EUIV - Quick Questions / Quick Answers

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pttaylor

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Damn I never noticed the autonomy penalty, I thought it was always Tax, Absolutism and Liberty Desire!

I don't have the game save, but I declared Morocco after ending the regency, Castile joined, and I had Call for Peace so it lasted longer than 5 years. Oh and I had another "war" since Castile called me next for their war against Granada.

It was some time after this war that I noticed about the Low Force Limit.

My Crownland during this period was extremely low because I got the event to solve it several times. I'd say it varied between 0 and 19 during the wars for sure, so I'd say < 19 during 8-10 years with wars, probably.

But even with +0.30... it's 3.6 year x 10 = 36%... Even so... Porto was almost at 90% and all the other with 48%-49%.

Well, I have to pay more atention to this crownland thing, eheh...
Particularist rebels increase Autonomy too - did you get any of those?
 

bokorthedust

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I've assigned a diplomat to "Improve Relations w/Allies" in the diplomatic tab in the Production Interface and the lazy so & so is listed as "idle" in the ledger. If I assign him to my ally directly and order him to improve relations with them he does so. My question is what does the idle status mean and how do I make it go away?
Assigning diplomats in the macro builder is better suited if you have a large basket of nations you want to improve with, like keeping people happy so they don't join a coalition. It however doesn't improve to the max relations possible, so if you just want to improve with a couple of allies you are better off assigning them manually.
 
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jasonbarron11

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Assigning diplomats in the macro builder is better suited if you have a large basket of nations you want to improve with, like keeping people happy so they don't join a coalition. It however doesn't improve to the max relations possible, so if you just want to improve with a couple of allies you are better off assigning them manually.
Thanks for the insight!

Next question(s): if I'm sieging down a fort, is there a max number of useful regiments to assign to the task? Also, if I'm sieging down an undefended province, is there an optimal number of regiments for that? As France I declared on England (for Bordeaux as goal) and marched my starting armies to Portugal and started sieging them, but it took so long to occupy everything that my warscore never broke 24%, so I figured that there must be a faster way to do it.
 

bokorthedust

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Thanks for the insight!

Next question(s): if I'm sieging down a fort, is there a max number of useful regiments to assign to the task? Also, if I'm sieging down an undefended province, is there an optimal number of regiments for that? As France I declared on England (for Bordeaux as goal) and marched my starting armies to Portugal and started sieging them, but it took so long to occupy everything that my warscore never broke 24%, so I figured that there must be a faster way to do it.
To maintain a siege (gain progress on it), you'll need three times the garrison it has, so for a level two fort 6 regiments, for a level 3 fort 9 regiments and so on. Most people like to keep an additional regiment on the siege, to prevent losing progress from the disease outbreak siege event. Anything above that is kinda useless, because you suffer attrition on the whole army sitting on the fort, but there are edge cases where it's good keep a bigger army on the siege to deter enemies from trying to relieve the siege.

Warscore shown on the main participant is mostly depends on warscore against them, but of course secondary participants also count. If you totally siege down Portugal you can separate peace him for a 100 ws. However if you don't want anything from them, it might be worthwhile to keep them in the war to be able to get more from England, because it could be hard to get onto England proper to get more warscore.
 
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BoomKidneyShot

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So I'm trying to do a True One Tag One Faith as the Mughals. My idea is to move my capital to North America pretty early (early 1500s), and exploit colonisers and also expand there myself while performing the usual expansion into India/China/SEA/Central Asia, but I'm wondering about how to use trade here.

What's a good way to block trade from the NW from simply flowing into GB/Portugal/Spains coffers that isn't simply to conquer them? Without CNs to collect some of the trade, all of that trade value is simply flowing to Europe unused by me. Moving what little trade you can from Mexico -> Persia makes sense, but the rest of the Americas flows the wrong way. Is it better to change my trade setup (and conquer accordingly to set it up) so the trade flows to say... Chesapeake Bay?
 

pttaylor

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So I'm trying to do a True One Tag One Faith as the Mughals. My idea is to move my capital to North America pretty early (early 1500s), and exploit colonisers and also expand there myself while performing the usual expansion into India/China/SEA/Central Asia, but I'm wondering about how to use trade here.

What's a good way to block trade from the NW from simply flowing into GB/Portugal/Spains coffers that isn't simply to conquer them? Without CNs to collect some of the trade, all of that trade value is simply flowing to Europe unused by me. Moving what little trade you can from Mexico -> Persia makes sense, but the rest of the Americas flows the wrong way. Is it better to change my trade setup (and conquer accordingly to set it up) so the trade flows to say... Chesapeake Bay?
you're planning on doing a full WC anyway, I'd just conquer Spain and funnel trade to Seville. Using a European end-node is the most profitable in the long run, since you can funnel all your Indian trade all the way around Africa and pick up a nice little multiplier for each merchant along the way.
I guess maybe you don't actually have loads of merchants, though, if you don't have CNs? Is that the issue?


Regardless of optimal trade flow, I think it'd be a mistake to leave Eruope till last - the countries there often blob big and take a lot of wars to eat; the only comparable sized threat elsewhere is Ming but you can abuse their tributaries to dodge peace timers so Ming can be eaten really fast if you set your mind to it.
 

agonistes

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Thanks for the quick response. I wasn't aware you could transfer occupation . . . still learning the game.

This was something I learned late too. Just open the province panel, and it shows who occupies it. If you or a subject occupy it, you can change who is occupying it.

Be warned, if you change it to someone who is not your subject, you cannot change it back, nor initially change it to you if an ally occupies it, even if you are war leader. So be the first one to grab the vital provinces.

If you mark a province as being of interest before you dow or join a war, if your allies do not have a core/claim/marked it as interest, they often will give you occupation. But if they want it, they will happily dick you over.

Remember that unoccupied forts will eventually unsiege provinces next to it, if those provinces are also unoccupied.
 
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StanCollins

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This was something I learned late too. Just open the province panel, and it shows who occupies it. If you or a subject occupy it, you can change who is occupying it.

Be warned, if you change it to someone who is not your subject, you cannot change it back, nor initially change it to you if an ally occupies it, even if you are war leader. So be the first one to grab the vital provinces.

If you mark a province as being of interest before you dow or join a war, if your allies do not have a core/claim/marked it as interest, they often will give you occupation. But if they want it, they will happily dick you over.

Remember that unoccupied forts will eventually unsiege provinces next to it, if those provinces are also unoccupied.

O.K. Thanks. This is good info which I didn't know.
 

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Launcher: Reloading installed mods...

I get the above message in the "All installed mods" and a loading icon, and it stays there. Can't access the mods. Any quick fix? It was working a few days ago..
 

grotaclas

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Launcher: Reloading installed mods...

I get the above message in the "All installed mods" and a loading icon, and it stays there. Can't access the mods. Any quick fix? It was working a few days ago..
AFAIK this problem is caused by mods which are not on the workshop anymore. Try to unsubscribe from all mods(open the workshop in the steam client, click on "Browse"->"subscribed items" and then on "unsubscribe from all"). Unsubscribing from each one individually might not help, because the offending mod might not be in the list. Does that help?
 
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AFAIK this problem is caused by mods which are not on the workshop anymore. Try to unsubscribe from all mods(open the workshop in the steam client, click on "Browse"->"subscribed items" and then on "unsubscribe from all"). Unsubscribing from each one individually might not help, because the offending mod might not be in the list. Does that help?
Yep... Tx again.
 

pttaylor

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Personally, I'd go for Admin + Exploration. Being able to spawn the Colonialism Institution is powerful, and having a colonist is very valuable in the region, but more to get adjacency for claims than anything else, you don't need loads of them.
Admin is just the most powerful idea group in the game, coring cost reduction is immensely important. Grab Admin first, the first two ideas, then unlock the second idea group before buying other admin ideas.
You'll want to be efficient with your diplo power because you'll need dip tech 7 and 3 ideas in Explo ASAP if you want to reach the Americas in time to be eligible to spawn Colonialism.

Influence is a great idea group but it can wait till 3rd or maybe even 4th - it's most valuable when integrating subjects, you don't need it to hold onto them.
 

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A question about Austria and the HRE. I've started a game as Venice and allied Austria and joined the HRE so I that could go after the HRE Italian states around me without Austria interfering once I had valid claims. Yet, once I had fabricated claims and attempted to declare war, I found that, not only would Austria not help me (which I totally expected), but it actually showed up as a defender in the potential war. Why? It has seemed to me that Austria doesn't much care if HRE members attack each other as long as they have claims.
 

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Possibly because the country you want to attack is a free city, which benefit from the Emperor's protection. Also joining the HRE was kinda bad, because the Italian states leave around 1465-70ish in the Shadow Kingdom imperial incident. Now that you've also joined, you'll get a choice to leave or stay, staying will give you negative diplomatic reputation and +3 unrest IRC, while leaving will damage your relations with the Emperor (meaning Austira unless he loses emperorship) and may cost you your alliance with him.
 

steelankle

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May 3, 2010
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Have 100% on Candar, but peace deal says Candar cannot core Theodoro.

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