A very narrowminded Sunni state is a good enough reprisentation of Wahabbism, IMO. It would be better to include Ibadism and Hussitism.
A very narrowminded Sunni state is a good enough reprisentation of Wahabbism, IMO. It would be better to include Ibadism and Hussitism.
* Pirates! For heaven's sake, do NOT let the best strategy depend on tedious micro-managing like in HTTT. Opting the game requires the player to willfully withdraw their fleet so that pirates appear, only to attack them again and again and again. This way naval tradition is kept high, lending also to better great merchants.
* A small gripe; but it would be nice to individually control some of the sounds. As it stands, I always play without sounds because otherwise any sieges will quickly give me a headache with their annoying cannons firing.
* Have a look at how the peace deals work. A great game like this should not have to rely on player "rules" to actually function in multi-player. If a country is conquered then it should be a goner no matter what some stoic ruler might think. There should be some way to force submission when a country is too damn stubborn (or a player is suiciding á la bad loser).
You do realize that the point of the pirate system in HTTT is that you leave ships docked in port that automatically patrol a given area preventing pirates from ever spawning right? This can be accomplished with just 1 big ship quite effectively for every few provinces. Simply build a big ship and forget about pirates there the rest of the game. Hardly tedious micromanaging.
Thanks! I actually did that with EU2, come to think of it.I agree, and there is an easy solution to this that you can do yourself thankfully. Simply find the sound file in the game directory that is the "cannon shot" and replace it with a blank wav file. You won't get any errors as the game is still playing the sound, it's just that there is no sound in the sound file itself![]()
Point is, expansion should not be prevented by stubborn leaders. The real world problems with conquering lands are not their top rulers but the populace with all the layers of administration in between, right? I agree the game should make it less immediately profitable to expand by taking into account the enormous corruption problems associated and other economical downsides.I disagree, this isn't the 20th century nor is it Risk. The game already makes it WAY too easy to expand your territory via conquest. In real life countries expanded more frequently through marriage than by sword, especially for the first 200 years of game time.
Also, with the latest beta patch you can annex countries that you can vassalize by war score. Meaning it's easier than ever to simply wipe countries off the map in one fell swoop.
I'll echo others re. tech. I just finished my first-ever game (played lots, just not to 1821) as Russia. I was far and away the largest nation on the planet, spanning from the Baltic to Guam, and from the Arctic Circle to the Middle East.
Bavaria and France, who spent the entire game at 0 to +1 stability and whose armies put together were about equal to mine, had a 10-12 level lead in tech ... land, naval, govt., the works. For giggles, I went after Bavaria in a saved game in about 1805 and got slaughtered, losing entire 20K armies in one day. I had the best leaders, high morale, etc. and a 2-1 advantage in manpower and I couldn't take on a midsized nation? It's unrealistic that ANY nation could lead in land, naval, trade and production -- certainly not without dominating the globe en route, and both of these had been through some ups and downs.
I believe you're missing the point? Leaving a patrolling navy prevents pirates from appearing. But pirates are much needed to keep the navy tradition up. As a player I have to ask myself weather to optimize my game-play or simply give that up because of boredom.
Point is, expansion should not be prevented by stubborn leaders. The real world problems with conquering lands are not their top rulers but the populace with all the layers of administration in between, right? I agree the game should make it less immediately profitable to expand by taking into account the enormous corruption problems associated and other economical downsides.
There's of course a reason France stayed as is instead of gobbling up all of central Europe before year 1700. I'm thinking IRL administration just didn't work very well. If the king of France told the peasants to become soldiers and invade England that didn't necessarily mean it would happen. Apparently most folks couldn't even afford a mobile phone back then or whatever it was that kept folks minding their own business instead of a far away ruler. (In the long run however some empires got their shit together even though they started small and invaded from there on. Not to mention putting an absolute break on expansion limits gameplay.)
Glad to hear there's a annex rule coming up.
your play style is to blame (such as taking too many poor provinces versus rich ones, having too much inflation, never westernizing, etc.).
What's silly though is the -20% tax bonus for Buddhism and Shintoism. And that Eastern religions have so few religious decision. Buddhist nations has one, Monastic Education which is rather useless.
Also silly - Muslim nations in India are paralyzed if they don't convert all their provinces, when in fact many rulers did practice something like tolerance towards Hindus. At the very least the freaking Mughals be able to enact a "Mughal Tolerance" decision or something, similar to the Ottoman Tolerance, decision. I'd also argue both the Ottomans and Mughals (and other Indian states, Muslim and Hindu) should have other decisions which allow them to develop decently without mass conversions, which for the most part did not happen in either empires.
* Pirates! For heaven's sake, do NOT let the best strategy depend on tedious micro-managing like in HTTT. Opting the game requires the player to willfully withdraw their fleet so that pirates appear, only to attack them again and again and again. This way naval tradition is kept high, lending also to better great merchants.
* Transparent game mechanics and in-game explanations. E.g. when going into a personal union there should be links to info explaing all the factors. As it stands now any serious player need to trow the forums for hours just to be able to somewhat correctly optimize how to inherit a country. (Look at how transparent, helpful and easily navigated help is presented in Civilization III.)
* Automatic boarding and disembarking, just ordering the fleet to pick a unit up and drop it off by clicking the corresponding land areas. Too much time is spent managing braindead moving around of troops instead of contemplating actual decisions.
* Refrain from adding mechanics the player can't control or even influence. Heirs popping up and most likely constantly dying before their fathers don't add a strategic factor unless the player can affect the outcome in a meaningful way. If there were choices like the number of mistresses kept, time spent away on campaigns, cousins and siblings, tutors and grooming, security cost options to keep the best heir alive etc, then heirs would be a meaningful addition.
* There HAS to be a better way to represent trading than to sit and individually send merchants all over the place. The whole system demands way too much repetitive attention, calculating the ever-changing odds over and over and trying not to forget sending new ones before 5 are stored. Go ahead and let the excellent board game "Puerto Rico" inspire you!
* Give reminders to more than policy slider changes. Let the player chose what should be nagged about. If in a colonizing spree, certainly a reminder about having a full stock of colonists would be of great help. Same goes to lots of other stuff, like national decisions or using your administrators (which could be more or less automated if given a detailed enough control panel).!
* A small gripe; but it would be nice to individually control some of the sounds. As it stands, I always play without sounds because otherwise any sieges will quickly give me a headache with their annoying cannons firing.
France was not a unified country in 1399 - it was as divided as Germany - with strong Dukes, Princes and English Kings fighting for the Crown of France