Open Side Menu Go to the Top
Register
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs)

11-27-2011 , 08:55 PM
Quote:
Originally Posted by djstu
9) Going to war with another player just FOR THE MONIES is not allowed. The nature of enforcing this rule is subjective.
Quote:
Originally Posted by YouR_DooM
I HAVE A RULE NAMED AFTER ME!
fixed
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-27-2011 , 09:29 PM
ahahahahhahahaha I didn't notice that at all.

That's one of the standard rules from the MP games over at paradox lol
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-27-2011 , 10:12 PM
Jesus 8am is early.

What's this Hamachi business we apparently need? And how do you chat in-game?
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-27-2011 , 10:18 PM
Hamachi just lets everyone connect without having to set up port forwarding or anything. Also has a chat function which is generally used to get things organized.

Chatting in game is just press tab and type.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-27-2011 , 10:19 PM
Quote:
Originally Posted by goofyballer
Jesus 8am is early.

What's this Hamachi business we apparently need? And how do you chat in-game?
well tbh we can go at 12 AM instead. 11 AM is what ended up as our common start time due to us being mainly east coast USA/Europe.

Hamachi is how we connect for the game, it forms a virtual LAN. Just get the free version here: https://secure.logmein.com/products/hamachi/

Our server is eu3 2+2, I forget the password but I think it's "wat" (minues the ")

There's an in-game chat function, so that's no problem
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-28-2011 , 04:39 AM
12pm would be lovely if it's okay with everyone else
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-28-2011 , 01:57 PM
Quote:
Originally Posted by goofyballer
12pm would be lovely if it's okay with everyone else
I think me and FB would both prefer 11 am EST. We're in Britain and later starts eat into our saturday nights.

8am is not early.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-28-2011 , 02:30 PM
What time is that in gmt?

Getting 13 people ready, on time and actually connected is going to be ridiculous, everyone needs to be on ****ing time please.

How long will the session last 2-3 hours?
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-28-2011 , 03:24 PM
Quote:
Originally Posted by Vivalasgit
8am is not early.
Having to wake up at 8am eats into my Friday night just as much as a later start eats into your Saturday, imo.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-28-2011 , 06:25 PM
Quote:
Originally Posted by djstu
9) Going to war with another player just for the lulz is not allowed.
Why not?

Who is the GM?
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-28-2011 , 07:11 PM


Uploaded with ImageShack.us

Nevermind my obvious cheating as Cyprus.

Basically I started as Scotland but hilarious **** started happening so I loaded as Cyprus to be as hands off as possible.

Spain inherited Portugal and then I think Guyenne (after France failboated.

Then Golden Horde basically took all of the balkans before failboating and now there is mega Riga, mega Yaroslavl, Burgundian Anatolia, England has actually splintered into Great Britain somehow. Sweden is advancing deep into northern Russia... and Muscowy's capital (and only province) is Kola.

Does ******ed **** like this happen all the time?
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-28-2011 , 07:42 PM
Any start time is fine with me for this week.


I'll interpret the not going to war for lulz rule as I'm allowed to invade and demand land/conversion/whatever as long as its not purely to wreck their country.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 04:33 AM
Just wondering if Constables and workshops help out an overseas colony. like the tariff value.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 08:22 AM
just bought this game over the weekend, downloaded last night and went through the tutorials and played a few years as England. Wow this game is deep. time to go read thru the thread and manual, definitely has potential though...
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 12:43 PM
Quote:
Originally Posted by litlebullet
Just wondering if Constables and workshops help out an overseas colony. like the tariff value.
yes. Tho + local PE buildings do more imo.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 12:49 PM
I'm also requesting we stick with the 11AM start time.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 03:21 PM
I always find myself confused about the effect of the trade + production buildings - can someone elaborate on what these do?

Constable - Direct tax +25% - I read somewhere that this only applies to the lump sum tax you receive at the end of the year, is that correct? How does that lump sum relate to the amount of tax you see displayed in the province view?

Workshop - tax income +1 - when does this apply?

Counting house - Production efficiency +25% - does this increase your production revenue by 25%?

Market/Canal - trade income +10% - is that applied after production bonuses? I read something about how you should build these depending on whether or not you control the CoT where this province's trade goes, which confused the **** out of me.

Also, which of these buildings have their effects changed if built in a province producing gold?
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 03:26 PM
if you hover over the tax / production etc values in the single regions, you can see how the various buildings add up.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 03:31 PM
I've done that and am still confused.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 03:42 PM
Not 100% sure on all of theses but p sure all this info is on the wiki.

Quote:
Originally Posted by goofyballer
I always find myself confused about the effect of the trade + production buildings - can someone elaborate on what these do?

Constable - Direct tax +25% - I read somewhere that this only applies to the lump sum tax you receive at the end of the year, is that correct? How does that lump sum relate to the amount of tax you see displayed in the province view?
The province view tax is yearly tax. Thats what you make in census taxes, divided by 12 is your monthly tax income. Constable gives you +25% to your yearly/census tax. You can see this in that if you have say, a province that shows 12 income after modifiers in the province view, you will get +1.0 income a month in the yellow numbers that popup showing your income.

Quote:
Workshop - tax income +1 - when does this apply?
Its +1 base tax to a province, before modifiers. So if the province is base tax 4, it is now effectively base tax 5. It thus contributes to both monthly and yearly tax income. So a workshop + constable is +1.25 yearly tax to a province.

Quote:
Counting house - Production efficiency +25% - does this increase your production revenue by 25%?
I think it just increases your PE for that province by 25%

Quote:
Market/Canal - trade income +10% - is that applied after production bonuses? I read something about how you should build these depending on whether or not you control the CoT where this province's trade goes, which confused the **** out of me.
It is +10% to the trade value of the province, and all of the province's trade value goes to the COT. So you want to control the COT where the province's trade goes otherwise you get no benefit.

Quote:
Also, which of these buildings have their effects changed if built in a province producing gold?
I dont think any of the buildings have any impact on gold producing provinces.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 03:45 PM
Monthly Taxation

This is paid on the first day of every month and appears in the budget window, if you hover the mouse over Taxes. It is named Taxation. It also appears with the same name in the Ledger. It is equal to:

Taxation = (Base Tax + Added Tax) /12 * (National Modifiers + Province Modifiers) + Looting

Last edited by Nonfiction; 11-29-2011 at 03:47 PM. Reason: fixed formatting
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 03:56 PM
Thanks a ton, I hadn't thought of the effect of CoTs before.

Okay, so, tell me how much of this is accurate...



Every month Dresden sends 25 ducats' worth of trade value (divided by 12 or not?) to Hamburg, and building +trade income buildings in Dresden will only help you if you have merchants in Hamburg to capture some of that trade $$, right?

The "production" value is something that goes into your coffers every month (divided by 12), and depends on what that province produces and how much it's worth?

Am I correct in thinking that you'll see a much faster benefit to your bank account by building production buildings ahead of trade buildings? Seems like +25% production efficiency gets you way more $$ than +10% trade income (which you keep only a fraction of), yeah?
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 03:58 PM
you are forgetting production and trade efficency. All the base production values have to be multiplied by the %.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 04:01 PM
The values listed (13.75 production, 25.0 trade) don't already take production/trade efficiency % into account?
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote
11-29-2011 , 04:24 PM
yes, the trade buildings suck in comparison. However, for new world territories such as sugar which can get LOLhigh trade values, +10% trade income is probably a ton better, especially if you can get a monopoly on your COT that the trade goes into.

So basically production > trade buildings in europe, but trade > production for colonies. However, trade buildings like marketplaces raise the value of exotic goods by something like 2% per marketplace, so if you have vast new world territories you should probably spam marketplaces all over so all your colonies get moar trade value.
Europa Universalis 3 - New and Improved! (with ongoing MP game and AARs) Quote

      
m