25% morale is not particularly important at all, especially not if you already have a bit of morale, like if you have 10% from ideas or national ideas then you already have all the morale you'll ever need.
Until you run into France who took Defensive.
 

Vulkandrache

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25% morale is not particularly important
Honey, dear, buddy, bro. That one of the most wrongest things ive read in a long time.
25% or even just 15% morale is an insane bonus which, other things being equal, will practically guarantee a win.
You need insane rolls to overcome that.

Also:
Does it really give pips to generals? Says here it gives:
You might want to read that entire page.
 

Thornado86

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25% or even just 15% morale is an insane bonus which, other things being equal, will practically guarantee a win.
You need insane rolls to overcome that
If I understand correctly, morale only helps you to stay in the fight longer. But your troops will kill a lot more than theirs if you have an advantage in dicipline or combat ability?

So you actually get 10 pips to a general when you have 100% military traditions? That's SICK...
I can't find where it says tho. I must be blind...
Oh, I found it now.
 

PhoenixG

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If I understand correctly, morale only helps you to stay in the fight longer. But your troops will kill a lot more than theirs if you have an advantage in dicipline or combat ability?

So you actually get 10 pips to a general when you have 100% military traditions? That's SICK...
I can't find where it says tho. I must be blind...
Oh, I found it now.
Having higher morale also means you deal more morale damage. Meaning easier to stackwipe. This is pretty much the case when fighting others that don't have morale bonus *cough*ottoman*cough*
 

Vulkandrache

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But your troops will kill a lot more than theirs if you have an advantage in dicipline or combat ability?
You are not wrong that Morale doenst directly impact your troops ability. In some edge cases having more morale can even be a negative since your troops will stay in battle longer taking more of a beating.

But you also need to remember that casualties are not the primary goal. A battle ends when one side runs out of morale and thus runs away.
Higher max morale means higher morale damage. How many troops each side lost is a secondary concern as the
means of having an army wiped clean is to deplete their morale within 10 days
This can either be achieved by overwhelming superiority in the first engagement, something which can happen for example with Hordes in flat terrain early, or by winning the first battle and then chasing the routing army and beating it again while it hasnt recovered much morale.
 

Thornado86

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Interesting.
So what do you reckon would be the perfect military idea set, concerning only the quality of troops and battles (not other types of military modifiers such as manpower or cost or whatever else there is)
 

enkidu136

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There is a quite new option for peace deals:

"transfer trade"

not to be confused with "transfer trade power", though I cant figure it out, what it does. I guess it directly transfers some ducats from the losers trade income? But how much? Wiki doesn't tell, haven't discovered a respective tooltip.

Thx for help :)
 

RMS Oceanic

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There is a quite new option for peace deals:

"transfer trade"

not to be confused with "transfer trade power", though I cant figure it out, what it does. I guess it directly transfers some ducats from the losers trade income? But how much? Wiki doesn't tell, haven't discovered a respective tooltip.

Thx for help :)

You sure it isn't "Steer Trade"? That one makes your enemy use their merchants to steer trade towards you rather than them. Can you post a screenshot for clarity?
 

enkidu136

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You sure it isn't "Steer Trade"? That one makes your enemy use their merchants to steer trade towards you rather than them. Can you post a screenshot for clarity?
Thx for the help! Im playing in german, so they seem to have just made a false translation. I cant find "steer trade" in the options, so this might be it. The respective trade node is a terminal node, consequently, there is no effect of transfered trade steering that could be displayed somewhere. thx
 

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Thx for the help! Im playing in german, so they seem to have just made a false translation. I cant find "steer trade" in the options, so this might be it. The respective trade node is a terminal node, consequently, there is no effect of transfered trade steering that could be displayed somewhere. thx
If it costs 60 war score to Transfer Trade Power's 30, then I think it's Steer Trade.
 

TheRealRemus

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have the devs changed the behaviour of colonies? because I see lots of colonial troops wandering around on europ!
not that this is bad... but its driving me nuts that every now and then a little stack makes a landing on undefended terrain...
 

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have the devs changed the behaviour of colonies? because I see lots of colonial troops wandering around on europ!
not that this is bad... but its driving me nuts that every now and then a little stack makes a landing on undefended terrain...
1.28 tried to make some improvements to AI behaviour in general, so maybe that's part of it.
 

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With respect to naval battles, at what point in the battle can you retreat?

I wan't paying attention and was pulled into an early game war with the Ottomans. Surprised, I tried to get things together but forgot about my trade fleet. Two mistakes with predictable consequences.

They hit me with four ships first, then with their ship blob out of the shadows. Now I want to retreat but days have passed and I still can't. I keep trying to move the navy to a close port (there's one literally in the same sea zone), but the won't move. Their galleys are basically going to destroy my trade fleet.

How is retreat determined for naval battles?

Edit: I did find this on the Wiki:

"Retreat cannot happen until both a fire and a shock phase have completed, so a fleet that has its morale reduced to 0 before that point will be destroyed."

And this in another location:

"Combat is divided into a series of 3-day phases. Phases alternate between Fire and Shock, with the Fire phase happening first."

So according to this, once my fleet is engaged by the enemy, I cannot force it to retreat until six days have passed. Is that correct?
 
Last edited:

Danil Dmitriev

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Jun 6, 2018
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With respect to naval battles, at what point in the battle can you retreat?

I wan't paying attention and was pulled into an early game war with the Ottomans. Surprised, I tried to get things together but forgot about my trade fleet. Two mistakes with predictable consequences.

They hit me with four ships first, then with their ship blob out of the shadows. Now I want to retreat but days have passed and I still can't. I keep trying to move the navy to a close port (there's one literally in the same sea zone), but the won't move. Their galleys are basically going to destroy my trade fleet.

How is retreat determined for naval battles?

Edit: I did find this on the Wiki:

"Retreat cannot happen until both a fire and a shock phase have completed, so a fleet that has its morale reduced to 0 before that point will be destroyed."

And this in another location:

"Combat is divided into a series of 3-day phases. Phases alternate between Fire and Shock, with the Fire phase happening first."

So according to this, once my fleet is engaged by the enemy, I cannot force it to retreat until six days have passed. Is that correct?

I believe, the retreat is governed by the same rules as in land combat: for the first two weeks (two fire and two shock phases), you can't retreat out of a naval battle. There is something funky going on with the specific date when retreat becomes available, since it consistenty happens a day earlier than what the battle interface tells you in the top-left corner. So it's either 13 or 14 days, in fact.