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t6.28

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War in EU4 seems to be too cheap: If you are not completely overdoing it, you only pick up a little of war exhaustion that goes away by itself in almost no time and pay a bit on reinforcements which might give you a few loans, but nothing major.
You can just have a huge part of you population die without any real consequences.

So I'm suggesting the following: first of all, large battle have to have a far larger impact on war exhaustion (and warscore), because as of now, you can win as much battles as you want without it really having too much of an impact (unless you stackwipe).
Also, being short on manpower needs to have a negative impact.
Here is my suggestion, based on the share of manpower you are lacking ((max manpower - current manpower)/max manpower) you get an accordingly scaled part of the following modifiers: -30% tax efficiency, +0.1 monthly war exhaustion while at peace (counteracting the default reduction), +100% stability cost, -30% goods produced, +20% development cost.
This represents the severe negative economic effects that the huge lack of capable men has.

Of course, to compensate this change, war enthusiasm would have to drop faster, to allow for fighting short wars
 
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grommile

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First, make peacetime as interesting and engaging as wartime.

Then, it's worth considering measures to curtail our capacity for warfare.
 
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Chlodio

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Wars are costly, AI almost never manages to survive a war without at least one loan, but I do think that being lower than 33,3% of your max manpower should give you negative modifier that would decrease tax and production income.

IHMO manpower represents eligible men, when it is zero, shouldn't you be close to collapse?
 

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I've suggested before that provinces should be able to reduce the maintanence of up to a certain number of regiments (based on development) in itself or neighboring provinces. If regular maintanence was then increased to compensate then it would become much more expensive to send armies abroad or to consentrate large forces in a small area. This would at least somewhat counteract the ahistorical abilities of countries to commit their entire military to one conflict, especially if that conflict is far away.
 

grommile

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but I do think that being lower than 33,3% of your max manpower should give you negative modifier that would decrease tax and production income.
This would further weaken the AI. (A competent player tries to avoid being low on manpower anyway, since an assortment of negative events are gated on manpower depletion.)
 

Sagif

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I agree that war should be made more costly and harder.

If you start as a major nation, such as France, Austria, Castille, Ottomans, etc, it's relatively easy to wage war. I almost never use loans since I basically pile up cash during peacetime. My war exhaustion (without my interference) never passes 4%-5%, unless I get distracted and end up loosing 20k troops.

As a minor nation, you will (depending on your allies and the subsidies you receive) use one, maybe 2 loans at max. It pretty straight forward...
 

grommile

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I agree that war should be made more costly and harder.
Fine. What am I supposed to do in the thus-expanded gaps between wars, then?
 
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I don't necessarily think that there should be less wars. I just think that the strength of countries scales too strongly with their size compared to history. I want the same number of wars, but I want them to be more even.
 

grommile

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I don't necessarily think that there should be less wars. I just think that the strength of countries scales too strongly with their size compared to history. I want the same number of wars, but I want them to be more even.
Given that the game already has significant verisimiltude issues of the form "notable large countries have land force limits considerably smaller than the armies they historically supported", I'm not sure that strength scales too strongly with size.

(The Ottomans starting LFL is about 26. The army they pitched up to the gates of Constantinople with in 1453 - when the territory they controlled was not significantly larger than what they are shown to control at game start - numbered at least fifty thousand.)
 

User4035

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1.2 was a patch where money was hard to come by. Probably the funnest version to play because if that.
You couldn't really he money until the colonies got settled. It felt very historical.
England couldn't have a navy AND and army. And any nation going to war meant loans unless you saved up a war chest.
It was fun because you had to win a war fast. No nation could "grind" it out.


I do agree that low manpower isn't an issue. Disasters need a second condition to trigger besides low manpower - peasants rebellion needs low stability as well. And since Eu4 world no longer orbits an asteroid belt its pretty easy to keep stabilit up.

I think peasants war should trigger on low manpower.
For Ai you can lower the threshold to like 10% manpower or they will be in peasants wars all the time.
 

Jomini

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Making war "more expensive" is just a giant nerf to the AI. 90% of the resources in the game go into AI-AI wars. If we say doubled the cost of the war, the human will optimize and perhaps end up with a 70% increase in resource burn (very generous). The AI, in contrast will hit at least 100% in resource burn on each side. Effectively that would then be a 30% nerf to the AI in head to head match ups, but given that so many wars are AI - AI, we are looking something well past that. With the 9 other "wars" war would cost the AI world 200%. that would be 1870% more resources burnt by the AIs for wars vs 70% more for the human.

War needs to be cheaper. The best strategy in EUIV has continuously been to drag out AI wars until the costs lead to rebellions and bankrupcy. We don't want that. We want strong AIs that blob like human player (to some degree) so they can challenge the human player.

1.12 drastically increased the cost of expansion with increased coring cost, fort/rebel issues, and a few other things. The AI is relatively MUCH weaker to the human than it has been in a long while.

So no, an effective AI tax is a bad idea.
 
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Sagif

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Fine. What am I supposed to do in the thus-expanded gaps between wars, then?

Play Hearthsone while the truce expires :D

Yes, peace time should be improved to give more dynamic and variety to the game.

But it also should make you think twice when deciding to attack someone...
 

grommile

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I do agree that low manpower isn't an issue. Disasters need a second condition to trigger besides low manpower - peasants rebellion needs low stability as well. And since Eu4 world no longer orbits an asteroid belt its pretty easy to keep stabilit up.
Peasants' War always needed a secondary condition beyond being a monarchy, at peace, with a depleted manpower pool. It's just that the whole mess was completely opaque, so anyone who didn't go database-diving or wikisurfing had no information on how to avoid it and could easily stumble into one of those secondary factors.
 

User4035

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Peasants' War always needed a secondary condition beyond being a monarchy, at peace, with a depleted manpower pool. It's just that the whole mess was completely opaque, so anyone who didn't go database-diving or wikisurfing had no information on how to avoid it and could easily stumble into one of those secondary factors.

Also back then you stability was always taking a hit so being at +1 stability all the time was very difficult. There were many threads of people complaining about not being able to be at 1 stability the whole game.
I know because I used to exploit the heck out of low stability. heh heh.

OH at -2 stability and I just got an event for another minus stability..... time to break a truce! or break a royal marraige. heh.

England used to be the worst! I once played an MP game as England and I was at -2 or -3 stability almost the whole time. Only ever upped it to declare war.


-----------------------------
I disagree about the AI needing even more economic boosts for warfare.
They already get alot of boosts. Heck, a tactic in Multiplayer games when you take out a ton of loans is to 'disconnect' and let the AI run your country for a few years to pay everything off.

When your country is wrecked the AI seem to do a great job and recovering faster than a human player due to their bonus's.
....when your country is prosperous though, the AI tends to squander that wealth.


Making the AI go bankrupt is actually very difficult. You have to wait until they have ALOT of loans and then sit on them for a long time. All while you got call for peace ticking up your own war exhaustion. ....And then you peace out for 100% and got a 15 year truce for them to recover.

I find its just better to take a province or two, make them annul treaties with their allies, and maybe make them release a nation if they are that big.
When they are a fairly big nation and they have lots of loans - making them release some high income provinces is a real hit. Because now they have a smaller tax base to pay off those loans which were based on a higher income.
 
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Jomini

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Also back then you stability was always taking a hit so being at +1 stability all the time was very difficult. There were many threads of people complaining about not being able to be at 1 stability the whole game.
I know because I used to exploit the heck out of low stability. heh heh.

OH at -2 stability and I just got an event for another minus stability..... time to break a truce! or break a royal marraige. heh.

England used to be the worst! I once played an MP game as England and I was at -2 or -3 stability almost the whole time. Only ever upped it to declare war.

And this is relevant why?

Your MP are no less lost to you when you take a negative stab hit, when you get an event that is a straight -50 Adm, or when someone takes your province. Should we ban taking provinces in multiplayer because you lose all the development you invested?


-----------------------------
I disagree about the AI needing even more economic boosts for warfare.
They already get alot of boosts. Heck, a tactic in Multiplayer games when you take out a ton of loans is to 'disconnect' and let the AI run your country for a few years to pay everything off.

]When your country is wrecked the AI seem to do a great job and recovering faster than a human player due to their bonus's.
....when your country is prosperous though, the AI tends to squander that wealth.

So why would you ever keep playing with such folks?

If the AI is already squandering what it has, how will giving it relatively less make it stronger?





Making the AI go bankrupt is actually very difficult. You have to wait until they have ALOT of loans and then sit on them for a long time. All while you got call for peace ticking up your own war exhaustion. ....And then you peace out for 100% and got a 15 year truce for them to recover.

I find its just better to take a province or two, make them annul treaties with their allies, and maybe make them release a nation if they are that big.
When they are a fairly big nation and they have lots of loans - making them release some high income provinces is a real hit. Because now they have a smaller tax base to pay off those loans which were based on a higher income.

So obviously, you've been doing it wrong. First you can force them to take loans. Leave them some provinces open and the AI will build replacement troops even as WE creeps upwards. You crush the new troops, they take out more loans, build more troops, etc. As WE creeps upwards, provinces become less lucrative and rebels pop up. You let these start taking over the place. Other AIs will often begin to declare. You normally want to leave them a safe port to hide their fleet in, they pay to upkeep it, even while it is bottled up doing nothing. Parking a single merc on a fort can lead to them having to pay upkeep there. Do routinely loot every province till the bar empties.

Once the AI is overrun with rebels and vulture AIs it is imperative to peace out for little or no gains. 0% WS is extremely powerful. This does a few things - first it keeps the truce timer low, second it stops the AI from getting the free WE exhaustion from losing a 100% peace (completely wipes out all WE), third it doesn't risk coalitions, and fourth I think it keeps the AI out of some logic loops that make it peace out against other AIs sooner.

AI nations pretty much never recover from this sort of treatment. Taking a province, meh as you note the AI can recover quite well from that and you get to slog through a bunch of forts again soon.

So when can I do this? When I have outgrown the AI. Making things more expensive will make this sort of abuse far cheaper. And it is not like this doesn't happen already. France regularly implodes the worst not when it gets handily crushed by England & friends, but when it gets into a sequence of rolling wars (before England peaces out, Burgundy declares, then Provence & Milan, then maybe Brittany & Castille). This can result in all manner of fun rebels breaking the place and taking the AI under. Once the rebels start, it is all but over for the AI. Anything that makes the AI spend more money on war makes this sort of positive feedback loop (war makes AI poor, poor AI makes for juicy target for vulture AIs, which makes AI poorer) much more likely.


From a historical perspective, the amount of peace time needed in the game is drastically too high. They don't call it the 80 Years War for nothing nor the Thirty or Hundred. Historically wars brought countries low because they waged them all of the time. There has been something on the order of 200-300 years of peace in all of recorded human history. Take Great Britain. From 1700 to 1800 there were a grand total of 22 years of peace (between the 4th Anglo-Abenaki War and the War of Austrian Succession, between the second Carnatic War and the Seven Years War, and between the First Anglo-Mysore war and the First Anglo-Maratha War). States should be able to wage war far closer to continuously.

Now this is bad for gameplay because historical wars were limited affairs. You went, sieged some place, maybe fought a big battle, and then you went to the peace table because fighting long wars was ruinous to both sides. Fighting at EUIV intensity for historical durations is far, far beyond the ability of any state at the time, but this is largely because fighting to the total exhaustion (something not really seen until the late Victorian era too much, and certainly not by any major power) was utterly foreign in real life.



So to recap, you acknowledge that the AI is already too poor with the current cost of war to be threatening. So you want to make war more expensive so it will be even less like period history and more like WWI. This so you can feel better about slowly outgrowing an AI that has been nerfed into easy mode. Gotcha.
 

User4035

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My stability example was relevant because grommile said that disasters always needed a 2nd condition. My example shows that in previous patches that 2nd condition was much more relevant that it is now.


The part about AI nation doing better while having less and doing worse when it has more is exactly the point. - bad AI. Why does it do better when it has less?
Oh and no one intentionally drops out of MP so the AI can repay loans faster. Its just that desyncs and crashes happen so much that when you do crash sometimes you gotta wait for a re host while the AI manages your country. If you have tons of loans its no big deal, if you've saved up lots of money, have a full fleet, full army, etc... you can bet that once the AI is through with it you have no money left, your fleet was deleted, and somehow you have a mercenary army.



I don't really see the need to bankrupt the AI. If you've got them full sieged and other AI deck it then just take 100% and let the other AI rip them apart.
...like this tactic might work against something like Ming or other blob but I don't play Asia Universallis so I don't' really know. In Europe I've never needed to bankrupt an AI nation.
 

Jomini

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My stability example was relevant because grommile said that disasters always needed a 2nd condition. My example shows that in previous patches that 2nd condition was much more relevant that it is now.

Ahh

The part about AI nation doing better while having less and doing worse when it has more is exactly the point. - bad AI. Why does it do better when it has less?
When does it ever do better with less? It has a higher resource flow than the human in all my games. It always does worse.

Oh and no one intentionally drops out of MP so the AI can repay loans faster. Its just that desyncs and crashes happen so much that when you do crash sometimes you gotta wait for a re host while the AI manages your country. If you have tons of loans its no big deal, if you've saved up lots of money, have a full fleet, full army, etc... you can bet that once the AI is through with it you have no money left, your fleet was deleted, and somehow you have a mercenary army.

And how does making war more expensive do anything other than make this problem worse?

Seriously. The AI builds mercs more as manpower goes down, which it will do if war is more costly. It deletes fleets when money is tight. The AI has suffered on a downgrade in relative ability with every patch that makes warfare & expansion more costly. Whatever you do, the AI will not be as adaptable as the human and will mostly mirror each other for AI-AI wars - so maximum brunt of the penalty. The human will minimize the cost during its wars, so the AI will get a giant relative nerf.

I don't really see the need to bankrupt the AI. If you've got them full sieged and other AI deck it then just take 100% and let the other AI rip them apart.
...like this tactic might work against something like Ming or other blob but I don't play Asia Universallis so I don't' really know. In Europe I've never needed to bankrupt an AI nation.
You can reduce France or a consolidated Austria-Hungary-Netherlands-Bohemia into tiny minors that will never threaten you again for the rest of the game. You can take the might doom-legions of an integrated PLC and spawn a bunch of dead states that you can defeat in detail. Tiny, isolated AIs are easy expansion (no fort blocked interiors, easy stack wipes, no navy to speak of). Big blobs are slow (lots of sequential forts you need to siege, navies that are annoying, and doomstacks you can't just stackwipe several on day 0). Breaking the PLC into a half dozen states makes expansion vastly easier. Ohh, and the new rebel states have no accrued AE so you can take half their land without sparking their undying hatred.

While fiendishly tedious, this is the single most powerful way to nerf an AI for decades or centuries. Lots of weak AIs makes for lots of easy expansion.

And making war expensive means that this won't just happen because your burn the AI down, but because it is a stubborn cuss that demands that its entire army be slaughtered and all its land be occupied before it gives in. Costly war means AI-AI wars will routinely bankrupt and destroy major AI empires. This is not a good thing.
 

t6.28

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Making war "more expensive" is just a giant nerf to the AI. 90% of the resources in the game go into AI-AI wars. If we say doubled the cost of the war, the human will optimize and perhaps end up with a 70% increase in resource burn (very generous). The AI, in contrast will hit at least 100% in resource burn on each side. Effectively that would then be a 30% nerf to the AI in head to head match ups, but given that so many wars are AI - AI, we are looking something well past that. With the 9 other "wars" war would cost the AI world 200%. that would be 1870% more resources burnt by the AIs for wars vs 70% more for the human.

I'd say that it's rather to the opposite. The main advantage of the player is that he is usually far more aggressive. The AI does a really good job at maintaining manpower, I've often been in situations where I thought, how could the AI possibly have any manpower left after this long war. The player on the other hand: What is manpower? I'll guess we'll just shift-consolidate, buy a few mercs and be fine. I've never really be worried about manpower in the whole game.

Jomini said:
So obviously, you've been doing it wrong. First you can force them to take loans. Leave them some provinces open and the AI will build replacement troops even as WE creeps upwards. You crush the new troops, they take out more loans, build more troops, etc. As WE creeps upwards, provinces become less lucrative and rebels pop up. You let these start taking over the place. Other AIs will often begin to declare. You normally want to leave them a safe port to hide their fleet in, they pay to upkeep it, even while it is bottled up doing nothing. Parking a single merc on a fort can lead to them having to pay upkeep there. Do routinely loot every province till the bar empties.
I think this is more of a problem for the AI, that you can just keep wars going with nothing to personally gain and only to destroy them. There would either have to be a massive call for peace in such situations, or some way for the AI to just fully surrender, directly ending the war in some way.
 
Last edited:

Voldurak78

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Given that the game already has significant verisimiltude issues of the form "notable large countries have land force limits considerably smaller than the armies they historically supported", I'm not sure that strength scales too strongly with size.

(The Ottomans starting LFL is about 26. The army they pitched up to the gates of Constantinople with in 1453 - when the territory they controlled was not significantly larger than what they are shown to control at game start - numbered at least fifty thousand.)
A way to solve this problem is to considerably augment the manpower so such armies can exist but make it so that you need to balance things between administration and military. For example building ships and buildings should require a certain amount off manpower (it won't consume it but you just need to reach an amount of manpower to "unlock" a building and the more the building is big the more the level of manpower to reach is high same for ships).I also think that manpower should give bonuses/maluses but in another way than described before, if the manpower is equal or slightly higher/lower than your force limit then it's neutral aka it won't give you anything but if it's higher/lesser by let'say 20% then it will give you bonuses/maluses for building time, taxes, production stability and development cost, and it will go gradualy the lesser or higher manpower you have.