Innovative triggers among the best events in the game, but this isn't immediately obvious.
Yeh those inovative events are sweet. +100 admin points here, +200 there... topped off with the occasional -5% tech cost events.
Innovative triggers among the best events in the game, but this isn't immediately obvious.
Innovative triggers among the best events in the game, but this isn't immediately obvious.
Plus it gives you some nice decisions: education act (-5% technology cost, +1 prestige) and recruitment act (-10% recruitment time +10% manpower)Innovative triggers among the best events in the game, but this isn't immediately obvious.
Ah, the old Scientific Revolution events... Even so, not all of the innovative related events are good- some -tech, -stab -prestige events in there. I just don't think it's worth the adm points for such small bonuses (especially considering how valuable adm points are)
I think you missed the Defensive nerf in 1.2. It actually halves attrition instead of doubling supply now, and the 1% attrition doesn't do terribly much unless you can stack it with other +attrition ideas, and it's weakened by the fact that every single nation seems to take defensive, that's only 0.5% attrition in practice. The really useful part is the +1 leader siege, which does wonders to help burn through the boosted defensiveness that everyone and their grandmother has by reducing how long you spend in the least productive siege phases. The morale and the tradition are also nice, but the mandatory attrition is rather overrated.Best : Defensive. Double Supply, and permanent 1% attrition, combined with all other bonuses, make it Idea that sooner or later you MUST have. Aspecialy SINCE AI in germany is allways taking it, and lot of other AI's take it too. Because it is just so awesome. And it is simply a must in any MP game for sure. Not nessecity to take it as first idea, but for any country with 6 MIL ruler, it is obvious choice for first NI group, aspecialy if he got 6 MIL heir. Or any decent MIL heir. Other NI's might be usefull, but this is propably the only idea one must have. Nevermind if you are land, naval, colonial, trader, opm, empire, it will allways come of use.
Most Useless : Spies. Realy only usefull in MP game, when every player uses it. AI is simply too stiupid to use it, and despite the troll value, it is not like you cannot achieve your goals without it. It is not TOTALY useless, but is the worst of the lot.
So functional immunity to war exhaustion, not hemorrhaging tradition nearly as fast, recruiting faster, cheaper tech, and an extra maintenance-free leader aren't extremely useful? And never mind the fact that it gives some of the best events in the game and makes the amazing Agricultural Revolution fire twice as often.Innovative ideas are probably my worst. Only decent ideas there are the War Ex. and the tech ones- and -5% isn't even that much (especially compared to plutocratic -10%)
I think you missed the Defensive nerf in 1.2. It actually halves attrition instead of doubling supply now, and the 1% attrition doesn't do terribly much unless you can stack it with other +attrition ideas, and it's weakened by the fact that every single nation seems to take defensive, that's only 0.5% attrition in practice. The really useful part is the +1 leader siege, which does wonders to help burn through the boosted defensiveness that everyone and their grandmother has by reducing how long you spend in the least productive siege phases. The morale and the tradition are also nice, but the mandatory attrition is rather overrated.
No, the +25% morale is hands down the best military bonus in any of the military trees. Not sure if it'll be true after the patch, but right now it basically divides western militaries into 2 tiers: those with the morale bonus and those without.
I mean the reason the Prussians are so good right now is because they have +33% morale bonus. The Quality group is mostly ineffective right now (except the Discipline buff at the end).
Nonsense.Except, until 1.3 (and then we'll still have to test to be sure), Quality has two ideas (the discipline and the faster morale recovery) that do anything. All the combat ability modifiers just plain don't work right now (or at least not measurably so).
Nonsense.
The unitpower modifiers of Quality works perfectly well as is - it is just that they don't work the way many players thought they worked. Combined with the +discipline bonus, Quality is in 1.2, just as it was in 1.0 and 1.1, the milgroup that contributes the most to the abilities of your armies, navies, and garrisons in battle.
What Offensive provides over Quality are items of strategic value (manpower, force limits, force march) and an increase in your average leader skills, but for pure combat Quality in 1.2 blows Offensive out of the water, and the choice between the two is, essentially, one of utility vs. power.
(Which is inter alia why e.g. an 1.2 MP Prussia without either Quality or Offensive, but with Innovativeness ideas to ensure it gets super generals due to minimal tradition decay, can still walk over its neighbours that have one of those milgroups, because its native +20% discipline and +25% unit power is darn awesome when combined with good generals, as shown so spectacularly in the ongoing Europa Unleashed MP game. The insane morale bonus helps as well, but without the unitpower Prussia would have had a much harder time against the Eastern powers.)
The combat mechanics change to 1.3 will make unit power work more the way players expect, which I guess is overall to the good, but as it is right now, it is already a pretty awesome modifer.
Nonsense.
The unitpower modifiers of Quality works perfectly well as is - it is just that they don't work the way many players thought they worked. Combined with the +discipline bonus, Quality is in 1.2, just as it was in 1.0 and 1.1, the milgroup that contributes the most to the abilities of your armies, navies, and garrisons in battle.
What Offensive provides over Quality are items of strategic value (manpower, force limits, force march) and an increase in your average leader skills, but for pure combat Quality in 1.2 blows Offensive out of the water, and the choice between the two is, essentially, one of utility vs. power.
(Which is inter alia why e.g. an 1.2 MP Prussia without either Quality or Offensive, but with Innovativeness ideas to ensure it gets super generals due to minimal tradition decay, can still walk over its neighbours that have one of those milgroups, because its native +20% discipline and +25% unit power is darn awesome when combined with good generals, as shown so spectacularly in the ongoing Europa Unleashed MP game. The insane morale bonus helps as well, but without the unitpower Prussia would have had a much harder time against its enemies and the Eastern powers in particular.)
The combat mechanics change to 1.3 will make unit power work more the way players expect, which I guess is overall to the good, but as it is right now, it is already a pretty awesome modifer.
Tech group is not relevant to unitpower calculations in 1.2. The weaponmodifier is, which is independent of tech group and dependent solely on tech level, and the unitpower expresses itself via the difference between attacker and defender's modified weaponmodifier. A 10% better weaponmodifier vs. an enemy of the same techlevel is an advantage, which size in what most players look at (casualties/day inflicted on the opponent) depends entirely on the techlevel.Ummm wat?
Combat bonuses have been proven to do absolutely NOTHING against same tech groups. And it's hardly needed when fighting chinese as a westerner at all. Even then 10% combat bonus was only giving a 1% advantage. They are simply broken atm (to be fixed tomarow).
Easily the best I've found is the Offensive tree. In 1.2 at least, leaders mean so much in battle and getting a guaranteed +1 in every battle stat makes things so much easier. Forced march and more manpower as well have saved me so many times. Can't go a game without it.
Honorable mention to plutocratic ideas, I just don't play enough republics to use it often enough, since RM + Diplo-Vassalisation are such great options.
Innovative ideas are probably my worst. Only decent ideas there are the War Ex. and the tech ones- and -5% isn't even that much (especially compared to plutocratic -10%)
Tech group is not relevant to unitpower calculations in 1.2. The weaponmodifier is, which is independent of tech group and dependent solely on tech level, and the unitpower expresses itself via the difference between attacker and defender's modified weaponmodifier. A 10% better weaponmodifier vs. an enemy of the same techlevel is an advantage, which size in what most players look at (casualties/day inflicted on the opponent) depends entirely on the techlevel.
The result is that at low tech levels, you'll tend not to notice any significant impact from unitpower while fighting those of the same tech level as yourself - or rather, of as high techlevel as yourself where the weaponmodifier was last increased, since the fire, shock, and moralemodifiers are increased at different levels of different arms of the armed forces - while it becomes more obvious when fighting countries of different techlevels and more obvious at higher techlevels in general.
I read the thread attempting to recreate the 1.2 combat mechanics, and I respect the work put into it, but the fact that the mechanics did not work the way many expected or did not show as large numbers as they'd like does not change my conclusion about the worth of unitmodifiers as a whole over the course of a game or the worth of the entire Quality group which combines unitmodifiers for everything with a +15% discipline bonus for everything.
Since they are working exactly as designed in 1.2 and work pretty well, I cannot agree with you that they are "simply broken".
I can agree with you that the design is unintuitive and that battles in 1.2 are not bloody enough in the late game - and these are two of the things being addressed in 1.3 amongst many others.![]()
Sorry, was being too confrontational. Bad idea.