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Rexos

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I usually ask for different things in different posts, but these ones came in my mind while I was trying to sleep yesterday and I need answers

1) Defensivness, what does this do?
Well, you have the min regiments of men needed to siege a fort, the level of the fort and its other points and then you have this, defensivness, that I usually can't have in a positive %, I can imagine you siege a fort quickly the more siege ability you have but rather than that?

2) I'm currently playing as QQ and about to take Costantinople and here's my question......I'm gonna move my TRADE capital there as soon as I core it and state it but....should I move my political capital there too? More than being a 52 dev instead of a 20, what would I get? Do you get modifiers in your capital's state or something?
Is it worth it or should I, instead, give it to the burghers and get more from the node?

3) my gov form is the tribal federation which gives you -5 years of separatism and now I go humanist ideas too, which, as you all know, give another -10 years of separatism, yet when I conquer provinces I still got like 5 or 7,5 years of separatism, so.....whats does this mean?
-Does this mean that without those -15 I would have got like 20 or 22,5 years or separatism?
-Does this mean that there's a min years of separatism YOU HAVE to get when conquering land(this would be pretty stupid actually)
Or maybe, does this mean that something is not working at 100%?

AND NOW THE FINAL ONE

4)Local and national unrest

These two really trigger me, cause I can't ACTUALLY see in the game the numbers and I can't compare them

At peace and with only negative modifiers I have -9 National Unrest and that's good, but I still get rebels from time to time(damn separatism)

NOW

You get -2 National Unrest from 100 legitimacy
As well as -2 Local Unrest IN EVERY PROVINCE from 100 legitimacy

BUT your National Unrest doesn't influence the Local Unrest in any other way, or at least I can't actually see it

From 98% overextension you get almost +5 National Unrest, now, I don't remember but I think that even if you go to (just to say) +3 National Unrest, that won't influence your Local Unrest

BUT

The same way 98% overextension gives you +5 National Unrest, it gives you +5 Local Unrest IN EVERY PROVINCE.....

So National Unrest seems pretty useless to me.....

BUT

Let's be honest, there a visual difference between -2 and -9 National Unrest in the rebels screen
So it actually does something but I can't see how and where.....

How does this work guys?
 

Rocketskates

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1, increases the cycle between dicerolls (say 40days instead of 30 and you can bring it lower), you can pick ideas to increase your own siege ability, your professionalism and policies from completing ideas, your army tradition, your spynetwork size in the country, coupled with leader siege, max cannons, breaking down the walls, a max siege army can take a fort very fast

early in the game youll have no access to these though, so your sieges will take abit longer

2. youll get increased taxes you will also collect there without a merchant
3. overextension, you just explained it yourself, also if you go over, youll get events that further increase local separatism
 

Rexos

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1, increases the cycle between dicerolls (say 40days instead of 30 and you can bring it lower), you can pick ideas to increase your own siege ability, your professionalism and policies from completing ideas, your army tradition, your spynetwork size in the country, coupled with leader siege, max cannons, breaking down the walls, a max siege army can take a fort very fast

early in the game youll have no access to these though, so your sieges will take abit longer

2. youll get increased taxes you will also collect there without a merchant
3. overextension, you just explained it yourself, also if you go over, youll get events that further increase local separatism

Well thank you Rocket for the explanation about the defensivness but.....or I explained it badly or you just didn't really read the other THREE questions......

2) I know that I won't need a merchant to collect if I move my capital there but....is it worth to make constantinople my POLITICAL capital or would it be better to give it to the burghers?

3)What about the separatism?

4)For the last question I'm asking HOW THE LOCAL AND NATIONAL UNREST WORK, not the overextension....just to be clear I know how THAT works....I only used the overextension as an example cause that it is what usually causes problems....but HOW IS IT THAT RELATED TO LOCAL AND NATIONAL UNREST? Also this I'd like to know but mostly local and national unrest
 

Volapyk

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1) Rocketskates answered this pretty well. The siege ticks are 30 days base and any siege ability of the attacker reduces this number and defensiveness of the defender increases this number, both by a %.

2) Not sure about this one, what the political capital actually does is unknown to me, it reduces state maintenaince and there might be some events that can fire since it will be in europe, but I really don't know for sure.

3) I can't remember the numbers right now, but yes base separatism is 20 years or so, giving 0.5 unrest per year left, so your -15 years is very useful. I don't know if there is a minimum number of years but it wouldn't suprise if there were.

4) This one is Ehm.. a bit tricky. Think of National Unrest like the base unrest in all provinces, and Local Unrest as any unrest specific for that location. So something like Overextension will give you National Unrest, which will cause unrest in all locations to rise (I think sometimes the tooltips will call it Local Unrest in all provinces just to add confusion). If you hover over the National Unrest number (In the Stability tab above and to the right of the rebel list) you can see what causes it to be what it is at, the same for Local Unrest in a province (In a province screen left-middle or so below income numers and above the HRE buttons). So some unrest modifiers will apply to ALL provinces and as such are counted as National Unrest (Stability, Overextension, Legitimacy, Religious Unity, Adviser and Events to name the most common) while some modifiers apply only locally and might be named Local Unrest (Separatism, Religous Tollerance, Culture and again Events are the more common ones). So a province might have -9 unrest from your Nation Unrest number, but then Separatism and Wrong Culture adds unrest on top of that giving you a positive number causing rebels.

Now I haven't actually looked at the effects of Legitimacy in ages, but if it says both local and national unrest it is probably just a wrong tooltip, there is plenty of those around the game. Mostly from outdated versions of the game in which they were correct, but never updated.
 

Mrkew

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2) Your capital will move to Europe from Asia, which means faster institution spread in capital, ability to participate in the "30 years" war, being able to make India, SEA and China into a trade region if you conquer it.

3) Default separatism is 30 years.
 

Rexos

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2) Your capital will move to Europe from Asia, which means faster institution spread in capital, ability to participate in the "30 years" war, being able to make India, SEA and China into a trade region if you conquer it.

3) Default separatism is 30 years.
That would...make a western nation? and then I could make trade companies? really?

30 years seem a bit too much to me, I get no more than 7 years with this -15, maybe you meant the max is 30?


1) Rocketskates answered this pretty well. The siege ticks are 30 days base and any siege ability of the attacker reduces this number and defensiveness of the defender increases this number, both by a %.

2) Not sure about this one, what the political capital actually does is unknown to me, it reduces state maintenaince and there might be some events that can fire since it will be in europe, but I really don't know for sure.

3) I can't remember the numbers right now, but yes base separatism is 20 years or so, giving 0.5 unrest per year left, so your -15 years is very useful. I don't know if there is a minimum number of years but it wouldn't suprise if there were.

4) This one is Ehm.. a bit tricky. Think of National Unrest like the base unrest in all provinces, and Local Unrest as any unrest specific for that location. So something like Overextension will give you National Unrest, which will cause unrest in all locations to rise (I think sometimes the tooltips will call it Local Unrest in all provinces just to add confusion). If you hover over the National Unrest number (In the Stability tab above and to the right of the rebel list) you can see what causes it to be what it is at, the same for Local Unrest in a province (In a province screen left-middle or so below income numers and above the HRE buttons). So some unrest modifiers will apply to ALL provinces and as such are counted as National Unrest (Stability, Overextension, Legitimacy, Religious Unity, Adviser and Events to name the most common) while some modifiers apply only locally and might be named Local Unrest (Separatism, Religous Tollerance, Culture and again Events are the more common ones). So a province might have -9 unrest from your Nation Unrest number, but then Separatism and Wrong Culture adds unrest on top of that giving you a positive number causing rebels.

Now I haven't actually looked at the effects of Legitimacy in ages, but if it says both local and national unrest it is probably just a wrong tooltip, there is plenty of those around the game. Mostly from outdated versions of the game in which they were correct, but never updated.

I know how to see local and national unrest but what I meant was that if you have -10 national unrest, it doesn't influence local unrest, or at least it is not shown, BUT some modifiers of the national affect the local unrest......I'm getting confused right now.....but that's ok thank you anyway
 

Viktor Vaughn

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I don't really know what you're asking with the fourth question. All the national unrest modifiers (stability, overextension, religious unity etc) are all reflected in individual provinces. You'll see "-2 from stability, +1.3 religious unity, -2 theologian advisor" etc. Additionally there are modifiers that affect specific provinces, such as religious tolerance and accepted cultures.

If you can find specific examples of what national unrest modifiers don't affect local unrest, it would be easier to answer this.
 

rinehime

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That would...make a western nation? and then I could make trade companies? really?
No, it doesn't make you "Western nation". Western is a tech group and only used for Units and starting institutions (since the introduction of Institutions and removal of Westernization).

The rule for TCs is you can't make TC's in the same continent as your capital (real capital not trade capital). So, if your capital is Asia, you can't make any of the Asian TCs (and likewise for Africa). Moving to Europe allows you to make TCs anywhere (as there are no Europe TC regions). And yes, you should probably move your capital. Besides the TC benefit (which is huge), your capital always has zero autonomy, so you want it in a highly developed province (although, it will cost more ADM to move it there).

30 years seem a bit too much to me, I get no more than 7 years with this -15, maybe you meant the max is 30?
30 years is the base time for separatism. You have modifiers reducing it by 15 years, to 15 years of separatism on conquest. If you leader has the conqueror trait, that's an additional -5 years. Separatism is generated when you conquer the province and is applied at the province level. So if you gain additional modifiers changing separatism, they're not applied to previously conquered provinces; only provinces you take with the modifier active.

I think you might be confusing "years of separatism" with "unrest generated from separatism" Each year of separatism creates +0.5 local unrest. This is why your getting +7.5 on newly conquered provinces. That's 15 years of separatism and +7.5 unrest. The separatism decays yearly so you lose 0.5 unrest each year. You'll still have to wait 15 years to culture convert (assuming you even want to......).

I know how to see local and national unrest but what I meant was that if you have -10 national unrest, it doesn't influence local unrest, or at least it is not shown, BUT some modifiers of the national affect the local unrest......I'm getting confused right now.....but that's ok thank you anyway

I don't really know what you're asking with the fourth question. All the national unrest modifiers (stability, overextension, religious unity etc) are all reflected in individual provinces. You'll see "-2 from stability, +1.3 religious unity, -2 theologian advisor" etc. Additionally there are modifiers that affect specific provinces, such as religious tolerance and accepted cultures.

If you can find specific examples of what national unrest modifiers don't affect local unrest, it would be easier to answer this.

Yeah, I'm confused by this as well... you can see all the local modifiers by hovering over unrest in the province view and all the national modifiers by hovering over unrest in the stability/expansion menu. All of the national modifiers are applied to every province, and they're all there to see in the local unrest. If the OP has a counter-example, please share.

In the screens below, all the national modifiers are in the province view. There are two additional modifiers in the province: tolerance and unaccepted culture, because this province has no unrest due to events or separatism.
unrest_local.png
unrest_national.png
 

Rexos

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No, it doesn't make you "Western nation". Western is a tech group and only used for Units and starting institutions (since the introduction of Institutions and removal of Westernization).

The rule for TCs is you can't make TC's in the same continent as your capital (real capital not trade capital). So, if your capital is Asia, you can't make any of the Asian TCs (and likewise for Africa). Moving to Europe allows you to make TCs anywhere (as there are no Europe TC regions). And yes, you should probably move your capital. Besides the TC benefit (which is huge), your capital always has zero autonomy, so you want it in a highly developed province (although, it will cost more ADM to move it there).


30 years is the base time for separatism. You have modifiers reducing it by 15 years, to 15 years of separatism on conquest. If you leader has the conqueror trait, that's an additional -5 years. Separatism is generated when you conquer the province and is applied at the province level. So if you gain additional modifiers changing separatism, they're not applied to previously conquered provinces; only provinces you take with the modifier active.

I think you might be confusing "years of separatism" with "unrest generated from separatism" Each year of separatism creates +0.5 local unrest. This is why your getting +7.5 on newly conquered provinces. That's 15 years of separatism and +7.5 unrest. The separatism decays yearly so you lose 0.5 unrest each year. You'll still have to wait 15 years to culture convert (assuming you even want to......).





Yeah, I'm confused by this as well... you can see all the local modifiers by hovering over unrest in the province view and all the national modifiers by hovering over unrest in the stability/expansion menu. All of the national modifiers are applied to every province, and they're all there to see in the local unrest. If the OP has a counter-example, please share.

In the screens below, all the national modifiers are in the province view. There are two additional modifiers in the province: tolerance and unaccepted culture, because this province has no unrest due to events or separatism.
View attachment 325638 View attachment 325639

...........well thanks.....*clapping*, these are the answers I was looking for

2) Ok, that's the rule, I'm gonna move my capital there, making TC's in india is way better that giving just one big province to burghers I guess

3)Yep, that's what I did, I confused the Years of separatism with the local unrest they generate, that's all clear now...perfect perfect perfect

4)About the unrest.....I don't really know why, but it was my fault all this time, I've been looking at the local unrest these days over and over and I've never seen those modifiers, now for "some reasons" I can see them(actually I saw them yesterday without reading this, yes I'm blind), so the national unrest IT IS, ACTUALLY, influencing local unrest, -9 national unrest will be in every province as "local unrest" but the local unrest gets modifiers from tolerance, culture and separatism, NOW THAT'S ALL CLEAR thank you
 

Dub94

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So I'm gonna go ahead and interpret your questions and answer them all, even though you may have already gotten some of them answered, except 4, because you now seem to know the answer on this one.

1. What does defensiveness do?
- Defensiveness is the opposite of siege ability. While siege ability decreases the siege tick timer when you are sieging, defensiveness increases the siege tick timer when you are defending in a siege.

Let's study a case: Say your enemy is sieging one of your forts on farmlands. Say this is a basic fort and not a capital. Your enemy will require a total of at least 6k troops in vanilla to have the siege tick timer start ticking. Now, assuming you have picked up +25% defensiveness and your enemy has no siege ability, as well as there being no tactics difference, the siege tick timer will be 30*1.25=37.5, I think rounded up to 38, days. So every 38 days that the enemy is sieging your fort, assuming they have 6k troops on there at all times, the siege will attempt to advance by rolling a die.

As sort of hinted at, the things affecting siege tick timer is:
- Tactics difference (But by how much I cannot say)
- Attacker's Siege ability (Decreasing it if positive)
- Defender's Defensiveness (Increasing it if positive)

2. a) Trade capitals vs regular capitals.
- To answer this question, I need to explain exactly what your province capital affects:
i) Your province capital is where you'll get a free capital fort, which grants +1 fort level.
ii) Your province capital will be worth extra warscore if occupied by the enemy, as well as granting you a much higher monthly war exhaustion increase if occupied, compared to any other province.
iii) Your province capital will determine what colonial and trade company regions that you can have colonies and trade companies in respectively, since you cannot spawn colonial nations if your capital is in a colonial region and trade companies in the same region as your capital is located in respectively (Edited from previous statement due to it being false).
iv) Your province capital gets a development cost modifier that scales with your total development, up to a maximum of -50% at 1000 development.
v) Your province capital determines where your main trade node is, assuming you have not moved your trade capital.
[vi) Your province capital cannot have more than 0% autonomy (I do not think corruption affects this)]

I think I got them all. Now, your trade capital only affects point v) by making your home node the one where your trade capital is located.

2. b) Should you move your capital to Constantinople or just give it to the Burghers?
- This is tricky to answer directly. Defensively speaking, you want your capital province to be hard to access by the enemy, because if they take it in a war you're in for a bad time. Constantinople is a great capital otherwise, offering a solid node if your intent is to expand eastward. It also offers great defense from the east if you have naval superiority and can blockade the straits and you also control Edirne. Giving it to the Burghers will allow you to use the province for trade purposes as if it were a 0% autonomy province, i.e your capital. I'd say that if you don't control some land around Constantinople, moving your capital there already is very risky and unadvised. However, later on you may want to do it as it counts you as a european nation (Note that this has nothing to do with tech group - That's a whole other topic).

3. What is the "Years of Separatism" modifier and how does separatism work?
- Years of Separatism affects the nationalism modifier that the non-core provinces that you conquer get, which starts at +15 and ticks down by 0.5 ever year. As each year of separatism matches +0.5 separatism unrest, this means a -5 years of separatism modifier adjusts the initial nationalism modifier from +15 down to +12.5. This does not affect what separatism your enemies get when they conquer your provinces and they don't have a core on them. If the province you conquered was your core, no separatism is added whatsoever.
 
Last edited:

rinehime

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since you cannot spawn colonies and trade companies in the same region as your capital is located in.

Not completely accurate. To be clear, for TCs, you can't spawn them on the same continent as your capital, as I mentioned above. If you capital is in southern India, for example, you can't spawn TC in Asia at all, including China, Indonesia, the Philippines, etc.

For colonial regions, if your capital is in any colonial region you can't spawn CNs. So a capital in Australia prevents any CNs from forming. If you move your capital to colonial region after forming a CN, you keep the CN, but have to release and reconquer to control it directly. I think integrating PUs and full-annexing overlords in peace deals will also maintain the vassal.

Of you're moving your capital to Europe and plan on spawning an institution, you may want to pick a lower development province beside (sea or land) a higher dev one instead. Chose one with favorable terrain,farms if possible and bordering two sea zones, if possible. That will give you a larger increase in development for the same price, a cheaper cost to move the capital and a better institution spread rate.
 

Dub94

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For colonial regions, if your capital is in any colonial region you can't spawn CNs. So a capital in Australia prevents any CNs from forming. If you move your capital to colonial region after forming a CN, you keep the CN, but have to release and reconquer to control it directly. I think integrating PUs and full-annexing overlords in peace deals will also maintain the vassal

Really? This must've changed then, because I believe it used to be that a nation based in North America could still make colonial nations in South America unless they directly had a border. I suppose this was part of the oversea territories change.
 
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I can confirm that nations in the Americas can't have CNs. I've been playing a FCFS off and on, and I would have had a few CNs by now if they were possible.

Edit/On topic: One tiny bit of info I didn't see listed is that your capital his lower development cost. It's not worth it to move your capital just to develop though, so it's really just useful for spawning your first couple of institutions.
 

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Really? This must've changed then, because I believe it used to be that a nation based in North America could still make colonial nations in South America unless they directly had a border. I suppose this was part of the oversea territories change.
Yeah, I think it used to be that the CN only needed to be overseas and not connected to form a CN, regardless of capital. From just browsing the wiki history for Colonial Nations, the current situation has been around since at least Oct. 2016 (probably earlier).
 

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So I'm gonna go ahead and interpret your questions and answer them all, even though you may have already gotten some of them answered, except 4, because you now seem to know the answer on this one.

1. What does defensiveness do?
- Defensiveness is the opposite of siege ability. While siege ability decreases the siege tick timer when you are sieging, defensiveness increases the siege tick timer when you are defending in a siege.

Let's study a case: Say your enemy is sieging one of your forts on farmlands. Say this is a basic fort and not a capital. Your enemy will require a total of at least 6k troops in vanilla to have the siege tick timer start ticking. Now, assuming you have picked up +25% defensiveness and your enemy has no siege ability, as well as there being no tactics difference, the siege tick timer will be 30*1.25=37.5, I think rounded up to 38, days. So every 38 days that the enemy is sieging your fort, assuming they have 6k troops on there at all times, the siege will attempt to advance by rolling a die.

As sort of hinted at, the things affecting siege tick timer is:
- Tactics difference (But by how much I cannot say)
- Attacker's Siege ability (Decreasing it if positive)
- Defender's Defensiveness (Increasing it if positive)

2. a) Trade capitals vs regular capitals.
- To answer this question, I need to explain exactly what your province capital affects:
i) Your province capital is where you'll get a free capital fort, which grants +1 fort level.
ii) Your province capital will be worth extra warscore if occupied by the enemy, as well as granting you a much higher monthly war exhaustion increase if occupied, compared to any other province.
iii) Your province capital will determine what colonial and trade company regions that you can have colonies and trade companies in respectively, since you cannot spawn colonial nations if your capital is in a colonial region and trade companies in the same region as your capital is located in respectively (Edited from previous statement due to it being false).
iv) Your province capital gets a development cost modifier that scales with your total development, up to a maximum of -50% at 1000 development.
v) Your province capital determines where your main trade node is, assuming you have not moved your trade capital.
[vi) Your province capital cannot have more than 0% autonomy (I do not think corruption affects this)]

I think I got them all. Now, your trade capital only affects point v) by making your home node the one where your trade capital is located.

2. b) Should you move your capital to Constantinople or just give it to the Burghers?
- This is tricky to answer directly. Defensively speaking, you want your capital province to be hard to access by the enemy, because if they take it in a war you're in for a bad time. Constantinople is a great capital otherwise, offering a solid node if your intent is to expand eastward. It also offers great defense from the east if you have naval superiority and can blockade the straits and you also control Edirne. Giving it to the Burghers will allow you to use the province for trade purposes as if it were a 0% autonomy province, i.e your capital. I'd say that if you don't control some land around Constantinople, moving your capital there already is very risky and unadvised. However, later on you may want to do it as it counts you as a european nation (Note that this has nothing to do with tech group - That's a whole other topic).

3. What is the "Years of Separatism" modifier and how does separatism work?
- Years of Separatism affects the nationalism modifier that the non-core provinces that you conquer get, which starts at +15 and ticks down by 0.5 ever year. As each year of separatism matches +0.5 separatism unrest, this means a -5 years of separatism modifier adjusts the initial nationalism modifier from +15 down to +12.5. This does not affect what separatism your enemies get when they conquer your provinces and they don't have a core on them. If the province you conquered was your core, no separatism is added whatsoever.

Ok, so I just read all this and damn you answered to all of my questions as I wanted.....in detail, THANKS

Now I understand what defensivness is , that is why sometimes I had the impression that the siege phase was going way too slow to be normal, that's probably because my enemy got a lot of that

The unrest and separatism matter is all clear

For the capital....
I'm gonna move it there, it's 1680, it's pretty late but I started as QQ and I just got in Anatolia, the otto's are weak I'm gonna truce break and kill them.....since making my capital Costantinople(instead of tabriz) would make it possible for me to form TCs in India, giving it to the burghers would be little thing compared to all those TCs

Moving my capital there would make it possible for me to become a revolutionary republic also, so........
The only thing is that tabriz is surrounded by forts and mountains and would be reallly hard for anyone to take, but I'm gonna take this risk

Thank you all guys