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Velociryx

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Yep.....I believe I have found my first official "cause" to fight for in the game....and that is....the underdogs.

The little guys.

I'm not talking about the one-province minors in Europe, either. They're fine.

More than fine, actually. They can kick some serious butt!

I'm talking about the little countries with no starting tech in off-the-beaten-path tech groups.

As of the latest patch, they are essentially unplayable, and here's why:

If you pick a country to play that starts in the Exotic or Chinese tech group, and if you do not have Infra 1 at game start (and odds are good that if you're playing a little country in one of those groups, you won't), then you are doomed. Infra 1 costs you 18,000 - 25,000d, your economy is wretched (1.5 - 3.0 at best), you have no monarchs of note usually (limiting your monarchal bonus in research), your neighbors are no better off (no neighbor bonus), and you have no events (aside from random ones, which can just as easily be bad).

Now, I'm all for a challenge.....I'm all for making the game as realistic and as true to history as we can make it within the framework of the game itself, BUT.....as of the latest changes, it's somewhere between masochistic and suicidal to play the little countries in poor research groups.

Why is this important? Why should it matter to you? Well, a few reasons spring to mind:

1) The countries are selectable and playable....it'd be nice if they were actually functional enough to be viable play choices. Note that this does NOT mean I'd like to see every country that can be selected in the game, be able to do a World Conquest, World Colorization, or even be able to win in VP's....I'm simply saying that if a country is selectable, then it should at least be....functional.

2) Balance matters. People will argue that the NA indians, for example, were of no particular consequence in terms of European settlement of this continent, and that their inferior technology rendered them a moot point. I would argue otherwise. NA indian tactics had never before been seen by the Euro explorers and conquerers, and had they united against the Europeans early on, then the history of the North American continent could have well been quite different, vast technological differences or not. Balancing the game such that the major European powers do not implode within the first couple of years is more important than, say, making sure Ashanti or Brunei is even remotely playable, but as the game is a historical sim, and these nations *did* exist, and were functional entities, then at least some token nod should be given to make them so in-game, if chosen by a player (and by functional, I mean "capable of doing something other than fast-forwarding 50-75 years and praying that in that time you don't get a bad event like a rebellion or any sort of inflation, which could well set you back another 15-20 years."

3) The game engine is robust enough to handle it. Yes, it has a European center, and that's cool. Not a thing in the world wrong with that, but since the other countries are out there as selectable choices, it'd be nice to at least be able to function.

The core of the problem lies in the fact that the latest beta requires TC's to collect annual income. These countries I"m talking about can't afford to mint coin to operate, because they are already saddled with obscene tech costs, and when Infra 1 costs 25,000, and your monthly research contribution is 2d, even a 1% inflation rate is crippling indeed.

I don't have any solutions to the problem, except perhaps to exempt the poor tech group nations from needing TC's, or to make TC's available to them at Infra 0.....they'd still have to build them everywhere, which is a challenge enough when you make less than 20d a year, but at least it'd be a start.

So.....this thread is dedicated to the "little guys." Those tiny nations that everybody else either looks over or ignores. The countries that WISH they were in the Middle Eastern tech group cos it's so much better than theirs! ;) In the drive to make the game all the more compelling for the folks that love playing in Europe and the Middle East, I offer my voice in support of the countries nobody wants to touch with a ten foot pole, and for us quirky, strange players who enjoy them!

-=Vel=-
 

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What a valiant cause. :D

The problem is, is how to give them a chance, without altering the new rules that are working very well with the European powers... Off to brainstorming I guess... :)
 

Velociryx

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The funny thing is....I don't even care if they have a chance! When I play one of the countries I'm talking about, my "goal" for myself in the game is nothing so grand as world conquest or coming in first in VP's....sometimes not even becoming a strong regional power....I just wanna survive. To still *exist* as an independent nation by the game's end.

I don't think that's too much to ask for....but in order to do that, a player's gotta have at least a bit of raw material to work with.

The nations in question are not like the other countries. They can't afford to mint coin to operate.....not if they want to have any HOPE of ever reaching even the most basic techs in the game (the ability to promote TC's and Chief Judges, Cavalry (even when the NA indians GET the requisite tech, they still can't build them), the ability to do assaults would be nice, as would the abililty to create Trading posts.....but these things are *centuries* away from the nations in question....even moreso if you get even 1% of inflation. (not that minting coin would get you much anyway....when your monthly inflows are 1-3, total, you're not exactly making a fortune....two + years minting coin to be able to promote a single TC)--and never mind the ability to build Artillery....sheesh...that alone is a lofty goal! ;)

I could use cheats, sure.....but I'm not a cheating kinda guy. I like to survive honestly, or not at all.....but as of the latest beta, that's impossible to do. ONE bad event, and you might as well restart.

Anyway, the hope is that I'm not the only one who enjoys playing the *really* little guys, and that others will join me in supporting them....cos they really are fun to play! :)

-=Vel=-
 

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I agree that every country that is playable should be playable.

I prefer

having TC's at Infra 0.
or
giving all nations starting TC's
or
giving those specific nations Infra 1 to start.

(I would also suggest that colonizing NA was not such a cake walk. Remember who has written the history book.)

One should be able to play ahistorically with NA natives. If they had not been at continual war with each other, things may have turned out different. Plus, historically disease, peace treaties and trade agreements were large reasons that colonization was at all possible.
 

Velociryx

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Good points all 'round, and I would add that by "giving" the nations in the groups in question Infra 1, we're not disrupting the balance in any way.....it'll STILL be the better part of a century before most of them got Infra 2, even if they put all resources to that single-minded goal!

-=Vel=-

EDIT: I have to say also that I'd be against giving them (or anyone) TC's at start.....I think that the rules for that are quite good, and it gives the player max flexibility to decide where the TC's go....besides, giving the TC's to the group is too much, IMO....I'm just looking for a way to be able to at least be viable with the small fry.....I wouldn't mind building my own TC's....I just don't see the histriosity(?) behind making these groups wait a century to become functional. China was steaming veggies and collecting tolls when the folk in Europe were still eating mud, and even the NA indians, while they did not have a taxation system as represented in-game, if they're gonna be represented by existing game systems should at least be....well, like I said before....functional.

-V.
 
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I ABSOLUTELY agree something should be done about those poor guy nations to make them playable. I'm not sure whether easier-earlier-free TCs are the answer, though. It's still a bore to play a little guy nation when you have to save for 10 years or more for a TC - and of course since you're minting coin, so your inflation is galloping away, with results as described earlier.

Maybe a religion trait such as buddhists, pagans, and exotic tech religions get 25% of their tax income at infra 0... Maybe make TCs cost 10d... I don't know. I'm not a game designer. But any design decision that basically eliminates a whole bunch of nations as game choices isn't a very good decision.

Unless we go back to the EU 1 setup, leave them all as uncivilized heathens with no nationhood... no fun either.
 

Velociryx

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Hmmm....I like the notion of tying some level of "TC-Income" to the weak religions....that would at least give you a level of operating income to work with....as it stands now, the only way you can have an operating income is to not raise an army (many of these nations do not start with a standing force of any kind), or disband the one you start with, as even at 50% maintenance, your military upkeep will eat what little funds you have to work with....of course, if you risk running with no army, then the first rebellion event will kill you, and we're talking about being in the position of having little or no army for upwards of a hundred years, so it's not like that's out of the question.

And before the thread draws detractors (and I"m sure there will be some), let me say again that this plea for the small fry is NOT about making World Conquest possible with Ashanti and Company....it's about making these currently selectable nations at least functional in the most basic in-game sense. Ashanti *did* historically maintain a standing army, and did have their day in the sun....granted, Ashanti at her pinnacle couldn't hold a candle to even the poorest of the European nations, but she existed....good luck doing it under the current system tho! ;)

-=Vel=-
 

unmerged(10355)

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I'm still on 1.06, but I've played as remote countries quite a bit.

Even an American Pagan can get Infra 1 in about 40 years off of monarch research. Most other countries can get Infra 1 a lot faster than that, primarily due to the lack of the crippling whiteman penalty, though knowing more foreign capitals and having a better tech group usually also helps. Level 1 in all techs comes pretty quickly; level 2 takes much, much longer.

Paying for the tax collectors with no annual income could be more of a problem. If you're going to play as an American pagan, you really shouldn't count on reaching Infra 5 ever, let alone soon. That could come down to the luck of the draw on the events you get in the first 40 years or so. I'm also not opposed to save/reload (or restart, as the case may be) for this.
 

Velociryx

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Total agreement....I played the Cherokee with 1.06 and it was doable....still playable at that point. I was not a powerhouse by any means (compared with European nations), but could survive.

I tried again with the latest beta.

No chance.

-=Vel=-
 

Director

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One simple and reasonable 'fix' would be to edit the scenario files to give these countries a modest starting 'bank'. Say an extra 50-150g (I haven't gamed under v1.07 so I don't know what the proper range would be), enough for a TC in a province or two. Would this serve or are you looking for something deeper?

Of course that money could be spent for other things - but it's a poor gun that won't point both ways.

I'm currently running Bremen under v1.06, and it is R-O-U-G-H. I've run 8 test games and gotten killed before 1450 in six of them. In my current effort it's 1547. I did have 5 merchants each in Mecklinburg, Flanders, France, Tago, Aragon, Liguria and Venice. Now, after sending out 31 merchants I've lost all 31 and am down 9 more - that's a total of 40 merchants wasted at 10g per.

Small countries used to be able to trot out a group of merchants and use that money to ease their opening woes... not any more. Trade pays a little, occasionally, IF you already have the income to get several trade levels ahead. otherwise its a waste of time and money, not to mention a micromanaging pain.
 

unmerged(5110)

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yeah, i feel the TC rules are a little bit too rough on those less-powerful and economically rich countries.

Especially with making it a lot harder to get traders into the CoTs, this combines to make a large problem, e.g. playing as England even when I had taken a large part of France and Ireland, and owned the Flandern CoT i still found myself very much strapped for cash and unable to raise even the simplest army to defend myself.

I no longer feel that this is realistic of play; it seems to me that i'm getting punished because of some other war monger and the game turns out really kinda frustrating.

I think that the penalty for not having a tax collector should be toned down, e.g. have it so that only 50% say of the normal census income is gathered until you promote a tax collector.

Also for the ROTW nations, perhaps a less of a penalty to their tech group?? These nations should really be able to be played. IMHO it would make the game much more fun.
 

unmerged(10355)

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What if core provinces still got census tax income whether they had a tax collector or not?
 

Peter Ebbesen

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Originally posted by Director
One simple and reasonable 'fix' would be to edit the scenario files to give these countries a modest starting 'bank'. Say an extra 50-150g (I haven't gamed under v1.07 so I don't know what the proper range would be), enough for a TC in a province or two. Would this serve or are you looking for something deeper?
This would not help the exotics with infra 0, though :)
 

Johan

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Huh?

You still get over 50% of your taxes monthly without a tax collector, as well as all other income.


Having 0 inflation is not a goal in itself.
 

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Originally posted by XieChengnuo
yeah, i feel the TC rules are a little bit too rough on those less-powerful and economically rich countries.

Especially with making it a lot harder to get traders into the CoTs, this combines to make a large problem, e.g. playing as England even when I had taken a large part of France and Ireland, and owned the Flandern CoT i still found myself very much strapped for cash and unable to raise even the simplest army to defend myself.

I no longer feel that this is realistic of play; it seems to me that i'm getting punished because of some other war monger and the game turns out really kinda frustrating.

I think that the penalty for not having a tax collector should be toned down, e.g. have it so that only 50% say of the normal census income is gathered until you promote a tax collector.

Also for the ROTW nations, perhaps a less of a penalty to their tech group?? These nations should really be able to be played. IMHO it would make the game much more fun.

Being strapped for cash was what being a monarch was all about:)

I honestly cannot think of a swedish monarch after Gustav I that had "good" economy.
 

Derek Pullem

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Well thats true but I'm not aware that "inflation" was a common problem in pre-Columbus America or in Sub-Saharan Africa.

You can mint money (to some extent) by turning the income sliders up but this only delays the point at which you can build TCs because you are skimping on infrastructure investment.

Because MP by definition will play with the majors I do believe that the "little guys" are being overlooked somewhat. The random explorer issue is another one where the big latin countries aren't bothered by it but the ROTW certainly is.

I KNOW the game if EUROPA Universalis but there was a certain charm in leading Japan or Oman to world domination in SP. It's a hell of a lot tougher now. I understand that the changes are more realistic - I just don't think they are as much fun
 

unmerged(10355)

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Originally posted by Johan
Having 0 inflation is not a goal in itself.

Yes it is. I play by a weird set of rules in single player. :D
 

unmerged(5361)

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Playing ROTW countries is hard (and should be so..).

Personally I think the game is much better now, more suited to the 400 years of gameplay offered.

In earlier incarnations of EU2 you could dominate your region military/economically/diplowise before the 1500s (regardless of nation) and be a superpower by the 1600s... for the next 200 years you'd be doing nothing...

I think it's great not all of my provs have manufactories before 1600, nice that the colonizing nations haven't taken over all of America by 1515, it justifies the long gamespan.

But if you want to rule the world as Orissa, make some changes.. create your own scenario, it's still fully possible to do it.
 

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Jarlen I am close to spamming as I agree with you wholeheartedly here.

We have seen some horrible results in earlier versions with pagan nations taking over the whole world and so on. I am very pleased if that would be impossible in the future. I don’t think it is too hard to play a minor today and you can expand quite a bit so please don’t change anything. We don’t want the times back when you could conquer the world with Benin. Africa is enough
:p
 
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