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unmerged(150125)

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With all the new features of HTTT we also got a lot of new strategies of how to play. When looking at the National Ideas I found some to be a lot less useful, some more useful, and some to take on a whole different meaning. Especially with the ability to hire whatever type of advisor you want, you can easily get the same results of several NIs rather easily – that could either make a NI obsolete or more powerful by stacking tons of the same effect.

I thought it would be helpful to the HTTT community to go through many of the NIs, examine how HTTT changed their use, and start some discussion on new gameplay strategies with them. And be aware I haven’t tried many of these strategies out… they just seem like they could work…

EDIT: (For non-military NIs: http://forum.paradoxplaza.com/forum/showthread.php?t=450526)


Military Drill: This one is clearly more important with the new combat system. Your 40k doomstack can get wiped out by an enemy army of 5k if your army is down to 0 morale for the month. So having more morale is certainly a lot more useful for pretty much every country. Even a small nation could find it useful if it means their smaller army’s morale can outlast a larger one, and then run down the larger down and wipe it out.

National Conscripts: 50% more manpower could be more useful now. With entire army stacks getting destroyed, you’d need more manpower to build new ones. Still probably not a top priority.

Battlefield Commissions: I think this one could be a lot more powerful in HTTT. Granted, it’s possible to recruit advisors that give the same increase in land tradition. But this is one where I think stacking the effects could be very influential. Many advisors require land tradition to be hired, so you could use it to get you a lot of the advisors that increase your land tech or those that increase your morale or discipline, all without draining your ability to recruit good generals. However, from what I’ve seen, I think having good generals makes all the more difference in battle now. A high shock general can wipe out their all-important morale faster. A high-maneuver general (which is now the only way to make your army faster than theirs…. right?) gives your army the ability to get to a hilly or mountainous province first, and force the enemy army to get that very damaging (I think overwhelming) -4 or -5 terrain penalty. What I plan on doing in my next game is taking this idea, using it to recruit 3 advisors that raise land tradition, and using the combined effect to push up my tradition really fast and recruit super-powerful generals early on.

Seahawks: As with land advisors, you now need navy tradition to recruit naval advisors and colonial advisors. I have always found it difficult to raise my navy tradition. Usually I fight one big naval battle with an enemy, destroy their whole navy, and then that’s it. Not much tradition after that. But with Seahawks, instead of getting good admirals (which I’ve never found too useful), a colonial power could use this to supercharge their empire with the right advisors. Imagine the stacking ability for colonial growth: the Land of Opportunity NI (+20% colony growth) + 3 5-star Lord Proprietors advisors (+30%) + National Focus (+50%), a group of your colonies could be getting a 100% growth bonus! After you have a good-sized colonial empire, use your high naval tradition to recruit 3 really good advisors that increase your tariffs. Maybe colonial empires won’t be a drag on your economy anymore…

Naval Glory and Glorious Arms: Even though prestige is more important now, it’s also much easier to gain lots of prestige through the right CBs. When you can gain 60% prestige in some war treaties, more prestige through combat doesn’t seem like that big a deal.

Excellent Shipwrights: Maneuver makes armies faster; I’m assuming it makes ships faster. Any use for fast ships?

Grand Army: Do the new ways of combat require a lot more units?


What do you think?
 
Last edited:

Ex Mudder

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Manouver helps in capturing ships, I don't think it speeds up fleets, but I haven't really checked.

High maneuver helps explorers see mainland provinces as they go by, and I think they explore faster as well. Plus less attrition. Noticed it when Cabot died in the first year and I got a 1 manuever explorer in his place. My 1 maneuver guy had to go past the Incas 3 times to reveal a single coastal province, Cabot would reveal 2-3 provinces at a time usually. Think he was maneuver 4.

Pretty sure identically comprised fleets will arrive at different times based on the maneuver of their leaders.
 

George LeS

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I have not tested with HT, but in previous versions, the maneuver value definitely did NOT improve ships's speed. I tested with Portugal, which has 6 explorers on 1503.1.1. I edited their maneuver values so each value was covered, & set each in a barque, moving from Azores to Lisbon & back. Result: all arrived together.

I tried other combinations, & not once did it make any difference. (It should, IMO, but that's another story.)
 

GAGA Extrem

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Military Drill: Much more useful, esp. during the early and mid game. Since morale is even more important it also has it's meaning during late game.

National Conscripts: Still one of the best NIs, you can never ever have too much manpower. Period. Yet, drill is now probably superior during the early game.

Battlefield Commissions: Not too bad, but other military NIs are better. Fighting rebels will do the job.

Seahawks: Since naval trad is much harder to get, this more useful than BFC. Nice for getting advisors.

Naval Glory and Glorious Arms: With HTTT you can get even more prestige even easier. Useless. Honestly, it has never ever been more useless as it's now.

Excellent Shipwrights: Okay for exploring, has impact on combat resolution and gives a better chance to capture ships. One of the few ideas that can influence naval combat, so it's good if you already got press gangs and grand navy.

Grand Army: Medicore, usually conscripts is better.

Grand Navy: One of the most important ideas for seafaring nations, either if you are a minor or medium power (SP) or want to compete in MP

Press Gangs: Extremly strong throughout the whole game, even better than GN during the early game!

Naval Fighting Instructions: Useless.
 
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The_Pursuader

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imo there should be a few new (or changed) NIs in relation with the new modifiers

some suggestions:
+ magistrates/year
+% legitimacy/year
+% cultural tradition/year

these are just some thoughts.. they could also be boosted in some other way than simply +.../year :p

edit: just saw the other thread for non-military NIs.. oops :D
 
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Musthavename

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National Drill is slightly better due to more emphasis on Morale.

I'd also wager that the +tradition NIs are worse due to more cultural decisions (e.g. Last Jousting Tournament) that can give you some, in addition to being able to pick those advisors up on demand.

Another thing to note that's sort've militaresque is QFTNW. As it now grants the colonialism CB, it's now more useful lategame, whereas prior to that you'd generally have enough range and discovered anything anyway.