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.
- 3
The beta patch reintroduced the old bonus (though it increases production instead of tax).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 conquest missions (conquer X province, save our brethren, Italian Ambition, etc.) DO give CBs (claims) for the duration of the mission.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!)
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.
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")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.
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.
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.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.
The beta patch reintroduced the old bonus (though it increases production instead of tax).
Can we get 10 or 12 missions to choose? 3 isn't enough.
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 obviousWait, 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.
Yeah, quite an overhaul indeed. It would basically require unique set of missions for about every country in game. Unless they were horribly generic like "Increase stability over 0".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.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.
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![]()