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bestbrian

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Rejigging the missions for CS has left a lot of holes, and the rewards don't seem to be very rewarding. :)

Formerly, the mission to "Turn x into a City" would reward with +1 to base tax. Now it gives a -15% discount on development for ten years. Why would I want to develop a colony, and assuming I would, why would I want to do it within the first ten years? The old way was definitely superior.

Anyone else spotted some mission changes/rewards that should be altered?
 
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Jabni

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I've got a lot of "doubled missions" in my first games of 1.12.

For example: reach 100+ relation with the rival of your rival (+5 Prestige and +25 Diplomaticpoints) and at the same i have the mission to get 100+ relation with my neighbour (+1.00 diplomatic reputation for 1 year)
Both missions targeting the same country. This happened with a lot of other combinations too. Never saw this happening before CSupdate.
 
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matk

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In general, I like the change to more interesting rewards (rather than most missions giving +3 or +5 prestige). However, some need tweaking, this being an example.
 
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My primary gripe is that many of the new rewards are designed in such a way that the "reward" would have been useful before finishing the mission, but is not so useful after. For example, the missions to build up your army and navy give you cheaper unit production... after you just built a bunch of units. That's nonsensical, really, and missions like these are almost never worth it. What I'd like to see for these is to move the reward to an immediate bonus and give some other bonus on completion. For instance, the build army could have an immediate effect that reduces your unit build cost for a few years, helping you to achieve the mission goal, then reward you with a morale bonus or something like that.
 
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Trin Tragula

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For example, the missions to build up your army and navy give you cheaper unit production....

Which means cheaper maintenance as well as cheaper units should you wish ti build more than the 75% of your forcelimit the mission asks for.
 
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chris_dftba

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There's often missions for me to get as big an army as my rival which will, more often than not, be much more than my force limit. Which, I'm not going to do, I'm not bankrupting myself just so I can have a standing force equal to my rival
 
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Trin Tragula

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Those missions do compare your forcelimit to theirs first so what it means is that they can afford to be over theirs. It's still up to you if you wish to take the mission though.
 
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2dme

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Which means cheaper maintenance as well as cheaper units should you wish ti build more than the 75% of your forcelimit the mission asks for.
The point is chances are you build up to 100% if you're a small to medium size nation when getting this mission. Its the same with the mission to build more than your enemy, the main building effort is over once you complete the mission, therefore the savings given by the mission are nowehere near as useful as they were before. As a result, the only missions i take now are the ones that give Inspiring Victory, or the one for Letting Manpower recover, everything else is barely worth it.
 
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Vaximillian

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Which means cheaper maintenance as well as cheaper units should you wish ti build more than the 75% of your forcelimit the mission asks for.
By the way, maybe such missions would say explicitly how many units you need to fill the 75%? It already does when the mission is „Protect against X“.
 
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Vaximillian

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I never found it that hard to glance at my forcelimit and multiply by 0.75 myself.
There's enough numbers already in the game, always adding, multiplying, dividing and subtracting. It can be more obvious and consistent.
 
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BaZERGer

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I do find it a waste when there's multiple missions of the same requirement type with the same reward, like having "build an army for our nation" and "protect against rival" at the same time, those types of missions should be restricted to only giving you one of a type at a time, preferably the one with the lowest requirement.
 
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The point is chances are you build up to 100% if you're a small to medium size nation when getting this mission. Its the same with the mission to build more than your enemy, the main building effort is over once you complete the mission, therefore the savings given by the mission are nowehere near as useful as they were before. As a result, the only missions i take now are the ones that give Inspiring Victory, or the one for Letting Manpower recover, everything else is barely worth it.
the cheaper costs not only apply to recruiting future regiments, but ALSO the maintenance of EXISTING regiments, which means you actually save money for a period of time by completing the mission - quite useful in the middle of a war since you'll be near your FL limits most of the time (unless you're cherry tapping and intentionally only using a small portion of your FL against a weaker enemy)
 

Golladan

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This has been tweaked in the Beta. It now gives +1 Production, in addition to the 15% discount. Cool. :)
However it still has the issue that the modifier it gives is a regular province modifier that disappears as soon as the province changes hand (like... when it transfers to your colonial nation) instead of one that doesn't =/
 
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Which means cheaper maintenance as well as cheaper units should you wish ti build more than the 75% of your forcelimit the mission asks for.
I realize that, but it still feels like it would have been much more useful before finishing the mission, thus it seems frustrating. Giving the mission a land maintenance bonus instead would make it feel better to me, even if it were the same magnitude and thus usually worse. By the way, many players are potentially not aware that this connection exists (those that don't read the forums or the wiki).

There are even more egregious examples (always in my opinion, of course), like converting a province providing a missionary power bonus. Sure, you can often convert more provinces after that, but there are also cases where you get the mission when you can't convert the province in the first place due to low missionary power.

I guess I like the way the conquest missions work, so would like more missions that work this way: they give you something immediately that helps you achieving the mission, then give you another bonus when finishing. Oh, and while I'm thinking of conquest missions and perhaps have your attention, would it be possible for them to provide claims for more than 15 years? Playing Ottos, it's pretty much impossible to conquer the Levant or Egypt in 15 years, so you need to cancel and restart the mission at least once.
 
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I'd like to see more variety in missions, though. Something like "Hire a Trader" or "Develop Production in (Province)" and so on.

More historically based (and perhaps some plausibpy historical) missions could be cool, too!
 
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Styliaan

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Playing Ottos, it's pretty much impossible to conquer the Levant or Egypt in 15 years, so you need to cancel and restart the mission at least once.

I didnt have/notice the mission until there was only 1 province to take. pretty sure reward is something like 10% trade income bonus or tax modifier? For 1 territory on my second war(full removal of mamluk) it was a nice bonus.