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Monkii-sama

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Bye bye colonial wars.....

Hopefully.

In any case, I am still a bit upset over the CW. I had just minted to buy governors and chief judges in provinces then I lose like 1/3 of all them plus a ref from rebels. That stung, then the sneaky venetian dow. I managed to hold off the venetians from taking maps and even managed to steal theirs in a naval battle but it doesn't really matter now that they so cowardly decided to dow Portugal and took Lisbon.
But good wars so far this session, a lot more action than before.
 

Aladar

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Well imo there will never be colonial wars for other things than Cot's when you don't use the colonial culture. Owning a shitload of iberian culture provinses just ain't interesting.
 

Aladar

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Hopefully.

In any case, I am still a bit upset over the CW. I had just minted to buy governors and chief judges in provinces then I lose like 1/3 of all them plus a ref from rebels. That stung, then the sneaky venetian dow. I managed to hold off the venetians from taking maps and even managed to steal theirs in a naval battle but it doesn't really matter now that they so cowardly decided to dow Portugal and took Lisbon.
But good wars so far this session, a lot more action than before.

Well you had the chance to retaliate when i was hit by a CW a few years after the war ended.

If you want to protect your vassels.....annex them.
 

Therion

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Well imo there will never be colonial wars for other things than Cot's when you don't use the colonial culture. Owning a shitload of iberian culture provinses just ain't interesting.
I think colonies with less than 5k change culture after 30 years.

Civil wars are pretty common in this mod. France got two already. I thought BB had something to do with it, but Spain actually had none when it happened.
 
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I think colonies with less than 5k change culture after 30 years.

Civil wars are pretty common in this mod. France got two already. I thought BB had something to do with it, but Spain actually had none when it happened.

IIRC, high BB makes it more likely to have CW. You can have it with 0 BB, but it is very unlikely (or unlucky). There are two ways to avoid BB, be in war or positive stab.
 

Monkii-sama

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Well you had the chance to retaliate when i was hit by a CW a few years after the war ended.

If you want to protect your vassels.....annex them.
This is another computer with a new installation of EU2 so my message settings are pretty much the default ones so I didn't notice when you dowed Portugal or the CW. Of course that is my fault for not changing the settings the instant I installed the game but it's still frustrating to find out things midgame that you thought you had chosen to have popups on.

I think colonies with less than 5k change culture after 30 years.
Correct, colonies outside of Europe change culture after 30 years. A couple of portugese colonies have turned iberan for me. Besides, the % for new colonies go up if you have fewer colonies.

Civil wars are pretty common in this mod. France got two already. I thought BB had something to do with it, but Spain actually had none when it happened.
No BB and +1 stab when it hit.
 

Monkii-sama

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Strange. The Rebel-FAQ says otherwise. On the other hand, the FAQ isnt always right..

The game engine wasn't really designed for having such huge nations so I'm not surprised there are things that differs from the vanilla FAQ.
 

unmerged(15247)

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IIRC, high BB makes it more likely to have CW. You can have it with 0 BB, but it is very unlikely (or unlucky). There are two ways to avoid BB, be in war or positive stab.

this map, just like in vanila, CW's are very common at 0 stability. only in mods like agceep, interegnum and maybe others this has been made impossible(or at least VERY unlikelly at 0 stab).

also getting CW can much likelly trigger if the country has a LOT of standing armies divided in many small contingents. for fun , try this: have only 2 standing armies(no matter their actual size) and remain at negative stab for a long period, i bet having a CW would be very unlikelly( would eventually happen but not as fast as if you have 10+ armies).bottom line, i have always noticed that the higher number of contingents i have, the faster i get a CW. with only 2 army contingents i have seen 20+ years while staying at negative stab, and NO CW (no matter the mod/map).

this aspect is much more obvious in "rome" and since they use some eu2 codes as well, make your own conclusions how this is possible and actually scripted.


BEST solution in mp, and the best calculated risk is to have a huge navy(albeit not all nations can afford it, but then again not everyone becomes a spanning empire). and then keep 200k-300k ONE stack IN the ships, and a 30-40k second contigent to deal with various local rebels. this works soo much better with higher naval LT. up to 3 contingents seems to have no effect in increasing CW risks, albeit the EXACT number of contingents present , in order to more likelly trigger it, remains a code "enigma" so far.
and then , in case of getting dowed you get +1 stability wich helps to calculate risks further....the 200-300k stack would definatelly buy you time by allowing you to struck decisevelly an enemy and thus avoid getting negative WS too quick , while getting above 0 stab and while making new recruitments , and this in the worst case scenario.
 
Last edited:

unmerged(15247)

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Well you had the chance to retaliate when i was hit by a CW a few years after the war ended.

If you want to protect your vassels.....annex them.

that would only slow down spanish expansion.the best solution would be to give money to portugal and thus she will increase her forts, beside colonialization, a thing in wich portugal excels as ai;)
of course it needs be defended and thus having the righ mesage settings. at least would help.
 

Monkii-sama

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that would only slow down spanish expansion.the best solution would be to give money to portugal and thus she will increase her forts, beside colonialization, a thing in wich portugal excels as ai;)
of course it needs be defended and thus having the righ mesage settings. at least would help.

Yeah, I screwed that thing with Portugal up a bit due to message settings. But this about armies I did not know about, good reading.
 

Aladar

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BEST solution in mp, and the best calculated risk is to have a huge navy(albeit not all nations can afford it, but then again not everyone becomes a spanning empire). and then keep 200k-300k ONE stack IN the ships, and a 30-40k second contigent to deal with various local rebels. this works soo much better with higher naval LT. up to 3 contingents seems to have no effect in increasing CW risks, albeit the EXACT number of contingents present , in order to more likelly trigger it, remains a code "enigma" so far.
and then , in case of getting dowed you get +1 stability wich helps to calculate risks further....the 200-300k stack would definatelly buy you time by allowing you to struck decisevelly an enemy and thus avoid getting negative WS too quick , while getting above 0 stab and while making new recruitments , and this in the worst case scenario.

Nope it's not. I once had a CW and thought HA, no problem i have a 200k army on my ship......and landed a 200k rebel army :eek:
 

unmerged(15247)

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Nope it's not. I once had a CW and thought HA, no problem i have a 200k army on my ship......and landed a 200k rebel army :eek:

once upon A time...
can't control rebels so i wonder how you landed them:D
even if that was a typo above(or drove the ships in port without checking its load), the chances for you to get a cw in such circumstances are much less likely then otherwise, as well as having other risks calculated as part of the same equation(nothing was looted or even worse, was it?) . besides one stack of rebels would be easy to handle especially after a few months of attrition and the player can much more efficentlly concentrate on possible sneaky venetian attacks:), wich was likelly bet on the opponent's momental human desiorientation (of course,also the drop in income/manpower/recruitment/etc must have helped too),then on the actual eu2 engine by itself;)

still, would be fun to see 200k rebels WITH leader for example landing in an enemy capital:rofl: like el grande capitan gone mad:p
btw , from my experience , the nation that i have seen getting most civil wars in mp is england, hands down, and regardless of player(S).
 
Last edited:

Therion

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Since the GM (Martin) doesn't seem to be much around lately, it would be wise to vote for a culture rule.

I propose the following alternatives. More are welcome.

1. Flexible 5-culture rule: a maximum of 5 cultures can be possessed and they can be changed.
2. Rigid 6-culture rule: a maximum of 6 cultures can be possessed and they cannot be changed.

3. Flexible 75-province rule: total cultures that can be possessed must not exceed 75 provinces originally having respective cultures. Cultures can be changed.
4. Rigid 85-province rule: total cultures that can be possessed must not exceed 85 provinces originally having respective cultures. Cultures cannot be changed.

5. 2 flexibile extra cultures rule: maximum number of cultures that can be possessed is the total number of cultures a nation starts with or gets by events plus 2 that can be claimed and changed thereupon.
6. 3 rigid extra cultures rule: maximum number of cultures that can be possessed is the total number of cultures a nation starts with or possibly gets by events plus 3 that can be claimed but cannot be changed.
 

Aladar

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since the gm (martin) doesn't seem to be much around lately, it would be wise to vote for a culture rule.

I propose the following alternatives. More are welcome.

1. Flexible 5-culture rule: A maximum of 5 cultures can be possessed and they can be changed.
2. Rigid 6-culture rule: A maximum of 6 cultures can be possessed and they cannot be changed.

3. Flexible 75-province rule: Total cultures that can be possessed must not exceed 75 provinces originally having respective cultures. Cultures can be changed.
4. Rigid 85-province rule: Total cultures that can be possessed must not exceed 85 provinces originally having respective cultures. Cultures cannot be changed.

5. 2 flexibile extra cultures rule: Maximum number of cultures that can be possessed is the total number of cultures a nation starts with or gets by events plus 2 that can be claimed and changed thereupon.
6. 3 rigid extra cultures rule: Maximum number of cultures that can be possessed is the total number of cultures a nation starts with or possibly gets by events plus 3 that can be claimed but cannot be changed.

6
 

Monkii-sama

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5