The single thing I hate the most about EU4

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Chelaldur

Corporal
Aug 4, 2008
33
16
I agree that while it may be needed to have these kind of revolts for them to have any effect, it's a frustrating and not a fun part of the game. If the common reaction to a 10K revolt in a 1K pop colony is "wtf is this" instead of "hm I did something wrong", there's something wrong with the game design.

But revolts are looking to be a lot more predictable and manageable in AoW, so this is kind of a pointless discussion. Don't want revolts in bermuda? Give them 80% autonomy and you'll never have to worry again.
 

Zander

General
77 Badges
Dec 18, 2002
2.412
930
Visit site
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Victoria 2
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
People tend to complain a lot less about unrealistic things that benefit them for some reason. ;)

Actually, the forums have plenty of complaints about giant armies walking across Siberia, and there's zero reason not to have travel time for generals since the mechanic already exists for diplomats/merchants. Are you going to implement those fixes now? :p
 

BarrosRodrigues

aka marcoan7onio
47 Badges
Dec 17, 2011
4.556
2.212
  • Crusader Kings II
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Battle for Bosporus
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome - Magna Graecia
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Hearts of Iron III Collection
Actually, the forums have plenty of complaints about giant armies walking across Siberia, and there's zero reason not to have travel time for generals since the mechanic already exists for diplomats/merchants. Are you going to implement those fixes now? :p
Yeah it is time to add travel time to generals without removing the MIL upkeep! You know all countries had only 1 general in the XV century and ~3 a few centuries later.
 

Dr. B

Field Marshal
44 Badges
Apr 13, 2007
2.505
1.784
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis III
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
Asked about general/admiral travel time long time ago, and I believe the response was that the AI couldnt handle it, it cant plan smart ahead of time like that.

In fact most if not all strangeness comes from the fact that this is a game with simplified mechanics so it can be playable with an AI (and by a human who does not have 24 hours every day to play). I think.

Solution for less random weirdness: remove AI and make game multiplayer only. (178 players needed to start a game?)
 

Tacticus101

Field Marshal
59 Badges
Mar 2, 2011
3.705
2.619
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Imperator: Rome Sign Up
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun: Hong Kong
  • Stellaris: Nemesis
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris
  • Europa Universalis IV
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
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.

Like being some kind of godlike being who guides a single nation through the ages, secretly giving orders to all his people simultaneously using powers of mind control and teleporting minions across the map with his alien technology. Also a master of time travel, able to pause and rewind time at leisure, changing the very laws of the world whilst he does so if he wishes. Then, at a predetermined date, the world ends and you are awarded a "score" by some omniscient being based on how well you did in various arbitrary categories.

Abstraction right?


Personally, I agree with Wiz. Ultimately the rebels need to be like that in the games current form for them to be relevant. Smaller rebel stacks would be more realistic, but would also be insanely easy to deal with since you can transport 100k troops all the way across the map with no trouble due to the supply mechanics.

Changing the supply mechanic would be possible, but would have far reaching consequences and require a massive overhaul of the games mechanics. That would be a huge undertaking for something that probably cant be make realistic without taking control away from the player (like making only armies led by your king controllable). There is already an improvement in the next expansion that should improve the system anyway. I really doubt that players would appreciate less control over their game, even if it is more realistic.
 

Chewy Yui

Cutest Twi'lek
82 Badges
Jan 27, 2013
909
755
  • Cities in Motion 2
  • Stellaris: Galaxy Edition
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Island Bound
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Jade Dragon
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome Sign Up
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
We need POPs!
 

BarrosRodrigues

aka marcoan7onio
47 Badges
Dec 17, 2011
4.556
2.212
  • Crusader Kings II
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Battle for Bosporus
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome - Magna Graecia
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Hearts of Iron III Collection
Personally, I agree with Wiz. Ultimately the rebels need to be like that in the games current form for them to be relevant. Smaller rebel stacks would be more realistic, but would also be insanely easy to deal with since you can transport 100k troops all the way across the map with no trouble due to the supply mechanics.

Changing the supply mechanic would be possible, but would have far reaching consequences and require a massive overhaul of the games mechanics. That would be a huge undertaking for something that probably cant be make realistic without taking control away from the player (like making only armies led by your king controllable). There is already an improvement in the next expansion that should improve the system anyway. I really doubt that players would appreciate less control over their game, even if it is more realistic.

Sorry but I don´t agree, the way I see it rebels in their current form are FUBAR; it is an unfortunate attempt by PDS to make the game “challenging” by other means because their games are powered by (and I am very sorry to say it ) a brain-dead AI.
 

TolHydra

Thank you for making GSG Immersive Again!
96 Badges
Dec 25, 2011
1.374
877
  • Victoria 2
  • Humble Paradox Bundle
Spain never, ever in no circumstance should colonize siberia. There are only so many things in this world equally as disgusting as a yellow siberia. Unless Qing does it, then it's perfectly fine.
 

Masquinongy

Corporal
18 Badges
Aug 27, 2013
37
0
  • Crusader Kings II: Legacy of Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Victoria 2
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
We need POPs!

Yes please! You don't have to make it as detailed as Victoria 2 (unless you want to {crosses fingers}).

If your rebels need to be this big due to the armies currently in the game. It seems like a pretty straight forward solution to tie both armies and rebels to local and national manpower pools.

You just need two variables: 1)population 2)manpower
and of course the variables increasing and decreasing those two.
 

Pugman

Lt. General
65 Badges
Feb 14, 2011
1.345
633
  • Europa Universalis III Complete
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • March of the Eagles
  • Divine Wind
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Crusader Kings II: Holy Fury
  • Victoria 2
  • Crusader Kings II: Holy Knight (pre-order)
  • Age of Wonders III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Battle for Bosporus
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
Often when people complain about something the reason they provide has nothing to do with what is behind their frustration. I really don't think it's the fact that the rebel army sizes are unrealistic. I think rebel uprisings aren't particularly interesting, which makes it just feel like an errand/chore to quash them. Making the armies bigger doesn't make it more interesting - it just means you have to send more troops to do the same chore. I think this is a good thing when it comes to a nation taking over what would be highly populated provinces (if population were really represented) of a foreign culture and/or religion. I don't think this makes a lot of sense though for colonies. If you take a colony you can *never* change the culture (unless you annex Spain, Portugal, France, etc. - not gonna happen), which is not a good mechanic IMO. I like that mechanic in mainland Europe but not when it comes to colonies.
 

Korsan82

Anadolu beylerbeyi
11 Badges
May 15, 2007
998
126
  • Crusader Kings II
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
The game will be simplified like thise until PI decides to finally add a reaslistic population model where proportions are actually right...
 

Lama43

Lt. General
11 Badges
Jun 27, 2011
1.580
1
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
Regions with a population insufficient to support a significant rebellion shouldn't have significant rebellions, it's simple as that. At most, you could make a mechanic where underpopulated areas would rebel together, something I assume is going to happen with AOW.
Saying that there are other unrealistic things is not an answer, first because two wrongs don't make a right; second, because this really is just a cheap ploy that only frustrates players. Losing is fun when you lose in a fair fight against a superior opponent, not when you lose to 30000 rebels in a fresh colony. Since the devs got rid of the population indicator, I'd say manpower is the next best thing to base rebellion size on.
 
Last edited:

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.268
18.942
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
1) Because it makes sense according to game mechanics.
2) Because, as others have said, realism cuts both ways.

1) On what planet does it make sense to prioritize low tax distant overseas provinces that will never lend any trade value to the nation colonizing them? ROI on paying ducats for such a colony there is so terrible that any alternative location that either adds to a CN or allows them to collect trade is stronger. On top of all that, the strategic value is junk too (further conquest of the region is poor for the same reason that colonies there are poor, while there are myriad better ways to attack China if that's the goal that *do* give trade value). On top of all that, it gives Russia an easy CB that the Iberians can't really defend. Where's the upside? Where's the "it makes sense"? Usually people don't assert that making poor RoI investments with large opportunity costs makes sense.

2) Realism does cut both ways. Let me ask you though, what are you designing the game to be? Fun right? Remember that part about it being a game :p? Rebels aren't fun. They're asinine tedium that also test the limit of plausible game balance (extremely evident in the case of minors getting large revolts or rebellions larger than their FL). I sincerely hope you've given the spawn #'s very careful consideration such that it isn't literally impossible to avoid losing territory at random to events. There's nothing a 2 province minor can do to 15 regiments on defensive terrain with a shock 3-4 general, and that kind of garbage happens right now. If you're going argue rebels from a gameplay sense, they still need work and stategem's OP is a good example of why even disregarding the historical population values. Rather than juicing rebels to the point where you can literally kill millions of men in 10 years and see millions more in the next, perhaps it would have made more sense to simply make the practical resources of expansion a stronger constraint or to lower the RoI of expansion against alternatives :/.

It would have made a lot more sense that as your nation grows its bureaucracy allows less FL/money/manpower growth, and this creates some decisions wrt gameplay incentives too. But what do we get instead? Rebels over a 5 year period that can match Napoleonic armies, in difficult-to-reach boondocks. "Both ways" indeed.

Unless Qing does it, then it's perfectly fine.

? Qing is orange. Not just a little orange either. Disgustingly bright, beautiful orange.

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.

Tropical is more punishing, but it also gives what, 10x the value or more? The Indies have several times the tax per province, better value goods, and the Iberians actually *CAN* see trade from them.

Not to mention that literally any province in the new world gives more direct and trade value also. The new world is *not* filled by the early 1600's. Why are they putting colonies in Siberia? Does Siberia have 10 tax provinces in your internal build such that the value proposition of that is drastic enough to merit colonies in an overseas demerit region with 0 trade upside :p?
 
Last edited: