The single thing I hate the most about EU4

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Thanik

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I see two problems here:
1. Why is Spain even trying to colonize siberia?
2. Why is sibir so populated that it spawns 10k+ stacks?

1. Why not? If human can, AI can too.
2. There is no population in EU 4, but if small province will spawn 999 rebels they can't capture any province with lvl 1 fort. And similar "high populated" provinces should spawn 300k spawn rebels?
 

Wizzington

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I see two problems here:
1. Why is Spain even trying to colonize siberia?
2. Why is sibir so populated that it spawns 10k+ stacks?

1) Because it makes sense according to game mechanics.
2) Because, as others have said, realism cuts both ways.
 

apg

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1. Why not? If human can, AI can too.
2. There is no population in EU 4, but if small province will spawn 999 rebels they can't capture any province with lvl 1 fort. And similar "high populated" provinces should spawn 300k spawn rebels?

I too think it is ridiculous to see spain conquering siberia but i can understand some people may like it..?

What would be good is if there was an option like 'lucky nations' where the player could also decide on the bounds of AI colonisation, Whether or not its random, crazy or historical.
 

jockedahl

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1) Because it makes sense according to game mechanics.
2) Because, as others have said, realism cuts both ways.

Wiz I have a quick question for you for Art of War. Will naval battle bloodiness be tinkered with in Art of War? At release no ships died, and now almost all ships die unless you have super reactions (ai lets them all die). Would it be possible to find some sort of middleground and pull it back a little from the current state. Since you are doing so many new features with navies this patch it would be cool if you could battle a bit more, get more action on the seas and rule the waves.
 

kitemasaki

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Spain colonizing Siberia has been a running joke for a while now. The AI doesnt have much logic for where it colonizes so it just dots the world. If they tied colonial distance to your capital (as they do trade range) then you would probably see a stronger presence in areas that they do colonize. At the moment, even after the recently welcomed changes, colonization is too easy/simple for the colonial great powers.

I think the point that people bring up is that you cannot have rebellions that large in areas that do.not.have.people. lol :p
It looks like some changes are coming to the rebel mechanics and since it wont be tied to just a province, will feel more 'real'. In no way do I want rebels to become easy or a nuisance. I welcome a real threat and challenge!
 

BarrosRodrigues

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2) Because, as others have said, realism cuts both ways.
Realism? ROFL Most (all?) core mechanics in this game have no RL basis, the game design is complete fantasy and only people with lots of imagination can think of it as an "abstraction". Super rebels and exiled units are only the tip of the iceberg. I still find the game (very) fun even with all its flaws but that is because I think of it as a game and nothing else.
 

kitemasaki

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No, the AI is exhibiting sound and sensible logic. It is avoiding tropical provinces.
Sensible logic eh? I think you need to brush up on what that means.
Siberia is arctic. The fact that a Spain would ignore the 8 non-tropical (so no negative modifiers) colony provinces in the Phillipines and go to Siberia, where it has zero trade control, makes no logical sense.
Just because the AI is behaving as intended with mechanics, doesn't mean it is logical or good. If that were the case, then no further patches, DLCs or expansions are needed.
 

AurochsAway

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Sensible logic eh? I think you need to brush up on what that means.
Siberia is arctic. The fact that a Spain would ignore the 8 non-tropical (so no negative modifiers) colony provinces in the Phillipines and go to Siberia, where it has zero trade control, makes no logical sense.
Just because the AI is behaving as intended with mechanics, doesn't mean it is logical or good. If that were the case, then no further patches, DLCs or expansions are needed.

I usually see Spain colonise the Philippines before it hits Siberia. It's the rest of the Malay Archipelago that it avoids.
 

guga912

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Realism? ROFL Most (all?) core mechanics in this game have no RL basis, the game design is complete fantasy and only people with lots of imagination can think of it as an "abstraction". Super rebels and exiled units are only the tip of the iceberg. I still find the game (very) fun even with all its flaws but that is because I think of it as a game and nothing else.

I think that is his point, at the moment the game is unrealistic in many aspects to make the game fun to play, once you make things like rebels realistic you would have to make army control realistic I don't think this forum would survive them making it so you can't really control an army unless you are the commander and not having any idea about what is happening in your country outside the heartland.
 

Wizzington

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Basically, colonizing Siberia before tropical places makes sense because tropical is more punishing. Maybe we should change the fact that Siberia is a better place to colonize than much of Indonesia, but solving it by having the AI make poor decisions because they are 'historical' is not the way to go.

Realism? ROFL Most (all?) core mechanics in this game have no RL basis, the game design is complete fantasy and only people with lots of imagination can think of it as an "abstraction". Super rebels and exiled units are only the tip of the iceberg. I still find the game (very) fun even with all its flaws but that is because I think of it as a game and nothing else.

I think you missed my point. The point is that since the game's supply system is abstracted and allows for unrealistic projection of large armies, rebels need to be unrealistically large to be viable.
 

hitchens

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1) Because it makes sense according to game mechanics.
2) Because, as others have said, realism cuts both ways.

Really wish you would nerf Castille's colonial range bonus, colonialism is boring due to Portugal and Castille.
Instead of being a frontier, the new world just turns out to be a massive spam fest that gets painted in yellow too fast.
 

Thanik

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I too think it is ridiculous to see spain conquering siberia but i can understand some people may like it..?

What would be good is if there was an option like 'lucky nations' where the player could also decide on the bounds of AI colonisation, Whether or not its random, crazy or historical.

I want too to see english Canada, russian Siberia, dutch Indonesia, and spanish Philipines too!
But if Spain take Canada, and England take Siberia I can deal with it. Just another "what if" world.
Anyway this optional "semi historical mode", can be good. Maybe are some mods with this?

Sensible logic eh? I think you need to brush up on what that means.

If you play Russia, you don't want spanish Siberia, or strong China.
If you play against Russia, you want spanish Siberia , and strong China (which AI do in first case)
 

Thrake

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With the overall increase in colonizable provinces (including in America), one can hope not to see Iberian siberian that commonly. It isn't that common to me since they lowered early colonization and I only see it when I personnaly block Russia from colonizing Siberia.
 

BarrosRodrigues

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Basically, colonizing Siberia before tropical places makes sense because tropical is more punishing. Maybe we should change the fact that Siberia is a better place to colonize than much of Indonesia, but solving it by having the AI make poor decisions because they are 'historical' is not the way to go.



I think you missed my point. The point is that since the game's supply system is abstracted and allows for unrealistic projection of large armies, rebels need to be unrealistically large to be viable.
It seems I did miss your point as I have the habit of stopping reading whenever I see people defending rebel uprisings post 1.5. I understand your reasoning but you do realize that the balance is completely off don´t you? Even when one is below 100% OE the rebel spawns are unrealistically large to the point that they may become stronger than the strongest armies in the world combined. A >100% OE may mean a stack wipe for my entire army; I have seen 200k spawns, seriously? I sincerely hope that in 1.8 rebels are at the very least remotely plausible and not more of the same in a predictable fashion (the latter would be annoying as hell).
 

korodikrisz

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The colonization is quite fine the way it is, however, when I played 1.6, there were sure problems with rebels. I once tried to westernize as Russia, but huge rebel armies started popping up everywhere. Even some tiny almost desert provinces in Central Asia had huge rebels. I did intentionally save some manpower and monarch points, but that just wasn't enough, and the whole country broke to pieces. [Which is good in a reason. In EU4, especially in multiplayer, if a country gets too strong, there is not really a way to grind it down. Large nations are getting larger, and show no sign of weakening. Rome fell after all. And many other huge empires.]

At an another game as France, I conquered Savoy, which then kept sending rebels after rebels for some reason. 40k rebels come, I send 50k troops to the next provinces. Then suddenly, another 40k pops up. Then an event comes, which gives even more rebels. Then a comet pops up. I kill everyone. Troops go back to the high supply provinces, and another 40k stack popped up... Sometimes I felt like I killed more people than there is in the cities, but whatever...

If I could give an advice, it would be something like:
- Rebels come more frequent
- But they come in smaller sizes
- And over a wider area, not stacking those things in 1 province. Let those 30k rebels take whole Bulgaria at the same time!
 

korodikrisz

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2) Defeating Rebels that do spawn would lower revolt risk for a period (you defeated them...time to move on for a while).

Since revolt risk will be gone in the next patch, there is not much use of this idea. :)