EUIV - Quick Questions / Quick Answers

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grommile

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If I may add to the question, does changing defines.lua affect your eligibility on playing ironman?
Of course it does; defines.lua is full of parameters that have serious impact on the difficulty or otherwise of the game.
 

Schmoekoeksklok

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Random question: if you pass the final HRE reform (and absorb all of the HRE), do your other, non-HRE vassals get a negative opinion modifier against you? And surely it isn't -30 for each HRE member absorbed, right?
No, you don't get an opinion penalty for inheriting vassals, only for integrating them.

Wait, you sure about that? have read elsewhere that if you force-vassalize a country, their CNs become independent.
You're right.
 

pancakeshark920

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I'm playing as Spain. How do I beat France?
Edit: Oh, and could I have a basic rundown of what each idea group does? Just 1-2 sentences per group would be fine.
 
Last edited:

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Howdy mates!
A suddenly urge to play with a nation in the HRE appeared today. Even though I have more than a 1000 hours into the game I really can't understand very well how to play either nation in the HRE, as an elector or even as Emperor.

I started as Brandenburg (because, easy game easy life), and I want to form Prussia and become Emperor, but how can I win IA quicker than the AI?
Because until now I only saw the HRE form once.

I guess it was easier when nations that convert to my religion gave IA but now since it doesn't there must be another way to increase IA faster then waiting to get re-elected/adding provinces to the empire.

And btw, what is the advantage of having a RM with Mantua when the game starts? Stopping Brandenburg from vassalizing Mecklenburg or to enforce a dip point loss?
 

Stgerlachus

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Getting IA is a combination of defending the Empire, forcing nations to release annexed nations and of course adding new lands to the Empire. It's not that hard to do, but it gets a lot easier if you conquer lands outside the HRE, which you won't do as much of when trying to form Prussia (and especially Germany).
 

Schmoekoeksklok

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I'm playing as Spain. How do I beat France?
Edit: Oh, and could I have a basic rundown of what each idea group does? Just 1-2 sentences per group would be fine.
You beat France by allying Burgundy (and/or Austria) and using your gold mine income to get tons and tons of mercenaries (I like starting with 8, and replacing all my lost troops with more mercenaries). The strategy then is to just siege border provinces in a very safe and slow way while your allies actually fight France, hopefully doing enough damage that their army can't relief your sieges. If you lose a battle, just build new mercenaries and keep it up. Waiting for Burgundy to declare instead of you will probably bring in Aragon as well, so that can help, though you probably won't get anything out of the war that way.

Selling points of the ideagroups (subjective ofcourse ;)):
Innovative: Very solid little buffs. All ideas just make your life a bit easier without being ridiculously overpowered. I rarely take it as it just doesn't do anything unique, but it's always fine.
Religious: Get a very homogenous empire and great CB's on neighbors who don't follow the one true faith.
Economic: Pretty much just more money, though generally outperformed by trade for that.
Expansion: Perfect ideagroup for expanding in Asia, as well as for those who just want to colonize everything.
Administrative: Saves tons of admin points over time, and improves your mercenaries a bit.
Humanist: Get a very stable empire while also giving a decent chunk of extra income from provinces that become accepted because of it.

Espionage: If annoying someone else is more important to you then advancing your own country, you could consider this. Generally, don't :p
Diplomatic: Saves a decent chunk of diplo points, especially if you don't always take only claims. Let's you marry with impunity, and just helps keep up relations and vassalize people.
Trade: Money and (for a reasonably small country) lots of naval force limits. If it's money you want, this is probably what you should get, unless you're landlocked.
Exploration: Colonize as much as possible, as fast as possible. Great CB on pagans, who mostly inhabit America.
Maritime: More efficient and larger trading/privateering fleets.
Influence: Save a ton of diplo points, helps vassalize people more easily and gives extra benefits from your vassals.

Aristocratic: Improve cavalry, improve generals a bit, and some other decent bonuses. It works best for people who like using a lot of cavalry, but is always fine.
Plutocratic: The military benefits are rather limited, but it gives a lot of bonuses that just make your country a bit better in general. Kind of like Innovative, except a bit weaker, but it costs military points which tend to be more plentiful.
Offensive: Pretty much a must-have. Improves generals more then anything else, gives a bit of discipline, and gives Forced March, which can often decide a war very quickly.
Defensive: Morale bonus is great, especially in the early game, while attrition in your lands is great in the later game. Passive army tradition is fine, though highly overrated by a lot of people on this forum, though it does combine extremely well with innovative (for lower decay).
Quality: Deal more damage and take less damage. Unfortunately, Offensive does that kind of better, while giving other things as well. Still worth picking up afterwards for unbeatable troops, plus it affects ships as well, which could come in handy occasionally.
Quantity: More and cheaper troops as well as more manpower to work with. This is pretty good in general, but it's most effective on a large country, and you probably don't really need the extra troops and manpower with a large country, unless in multiplayer. The reduced cost stacks very nicely with other reduced costs though, so it can save a ton of money.
Naval: Better admirals and ships, great if you're vying for control of the seas with one of your allies and can't just outnumber his fleet. Unfortunately, once you defeat that rival using your powerful fleet, he might never recover and you won't actually need the ideas anymore. So it has the potential to become wasted space over time, which makes me rarely take it.
 

kongzheng

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Howdy mates!
A suddenly urge to play with a nation in the HRE appeared today. Even though I have more than a 1000 hours into the game I really can't understand very well how to play either nation in the HRE, as an elector or even as Emperor.

I started as Brandenburg (because, easy game easy life), and I want to form Prussia and become Emperor, but how can I win IA quicker than the AI?
Because until now I only saw the HRE form once.

I guess it was easier when nations that convert to my religion gave IA but now since it doesn't there must be another way to increase IA faster then waiting to get re-elected/adding provinces to the empire.

And btw, what is the advantage of having a RM with Mantua when the game starts? Stopping Brandenburg from vassalizing Mecklenburg or to enforce a dip point loss?

Check this link

http://www.eu4wiki.com/Idea_groups
 

zer0das

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Does the game always give you a regency in the last 5-20 years? Because it seems like every Ironman game I play, I have a regency the last 10 years, and its really frustrating when you can conquer the most in that period of the game by far.
 

NCreepy

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You beat France by allying Burgundy (and/or Austria) and using your gold mine income to get tons and tons of mercenaries (I like starting with 8, and replacing all my lost troops with more mercenaries). The strategy then is to just siege border provinces in a very safe and slow way while your allies actually fight France, hopefully doing enough damage that their army can't relief your sieges. If you lose a battle, just build new mercenaries and keep it up. Waiting for Burgundy to declare instead of you will probably bring in Aragon as well, so that can help, though you probably won't get anything out of the war that way.

Selling points of the ideagroups (subjective ofcourse ;)):
Innovative: Very solid little buffs. All ideas just make your life a bit easier without being ridiculously overpowered. I rarely take it as it just doesn't do anything unique, but it's always fine.
Religious: Get a very homogenous empire and great CB's on neighbors who don't follow the one true faith.
Economic: Pretty much just more money, though generally outperformed by trade for that.
Expansion: Perfect ideagroup for expanding in Asia, as well as for those who just want to colonize everything.
Administrative: Saves tons of admin points over time, and improves your mercenaries a bit.
Humanist: Get a very stable empire while also giving a decent chunk of extra income from provinces that become accepted because of it.

Espionage: If annoying someone else is more important to you then advancing your own country, you could consider this. Generally, don't :p
Diplomatic: Saves a decent chunk of diplo points, especially if you don't always take only claims. Let's you marry with impunity, and just helps keep up relations and vassalize people.
Trade: Money and (for a reasonably small country) lots of naval force limits. If it's money you want, this is probably what you should get, unless you're landlocked.
Exploration: Colonize as much as possible, as fast as possible. Great CB on pagans, who mostly inhabit America.
Maritime: More efficient and larger trading/privateering fleets.
Influence: Save a ton of diplo points, helps vassalize people more easily and gives extra benefits from your vassals.

Aristocratic: Improve cavalry, improve generals a bit, and some other decent bonuses. It works best for people who like using a lot of cavalry, but is always fine.
Plutocratic: The military benefits are rather limited, but it gives a lot of bonuses that just make your country a bit better in general. Kind of like Innovative, except a bit weaker, but it costs military points which tend to be more plentiful.
Offensive: Pretty much a must-have. Improves generals more then anything else, gives a bit of discipline, and gives Forced March, which can often decide a war very quickly.
Defensive: Morale bonus is great, especially in the early game, while attrition in your lands is great in the later game. Passive army tradition is fine, though highly overrated by a lot of people on this forum, though it does combine extremely well with innovative (for lower decay).
Quality: Deal more damage and take less damage. Unfortunately, Offensive does that kind of better, while giving other things as well. Still worth picking up afterwards for unbeatable troops, plus it affects ships as well, which could come in handy occasionally.
Quantity: More and cheaper troops as well as more manpower to work with. This is pretty good in general, but it's most effective on a large country, and you probably don't really need the extra troops and manpower with a large country, unless in multiplayer. The reduced cost stacks very nicely with other reduced costs though, so it can save a ton of money.
Naval: Better admirals and ships, great if you're vying for control of the seas with one of your allies and can't just outnumber his fleet. Unfortunately, once you defeat that rival using your powerful fleet, he might never recover and you won't actually need the ideas anymore. So it has the potential to become wasted space over time, which makes me rarely take it.

Short answer, you generate a claim, wait for france to be in a war with Burgundy, declare war and help Burgundy destroy their army. Then you split up your army and carpet siege France.
 

Vordeo

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So when you vassalize a country at war with another country you have a truce with, do you take the stab & war exhaustion hit from truce breaking if the vassalization drags you into war with the third country? Because I was sitting fine at +1 stab and less than 1 WE when next thing I bloody know I'm at -3 stab and 3+ WE, and that's the only thing I know can cause that. No notification or anything popped up.

Yeah, that's definitely bloody WAD.
 

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Aristocratic: Improve cavalry, improve generals a bit, and some other decent bonuses. It works best for people who like using a lot of cavalry, but is always fine.
As well it gives enemies an increased coring cost on your territory.
This definitely makes other players in MP think twice before attacking you. As well, it'S rumored to influence the AI decisionmaking and might save you a few wars.
Quantity: More and cheaper troops as well as more manpower to work with. This is pretty good in general, but it's most effective on a large country, and you probably don't really need the extra troops and manpower with a large country, unless in multiplayer. The reduced cost stacks very nicely with other reduced costs though, so it can save a ton of money.
Two more reasons for Quantity: It's great in reducing war exhaustion (more manpower = losses weight less) and + Explorations gives Access to the +1 Colonist policy.
Means, it's a really great military idea for a transcontinental entire which is forced to field multiple (Cheap) infantry heaps to defend and conquer natives.
 

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I've read about an option in the defines.lua that allows you to change whether vassals can fabricate claims or not.
However, what I don't know is, can you wage war for these province then as well? Would be cool if my Lithuania PU could fabricate claims on Crimea provinces or so and I could declare war for them.

You can't declare war because your vassal has a claim.
The claim is essentially useless for peace deals, as the vassal will occupy it with your colors, not it's own. (Like it does for full cores, not that it matters, since you can simply use return land, thats better than annexing the cores, but claims doesn't give return core options and you as the WC will have to hard annex them, eating the diplo and AE cost.)

All it does it make it cost less for the vassal to core the province if you sell it to them, I also think it might make them accept buying it from you, but not sure.

After testing it out, my conclusion is that it's fairly useless to turn it on.
 

Kinghillard

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So when you vassalize a country at war with another country you have a truce with, do you take the stab & war exhaustion hit from truce breaking if the vassalization drags you into war with the third country? Because I was sitting fine at +1 stab and less than 1 WE when next thing I bloody know I'm at -3 stab and 3+ WE, and that's the only thing I know can cause that. No notification or anything popped up.

Yeah, that's definitely bloody WAD.
You do, the game currently does not warn you that you've been dragged into a war, it does say so in the peacedeal window if you vassalize someone though
 

SchwarzerKaiser

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You can't declare war because your vassal has a claim.
The claim is essentially useless for peace deals, as the vassal will occupy it with your colors, not it's own. (Like it does for full cores, not that it matters, since you can simply use return land, thats better than annexing the cores, but claims doesn't give return core options and you as the WC will have to hard annex them, eating the diplo and AE cost.)

All it does it make it cost less for the vassal to core the province if you sell it to them, I also think it might make them accept buying it from you, but not sure.

After testing it out, my conclusion is that it's fairly useless to turn it on.
Thank you! That's a real shame.
 

brifbates

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You do, the game currently does not warn you that you've been dragged into a war, it does say so in the peacedeal window if you vassalize someone though

Technically, you only get slammed if your shiny new vassal was the aggressor in the war in question. If they were defending there's no stab/we for joining. The same applies to wars your CNs drag you into if they cause truce breaks.
 

TheMeInTeam

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Technically, you only get slammed if your shiny new vassal was the aggressor in the war in question. If they were defending there's no stab/we for joining. The same applies to wars your CNs drag you into if they cause truce breaks.

Inherited wars should not cause broken truces. It's garbage.