- The Trade Conflict CB no longer allows you to take land, revoke cores, or release vassals/nations in peace.
- Implemented a new system called "States & Territories", where states gives most benefits of being non-overseas, while territories have autonomy and is considered to be overseas for many rules.
- Added Corruption, which is impacted by being unbalanced in tech, having overextension and lack of religious unity. It can be combated by investment in the budget. Corruption impact minimum autonomy in a country, its ability to do espionage and all power costs.
- Countries with very few forts relative to their size (and less than 10 forts total) now have their unfortified provinces worth more warscore when occupied by enemies.
Punish players for not wasting money on forts? Check. Punish players for not wasting mana on dip tech? Check. Punish players for expanding by acqusition of strategic provinces? Check. Punish players for attempting long-range expansion without YOLOing? Check. Maybe this patch will turn out to be good, but I'm not too hopeful at this point.
Can't agree with you more here. Ever since the corruption and states DD I've been fairly down on EU4. The whole hordes w/ unrest from razing patch note made me even more skeptical of these new mechanics being fun mechanics. I don't mind change to mechanics to make the game more difficult, but just putting in what seem to be purely anti-fun mechanics is not the way to go about it.
No, it's more like:
Guy 1: Hey I found this exploit that when you delete all your forts except your most closely guarded one nobody can ever get any warscore on you.
Guy 2: LOL that's hilarious, what if you put it on England and then just literally never peaced out because nobody could ever get warscore on you?
Guy 1: LOL and then you could just blockade them so even if your opponent has the war goal you both suffer equally and you can never lose main land provinces!
Guy 2: Boy I sure hope they never fix this obvious exploit of the game mechanics!
You clearly have no idea what you're talking about. It's not even an exploit. The whole concept is to have just a capital fort on any one province island in an inland sea and leave a huge fleet to block access to it. Reason being that forts cost a ton of money to build and maintain. You really need that money to develop your country so you can afford to keep up your force limits for expansion purposes. The whole island + fleet bit is just so the AI doesn't randomly throw 3 units it recruited from an island in the pacific to transport to a single province on the mainland and then walk them all the way to your capital fort and siege it while you're paying attention to 100 other things.
It's a yearly increase, you don't get something like +20 corruption from the get-go.
And guys, colonists change culture and religion the moment they arrive in an empty province. It's obvious this change is about provinces in trade company regions.
I am aware it's a yearly increase. However it's a really dumb mechanic as it's currently implemented. You're not spending monarch points on what we want you to, so we're going to force you to make the correct decision. If you ignore this, then we'll punish you by costing you a % based amount of your income. If you don't pay the money cost and instead try to stop it by playing by our rules, it going to cost you more to catch up to people already ahead of you in tech.
It's taking away a lot of choice in exchange for rather arbrituary punishments that to stop you either have to pay a % of your income to match the amount of corruption you gain per month or you have to dig yourself out of a hole by digging the hole deeper.
In the current mercs ridiculously OP state of the game, only the -1% interest and +1 advisor ideas are worse of the admin ideas. +10% Goods produced is purely a money idea and money is easy. They could easily have made it somewhat less of a no-brainer by moving the goods produced to the 2nd slot and replacing the -core cost with the bonus states. As it stands they just made the group more of a no-brainer option than it already was.. It's a fairly safe bet that 3 extra states will net you a goodly chunk of money but also less available things like manpower, force limit, etc...
Goods produced modifier = more money from BOTH trade and production by increasing the BASE multiplier of both across ALL of your provinces. This results in a considerable boost to your economy. When you add in the whole states and territory mechanic, it becomes even more powerful since your trade income is not impacted by LA whereas tax, production, and manpower are. The only idea that is stronger in the admin idea group is the reduced coring cost. Merc cost reduction and increased amount are nice, but realistically if you're competent at the game you won't be fighting many wars throughout a campaign that you'll deplete your manpower enough that mercs become a necessity to continue slogging on. Mercs being OP is one of the funniest things I've been reading here lately. If mercs are nerfed it won't do jack to competent players. It'll just hurt the people who don't have a lot of skill at this game by punishing them severely for not knowing how to manage manpower properly. And ironically enough it's you lot who want them nerfed.
Administrative is only a no brainier if you're looking to go for a WC. Even that is arguable if you're not going for a 1 tag. Any nation with 20% or more coring cost reduction in its NI administrative isn't close to required unless you're looking to turn it into a speed run for a one tag WC.