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CaesarVincens

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The religious unity exploit is already mostly patched in 1.7.3. It was using colonies to fluctuate religious unity around 100. The second idea from Humanism (or any NI that gives +religious unity) let's you sit just under 100% before the colony and when the colony pushes you over, you complete the mission. Chain with another easy mission like accumulate money, and you can do this about 4-8 times a month (abandoning and recolonizing) if your capital is next to a nearby empty province.

In 1.7.3, colonies no longer affect religious unity, so that it is much more difficult to fluctuate religious unity. The mission is still abusable, but not so easily as before.
 

Vordeo

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How?

not that I want to use it

Basically the religious unity mission has high mission priority. Along with the earn money mission (take note that I don't actually recall what these missions are called) you can basically spam both constantly.

Get religious unity to 99% (basically as close to 100% as can be), then accept the religious unity mission. Then send a colonist to a piece of uninhabited land (ideally as close to your capital as possible, and once the colony is formed, religious unity should tick up, giving you a reward of (IIRC) ADM and DIP points. Might be some prestige as well?

Anyways, once that's done, immediately recall the colonist, and abandon the colony. Then spend all your money on making heavy ships in one province. Queue them all up til you've no cash left, then let one day tick by. That should trigger the 'Accumulate money' (name might be off) mission. Accept that.

Then cancel all of the queued ships, which gives you your money back. Let a day tick by, the mission will be accomplished, and the religious unity mission should pop up again.

Then repeat ad nauseum, basically. DDRJake abuses it in his latest Three Mountains run.

Edit: But yeah, as has been said, it's been effectively patched out.
 

Blastaz

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So did it work?
 

stevefs

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In 1.7.3, colonies no longer affect religious unity, so that it is much more difficult to fluctuate religious unity. The mission is still abusable, but not so easily as before.

I'm pretty sure it's completely gone; with colonies not affecting religious unity, threre is no other way to do this. What is required are ways to repeatedly, quickly, and costlessly affect religious unity both upward and downward. This cannot be done...missionaries take time and only work one way; selling provinces similarly is slow because of diplomatic time limits, and sold provinces cannot be bought back. Repeatedly warring an opm punching bag to 100% might allow back and forth province trade, but that would be at a 2 month turnaround and a truce break every time...not a winner for 25 adm and dip.

Edit: thinking this through, you could get this to work in cooperative multiplayer, since that would permit back and forth province trading (unless player-player transactions are locked; I don't play multiplayer, so I don't know). Diplomatic time limits would still limit the transactions between two players to two per month (one initiated by each player), so to reach 4-6 province transactions needed for mission abuse, 4-6 players all cooperating basically exclusively to perform the exploit, and all setting up their religious unity right on the tipping point.
 
Last edited:

mgoetze

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To be fair, some of the exploits he used SHOULD be addressed. The religious unity one, especially, can be abused by pretty much any player for infinite ADM and DIP.

If they're patching things specifically to make Three Mountains impossible, that's one thing, but this is basically a game exploit that is getting patched.
Well they did do something there but I disagree with their solution. Paradox patched it by making colonies not count for religious unity, pretty much saying we want to target exactly this exploit. A better solution which would stop more future exploits would have been to make the mission only appear if religious unity is below a certain threshold, say 90%.

Of course with the addition of +religious unity bonuses all over the place perhaps the mission should be rewritten entirely or just taken out.
 

Path

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Some of the achievements have always been a bit strange in that they essentially require exploits to be unlocked. IIRC Steam doesn't allow achievements that cannot be earned (this is why, for example, XCOM:EU has an achievement for beating the game on Classic Ironman and one for Impossible, but none for doing so on Impossible Ironman since no one at Firaxis managed to do so during playtesting), which makes you wonder who among Paradox' employees and playtesters managed 3M...
 

Timhotep

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Well they did do something there but I disagree with their solution. Paradox patched it by making colonies not count for religious unity, pretty much saying we want to target exactly this exploit. A better solution which would stop more future exploits would have been to make the mission only appear if religious unity is below a certain threshold, say 90%.

Even better would be to add a reasonable-length cooldown on completed missions, and thus do away with all the various mission spam strategies. I don't know why this still hasn't been done.
 

stevefs

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Even better would be to add a reasonable-length cooldown on completed missions, and thus do away with all the various mission spam strategies. I don't know why this still hasn't been done.

Mission chaining is only part of the story. More fundamentally, mission chaining is but one of the many things you can achieve by abusing the refundable build queue. PDS seems to be committed to allowing the player to recover costs of canceled builds over stopping relatively minor minor tricks like free army tradition, faction arbitrage, and neutralizing bad events. I think this has to do with encouraging no-pause play: things go on while the player counts out builds or reads the event dialogs.
 

oblio-

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Depends. He did get infnite admin and diplo points. He didn't conquer the world. Maybe he will, he has 25 years to conquer Iberia, Isles and Sweden (sweden is tricky) so it's hard to say.
Why is Sweden tricky? It has less base tax than the others...
 

Zwirbaum

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Why is Sweden tricky? It has less base tax than the others...

Sweden army consisting of demigod soldiers? :p Sweden demigod generals? :p
 

Zwirbaum

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I don't think that matters at all in the current state of the game. He's simply have to throw in a few more bodies - who cares?

Bodies are not an issue, but when I was doing Great Khan, and had some russian region provinces in hands of Sweden, and I had over 300k army, they did stackwiped my two stacks. I was in same miltech. Had decent generals (like 4/5/X/X or 5/5/X/X etc.), full piety stacked, and even then they stack wiped me. Problem is, when they will be able to deal significant damage, you may lose time, and time is something that Jake is slowly running out.