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- Apr 28, 2021
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Goddamn that answers a lot. Was getting very frustrated at having to micro my ass out creating enough naval dominance for a Norway invasion with a complementary new patch Germany run when before it was a couple clicks and done.EDIT:
YOU HAVE TO CLICK THE "AUTOMATE MY ANUS" BUTTON FOR THE NAVAL INVASIONS TO WORK. How the hell was I supposed to know that?
Pro tip, if your ships can't naval, press this:
View attachment 8207413
I've played the Ottomans a bit yesterday. Even with improved AI I don't think we'll see anything even close to historical Ottomans without some rebalancing. Ottomans look like they'll be really powerful in the hands of player, but I doubt AI will be able to handle starting situation's mechanics well. On the one side you're incentivised to take vassals due to early problems with control and proximity, on the other, you're required to own 100 locations by 1400 or the "Rise of the Turks" fails. Rushing Constantinople and making it capital may cause further issues with controlling Anatolia, at least until you develop navy and invest a bit in naval value. And then there are Jalayirids with their vassal swarm. They seem extremely stable and are stronger than Ottomans. While players shouldn't have too much problems with them, I don't see AI handle that.I think I'm gonna hold off on starting a new campaign until Paradox makes the AI more active, seeing Russia, GB, the Ottomans, and Spain never form makes me MATI.
Yeah someone in Tinto has proper vexillology autism. Number of different possible flags for some countries is really stunning.(yes apparently there's a variant of the UK flag that's exactly this).
Stability is basically the ceiling here. I don't know exactly what it's supposed to represent (maybe a government's preparedness for war, so a no-casus belli war is the government reorganising itself so suddenly?) but the time it takes to get a casus belli not given to you by the game can take years. England and France war so often because the game gives them both a casus belli every 5 years, but whoever can invest more money into building up stability can declare more often without a casus belli. You can't create claims anymore except via parliament but the AI doesn't seem to use the system or never uses it to create claims. Since you can't fabricate territorial claims, the AI is left with no-CB wars, which cost stability and antagonism. The larger you get, the more it costs to increase stability and so eventually the AI reaches a point where the cost/benefit of expansion is untenable or they're large enough that their economy can continue to bulk up their stability. I think the ability to take territory during humiliations/insult wars is meant to allow for wars without stability hits but the AI doesn't see the value in increased war score cost. The minor tags do expand a bit but they tend to hit a ceiling of some sort and then stop. I think Brandenburg already begins at this ceiling.Hot take but I'm fine if I don't see the historical Ottomans. The circumstances that enabled their success were extremely specific, and the material and geographic conditions that would normally exist to allow a country to emerge as a significant power simply didn't exist for them in 1337. Saying that not seeing them is a dealbreaker would be like saying not seeing Prussia or Valois Burgundy would be a dealbreaker. I would like an AI that is capable of making them perform and reach something similar to the historical influence they did if it can hit approximate historical analogues, but I don't want a game pigeonholing the Ottomans in as something that will happen without player intervention in 1337.
Yeah I appreciate them trying to limit the runaway expansionism of their past few games - even if it's come at the cost of worse bordergore - but they definitely went too far in the other direction with how limited claims are. I'm fine with no-cbing being a fall back, but maybe make it so that the humiliate rival casus belli lets you get some land off them at a reasonable price instead of the current 900% increase? If generating claims and casus bellis has to be a more deliberate and strategic action now, which I am all in favor for, then it should incorporate the rival system since that's one of the most immediate strategic decisions you can make (and would encourage more sensible rival formations).Stability is basically the ceiling here.
It did this in EU4, the AI would weight it by culture groups. If it's not already doing that much it needs to.I think the culture system could serve as a means of helping decide AI expansion paths alongside a touch of situation-based railroading.
CVE - 50 deckspace
The difference is that if a CVE got hit it was prone to exploding instantly whereas even shitty Japanese fleet carriers could take hours to become a burnt-out husk still capable of floating. Yorktown at Midway was still salvageable after taking 2-3 very nasty torpedo hits. until a submarine finished it off. I don't know if the game has "leaky CAP" but WW2 air defense was simply too weak to stop everything from getting through, so even in lopsided battles carrier HP should be a concern. Late in the war with radar pickets and superb CAP coordination Kamikazes were still getting through and sending carriers home with lucky hits. Submarines should also be able to get opportunistic shots at surface ships and capital ships even with a screen.although in my experience if your carriers are getting hit they're fucked anyway.
I have no idea what Recovery chance does but if it's like land combat it's just org recovery. Nice thought, don't know that it matters. It's probably meant to represent the various AKEs that could replenish ships at anchorages without real faculties or at sea.Range and max org are obvious, but not sure what attrition is in naval terms, similarly not entirely sure on ship recovery rate/chance.
A run of CK2 Im playing had this happen (sans flag). Gwynedd had some good luck after the vikings kept toppling the English over and over again. Suffer, Anglos....Do a Wales run then. Break free of England and plant your Welsh dragon on the English flag (yes apparently there's a variant of the UK flag that's exactly this).
I'd still like to see permanent claims/spy network claims and a flat increase to AI aggressiveness, and a rework of the 100 years war. France will probably just annex their revolting vassals due to the loyalty nerf.The new rapid=fire update to Eu5 is actually a beta branch for once. Huge nerf to centralisation (-20 subject loyalty), more sensible econ base calculation and a bunch of bug fixes.
I would prefer AI aggressiveness to flow more to natural routes of expansion. Try to form natural borders and all that.I'd still like to see permanent claims/spy network claims and a flat increase to AI aggressiveness.
That would feel too railroady to be honest, it'd just result in weighted AI priority for certain region, for example France targets the Rhine after kicking out the English, which would probably be in the 1400's unless the HRE mobilizes against them. It'd be like seeing the Pope call a crusade for Jerusalem or Egypt every time in CK2, it's something you'd have to prepare for. Burgundy could act as a cap against French expansionism but as far as I know Burgundy's rise isn't even represented in EU5. We're kinda up shit creek without a paddle where we gotta balance railroading and expansionism, there are certain things that should be a given like Russia forming, others that should be dependent on the AI like England/Scotland/Wales forming the UK or Portugal/Aragon/Castile forming Spain.I would prefer AI aggressiveness to flow more to natural routes of expansion. Try to form natural borders and all that.
Good.Huge nerf to centralisation (-20 subject loyalty)
Personally I found the limit on the number of invasions, and the fact they always take the same amount of time to plan regardless of size, to be more annoying, at least early game. As Japan trying to island hop was pure hell when I could only hit 1 or 2 islands at once, and it took like 2 months per. In the end I made a half dozen paratroopers to drop on some of the smaller islands so the marines could focus on the larger shit.Also, not a fan of the nerf of the number of divisions you can navaly invade with. I have all the techs (bar one special ops tech which would give me an extra one division to use in naval invasions) and I only have a capacity of 17
Limiting them to 1 or 2 hangars (and maybe not letting them get the +1 size MIO bonus, although I don't think that's possible as is), cutting them to 20 knots and slashing the price down to like 1.5-2k IC would make them more historically accurate. The problem then becomes they're probably useless because of the way convoys/convoy escorting is abstracted in this gameThe main role of CVEs historically was CAP and ASW, mostly for convoys where the speed wasn't an issue. But in-game they are clearly too expensive and too good to be relegated to that alone.
Oh for sure, Combustible, Vulnerable, Expendable was a thing for a reason. I wonder if CVEs should have an increased chance to take a critical hit to further help differentiate them from proper carriers.The difference is that if a CVE got hit it was prone to exploding instantly whereas even shitty Japanese fleet carriers could take hours to become a burnt-out husk still capable of floating
It doesn't. There's currently a thread on the Paradox forums about it. Now that CV fighters actually defend against NAV strikes they're incredibly strong defensively:I don't know if the game has "leaky CAP" but WW2 air defense was simply too weak to stop everything from getting through, so even in lopsided battles carrier HP should be a concern
Except they don't. They sometimes take 21 days and sometimes take 30 based on whatever the game feels like at the moment. 30 is the most consistent, I think. It ends up punishing you for using small tactical invasions instead of massive invasion to port.and the fact they always take the same amount of time to plan regardless of size,
Yeah, but that shouldn't be the solution. I don't understand why they broke a system that wasn't brokenIn the end I made a half dozen paratroopers to drop on some of the smaller islands so the marines could focus on the larger shit.
The special project bullshit exists to mask the necessity of a total overhaul of the tech tree. The linear progression for everyone and the lack of tech trade between allies boils my blood to the point I abandoned this game months ago.The problem IMO is that HOI4 is really arcady, so things that expose hard limits on resources like the special project system tend to feel quite bad and arbitrary. That system itself is also full of dumb garbage.
It turns out there was a stealth nerf to subject loyalty in general. "Relative power to overlord" is always negative no matter how much stronger you are than the vassal.Good.
Hyper-centralized states tended to be more fragile and dependent on leading personalities before the advent of modern managerial bureaucracies, I'm glad that it's not going to be so absurdly lopsided now.
Unfortunately Johan had a pretty retarded reply to this. Dismissing it and telling the poster to just go decentralised if he wants to use vassals which is like I said, retarded. Just look at the pics he posted, there is no reason why it shouldn't be changed and if done intentionally it's a braindead change.It turns out there was a stealth nerf to subject loyalty in general. "Relative power to overlord" is always negative no matter how much stronger you are than the vassal.