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tableandchair

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I just wish all the missions were changed to be like the new missions.It's quite disappointing to get 5 prestige for restoring stability to 0 when instead I could get diplo rep or unrest modifiers from other simpler missions.
 
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The mission to build an army is pointless, it shortens the time of mustering a unit AFTER you complete the mission. What kind of reward is that? Why would you need less time to muster troops if you just did that? That bonus would be handy during the mission, not after. It defeats the purpose. There's more of them like that.

Rival of Rival is currently one of my favourites, it reminds old missions.
 
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The ability to insta-fail missions due to unforseen restrictions is about the only thing that bugs me about them.
Manpower recovery, dont know if it says anywhere ingame that a War auto fails it. Even if its a war verse a OPM you can just use a few mercs on. But taking out rebelstack after rebelstack with regular troops till manpower is half as much as mission start is fine.
 
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Some missions I seem to recall in EU3 gave you effects DURING the mission being active, such as a CB. I think it would be nice if all missions had effects for during missions and after.

Like the recruit speed effect being given during the mission, and then after you get a % of your manpower back as a reward for completion (men flock to the colors!)
 
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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?
The beta patch reintroduced the old bonus (though it increases production instead of tax).
 

SignedName

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Some missions I seem to recall in EU3 gave you effects DURING the mission being active, such as a CB. I think it would be nice if all missions had effects for during missions and after.

Like the recruit speed effect being given during the mission, and then after you get a % of your manpower back as a reward for completion (men flock to the colors!)
The conquest missions (conquer X province, save our brethren, Italian Ambition, etc.) DO give CBs (claims) for the duration of the mission.
 
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Zander

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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.

No, that would always be worse. Lower recruitment cost also lowers maintenance. That's why he's saying it "means cheaper maintenance", and why the mission award is more useful than it appears.
 

alpaca

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No, that would always be worse. Lower recruitment cost also lowers maintenance. That's why he's saying it "means cheaper maintenance", and why the mission award is more useful than it appears.
If it stacks on other land maintenance modifiers it will reduce your maintenance more than its nominal 10%, hence the "usually" in my post. Anyways, the point is not about the power of the reward but how I feel when reading it. It's not so much about rational reasons but about feeling like "great, but it'd have been even greater if I got this modifier before starting the mission" every time I read the reward. Also, this connection is very non-obvious, especially for novice players - of course, this could be helped by making it clearer in the maintenance tooltip how it's calculated (something like "0.2 = 0.02 x recruitment cost x land maintenance modifier x slider position x over force limit modifier")
 
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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.

Wait, so the "-10% Infantry cost" or whatever gives you cheaper maintenance as well? I always thought it was just build cost, and kept wondering what the point of this mission reward was. This needs to be clarified in the tooltip.
 
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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.
If that is true, it needs some adjusting. Currently have this mission available as Pasai, versus Ming. Mission states I need 76, Ming has a FL of 78, while I have 36 with a FL of 48. Based on my income there is absolutely no way to complete this mission without going severely into debt, struggling with maintaining just 36 at the moment. Far from the first time I've seen such impossible numbers crop up either.

As for other missions, would be great if conquest missions were based on truce timer. At the moment it seems like they are not.
 

Salje

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Current mission system is a bit better than the previous one(though I do miss some things, is there even any fort building missions anymore?).

I'd like to see a even greater overhaul as whole on the missions though.

I think I saw some suggestion a while back that suggested system that had "Major" and "Minor" missions, Major missions would have been something that would take a lots of time to complete (with bigger rewards) that set a guideline for the Minor missions that would help in the completion of the Major mission.
For example there could be a Major mission "Control North America" and Minor missions like "Form a Colonial Nation in the North America", "Expand Colonial Nation", "Wipe away X competition in North America" ect.
 
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Wait, so the "-10% Infantry cost" or whatever gives you cheaper maintenance as well? I always thought it was just build cost, and kept wondering what the point of this mission reward was. This needs to be clarified in the tooltip.
Yep, maintenance is proportional to recruitment cost (0.02 * recruitment cost, unless you have land maintenance modifiers or are over the force limits). Thanks for supporting my point that the connection is not obvious :D
 
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I would really like if national ideas were unlocked by missions instead of simply completing idea groups.

Would need quite an overhaul, maybe, but it´s the way it should work.
 
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Styliaan

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I would really like if national ideas were unlocked by missions instead of simply completing idea groups.

Would need quite an overhaul, maybe, but it´s the way it should work.
wouldnt just need an overhaul, would require a completely new system.
Getting the wrong missions would mean never getting ideas, having a system to just detect a close neighbour to show aggression, youd end up stagnating due to it picking an enemy thats certain death. Every part of the world would have to be customized or their would be a complete disparity.

Now imagine the AI attempting to do something like this.
 
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Yep, maintenance is proportional to recruitment cost (0.02 * recruitment cost, unless you have land maintenance modifiers or are over the force limits). Thanks for supporting my point that the connection is not obvious :D

The question is why maintenance is proportional to recruitment cost. I can't see any logical reason why.

Does this mean that the increased recruitment cost due to inflation also increases your land maintenance significantly?
 

wraithstalke

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I think so. It used to be any reduction at time of recruitment affected cost, and maint was a straight multiple of cost.

So if you had a temporary effect (cheap uniforms) and a location effect (the old military buildings gave reduced unit cost) it would build a cheaper unit with a permanently cheaper upkeep.
 

Harlehus

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Ohh so you're saing that the effect of lowered recruitment cost on maintenance cost is not retrospective? That is even more confusing

This really needs to be clarified a lot!

I mean if the effect is not retrospective the mission is indeed very useless and the comment made by Trin Tragula makes little sense.