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Peter Ebbesen

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Originally posted by Smirfy
Well then there is no excuse for invading them then and the amur line would keep you from wasting your time and focused on where the game is actually at.:D and with the river being visible it's even easier to enforce.
I like to have the opportunity to at least consider the course of action, even if it is unlikely to prove profitable. :)
 

Wyvern

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Originally posted by Wyvern
Yep. I can't imagine Russia wanting a bunch of poor wrong culture and religion provinces anyhow :). When I said a bar on China, Han and Cantonese was what I was meaning in my own unclear way :D.

And what does in your own unclear way mean "No colonisation beyond TP's is allowed in India and provinces east of India until 1600 so that there is a more even footing available when the Dutch come onto the scene." exactly mean?

If you go far enough east you will eventually come to Europe...
Is western coast of North America off limits?
Another possible problem: I suppose Portugal can finish already started colonisations, like in Tindore. I don't particulatly want to keep an army there just in case natives decide to rise...
 

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Originally posted by Barnius
If you go far enough east you will eventually come to Europe...
I was waiting for that one coming ... even as I wrote it :D.

Is western coast of North America off limits?
I expect players to try not to power game Barnius. Portugal has more than enough open to it without going so ahistorical. I'm not going to spell rules out to the enth degree, I expect players to be reasonable, if you in good consience want to go and colonise western america before the english and dutch can get there ....

Another possible problem: I suppose Portugal can finish already started colonisations, like in Tindore.

Of course. :)
 

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Originally posted by Wyvern
I was waiting for that one coming ... even as I wrote it :D.


I expect players to try not to power game Barnius. Portugal has more than enough open to it without going so ahistorical. I'm not going to spell rules out to the enth degree, I expect players to be reasonable, if you in good consience want to go and colonise western america before the english and dutch can get there ....

I got what I wanted :) And I also expected something like your ansver on my first question. Consience? Monarchs of 16th century didn't have something like that. And I don't have consience when colonisation is the issue :D
The goal is everyone to be MAD at Portugal and try to get some parts form Portugal :) I already have a kind of plan how to make it harder, even with all those restrictions...
 

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Originally posted by Barnius

Another possible problem: I suppose Portugal can finish already started colonisations, like in Tindore. I don't particulatly want to keep an army there just in case natives decide to rise...
noooooo!!!!!!!!!!!!!!!

:)

actually.. to give Holland a fair chance, you should just hand over all of your colonies when Holland forms :D

OTOH: Did Holland really have language problems (as in the people speaking portuguese, not dutch) in the "colonies" they conquered for long? IIRC most portuguese were simply kicked out and replaced with Dutch merchants/soldiers etc. ... not very likely if you can build up a colony with natives in 1520....
 

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Originally posted by Wyvern
A great start Forzaa, nice to see someone getting into the spirit of it already!

:D this time I intend to play through the whole campaign AND get AARS done on all sessions...


btw. should i start Roleplaying the Pope too already? (cause in that case His Holiness will surely call for a Crusade against the Infidel :) )
 

Peter Ebbesen

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Originally posted by Wyvern

I expect players to try not to power game Barnius. Portugal has more than enough open to it without going so ahistorical.
Yup, I am considering releasing a v1.1.1 this weekend, with Portugal very slightly toned down (since nothing of India save Sri Lanka is colonisable, it would be consistent to let the two starting Portuguese provinces on the Indian mainland be 20K-30K Hindi Gujarati/Dravidian. They were like that in the first release, but were replaced with colonies to help Portugal due to stab costs. However, with the latest significant boost to Portuguese tech, they do not really need that bonus anymore.

If anybody has ideas for minor tweaks (!=leaders), post suggestions in the discussion thread for 1.1.0 in the scenarios forum.
 

Peter Ebbesen

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Originally posted by ForzaA

btw. should i start Roleplaying the Pope too already? (cause in that case His Holiness will surely call for a Crusade against the Infidel :) )
You know, most Popes in the time period covered did not spend their time trying to raise crusades - they were busy enough trying to hold on to the secular power they had amassed against fellow Christians. In EU2, however, nearly every player running the Papal States tries to arrange crusades :D
 

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All,

I've been out of town unexpectedly with very spotty internet access for the past few days.

Apologies-but I'm geared up for Mach 2 next week and I should be available at some point tommorow on ICQ, and of course on the boards/through PMs...

Going to read the last ten (holy shit, by the way) pages right now, and then I'll probably have a few things to say.

None of which will be helpful or literate, but they're sure to be consistently pointed to the greater potential glory of Spain.
 

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Originally posted by Wyvern
From the discussions so far I'm favouring running with a no chinese culture rule same as the Persian culture rule. Having someone conquer China just seems kind of silly no? and if they did then you could have someone come in and just pinch the cot of them and you're back to square one, or they just let the other provinces revolt away. Better to make it clear cut I reckon and avoid such potential mess.

Wyvern, Portugal is allowed to own Macao, no? She gets it by event..
 

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Originally posted by ForzaA

OTOH: Did Holland really have language problems (as in the people speaking portuguese, not dutch) in the "colonies" they conquered for long? IIRC most portuguese were simply kicked out and replaced with Dutch merchants/soldiers etc. ... not very likely if you can build up a colony with natives in 1520....

You know of course that if Nationalism died out the colony will automatically become your culture. This important changed was done somewhere during Tsunami (after hours of hassling Johan.:D)..
 

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Originally posted by Wyvern
The only problem with that is I can see England and Holland needing to gang up together to take on Spain early on. Having a no alliance rule just lets the strongest power run a minimal risk. I take your point about the Dutch/France example though, but I won't stand for such gamey play by France, oh wait a minute I mean Holland :D.

Well nothing stops England and Holland from bickering Spain at the same time colonially..
 

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Folks,

All right.

Read the thread, read the rules._ As promised, I have nothing productive to say, but I do have several unproductive things to say:

1. Chinese, Manchurian, Japanese and Korean (I know, but...) provinces should be completely off-limits to Europeans, because there's no reasonable way to simulate the difficulty in taking and keeping territory in that region.

2. Converting Indian provinces should be illegal, on the chance that someone tries it... Only Islam encroached seriously in the Hindu south during this period and the Ottomans have no business in the subcontinent anyway.

3. Separating colonial and European wars is a terrific idea, insofar as it encourages real conflict, but within the game engine it's a lot more complicated than a simple time-delay. Ideally, it'd be possible to use privateers and trading companies to destroy fleets, raid outposts and claim territory without the two nations in question getting involved directly. All I can suggest is that we try to simulate this-when there's a DOW that's pre-announced as an overseas conflict we have caps on how much can be taken and how long the fighting can last. For instance:

1607. England declares a colonial war against Portugal. England has colonies in North America, a small presence in India and a small presence in Africa. Therefore, it (and Portugal) is permitted the following without risking a continental war:

-Operations in Africa, India and North America.
-Naval operations in the Atlantic and Western Indian Ocean
-Burning trading posts.
-Occupying up to six colonies under one thousand (see below)
-Occupying colonies and cities over one thousand
-Blockading up to six ports with privateers

Neither is permitted to:

-Use its own fleet to blockade any ports, except while loading and unloading troops
-Commit more than forty thousand troops at any one time
-Actively pursue the war in more than one theater at one time

Most importantly, a colonial war may last for no more than four years. At the end of four years, it either goes continental if both sides are dissatisfied or neither side can make a a compulsory demand. These are:

Any colony level 1-9 that has been occupied for more than a year must be ceded in a peace agreement provided the total demand does not exceed province rules or include more than one colony of one thousand + or a city. Additionally, if England and Portugal, in this case, each held such colonies, only the plurality would count (due to the peace system only, of course)

A warscore of 20 or above allows for two colonies of one thousand + in addition to the aforementioned colonies 1-9, and for every twenty thereafter up to the cap.

A warscore of fifty or above allows for a non-COT city, seventy-five for two.

A warscore of eighty or above allows for a COT. (not likely-also, it should give an automatic CB for some period of years, beginning at the soonest rehost)

(percentages might have to be tweaked-I don't pay a lot of attention to warscore because I don't stab-hit. One option is to base it on territory occupied/ending fleet strength relative to the start/naval losses/etc, in our formula)

Following a colonial war, a continental war is impossible for five years. If one party has taken three cities or six colonies of a thousand + it should be a CB for ten years.

(might consider a population/tax value factor here-in fact, should consider, but I'm too tired right now)

And this is why:

A "colonial" war most nearly reflects competition between adventurers that happen to stump for one particular country or another. To permit a country like France to use as many troops as it pleases overseas against, let's say Portugal, without risking a confrontation with her allies, is ahistorical nonsense. At best, we can pretty well give an even scope to these disputes by limiting the number of armies involved and the types of operations they're allowed. (also furthers the importance of the navy)

However, if a band of these adventurers, in 1607, were to take military control of a settlement of four hundred people, that settlement could be said to belong firmly to whatever King or Queen was paying the bills. Giving a suitable period of time to reclaim them and four years total to beat out a better peace is more than fair.

The rest is just the best I can make of a suitable balance.

4. The 3-province rule is pretty well reflective of the first century and a half, but after 1670 I think it should be increased to four, after 1720 to five, after 1760 to 6 and after 1789 should be abolished altogether. Just doesn't suit the whole time period. Natural difficulties (fortification, less end-time to recoup losses, bigger alliances, handier coalitions) retard late-game conquests-but they should also, rightfully, raise the stakes.

5. The 6-province rule is also good, but I think it should be raised to eight after 1700 and removed after 1789.

6. Forcing Spain to choose A. Thumbs up.

7. OE choosing the Moslem tech group. Thumbs down. No Persian expansion, shitty events, shitty monarchs, shitty leaders and shitty relative CRT for more than half the game. Something has to give.

8. Role-play.

I've read a sizable chunk of Mach I and the Mach I AAR. The role-play is almost exclusively built to explain game events, not dictate them. Great work by BiB, Damo, Peter and Wyvern (Frederick the Paranoid Loon), and of course others, but overall it was simply a much more sophisticated roll through the mud with the same motives, same game orientation, same reliance on events and leaders. Sure-neat rules, some neat twists, some neat, not-often-seen wars, a weird Austrian fiat in Italy. It was MGC: BiBed. :D

I don't want to downplay it-Mach I is what got me interested in Mach II. But I think the innovation that could make this game better than the last isn't a new rule, a new set of players, past experiences or even, and I'm not entirely sure about this one, me. What'd really do the idea justice here is if people just stopped playing to win.

If coming out on top is what matters to you, crack open single-player, HOI 3.0, the Victoria Beta (kidding, kidding) or challenge Byng to a one on one Spain v. Incan Empire slugfest. It's easy.

But in this game, try running a country into a nightmare of religious conflict, instability, economic crises and poor artistic traditions because your monarch has low stats and seems like the kind of guy who'd cheer at Ann Coulter. Choose wrongly in events. Make bad diplomatic decisions. Reverse policies wildly. Route the Prussians and prepare to enter Berlin, reversing the course of history in your (and likely the Jews') favor for all time, then sign a white peace and establish a money-for-uniforms program.

And for Christ's sake, when you lose the Battle of Lyons in 1533, leaving forty-eight thousand of your men dead, sign the fair peace.

And for Christ's sake, when you win the Battle of Lyons in 1533, leaving forty-seven thousand of your men dead, offer a fair peace. Don't fuck around.

No country in Europe could lose a million or a million five or two million men in the sixteenth century. Almost no country in Europe could lose a hundred thousand. The absurdly protracted wars in this game have something to do with demands, and that's been handled pretty well, but they principally come down to people being assholes and running through the population of Western Europe every couple of decades.

The MP system is a real hole in EU II. Most of the time, it's just part of the game... But if we're going for something better here, decisively large fights should end a one-on-one conflict, which should only last for one to five years.

And colonial nations should have colonial policies and colonial wars.

And coreligionists should not unite with infidels against one another during the sixteenth century.

And Spain should not being controlling inflation, wheeling and dealing brilliantly world-wide, leading in scientific innovation and just generally living it up when its King is a Papist sycophantic child rapist.

And land countries should not have naval traditions.

And naval countries should have naval traditions...

Which brings me, with apologies to Peter E, to the dead horse I'll proudly beat:

9. Random leaders.

Or, at least, corrected leaders. Portugal should have admirals if it's wealthy, advanced, stable and naval oriented. Naval Sweden shouldn't be DOWing Denmark in winter 1625 and happily raping the women of Copenhagen by spring 1626. If BiB dropped in 1550 when the budget was full naval and didn't get picked up until 1622 because no one gives a shit about the King without his crown and England ends up two CRTs behind in LT, Marlborough shouldn't be able to make up the difference.

Either way, I think something should be done about this, especially in a role-playing game.

My preference is, instead of editing and watching DPs all the time and yelling at each other and editing some more and fussing with the save and history and all that, let's do something truly innovative and dump the historical leaders altogether. They're fun, sure, especially in single-player. But with Leader-Gen, we can crank out unknowns for everyone based on 1520 DPs/MP/wealth/potential fleet-size/monarch stats, to run for, let's say, fifty years (just the first round, so people can implement long-term changes), and then we just take the new set and run it again for, let's say, eighty years. And then, just for kicks, we run it again for, let's say, eighty years... Not very hard. Conceivably, every four sessions for a relatively small number of countries. I'll even help compile lists of special names for the countries in question.

I'll even run the program.

I'll even help people create backstories in their AARs.

Don't care, but it'd sure be a refreshing change.

As it stands, you wait for El Gran Capitan. You wait for Turrene. You wait for Suleyman. You wait for Babur. You wait for the Frunds. You wait for Herr Eugene. You wait for Napoleon. Most decisions about war and peace are based on who gets leaders when and how good they are. That's bull shit.

Silly crutch for some, huge limitation for others.

What was it Old Nick said about chance? ;)

Finis
 

TheArchduke

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HG, where were you in Mach 1?:)

I´ll second every of your proposed changes but the leader system needs more than 3 days to fix, I fear. But I would be in for it..
 

Wyvern

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Originally posted by TheArchduke
Wyvern, Portugal is allowed to own Macao, no? She gets it by event..

I guess so, forgot about that.
 

Wyvern

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Originally posted by Peter Ebbesen
Yup, I am considering releasing a v1.1.1 this weekend, with Portugal very slightly toned down (since nothing of India save Sri Lanka is colonisable, it would be consistent to let the two starting Portuguese provinces on the Indian mainland be 20K-30K Hindi Gujarati/Dravidian. They were like that in the first release, but were replaced with colonies to help Portugal due to stab costs. However, with the latest significant boost to Portuguese tech, they do not really need that bonus anymore.

If anybody has ideas for minor tweaks (!=leaders), post suggestions in the discussion thread for 1.1.0 in the scenarios forum.

Well I was actually considering lowering Portugals tech a touch as well - 11/15/5/3 is too much of a difference that early in the game compared to others. Higher land tech than France, 3 naval levels higher than the next best in Venice? 10/13/4/3 would be more reasonable I feel and what I'll probably set them to for Mach2.
 

Wyvern

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If you say no historic leaders you may as well say no historic events either for the same sort of reasons, and whilst such a game could be interesting from an experimental perspective as much as anything, I don't think it's what the majority of people want in this particular game and I know we'd lose a few people. We've got quite a few inovative changes already building from Mach1, I don't think we should try and do too much all at once and end up crashing and burning.:)

I like the idea of random leaders, I wish Johan would put them into the game proper. I've said it many times and in other threads too, but the project isn't anywhere near a state to put forward for such an important game as this unfortunately. The whole idea of how the stats for a leader are decided, frequency, start and death date etc has to be worked out and unless someone writes a program and everyone is clear on how the code picks leaders (and agrees with it ;)) there are going to be too many upset people for it to work well. So as I said before, sorry but we're not going with random leaders in this game, I'll leave that to someone else to do in Mach3 if Gillett lets us use the name of course :D.
 

ForzaA

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Originally posted by Peter Ebbesen
You know, most Popes in the time period covered did not spend their time trying to raise crusades - they were busy enough trying to hold on to the secular power they had amassed against fellow Christians. In EU2, however, nearly every player running the Papal States tries to arrange crusades :D

well.. there WAS the case of the Holy League ofcourse :)
but if you say so you'll probably be right :)