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Eu4-Victoria 2 Take II Options · View
Tazzzo
Posted: Thursday, May 31, 2018 8:54:32 AM
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Joined: 1/21/2013
Posts: 324
Location: Australia
Can we chose our flags for vicky or do they have to be culturally/geographically relevant to our nation?

Also KoM shouldn't you have a province in greenland next to occitania?
King of Men
Posted: Friday, June 01, 2018 5:41:16 AM
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Feel free to choose your flags; I assert by GM fiat that whatever you choose is culturally relevant to your nation, since in effect you are its culture. Smile I need them in the Vicky format, ie TGA files labeled TAG, TAG_communist, and so on, at least a couple of days before the first Vicky session.

Read my blog.
Norway Rome The Khanate Scotland Scotinavia Christendie the Serene Republic has always been at war with the Bretons False Empire Caliphate Persians Russians English Hungarians Oceanians Saracen Jackal! Death, death, death to the Frogs barbarians infidels necromancers vodka-drinking hegemonists Sassenach nomad menace Yellow Menace heathen Great Old One!
King of Men
Posted: Monday, June 04, 2018 4:59:50 AM
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I had a look at the tech conversion. There are separate tracks for each of the five Vicky tech areas, so you can be behind on naval even if ahead on army. It also depends on ideas, so if you didn't fill out the last idea group you might be down a tech relative to someone who did. Generally it looks reasonable to me.

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Norway Rome The Khanate Scotland Scotinavia Christendie the Serene Republic has always been at war with the Bretons False Empire Caliphate Persians Russians English Hungarians Oceanians Saracen Jackal! Death, death, death to the Frogs barbarians infidels necromancers vodka-drinking hegemonists Sassenach nomad menace Yellow Menace heathen Great Old One!
Tazzzo
Posted: Monday, June 04, 2018 5:01:40 AM
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Joined: 1/21/2013
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Location: Australia
How do you guys feel about letting overlords annex land by edits from non player satellites/colonial nations at 2.5 or 3 infamy per province and or 10 infamy per state? Not during the 10 year starting peace though
King of Men
Posted: Monday, June 04, 2018 7:01:12 AM
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After loud wails of protest from certain agricultural backwaters, I ended up tweaking the naval-tech curve a bit; even primitive sheep-based empires should now get clippers. Smile

Read my blog.
Norway Rome The Khanate Scotland Scotinavia Christendie the Serene Republic has always been at war with the Bretons False Empire Caliphate Persians Russians English Hungarians Oceanians Saracen Jackal! Death, death, death to the Frogs barbarians infidels necromancers vodka-drinking hegemonists Sassenach nomad menace Yellow Menace heathen Great Old One!
King of Men
Posted: Monday, June 04, 2018 7:02:31 AM
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Tazzzo wrote:
How do you guys feel about letting overlords annex land by edits from non player satellites/colonial nations at 2.5 or 3 infamy per province and or 10 infamy per state? Not during the 10 year starting peace though


I'm against this, as it makes colonies more powerful than we thought they'd be when we played EU4. Infamy is fairly meaningless in MP, IMO.

As written it also makes for a nice little diplo-annexing workaround to Vicky's intentionally difficult peace mechanics: First satellite, then edit-annex.

Read my blog.
Norway Rome The Khanate Scotland Scotinavia Christendie the Serene Republic has always been at war with the Bretons False Empire Caliphate Persians Russians English Hungarians Oceanians Saracen Jackal! Death, death, death to the Frogs barbarians infidels necromancers vodka-drinking hegemonists Sassenach nomad menace Yellow Menace heathen Great Old One!
Tazzzo
Posted: Monday, June 04, 2018 7:06:11 AM
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Location: Australia
We have a rule that players can not go over the infamy limit.
James Craig
Posted: Monday, June 04, 2018 8:48:17 AM
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Joined: 2/1/2013
Posts: 171
Location: Scotland
I would also like to voice opposition to that idea. Colonies should be dealt with in Vicky mechanics. They are an important part of geopolitical and economic gameplay.



Vae Victis!
Mark0628
Posted: Monday, June 04, 2018 11:36:57 PM
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i am also against this we went into ey4 assuming they wouldn't be and everyone knew that, i see no reason for it to change.
King of Men
Posted: Tuesday, June 05, 2018 6:18:14 AM
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Latest version of the mod has randomised RGOs; the randomisation fraction is 50%, and terrain and climate are not taken into account, hence for example tea in Sweden and coffee in Finland. Are there strong opinions on whether it's worth getting the climate/terrain buckets that oddman's randomiser has? It basically requires that I get Python working on my Windows computer, which could be trivial or could take three days.

Also soliciting opinions on the randomisation fraction.

Read my blog.
Norway Rome The Khanate Scotland Scotinavia Christendie the Serene Republic has always been at war with the Bretons False Empire Caliphate Persians Russians English Hungarians Oceanians Saracen Jackal! Death, death, death to the Frogs barbarians infidels necromancers vodka-drinking hegemonists Sassenach nomad menace Yellow Menace heathen Great Old One!
James Craig
Posted: Tuesday, June 05, 2018 8:01:31 AM
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Location: Scotland
I would very much like climate and terrain to matter as far as rgos are concerned. That would drive me up a wall. I thought eu4 trade goods would play a part in mapping.


Vae Victis!
Mark0628
Posted: Tuesday, June 05, 2018 8:44:54 AM
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James Craig wrote:
I would very much like climate and terrain to matter as far as rgos are concerned. That would drive me up a wall. I thought eu4 trade goods would play a part in mapping.


ALSO I WANT 100 PERCENT RANDOMIZATION IN THOSE BUCKETS!
King of Men
Posted: Wednesday, June 06, 2018 4:38:29 AM
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Code:
void V2Country::setArmyTech(double normalizedScore)
{
    LOG(LogLevel::Debug) << tag << " has army tech of " << normalizedScore;

    if ((Configuration::getV2Gametype() != "vanilla") && !civilized)
        return;

    if (normalizedScore >= -1.0)
    {
        techs.push_back("flintlock_rifles");
        inventions.insert("flintlock_rifle_armament");
    }
    if (normalizedScore >= -0.9)
    {
        techs.push_back("bronze_muzzle_loaded_artillery");
    }
    if (normalizedScore >= -0.2)
    {
        techs.push_back("post_napoleonic_thought");
        inventions.insert("post_napoleonic_army_doctrine");
    }
    if (normalizedScore >= 0.2)
    {
        techs.push_back("army_command_principle");
    }
    if (normalizedScore >= 0.6)
    {
        techs.push_back("military_staff_system");
        inventions.insert("cuirassier_activation");
        inventions.insert("dragoon_activation");
        inventions.insert("_hussar_activation");
    }
    if (normalizedScore >= 1.0)
    {
        techs.push_back("army_professionalism");
        inventions.insert("army_academic_training");
        inventions.insert("field_training");
        inventions.insert("army_societal_status");
    }
}


void V2Country::setNavyTech(double normalizedScore)
{
    LOG(LogLevel::Debug) << tag << " has navy tech of " << normalizedScore;

    if ((Configuration::getV2Gametype() != "vanilla") && !civilized)
        return;

    if (normalizedScore >= -0.50)
    {
        techs.push_back("clipper_design");
    }
    if (normalizedScore >= -0.20)
    {
        techs.push_back("post_nelsonian_thought");
        inventions.insert("long_range_fire_tactic");
        inventions.insert("speedy_maneuvering_tactic");
    }
    if (normalizedScore >= 0.0)
    {

        techs.push_back("naval_design_bureaus");
    }
    if (normalizedScore >= 0.10)
    {

        techs.push_back("alphabetic_flag_signaling");
        inventions.insert("building_station_shipyards");
    }
    if (normalizedScore >= 0.30)
    {
        techs.push_back("the_command_principle");
    }
    if (normalizedScore >= 0.50)
    {
        techs.push_back("battleship_column_doctrine");
        inventions.insert("long_range_fire_tactic");
        inventions.insert("speedy_maneuvering_tactic");
    }
    if (normalizedScore >= 0.90)
    {
        techs.push_back("naval_professionalism");
        inventions.insert("academic_training");
        inventions.insert("combat_station_training");
        inventions.insert("societal_status");
    }
}


void V2Country::setCommerceTech(double normalizedScore)
{
    LOG(LogLevel::Debug) << tag << " has commerce tech of " << normalizedScore;

    if ((Configuration::getV2Gametype() != "vanilla") && !civilized)
        return;

    techs.push_back("no_standard");
    if (normalizedScore >= -0.777)
    {
        techs.push_back("private_banks");
    }
    if (normalizedScore >= -0.555)
    {
        techs.push_back("early_classical_theory_and_critique");
    }
    if (normalizedScore >= -0.333)
    {
        techs.push_back("guild_based_production");
    }
    if (normalizedScore >= -.277)
    {
        techs.push_back("freedom_of_trade");
        inventions.insert("john_ramsay_mcculloch");
        inventions.insert("nassau_william_sr");
        inventions.insert("james_mill");
    }
    if (normalizedScore >= 0.333)
    {
        techs.push_back("stock_exchange");
        inventions.insert("multitude_of_financial_instruments");
        inventions.insert("insurance_companies");
        inventions.insert("regulated_buying_and_selling_of_stocks");
    }
    if (normalizedScore >= 0.777)
    {
        techs.push_back("ad_hoc_money_bill_printing");
        techs.push_back("market_structure");
        inventions.insert("silver_standard");
        inventions.insert("decimal_monetary_system");
        inventions.insert("polypoly_structure");
        inventions.insert("oligopoly_structure");
        inventions.insert("monopoly_structure");
    }

    if (normalizedScore >= 1.0)
    {
        techs.push_back("late_classical_theory");
        inventions.insert("john_elliot_cairnes");
        inventions.insert("robert_torrens");
        inventions.insert("john_stuart_mill");
    }
}


void V2Country::setIndustryTech(double normalizedScore)
{
    LOG(LogLevel::Debug) << tag << " has industry tech of " << normalizedScore;

    if ((Configuration::getV2Gametype() != "vanilla") && !civilized)
        return;

    if (normalizedScore >= -1.0)
    {
        techs.push_back("water_wheel_power");
        inventions.insert("tulls_seed_drill");
    }
    if (normalizedScore >= -0.714)
    {
        techs.push_back("publishing_industry");
    }
    if (normalizedScore >= -0.143)
    {
        techs.push_back("mechanized_mining");
        techs.push_back("basic_chemistry");
        inventions.insert("ammunition_production");
        inventions.insert("small_arms_production");
        inventions.insert("explosives_production");
        inventions.insert("artillery_production");
    }
    if (normalizedScore >= 0.143)
    {
        techs.push_back("practical_steam_engine");
        inventions.insert("rotherham_plough");
    }
    if (normalizedScore >= 0.428)
    {
        techs.push_back("experimental_railroad");
    }
    if (normalizedScore >= 0.714)
    {
        techs.push_back("mechanical_production");
        inventions.insert("sharp_n_roberts_power_loom");
        inventions.insert("jacquard_power_loom");
        inventions.insert("northrop_power_loom");
        inventions.insert("mechanical_saw");
        inventions.insert("mechanical_precision_saw");
        inventions.insert("hussey_n_mccormicks_reaping_machine");
        inventions.insert("pitts_threshing_machine");
        inventions.insert("mechanized_slaughtering_block");
        inventions.insert("precision_work");
    }
    if (normalizedScore >= 1.0)
    {
        techs.push_back("clean_coal");
        inventions.insert("pit_coal");
        inventions.insert("coke");
    }
}


void V2Country::setCultureTech(double normalizedScore)
{
    LOG(LogLevel::Debug) << tag << " has culture tech of " << normalizedScore;

    if ((Configuration::getV2Gametype() != "vanilla") && !civilized)
        return;

    techs.push_back("classicism_n_early_romanticism");
    inventions.insert("carlism");
    techs.push_back("late_enlightenment_philosophy");
    inventions.insert("declaration_of_the_rights_of_man");
    if (normalizedScore >= -0.333)
    {
        techs.push_back("enlightenment_thought");
        inventions.insert("paternalism");
        inventions.insert("constitutionalism");
        inventions.insert("atheism");
        inventions.insert("egalitarianism");
        inventions.insert("rationalism");
        inventions.insert("caste_privileges");
        inventions.insert("sati_abolished");
        inventions.insert("pig_fat_cartridges");
    }
    if (normalizedScore >= 0.333)
    {
        techs.push_back("malthusian_thought");
    }
    if (normalizedScore >= 0.333)
    {
        techs.push_back("introspectionism");
    }
    if (normalizedScore >= 0.666)
    {
        techs.push_back("romanticism");
        inventions.insert("romanticist_literature");
        inventions.insert("romanticist_art");
        inventions.insert("romanticist_music");
    }
}


Read my blog.
Norway Rome The Khanate Scotland Scotinavia Christendie the Serene Republic has always been at war with the Bretons False Empire Caliphate Persians Russians English Hungarians Oceanians Saracen Jackal! Death, death, death to the Frogs barbarians infidels necromancers vodka-drinking hegemonists Sassenach nomad menace Yellow Menace heathen Great Old One!
King of Men
Posted: Wednesday, June 06, 2018 6:56:25 AM
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Rules time. This is a draft, there will be a few more days for discussion and changes and then it will become final. For this post I am only considering rules that pertain to the actual gameplay; mod changes and conversion suggestions will be considered separately.

Diplomacy

  • Truce of God: No DOWs on anyone, including AI, in the first ten years.
  • No Separate Peace: All Great Powers on both sides must agree to a peace deal before the war leader accepts it.
  • Talking is a Free Action: For Great and World wars, the game may be paused for up to 30 minutes for peace talks; longer with the consent of all players. If no agreement is reached during the pause, the game will continue at its regular wartime speed for the rest of the session, and negotiations will continue alongside the fighting. (The warring parties are free to agree to a ceasefire, ie no troop movements while talking. )
  • No Gerrymandering: State concession demands cannot lead to egregious bordergore, and cannot take core regions purely for the purpose of crippling the enemy's economy. Snakes, exclaves, enclaves, and disconnected regions (except colonies) should be avoided. You may demand a single province by demanding the state and asking for the unwanted provinces to be edited back.
  • Monogamy: You may ally at most one Great Power; if you are a sphereling, you cannot ally outside your sphere except for an imminent war to break you free. Alliance restrictions end when Great Wars unlock.
  • Live in Infamy: No going over the infamy limit.
  • Springtime of Nations: Nations representing accepted cultures cannot be released until great wars are unlocked. For example, if Germany accepts Polish, Poland can't be released until great wars.
  • Balance of Power: A non-fake player war may only be intervened in if the intervention would help a significantly weaker side, as measured by military points and player judgement. This applies to joining (or DOWing separately) after the war has started. If there are mechanical reasons you cannot join the initial DOW, you may declare your belligerency in text and voice chat and DOW when you can; in this case you must join within six months. The player who DOWed may reject such belligerency. This limitation does not apply after great wars unlock.
  • Open Covenants Openly Arrived At: If you do not intend to fight a war, but are drawn in for reasons of mechanics or for the purpose of treacherously backstabbing someone who thought you were an ally, you must openly declare by text and voice chat, as soon as possible, that you are not fighting.
  • Limited Wars: Cannot take more than 100% warscore in a peace deal, including separate peaces - if Austria and Germany are allied in a war, and Austria takes a 75% peacedeal, Germany can take max 25%.
  • Cordon Unsanitaire: No releasing satellites during war.

    Crisis Wars

  • Normal peace rules apply.
  • May not escalate - you must accept the original demand.
  • If one side concedes before war breaks out, the other side must accept.
  • Allies may not be called (in effect, only Great Powers can fight in crisis wars, and can only join by supporting a side before the war starts).
  • Crisis wars must be fought in the region of the crisis, except for blockades and naval actions.
  • Nations freed as the result of a crisis war or crisis negotiation cannot be declared war on for their territory until great wars unlock.
  • The above restrictions do not apply if the crisis war is also a Great War, except that in this case the peace rules for a Great War apply.

    If there is any doubt on the region of a Crisis, then the GMs and uninvolved players will be consulted; until the region is declared the crisis region is just the state in question and any sea zones it may be bordering.

    Examples:

    A Crisis erupts in Sicily: the Crisis zone is then Southern Italy and Tunisia and the Mediterranean around Sicily.
    A Crisis erupts over the Great Lakes region of Africa: All the states around that frontier will be considered the crisis zone, and possibly the coastline of East Africa.
    A Crisis erupts in China over Hong Kong: The South China Sea and southern China around Hong Kong will be considered the crisis zone.

    Great Wars

  • No more than 100% peacedeals, same as non-Great wars.
  • Nations that collapse into revolt spirals as a result of great wars can be edited to a Fascist or Communist dictatorship (player's choice) and have enough militancy removed to stop the spiral.

    Auxiliary rules

  • Same 25% forcelimit rule as in EU4, except for fighting Great Wars.
  • Speed 3 in peacetime if possible. Wars at speed 2, Great Wars at speed 1.
  • No going over the naval capacity limit.
  • No selling individual provinces to maximize naval capacity.
  • No holding troops in people's territories to spy on them or mess with DOWs.
  • Must grant military access if that's the only way of getting to rebels.
  • No spamming forts (or other construction) or stockpiling goods with the intention of denying supplies to everyone below you.
  • No deliberate breaking of nations, including AI nations, by occupation.
  • Terms must be given when requested.
  • No ruining your own nation.
  • No trucebreaking.
  • No exploiting Victoria's broken economic model to the detriment of other players.


    Points I'm unsure about, and wish to hear arguments on:

  • No sphering uncivs that other great powers do not border.

    Why not?

  • No taking lands from uncivs you don't border.

    That seems very restrictive. Is the intention to consider coasts as borders?

    Rejected suggestions (feel free to argue for re-including them):

  • Spheres by edit - don't really see the need for this.
  • Allow edit-annexation of colonies/satellites - too powerful, not in accordance with EU4 expectations.

    Read my blog.
    Norway Rome The Khanate Scotland Scotinavia Christendie the Serene Republic has always been at war with the Bretons False Empire Caliphate Persians Russians English Hungarians Oceanians Saracen Jackal! Death, death, death to the Frogs barbarians infidels necromancers vodka-drinking hegemonists Sassenach nomad menace Yellow Menace heathen Great Old One!
  • Tazzzo
    Posted: Thursday, June 07, 2018 6:27:33 AM
     Captain


    Joined: 1/21/2013
    Posts: 324
    Location: Australia
    What about a no stockpiling goods rule? I thought stockpiles were going to be banned.
    James Craig
    Posted: Thursday, June 07, 2018 9:31:43 PM
     1st Lieutenant


    Joined: 2/1/2013
    Posts: 171
    Location: Scotland
    Tazzzo wrote:
    What about a no stockpiling goods rule? I thought stockpiles were going to be banned.


    this might be better served if the ban was on great power stockpiling, or maybe only the top 4. The people below that have to stockpile to build or recruit anything. There is also something to be said for the lesser countries stocking up before a big dust-up and dumping onto the market when the price is high to earn cash.

    Vae Victis!
    King of Men
    Posted: Friday, June 08, 2018 7:57:35 AM
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    A no-stockpiling rule was discussed, but not decided on; however we do have this:

    * No spamming forts (or other construction) or stockpiling goods with the intention of denying supplies to everyone below you.



    Read my blog.
    Norway Rome The Khanate Scotland Scotinavia Christendie the Serene Republic has always been at war with the Bretons False Empire Caliphate Persians Russians English Hungarians Oceanians Saracen Jackal! Death, death, death to the Frogs barbarians infidels necromancers vodka-drinking hegemonists Sassenach nomad menace Yellow Menace heathen Great Old One!
    James Craig
    Posted: Friday, June 08, 2018 8:53:26 AM
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    Joined: 2/1/2013
    Posts: 171
    Location: Scotland
    My only issue with that wording is it's vagueness. If you leave it like that then it will either never be enforced or will be a source of argument. A rule like that needs specific perameters. As it stands anyone could argue based on lack of intent that they weren't Breaking the rule. What could you say to them if they denied the accusation? I agree we need something but that isn't it.


    Vae Victis!
    Gollevainen
    Posted: Friday, June 08, 2018 9:17:43 AM
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    I support the no-stockbile rule for Great Powers...in the last hame it was impossible to build anything as a smaller nation due the fact that some nations horded up all importabt goods



    Irsh Faq wrote:
    I've noted with Golle a trend of stirring up as much drama publicly as he can whenever he's up to something shady in the background. Presumably its a smokescreen strategy.
    King of Men
    Posted: Sunday, June 10, 2018 7:05:22 AM
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    I see what you mean; against that, even a Great Power should be able to build up its reserves in preparation for a war. How about a stockpile limit? As in, you can't just keep buying after your stockpile hits 2000. (Or we could make it 1000, or even 500; nobody really needs 2000 units of silk underwear. Looking at you, Japan. )

    Read my blog.
    Norway Rome The Khanate Scotland Scotinavia Christendie the Serene Republic has always been at war with the Bretons False Empire Caliphate Persians Russians English Hungarians Oceanians Saracen Jackal! Death, death, death to the Frogs barbarians infidels necromancers vodka-drinking hegemonists Sassenach nomad menace Yellow Menace heathen Great Old One!
    King of Men
    Posted: Sunday, June 10, 2018 8:16:58 AM
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    This is my suggestion for buying things with score. Please make suggestions if you think there is anything else that should be buyable.

    I'm going to normalise the score so that the highest scorer has ten thousand points, and set the prices to work with that. Unlike EU4 this won't be an auction, you just buy the stuff you want. If you don't like to make your purchases public, send me a PM here or on Discord instead. Unused score will be converted to literacy (so if you don't post, you get literacy), in such a way that if the top scorer buys nothing except literacy, he will get 5% extra, 4% will cost half that, 3% half of that again, and so on down with a smooth generating function. With ten thousand points, the literacy prices are:

    5%: 10000
    4%: 5000
    3%: 2500
    1%: 625
    0.5%: 441
    0%: 313
    -1%: 156
    -2%: 78
    -9%: 1

    That's what happens when you start with an "X should cost double" and just pursue the idea. So, it is somewhat suggested that you save a couple of hundred points to avoid a literacy penalty. Smile

    Other things available for purchase:

  • Factories: You can buy any factory that's available at game start. First factory (for each player) costs 1000, each subsequent one doubles in price. It follows that nobody can buy more than three factories.
  • Fringe parties: You may pay 1000 points to make your Fascist, Socialist, Communist, or Anarcho-Liberal party (not Liberal, Conservative,or Reactionary, you take your chances with those) into a copy of a vanilla nation's party. Copying a second party costs 1500, then 2000, then 2500; and you must copy from the same vanilla nation in each case - no taking Germany's fascists and France's anarcho-liberals.
  • Reforms: You may buy one level of a political or social reform for 1000 points; second costs 1500, and so on. (You may not buy two levels of the same reform. ) Be aware that social reforms cost money to maintain.

    Read my blog.
    Norway Rome The Khanate Scotland Scotinavia Christendie the Serene Republic has always been at war with the Bretons False Empire Caliphate Persians Russians English Hungarians Oceanians Saracen Jackal! Death, death, death to the Frogs barbarians infidels necromancers vodka-drinking hegemonists Sassenach nomad menace Yellow Menace heathen Great Old One!
  • Clonefusion
    Posted: Sunday, June 10, 2018 8:29:24 AM
     Major

    Joined: 7/14/2013
    Posts: 526
    Location: Germany
    What about tech schools and country specific decisions ?
    Tazzzo
    Posted: Sunday, June 10, 2018 8:31:50 AM
     Captain


    Joined: 1/21/2013
    Posts: 324
    Location: Australia
    Tazzzo - Medina - Today at 16:24
    the social reform buying seems bad cause its OP (health care) while also causing more revolts (people who are against reforms which for social are the majority/100% of your country at start)
    then people complain about revolt spirals
    weren't techs and swapping rgos from 1 province to another going to be a thing you could buy?

    King of Men (GM, Scandinavia) - Today at 16:27
    Hmm, I could see the swaps. Techs seems kind of powerful? A year of research.

    Tazzzo - Medina - Today at 16:28
    techs would be limited to what other players had already started with

    King of Men (GM, Scandinavia) - Today at 16:28
    Ah, catchup only, that makes sense.

    Tazzzo - Medina - Today at 16:29
    question: no buying prestige?

    King of Men (GM, Scandinavia) - Today at 16:29
    Starting prestige is (well, will be) already based on score, seems like double-counting?

    Tazzzo - Medina - Today at 16:29
    fair enough
    Tazzzo
    Posted: Sunday, June 10, 2018 8:43:09 AM
     Captain


    Joined: 1/21/2013
    Posts: 324
    Location: Australia
    Clonefusion wrote:
    What about tech schools and country specific decisions ?


    Cause we aren't auctioning them I think everyone would just buy the Junkers and Krupp school unless we balance them. What decisions would you add to be bought and why?
    Mark0628
    Posted: Sunday, June 10, 2018 11:59:22 AM
     Major

    One Year Membership Medal

    Joined: 3/15/2012
    Posts: 545
    listen stockpiles break the game for everyone below you even if you set it to be different like top 4 cant then the major bottleneck just comes at 5. also its the fact it breaks the economy because you dont just want to stockpile somthing specific, you want to stockpile everything. its just already widening the gap between 1 and everyone below and if you set it to only non gps, 9 and everyone below it does nothing to help anyone behind and only serves to make the number 1 press there number 1 advantage farther.


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