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Europa Universalis IV: Greatest game of all time Europa Universalis IV: Greatest game of all time

08-12-2013 , 01:50 PM
How do I explore? I have colonial ventures and quest for the new world, but can't look anywhere...

Edit: aha, I make a new leader (thanks to roger mainfield on skype)
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08-12-2013 , 01:53 PM
Admin points is the only way to increase stability, right?

I tried to stay at stab 3 at all times but would always send armies after rebels.

One thing of note is that if you have a small stab cost and bank up a lot of admin power, violating truces is viable now that you can just click "boost stability" five times and ta da, no problem!

But yeah, as Portugal I was constantly at the top of land tech because I had literally nothing else to spend mil power on. Which is totally stupid, in EU3 you got land tech faster because you wanted it and prioritized it at the expense of everything else, not because you were like "well gee whiz looks like I don't have a choice but to have better land armies than every other country in the world."
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08-12-2013 , 02:01 PM
Philly: merchants should generally be forwarding from other nodes to Seville, you should prob ignore Bordeaux since going upstream has a big penalty involved.

Sciolist: need an explorer leading a naval unit before you can send ships into uncharted zones, and a conquistador leading an army before they go into uncharted land. Be careful about naval attrition, your ships will take damage in open ocean over time, you'll prob have to turn back halfway across the Atlantic or so to keep from losing your ship and explorer (highlighting a ship shows its condition in % as well as the current attrition it takes in an orange/red number, having a ship in port repairs it).

An explorer won't necessarily reveal all land surrounding it the first time you enter a sea province, but every time you re-enter the province it had a chance to reveal any unrevealed land, so once you have a nearby colony (so your ship doesn't die so far from a safe harbor) you can patrol your explorer back and forth between Caribbean provinces to reveal all the islands there.

iirc, Caribbean colonies >> Brazil >> other S. America areas >> southern Latin America >> American South (dat cotton) >> eastern USA.
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08-12-2013 , 02:17 PM
Quote:
Originally Posted by goofyballer
Philly: merchants should generally be forwarding from other nodes to Seville, you should prob ignore Bordeaux since going upstream has a big penalty involved.
Agree with ignoring Bordeaux. I did a test with putting a merchant in Bordeaux, and it changed from like .61 upstream to .59 upstream.

So it still comes back down to where should i put him. with no merchants i have the following
Mauretian Coast: 7.5 to seville
somewhere else: 3.4 to seville
somewhere else: nothing
somewhere else: nothing
So I'm assuming i would put him in mauretian steering trade, but i dont know that for sure

Now to clarify one other thing, trade routes are fixed correct? like if i have these trade routes, i cant put a merchant in china and create a trade route from seville to china.
So a large trade empire would be something like india to cape to african coast to seville
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08-12-2013 , 02:19 PM
Quote:
Originally Posted by goofyballer
But yeah, as Portugal I was constantly at the top of land tech because I had literally nothing else to spend mil power on. Which is totally stupid, in EU3 you got land tech faster because you wanted it and prioritized it at the expense of everything else, not because you were like "well gee whiz looks like I don't have a choice but to have better land armies than every other country in the world."
Well you won't have the best land armies, because NI's make the points more efficient, however you will be really close despite not thinking about it or prioritizing at all, which seems lame to me.
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08-12-2013 , 02:43 PM
I love funneling money into the ennemy's rebel army.

It feels so dirty and yet so disturbingly real.

Could you do that in eu3?
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08-12-2013 , 03:09 PM
nope, you needed a spy for that and it was a % of success
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08-12-2013 , 03:32 PM
Since I just played an Ottoman Eu3 game I don't think I'm going to start out with them in Eu4. I think I'll take a look at the achievements when the game is released and see if there is anything interesting to do. Either that or play someone in Germany, besides Austria and probably Bohemia. Brandenburg, Pommerania, or Bavaria probably. Anything other than Ironman is for women and children.

Read EU3 vs EU4, the manual, strategy guide, and reading the compendium now, I'll play through the tutorial tonight, and then finally tomorrow is Eu4 time.

Hype
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08-12-2013 , 03:33 PM
Quote:
Originally Posted by phillydilly
So it still comes back down to where should i put him. with no merchants i have the following
Mauretian Coast: 7.5 to seville
somewhere else: 3.4 to seville
somewhere else: nothing
somewhere else: nothing
So I'm assuming i would put him in mauretian steering trade, but i dont know that for sure

Now to clarify one other thing, trade routes are fixed correct? like if i have these trade routes, i cant put a merchant in china and create a trade route from seville to china.
So a large trade empire would be something like india to cape to african coast to seville
One thing to note about trade is that you need trade power to really do anything. Trade power comes from a.) holding provinces that belong to that trade node b.) having light ships protecting your trade in that node. So if you send a merchant to Bordeaux, but you have no provinces in Bordeaux and no light ships patrolling your trade there, yeah, he won't do much.

I don't know if this is the optimal play yet, but what I've been doing is putting my merchants where they have the greatest potential to pull in value for me. The Mauritanian Coast node is a poor place to do that, since (in my Portugal game last night) the node had 0 value (this is the bottom of the two numbers that shows up on a node in the trade map, the top one being your trade power in that node) - all of the incoming + local trade was already being directed forward to Sevilla, without me having a merchant or assigning any ships there or anything. Therefore, having a merchant or light ships there will do nothing for you, because the best possible scenario for you (100% of the value of that node is being forwarded to a node you control) is already happening.

As such, I put my merchant + my light ships in Genoa, where there was ~2.5 ducats of value (incoming + local - outgoing = the "value", or amount that stays in the node), which was the most of any node that goes to Sevilla, and allowed me to pull a nice 1.2 ducats or so into Sevilla as a result.

I also put a couple light ships into Ivory Coast to get some trade power to forward the value there along to Mauritanian Coast (which is FREEEEE MONEY since 100% of M. Coast is already going to Sevilla).

Last edited by goofyballer; 08-12-2013 at 03:40 PM.
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08-12-2013 , 03:37 PM
Quote:
Originally Posted by Roger Mainfield
Well you won't have the best land armies, because NI's make the points more efficient, however you will be really close despite not thinking about it or prioritizing at all, which seems lame to me.
What do you mean about NIs? Like, nations that invest in land ideas will be able to buy the land tech more cheaply than me so they'll stay even? Or the land NIs make their inferior tech still fight better than mine?

Like, by the end of the demo as Portugal, I had Landsknechten Infantry, which is some pretty stronk ****. In EU3 MP games having Landsknechten before your opponents = lol you don't lose wars ever. I was pretty close to having enough MP (had maybe 650, needed 800 because of the "8 years ahead of time +80%" penalty) for mil tech 11 as well.
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08-12-2013 , 03:40 PM
Go go Ryukyu WC

Quote:
Achievements:

VERY EASY

For the Glory -- Diplo-annex a vassal
Grand Army -- Have an army 99% of the forcelimit.
Grand Navy -- Have a navy 99% of the forcelimit
Defender of the Faith -- Be DotF
Until Death do us Apart -- Have a royal marriage
That is Mine -- Conquer a province
Victorious -- Win a war

EASY

Emperor's New Clothes -- Become the emperor, not available for Austria
Down Under -- Have a colony on the Australian coast
Isn't this the way to India -- Discover either America as Spain
Azure semée de lys Or -- Own all your core provinces as France
Not so sad a State -- Own colonies in Africa and Brazil as Portugal
Seriously -- Have the country flag "killed_tenkey" ??
It's all about the Money -- Have 3000d
Respected -- Have 100 prestige, 100 legitimacy, and 3 stab
True Catholic -- control 3 cardinals
Truly divine ruler -- Have a 5/5/5 ruler

NORMAL

Italian Ambition -- form Italy
Cold War -- have country flag "Cold War"
Royal Authority -- install a union (claim throne?)
Viva la revolucion! -- Support rebels
Brothers in Arms -- have country flag "Brothers in arms"
No Pirates in my Carribean -- Control the entire Carribean
Master of India -- control all of India
Sweden is not overpowered -- Control the entire Baltic coastline as Sweden
My Armies are Invincible -- have at least 7 land morale
This Navy can Take it all -- have at least 7 naval morale

HARD

The Pen is Mightier than the Sword -- have 3 unions
Traditional player -- gain 90 army and navy tradition each
It's all about luck -- Have country flag "Beat big leader"
All Belongs to Mother Russia -- Form Russia
At Every Continent -- Own one province each in Europe, Asia, Africa, North and South America, and Oceania
Spain is the Emperor -- Become emperor of the HRE as Spain
An Early Reich -- Form Germany
Poland Can into Space -- Have all techs at level 32 as Poland
World Discoverer -- Discover everything
The Chrysanthemum Throne -- Own all of Japan as Japan

VERY HARD

Basileus -- Restore the Roman Empire
Aggressive Expander -- Own 200 cities
Kaiser Not Just in Name -- Enact all Imperial Reforms
Norwegian Wood -- Own every single province producing Naval Supplies as Norway
African Power -- Conquer all of Africa as Kongo
No Trail of Tears -- Own the Thirteen Colonies as the Cherokee
One Night in Paris -- Own Paris as England / Britain
Definitely the Sultan of Rum -- Own Moscow, Constantinople, and Rome as the Ottoman Empire
Market Control -- Have 7 trading bonuses
Ruina Imperii -- Dismantle the HRE

INSANE

World Conqueror -- Conquer the world (duh)
The Three Mountains -- Conquer the world as Ryukyu
Jihad -- Convert Europe, Africa and Asia to Sunni Islam as Najd
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08-12-2013 , 03:42 PM
lololol Jihad is hilarious. How are "conquer the world "and "conquer the world as Ryukyu" in the same category?! That's, like, "pretty hard" versus "perhaps five people that purchase EU4 will ever accomplish this".
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08-12-2013 , 03:46 PM
Quote:
Originally Posted by phillydilly
i tried typing a long thing, and it just became a mess. so here is just a question.
how do i decide where to send merchants and where to have my fleets protect trade?

hypothetical.
portugal, hub is seville.
~4 other trade nodes feed seville, seville feeds bordeaux.
i have 1 merchant collecting in seville.
i have my trade power feeding from Maruetian Coast and somewhere else into seville.
1 have 1 unused merchant.
Depends on a few factors, what nodes go into Seville, how rich are those nodes, and how many countries are competing in those nodes?

I'm not sure how u should divide your fleets since you aren't going to be able to completely dominate seville due to the presense of spain, but really you want to have a bunch of light ships in seville, and then a 2nd fleet where you have your other merchant forwarding trade in order to increase your trade power there (and thus increase the amount being sent onwards to seville). It also seems like its better to forward trade from sea nodes as opposed to from landlocked ones (like say, wien), as you can't send trade fleets to wien so you are stuck with the tiny trade power generated from your merchant. Of course the counterpoint to that is other countries can also send trade fleets to compete with you, unlike land nodes.

Example, last demo game I tried was as Hansa who get ridic trade bonuses, both from unique NIs (+15% on trade range and +10% Trade Steering, +10% trade power, +1 merchant) and from being a merchant republic ( innate bonuses of +1 Merchant, +10% Global Trade Power, +5% Trade Efficiency). Due to all those bonuses as well as spamming light ships I was easily able to outcompete Denmark in Lubeck and gain the lions share of trade. I had a merchant fowarding trade in baltic and sent a 2nd fleet there, and then had another merchant forwarding trade from novgorod to the baltic and yet another trade fleet there. I had another merchant forwarding from Frankfurt, as the other sea node, North Sea, was very poor, i had no provinces in the node, and I couldn't afford to send more ships there, so I would have had low trade power in a low value node.
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08-12-2013 , 03:47 PM
Quote:
Originally Posted by goofyballer
What do you mean about NIs? Like, nations that invest in land ideas will be able to buy the land tech more cheaply than me so they'll stay even? Or the land NIs make their inferior tech still fight better than mine?

Like, by the end of the demo as Portugal, I had Landsknechten Infantry, which is some pretty stronk ****. In EU3 MP games having Landsknechten before your opponents = lol you don't lose wars ever. I was pretty close to having enough MP (had maybe 650, needed 800 because of the "8 years ahead of time +80%" penalty) for mil tech 11 as well.
I think he means the individual countries NIs. For example Brandenberg. Even if you keep even or are slightly ahead, their army is most likely going to be stronger then a Nation whose ideas are tailored to trade or colonization.

Quote:
1. Found the Kammergericht: National Tax Modifier +10%

2. Divide the Estates: Stability Cost Modifier -10%

3. Army Professionalism: Morale of Armies +1

4. Noble Cadets: Yearly Army Tradition Decay -2%

5. The Goose Step: Infantry Combat Ability +25%

6. Regimental Cantons: National manpower Modifier +33% and Regiment Recruitment Time -25%

7. Religious Toleration: Production Efficiency +5% and Tolerance of Heretics +1

Bonus: When Brandenburg has all of its national ideas, they will also gain a 25% bonus to army Discipline.
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08-12-2013 , 03:50 PM
Quote:
Originally Posted by goofyballer
What do you mean about NIs? Like, nations that invest in land ideas will be able to buy the land tech more cheaply than me so they'll stay even? Or the land NIs make their inferior tech still fight better than mine?

Like, by the end of the demo as Portugal, I had Landsknechten Infantry, which is some pretty stronk ****. In EU3 MP games having Landsknechten before your opponents = lol you don't lose wars ever. I was pretty close to having enough MP (had maybe 650, needed 800 because of the "8 years ahead of time +80%" penalty) for mil tech 11 as well.
With ahead of time penalties and neighbor bonuses, you are only going to be like 2-3 techs ahead of land based powers as portugal. Meanwhile those land based powers, if they are spending MP on mil ideas, will have sweet stuff you dont have. From the first few ideas in offensive/defensive/quality/quanitity you can get +1 leader shock, +25% manpower, +.5 morale, +1 land tradition, etc. Even if you reach new troop types a few years earlier, you aren't going to have such a massive advantage as in EU3 since they will be fielding larger, better led, better morale armies. By unlocking ideas instead of tech you also get the double bonus of also unlocking your unique national ideas, which can add additional advantages.

Edit: That said, there are obv some major bonuses from having the techs over the NIs, better troop types certainly, but also certain breakpoint techs are still around, like land 8 gives +tactics, other techs give more combat width or shock/fire to troops. Overall though its not gonna be like eu3 where if you get land 10 or w/e it was for landsknect, or land 21 for latin caracole, or land 18 for tactics + new troops, you destroy everyone until they catch up in tech because your units are literally 3x+ as good as theirs.

Last edited by Nonfiction; 08-12-2013 at 04:02 PM.
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08-12-2013 , 03:58 PM
Larger countries core province much more slowly, as each non-overseas province you own will increase coring times by 5%.

Was this in EU3? Could explain why you guys feel like its super fast early on.
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08-12-2013 , 03:59 PM
There was a hilarious EU3 world conquest with ryuku, which was obv extremely gamey. it went something like inherit ming>move capital next to horde>let some type of horde rebels occupy your capital>collapse into a horde>conquer the world.

Here it is!


I do wonder how it will be done in EU4, if at all.

edit: kirby, cores took fifty years to happen unless you got it instantly as mission reward or inherited someone in your culture group. didnt matter what size you were.
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08-12-2013 , 04:00 PM
Quote:
Originally Posted by Kirbynator
Larger countries core province much more slowly, as each non-overseas province you own will increase coring times by 5%.

Was this in EU3? Could explain why you guys feel like its super fast early on.
In Eu3 a province cored after you controlled it for 50 years, didn't matter if you were a OPM conquering your second province or had 100 provinces. For colonies you had to wait until it was fully colonized and then wait another 50 years.
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08-12-2013 , 04:22 PM
Ok, so I won't beat Brandenburg in a war anytime soon as Portugal, though at those points where I have troop tech advantages, I imagine they can't beat me soundly either.

But what about, say, Spain?

Quote:
Reconquista: 5% Discipline
Spanish Inquisition: +2% missionary chance
Devout Catholisism: +1 Papal Influence
Inter Caetera: Allows claiming of colonies
Gold Fleet: +20% Tariffs
Spanish Armada: +10% Big Ship Power
Siglo De Oro: Prestige +1
So the first Spanish NI will cause their troops to fight a little better, but aside from that, unless Spain selects land NIs as a group (which, maybe they will, maybe they won't, they certainly have reasons to pursue religious, or naval, or exploration), they're not gonna get those bonuses, and they'll probably be slightly behind me on mil tech since they're gonna be busier fighting wars and will need their mil power for generals more than me. So, cool, now Portugal has a better land army than ****ing Spain.

Basically, it seems like it's gonna be really, really difficult for any one nation to fall behind in military, because everyone gets mil points and everyone has to spend them. Maybe you spend them on tech, maybe you spend them on ideas, but either way it's a given that you'll be improving your land army over time, whereas in EU3 it was an actual tradeoff (if you rush dat trade 5 for QFTNW, guess what, your army sucks for a bit! And that's a good thing).
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08-12-2013 , 04:34 PM
Quote:
Originally Posted by goofyballer
So, cool, now Portugal has a better land army than ****ing Spain.
And then Spain wafflecrushes you with its much larger army.
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08-12-2013 , 04:43 PM
I like Diplomatic and Espionnage ideas .

They go really well together, or so it seems.
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08-12-2013 , 04:46 PM
Quote:
Originally Posted by Daer
And then Spain wafflecrushes you with its much larger army.
Ok, here's a better situation: England plays out like Portugal focusing on navy/exploration, except they have way more manpower and can actually field a decent army, and now they can rush QFTNW to colonize USA#1 while also spending their mil points that they give 0 ****s about on good enough tech that they can simultaneously hold their own against France in the Hundred Years War.

Tradeoffs? England don't need no tradeoffs.

Quote:
French National Ideas
France traditional power gives them +10% extra income from their vassals, and a +15% manpower boost.

French Language in All Courts: Allows relations with 2 additional countries without upkeep.
Estates General: 10% bonus to tax income
Elan: 33% bonus to Morale and 10% faster morale recovery.
Native Trading Principle: Native attacks severely reduced
Vauban Fortifications: 40% bonus to Defensiveness.
The Philosophes: 10% cheaper technology.
Liberty, Egalite & Fraternity: +2 tolerance to heathen and heretic religions.
France ain't scary till that third NI.
Europa Universalis IV: Greatest game of all time Quote
08-12-2013 , 04:52 PM
French Language in All Courts: Allows relations with 2 additional countries without upkeep.

what does that mean? Havent read about upkeep on the wiki yet
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08-12-2013 , 04:57 PM
I'm not sure either, but I guess you can only maintain so many relationships with other countries at once up to a certain limit? I had some situations where I tried offering alliances and their reason was "no" with a -1000 factor of "we can't afford any more relations".

On a lighter note: Albania beta AAR

Quote:
There are unsolved problems in EU4, and even if you think you're hot stuff for forming Germany as Brandenburg or Westernizing as Mali or enacting Form the Qing Dynasty as the Manchu (all of which are rewarding paths to incredibly powerful resulting states), think about the even harder challenges that await you. Like "As Albania, survive the first five years of the game."
Europa Universalis IV: Greatest game of all time Quote
08-12-2013 , 05:07 PM
Welp, finished reading the wiki .

my body is ready.

The only mention of upkeep ive found is here:

Uses of Monarchs Power

Monarch abilities are converted into points that are used for actions. There are high cost actions like: capital movement, technology advancements & idea selection; medium costs actions like: core creation, stability increases & inflation reduction; and low cost actions like: assaulting a fort or building construction. There are also upkeep costs for on going things like having military leaders and diplomatic deals.

I guess two more diplomatic deals dont have a cost?... Anyways...

Last edited by Kirbynator; 08-12-2013 at 05:12 PM.
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