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Siu-King**

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Everytime I wanna build a few manufactories to boost my and CN's income, only to see CN having all their building slots on good provinces filled with useless garbage like Sailor modifier or FL.
And those jungle/mountain low dev provinces only has 2-3 building slot.

Let us destroy those damn buildings or simply tell the AI not to spend all its money on useless crap buildings?
 

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Yeah I'd also be favorable in some kind of player-controlled buildings in CN. I myself had issues with CN going from bankruptcies to bankruptcies but still refusing to delete even one of their 12+ forts
 

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maybe a simple solution would be to force CNs to keep 1 slot open, or allow to delete buildings in subjects.

Anyway, AI is still way to horny for those sailors.
Even though they made sailors somewhat more scarce, in most cases you still don't need 'em if you have more than 2 coast provinces...

FL on the other hand is quiet useful and mandatory for CNs in my eyes. They need enough transports to be useful, and light ships are quiet important to them, too.
 

Siu-King**

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maybe a simple solution would be to force CNs to keep 1 slot open, or allow to delete buildings in subjects.

Anyway, AI is still way to horny for those sailors.
Even though they made sailors somewhat more scarce, in most cases you still don't need 'em if you have more than 2 coast provinces...

FL on the other hand is quiet useful and mandatory for CNs in my eyes. They need enough transports to be useful, and light ships are quiet important to them, too.

you would like 2 at least, Production+Manufactory.

They wont need it if they don't blow all their money building 100 ships...
 

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It would be nice, but i think also a bit exploitable. If the subject is rebellious and you think they will declare war on you you could just delete all their military buildings to make the war easier...Maybe it could be limited to just loyal subjects?
 

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I think there should be a mechanic to develop your Subjects Provinces allowing you to place a building. On a more serious note, once the AI has it good strong capital it should raise the province development in all states to 10.
 

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It would be nice, but i think also a bit exploitable. If the subject is rebellious and you think they will declare war on you you could just delete all their military buildings to make the war easier...Maybe it could be limited to just loyal subjects?

Honestly, how many times a human player's subject ever go disloyal? Let alone them declaring independence war on you.
 

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It would be nice, but i think also a bit exploitable. If the subject is rebellious and you think they will declare war on you you could just delete all their military buildings to make the war easier...Maybe it could be limited to just loyal subjects?
That's a very good point with a good solution. Additionally i think LD should increase per Building * Cost or something.


I think there should be a mechanic to develop your Subjects Provinces allowing you to place a building. On a more serious note, once the AI has it good strong capital it should raise the province development in all states to 10.
LOL totally forgot about that ^^'
Still, it is somewhat expensive to increase a 10dev Jungle to 20 dev. I think about the Caribbean CN, where many provinces already are at 10 dev.

CNs need a little AI work indeed, i think, as i still see not colonizing CNs despite having 6+ income etc. quiet often, and to develop their super TG provinces should be in their interest, too.
 

Siu-King**

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I think there should be a mechanic to develop your Subjects Provinces allowing you to place a building. On a more serious note, once the AI has it good strong capital it should raise the province development in all states to 10.

You CAN do that with common sense.
But it's expensive as fuck too because most of America is Jungle/Mountains and they dont get University on strategically cheap provinces.

Even then, they might beat you to building a FL building once you unlock the slot.
 

solidprice

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So from what my 2 cents are:

I'm for scrapping building in subjects.
Subject marches can scrap your forts.
I don't see why not...

And it would be nice if colonial government NI would buff - development cost from -10 to -20
 

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So from what my 2 cents are:

I'm for scrapping building in subjects.
Subject marches can scrap your forts.
I don't see why not...

And it would be nice if colonial government NI would buff - development cost from -10 to -20

gov buff is useless, because when u develop, it uses YOUR modifiers
 

zedyue

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The only two buildings I hate seeing subjects build are Forts and Courthouses/Town Halls

The former actively drain money from the CN while using up a building slot, the latter is a significant waste of money while using up a building slot
At least all the other 'wasted' buildings either give manpower or sailors which prevent the subject from going into mercenary debt hell/ no ships as soon as they would have otherwise.. (in theory lol because once it has build 12 max level forts it goes bankrupt anyway)

Subject shouldn't be allowed to build forts
 

TheMeInTeam

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The only two buildings I hate seeing subjects build are Forts and Courthouses/Town Halls

The former actively drain money from the CN while using up a building slot, the latter is a significant waste of money while using up a building slot
At least all the other 'wasted' buildings either give manpower or sailors which prevent the subject from going into mercenary debt hell/ no ships as soon as they would have otherwise.. (in theory lol because once it has build 12 max level forts it goes bankrupt anyway)

Subject shouldn't be allowed to build forts

I know it's a novel concept for the AI, but buildings that produce money are pretty effective ways to avoid debt hell, rather than spending money to lose money.

CNs are a joke. Pathetic. Pick whatever overblown term you want and it's not hyperbole, can't be hyperbole so long as we see crap like this:



Debt is not for nations with only primary culture, right-religion land that have never seen battle. Control over buildings in CNs would be nice, but it would also be nice if this kind of stuff stopped happening, for CNs, AI allies, and AI opponents alike. The AI's building choices are so terrible that a basic hueristic revision would comically outperform it.

I also had Peru bankrupt, and it was never < 50% unity or > 50% overextension. Why did it bankrupt? It wasn't from wars (my units fought those to that point), so what caused it?
 

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LetaBot

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I know it's a novel concept for the AI, but buildings that produce money are pretty effective ways to avoid debt hell, rather than spending money to lose money.

CNs are a joke. Pathetic. Pick whatever overblown term you want and it's not hyperbole, can't be hyperbole so long as we see crap like this:



Debt is not for nations with only primary culture, right-religion land that have never seen battle. Control over buildings in CNs would be nice, but it would also be nice if this kind of stuff stopped happening, for CNs, AI allies, and AI opponents alike. The AI's building choices are so terrible that a basic hueristic revision would comically outperform it.

I also had Peru bankrupt, and it was never < 50% unity or > 50% overextension. Why did it bankrupt? It wasn't from wars (my units fought those to that point), so what caused it?


Probably state edicts. For some reason subjects activate then in just about every state even when they are losing multiple ducats each month.
 

Bibor

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I dont actually see CNs cap slots that often. Maybe in the caribbean. My usual strategy is to build workshops everywhere first, then follow up with mfg. Buildings. This way they dont have time to spam sailor stuff, since workshops take only a year or so to build. Captured stuff is often way worse.

As for debt, they probably go overboard with advisors. No other explanation. I tend to gift them money so that’s one way to keep them afloat.
 

Rikissa

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Edicts definitely play a large part and I hope this will be somewhat remedied in the next version. But I'm not overly hopeful. Mexican CNs are also particularly affected by not knowing they should probably disband most of their forts (if you don't delete the forts before your CN forms).
 

Siu-King**

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Edicts definitely play a large part and I hope this will be somewhat remedied in the next version. But I'm not overly hopeful. Mexican CNs are also particularly affected by not knowing they should probably disband most of their forts (if you don't delete the forts before your CN forms).

Worse, all lv 2 and free warscore & WE for enemy