• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

spyroware1

Βασιλεὺς Aὐτοκράτωρ
25 Badges
Aug 7, 2010
573
712
  • Europa Universalis III
  • Europa Universalis IV: Pre-order
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II
  • Victoria 3 Sign Up
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
This is a collection of some minor, some less so changes that I feel are sorely needed. The theme is quality of life, ie they’re solutions for annoying tediousness or unreasonable gameplay blocks. Suggestions are underlined.

Hostile Core Creation:

- Hostile Coring Cost from traditions/ideas should apply only to Primary Culture provinces. Self-explanatory. The feature has to be seriously re-examined at some point but until then this will help with some of the frustration. Rushing to kill Bohemia before they get their idea or shitting your pants because Circassia snaked to Astrakhan and Crimea is bad gameplay.

Sieges:

-Detaching to siege should leave behind the best +siege combo of an army for the province, so if you have many cannons and a leader with +siege they should be left behind. It’s very annoying having to forgo such a great feature because the siege leader doesn’t stay with the siege stack, forcing you to always manually create a new unit in a boring clickfest. The siege screen should also display how many cannons you need to gain +siege bonus so that you know what to bring.

Colonists:

-Colonists from the Eastern Mediterranean shouldn't be travelling all the way around Africa to reach the Indian Ocean/Indonesia if the country owns Egypt or Basra. This is the biggest offender but I would suggest to make colonist travel calculation a flat 3x the merchant travel time to the respective local node.

Yes we will lose the travelling to Manhattan takes x days and travelling to New Jersey takes x+4 days but do we really get any fun from that? In contrary we get much non-fun when the Ottomans need 2 years for their colonist to reach the uncolonised provinces at the Horn of Africa, even if they own capital-connected land directly next to them. Or crazy calculation bugs if your capital is on an island or when modders turn the Caspian into a functional sea with ports.

Buildings slots:

Development created a terrible balance between small countries without money but with spare MP’s that develop their provinces but can’t really build them, and large countries with money who just keep piling it because development bottlenecks their infrastructure investments. Unchangeable terrain also complicates infrastructure potential (eg Riga-forest-11dev = Ösel-grassland-5dev = 2 slots).

Not all buildings are created equal. Three buildings that are so crucial that they shouldn’t be in the same category with everything else. These are manufactories, forts and training fields. It is extremely frustrating to ask from the player to weigh the opportunity and strategic costs of these three buildings for every single province out there.

At the same time coastal provinces are in a severe disadvantage because a) they have the opportunity cost of two more buildings, b) tend to have more +TP modifiers making them much more likely to benefit from markets, and c) islands are less accessible, tend to be outside a ZoC (hello random event revolt), and get amphibious landing penalty. The shipyard issue is the most important. Ship building time has skyrocketed in CS, and if anything a rich country should have easier access to that infrastructure.

So I propose dedicated building slots for manufactories and forts, perhaps also for universities because, well, it already has this function (why the tedium of destroying an existing building?), plus a bonus building slot for coastal provinces. The added benefit for a manufactory slot is that we can have a new neat feature where we can build manufactories in our CN’s/protectorates. You can already build forts in marches – it gathers dusts as features go but the limited slots don’t help either.

Quick Builder:

-If you don’t follow the above suggestion, at least the quick builder needs to show when a province has no available slot but no manufactory as well. Right now we get a yellow colour for no available slots, and when you can’t build a particular type its icon gets redded out. Meaning we have to manually check provinces one by one to be sure there’s a manufactory everywhere. Do you know what’s more fun than conquering all of India? Building manufactories in all of India. Please make it easier.

Trade Companies:

-If we are meant to pull trade through trade routes then the Gulf of Aden needs to have its own trade company. Right now the 75% autonomy floor ensures that even if you own Mogadishu, Aden and Zayla the remaining locals will still have the most TP in the node. Looks like an oversight! I don't' want to create the United Kingdom of Greater Yemen and Axum to pull trade from India.
 
Last edited:
  • 6
  • 1
Reactions:
Upvote 0

BrokenSky

Field Marshal
88 Badges
May 1, 2015
4.393
5.727
  • Knights of Pen and Paper 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Crusader Kings II
  • Warlock 2: Wrath of the Nagas
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - After Dark
  • Warlock 2: The Exiled
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Stellaris - Path to Destruction bundle
  • Europa Universalis III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Conclave
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
- Disagree
- Agree (siege view already says how many cannons you need, but mousing over the +X from cannons)
- Fair enough
- Disagree: One of the main drawbacks of forts was that the killing fields associated with them required large areas of space to be left open, and limited buildings. do agree to being able to build manufactories in (+develop?) colonial nation provinces. Some terrain types should be changeable though (woodlands, marshland, jungle to a limited extent?)
- Agree
 

spyroware1

Βασιλεὺς Aὐτοκράτωρ
25 Badges
Aug 7, 2010
573
712
  • Europa Universalis III
  • Europa Universalis IV: Pre-order
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II
  • Victoria 3 Sign Up
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
- Disagree: One of the main drawbacks of forts was that the killing fields associated with them required large areas of space to be left open, and limited buildings. do agree to being able to build manufactories in (+develop?) colonial nation provinces. Some terrain types should be changeable though (woodlands, marshland, jungle to a limited extent?)

My issue with forts is that it forces me to think too much about placement and opportunity cost vs other buildings and I feel I shouldn't have to overthink strategy too much. You may need to have a fort in x province because c'est la vie geographie, and you invariably also want to have barracks in it, and these two requirements along with crappy terrain can put you in a situation where you have an otherwise developed province in which you cannot build any economic/trade infrastructure whatsoever.

And then there are coastal provinces where you have two more buildings that you really want to have in them (shipyard and market*) on the same two-ish slots. Why should Utrecht and Cologne have less infrastructure potential than say a pisspoor farmland province, which funnily enough will be producing a few morsels of grain and will have the absolute lowest priority for manufactories/workshops/markets as per investment rate of return. So we get poor provinces with a bunch of slots that we don't want to build, but Venice has only 3 slots? Cologne/Liege//Messina/Tabriz only 2? Hormuz, Galicia, all of frigging Georgia just 1?

*Do the devs want us to ever build trade buildings, cause the game is already too skewed toward unrealistic LS doom-trade-stacks.

What if I'm small and need a fort somewhere and have been saving ducats for years to make a proper investment? Why should I have to choose between building the fort in a province with suboptimal ZoC or building that manufactory in the grain province instead of the iron province? No, this is frustrating.
 
  • 1
Reactions:

BrokenSky

Field Marshal
88 Badges
May 1, 2015
4.393
5.727
  • Knights of Pen and Paper 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Crusader Kings II
  • Warlock 2: Wrath of the Nagas
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - After Dark
  • Warlock 2: The Exiled
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Stellaris - Path to Destruction bundle
  • Europa Universalis III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Conclave
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
My issue with forts is that it forces me to think too much about placement and opportunity cost vs other buildings and I feel I shouldn't have to overthink strategy too much. You may need to have a fort in x province because c'est la vie geographie, and you invariably also want to have barracks in it, and these two requirements along with crappy terrain can put you in a situation where you have an otherwise developed province in which you cannot build any economic/trade infrastructure whatsoever.

And then there are coastal provinces where you have two more buildings that you really want to have in them (shipyard and market*) on the same two-ish slots. Why should Utrecht and Cologne have less infrastructure potential than say a pisspoor farmland province, which funnily enough will be producing a few morsels of grain and will have the absolute lowest priority for manufactories/workshops/markets as per investment rate of return. So we get poor provinces with a bunch of slots that we don't want to build, but Venice has only 3 slots? Cologne/Liege//Messina/Tabriz only 2? Hormuz, Galicia, all of frigging Georgia just 1?

*Do the devs want us to ever build trade buildings, cause the game is already too skewed toward unrealistic LS doom-trade-stacks.

What if I'm small and need a fort somewhere and have been saving ducats for years to make a proper investment? Why should I have to choose between building the fort in a province with suboptimal ZoC or building that manufactory in the grain province instead of the iron province? No, this is frustrating.

Well my strategies tend to get me stuff like economic ideas and universities everywhere, so I don't find building slot problems affect me that often. If a province really needs that fort, I'll put in a load of mil points to bring up the development (high mil is good for forts) and build one. i think most poeple who are averse to developing also seem to really priorities being ahead in tech. I tend not to do that unless I have the points to burn...

Plus I tend to build trade buildings in most provinces in the node I collect in.

if anything I'd like them to add more buildings. Infrastructure stuff like roads or canals for example. These could give flat (before %modifier) increases to things like trade power, and a % bonus to production. Roads might also boost army move speed.

Infrastructure buildings would give +1 building lot like universities though.