Is there away to check the box ''let alliance leader negotiate for us''
The problem I have with it isn't that war leaders will give away your territory in wars (you have to prioritise keeping your lands safe, or just not lose the war...), its that AI war leaders will now give you territory you really don't want. I.e. as Ottomans I am at war with Austria with France as war leader, my vassals siege an Austrian province in the middle of the HRE which France generously decides to give to me in the peace deal. This generates a huge amount of AE for capturing an HRE province, which pulls most of the HRE into a coalition against me. Its also hugely expensive to core because I don't have a claim, has the wrong religion (and high BT so long conversion time) and its in a terrible strategic position (i.e. in the middle of Austria who are never going to give me access). I tried to work around this in the next war by manually changing control of any provinces my vassals took to France, but still didn't solve the issue because the final province to be taken in the war was by one of my vassals and France peaced out before I could give them control (which meant I got another province in the middle of the HRE and even more AE).Not in 1.8 there isn't. Box is gone, and is essentially treated as "checked by default." Defend your territory!
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Edit: Question! If you construct a Royal Palace (only can be built in your capital), and then move your capital, what happens to the Royal Palace?
On the new game screen there will be little icons next to the bookmarks representing each activated DLC.Is the only way to tell your Dlc is working / on is when the game launches ?. Since I just got the REs publica Dlc and it said that I had it when i launched the game. But playing as Venice I really do not notice any difference then when I just had the base game ?. Am I suppose to notice something different ?
No, the event should fire for Kongo, there is no event leading up to it where Portugal gets to decide whether or not to send missionaries. It's of course also possible that 1.8 broke it, but I don't see anything different in that event, so it seems unlikely. The mtth is 10 years, if that helps determine if it's taking unreasonably long or not.Does anyone know if AI Portugal ever decides NOT to send missionaries to Kongo? I'm playing a Kongo game, Portugal has known about me for quite a few years, although I don't know exactly how long it's been, but it's now 1518. And the event has still not fired for me, and I'd much rather get it before I try and westernize.
I had to try that one, and it turns out it just stays where you built it.Edit: Question! If you construct a Royal Palace (only can be built in your capital), and then move your capital, what happens to the Royal Palace?
To be fair, the checkbox didn't actually prevent them from giving you provinces either, so in that sense there isn't much lost.Ah-hah. That does seem like an unintended (and unfortunate) consequence of them trying to get rid of the "Don't let a losing warleader give away your provinces" button. Seems like they should be able to incorporate a middle ground, to the tune of "Don't let a warleader give me provinces."
As I understand it colonization range equals coreing range. Thus I can use the colonization map mode to check coreing distance. However do the ideas and advisors that increase colonization range increase coreing too? I ask because as England I want to start colonizing the Caribbean early and I'd like to take a Spanish or Portuguese island to get the range, however realize I won't be able to core fore a while. Or perhaps I should take a native province annex them or vassalize and diploannex? Not sure if this would allow me to colonize or gain range?
Which unit for what type of battle i use then ? they have the same amount of pips in total
then it does not matter which unit
Yes, any increases to colonial range do apply to coring range. I had to test it, but it worksHate to quote myself but does anyone know the answer to this? Maybe it's worth a thread of its own.
Did you wait a month? When I last did it in 1.6 I think the palace eventually disappeared.I had to try that one, and it turns out it just stays where you built it.
How does the 'Increase over time' tech research modifier works exactly?
Previously I thought it only went up if I had gone past the tech given date, but I still have it when I'm ahead time.
Eh, yeah, you're right. I could have sworn I had let it tick an extra month, but apparently I didn't. So indeed, it does disappear after the next monthly tickDid you wait a month? When I last did it in 1.6 I think the palace eventually disappeared.
From what I understood it goes like this (random pips just to illustrate):
Troop (a) is O - 1 fire 2 shock 2 morale / D - 0 fire 1 shock 1 morale
Troop (b) is O - 0 1 2 / D - 0 1 0
Shock phase happens (let's assume both are leaderless):
(a) does damage to (b) = (a) O shock pips [2] - [1] (b) D shock pips (+- terrain/roll and other modifiers)
(a) does morale damage to (b) = (a) O Morale Pips [2] - [0] D Morale Pips (+- terrain/roll and other modifiers)
at the same time
(b) does damage to (a) = (b) O shock pips [1] - [1] (a) D shock pips (+- terrain/rolls yada yada)
(b) does morale damage to (a) = (b) O morale pips [2] - [1] (a) D morale pips (+- yada yada)
Then phase changes to fire
(a) does fire damage to (b) = (a) O fire pips - (b) D fire pips +- (othermods)
(a) does morale damage to (b) = same as shock phase
same time
(b) does fire damage to (a) = (b) O fire pips - (a) D fire pips +- (mods)
(b) does morale damage to (a) = same as shock
then back to shock phase.
normal damage = number of troop deaths, morale damage = damage to the green bar
The unit type probably won't change the outcome of any one-off battle, unless it's an extremely close-run thing. But if you use more 'defensive' units, battles will generally take longer and result in fewer casualties per day on both sides. This can be a good thing or a bad thing depending on how you like to fight your wars. Generally I find it's a good thing for infantry, as the AI is easily baited into attacking a small army, which you then have more time to reinforce. If instead you like to charge in and defeat the enemy in detail before they can assemble their doomstack, maybe offensive units are better.
With cavalry, offensive shock and offensive morale are where it's at - you want to use them to hammer the enemy, and as they're on the flanks, your cavalry tends not to take much damage.
"Ahead of Time" represents you going past the tech's "default" date, at the clip of +10% per year ahead.
"Increase over time" represents the fact that the baseline cost of technologies inherently becomes more expensive over time.
Just wanted to know what Unit is better in compare, but for me both making the same dmg to each other each phase. The defense pip is a thing, but if one is making 2 off dmg, and the other 1 def dmg, and at the
same time 1 off dmg, and the other 2 def dmg, its the same for me. like my example on top of the post. 2 vs 1 and 1 vs 2, so there is a tie if you compare the Tercio and the Shooter unit.
No, the event should fire for Kongo, there is no event leading up to it where Portugal gets to decide whether or not to send missionaries. It's of course also possible that 1.8 broke it, but I don't see anything different in that event, so it seems unlikely. The mtth is 10 years, if that helps determine if it's taking unreasonably long or not.