EU4 'Which country, what year, how well?' weekly thread : March 23 2021 |
- 'Which country, what year, how well?' weekly thread : March 23 2021
- At least it's not... the Habsburgs?
- It's been over 6 years since the army builder was added - the game still trains ships on both sides of Suez before the canal is built.
- Ming employing some 21st century army comps
- Can someone explain this?
- My Germany run. Not WC but first time playing untill 1821
- POV: you dont play in Europe
- *clown car revving up the horizon*
- nice heir name
- Basileus what?
- Balkanised Iberia, I guess
- Switzerland-Shaped Switzerlake
- The AI has a gambling addiction
- PSA: Vassals pay you a share of their tax income only
- Polish Genius
- This is my Mare Nostrum. There are many like it, but this one is mine.
- That's actually insane
- Finally got the Luck of the Irish Achievement!
- I don't think this name could be any shorter.
- Quite an amusing name for a king, not heir
- how to beat mamluks
- Check out this unique event for countries who win independence wars.
- EU4 Ideas Tier List
- Some of the Worst Borders I have seen.
'Which country, what year, how well?' weekly thread : March 23 2021 Posted: 23 Mar 2021 09:00 AM PDT In this thread, you can post a maps from your games, and other players can try to guess who you're playing, what year it is, and any other info you specify. Please only post maps in top-level comments. Such posts outside this thread will be removed by the moderators. [Click here](https://www.reddit.com/r/eu4/search?q=author%3AAutoModerator+AND+%22Which+country%22&restrict\_sr=on&sort=new&t=all) to see past threads. [link] [comments] | ||
At least it's not... the Habsburgs? Posted: 23 Mar 2021 04:50 AM PDT
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Posted: 22 Mar 2021 05:17 PM PDT
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Ming employing some 21st century army comps Posted: 22 Mar 2021 10:42 PM PDT
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Posted: 23 Mar 2021 07:01 AM PDT
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My Germany run. Not WC but first time playing untill 1821 Posted: 23 Mar 2021 09:00 AM PDT
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Posted: 23 Mar 2021 08:35 AM PDT | ||
*clown car revving up the horizon* Posted: 22 Mar 2021 11:15 PM PDT
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Posted: 23 Mar 2021 09:19 AM PDT
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Posted: 23 Mar 2021 12:09 PM PDT
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Posted: 23 Mar 2021 11:42 AM PDT
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Switzerland-Shaped Switzerlake Posted: 22 Mar 2021 04:08 PM PDT
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The AI has a gambling addiction Posted: 23 Mar 2021 09:03 AM PDT
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PSA: Vassals pay you a share of their tax income only Posted: 23 Mar 2021 11:33 AM PDT This means you won't get any of their gold income or coastal raids, neither production, trade income, subsidies or anything else. Only tax and nothing else. This actually makes theocracies excellent long-term vassals due to their tax modifiers. [link] [comments] | ||
Posted: 23 Mar 2021 01:05 PM PDT
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This is my Mare Nostrum. There are many like it, but this one is mine. Posted: 22 Mar 2021 03:52 PM PDT
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Posted: 23 Mar 2021 03:36 AM PDT
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Finally got the Luck of the Irish Achievement! Posted: 23 Mar 2021 05:46 AM PDT
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I don't think this name could be any shorter. Posted: 23 Mar 2021 12:47 AM PDT
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Quite an amusing name for a king, not heir Posted: 23 Mar 2021 10:57 AM PDT
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Posted: 23 Mar 2021 09:27 AM PDT hi this may be a noob question but how do i beat mamluks as ottomans? i am very new to the game and ngl very scared of the mamluks. my allies are QQ, bohemia, crimea and tunis. the mamluks have allied morocco and a few other smaller guys in the middle east. it's the year 1512 and i am military tech 10 and have maxed out defensive ideas. i am still working on offensive ideas. i am sorry for being garbage at the game and ty for the response. (if i even get one) [link] [comments] | ||
Check out this unique event for countries who win independence wars. Posted: 22 Mar 2021 11:26 PM PDT
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Posted: 23 Mar 2021 11:09 AM PDT S rank Ideas: Ideas which suit basically any style of play, either Tall play or Wide play Diplomatic: I used to never take this idea, but that was a bad idea (haha lol? anyone?) but this idea truly helps with avoiding coalitions. It also has the 20% warscore cost, which means you can take lots land. Diplomatic ideas also give 3 diplomats which you'll need if you are aggressive. Also makes alliances easier. This idea also removes stability hit from diplomatic actions, which means you can break royal ties without losing stability. Administrative: This idea set saves you admin power in the long run, with its 25% discount to coring cost and 10% admin tech discount. It also gives extra governing capacity which is needed. Combined with influence, it gives 20% extra discount to diplo annexation cost. Quantity: You'll want this idea every time. It does exactly what its supposed to, give you more troops. And it is pretty overpowered, increasing your land force limit and manpower by 50% and your manpower recovery speed by 20%. Its policies are pretty great too, including the 20% Goods Produced when combined with Trade and 10% Morale when combined with Religious. Humanist: Want no rebels? Go for humanist. Every single idea in this group is good. +2 tolerance of Heretics and Heathens, 30% improve relations, -10 separatism. With offensive, you get -5 separatism policy which basically removes separatist malus when you take a new province. A Rank Ideas: Ideas pretty important to the game, but not necessary Influence: It used to be a S tier with its 20% aggressive expansion, but since it lost that, its now A tier. This idea is needed if you play with lots of vassals and PUs. It gives some nice ideas such as −25% Diplomatic annexation cost , −15% Liberty desire in subjects and +2 Diplomatic reputation. Not really needed if you don't keep vassels Religious*:* Usually, in games, you choose either humanist or religious ideas. Religious gives some really nice stuff, such as extra missionary strength which is helpful in Islamic provinces. Its best idea is the Holy War CB, which is basically Imperialism CB, meaning you can declare wars and take less aggressive expansion. The −25% Culture conversion cost is helpful for committing genocide and only keeping your own culture. Offensive: You'll see yourself take this idea many times in your games, and why wont you? It gives you better generals, better siege ability and 5% discipline. If you are confused about which military idea to take, this is the pic to go for. Quality: Quality ideas give exactly what it says, quality. I find myself taking this idea many times due to stubborn late game blobs. Its 10% combat ability to all units and 5% discipline make it a powerful idea. It has some of the best policies in the game too, including 5% extra discipline with economic. Trade: Trade is the main source of income in this game. Its how people reach over 1k ducats a month in this game.. Its policies are pretty sweet too, including the 20% goods produced with quantity. Economic: In Europe, it is not necessary at all, except for tall games for its 20% development reduction. But outside of Europe, you'll find yourself needing to force develop institutions which means it helps massively. Combined with Quantity, it gives an extra 10% development cost reduction. Economic ideas also gives 5% extra discipline with quality. This idea is almost mandatory if you play a nation which depends on gold mines a lot, such as Mesoamerican nations, South American nations and African nations due to its inflation reduction. Its ideas are pretty decent too, I don't exactly see any 'useless' ideas as well in this group. B Rank Ideas: Ideas not exactly required for a smooth game, but still helpful in a way Defensive: The 15% morale is nice, as well as the −25% Land attrition. But this is not exactly required. Discipline, Combat ability and Leader Pips win you battles in the long run. Morale is nice early game, but later on with tech it becomes less important. Its policies are pretty shit too. Innovative: Its a nice idea group, but it has to compete with more useful ideas like administrative, humanist and religious. The advisor cost reduction by 25% and all tech discount of 10% is pretty sweet. Its policy with quality gives 10% infantry combat ability which is sweet, although it used to be 20% previously. Espionage: The 20% aggressive expansion reduction is nice, but otherwise not exactly useful. You can combine it with Aristocratic to get an extra 10% cavalry combat ability C Rank: Useless, I don't think the majority of EU4 players have ever taken these Naval: I guess its useful if you want a naval game, but like i said, the naval aspect of this game is not important. Maritime: Fear the +50% Blockade efficiency ! Its not exactly an idea you'll ever take in this game, because the naval aspect of this game is not exactly important. Plenty of ideas in the diplomatic idea group more helpful Special Ideas: These ideas are taken in special circumstances, and for those circumstances, they are pretty good. Plutocratic*:* Excellent idea as a Republic. It does not exactly have a focus, Its basically what if Humanist, Defensive, Quantity and Trade has a child together. Some highlights are 10% morale, −2 National unrest, +10% Goods produced modifier and +20% Manpower recovery speed. With economic ideas, you get 0.2 Republican tradition which is really good and lets you elect 6-6-6 rulers every time. Exploration: A requirement if you wish to go colonial. Gives some nice ideas. Best for nations that go colonial early. It gives a colonist, and access to explorers and conquistadors. Expansion: Another requirement if you go colonial. Some highlights are the +1 Merchant, -10% Minimum autonomy in territories and +20% Global trade power. It gives 2 colonists. Aristocratic: Not helpful as a normal nation, but it is a good idea as a Horde or Poland for its 10% cavalry combat ability. It has some other helpful ideas such as +1 to siege, +1 Diplomat, +33% National manpower modifier. How I pick my ideas: This is for a normal game, where I play as a monarchy and don't go colonial. Picking ideas essentially depend on what you need and which monarch point you have excess of, so everyone has their own style. But this is how my game usually goes. 1st Idea: My first idea is often a diplomatic idea for a normal non colonial game. I usually go for Diplomatic ideas as my first idea. I want powerful allies and I want to take more land when I expand. I also want less stability hit when I perform diplomatic actions such as breaking royal marriages when I fail to get a PUs 2nd Idea: Depends on which monarch point I have left, but I often go for a military idea in this slot, and my pick is usually Quantity ideas. A large army so I can punch above my weight is good. 3rd Idea: This is usually the time I take Administrative ideas because of the coring cost discount. If Religious unity it killing me, then I take Religious instead(If i take religious ideas, then I don't take humanist ideas). 4th Idea: This time I pick a military idea. I usually pick Offensive ideas for the siege and discipline and leader pips. 5th Idea: I usually go for Influence ideas now. I'll probably have vassals and PUs which I wish to annex by this time. I can get a 45% cheaper diplo annex cost if I combine this idea with administrative. 6th Idea: Usually at this point, I am either face to face with France in Western Europe or Ottomans or some powerful blob. I take quality to make my troops stronger and give me an advantage in the slugfest. 7th Idea: I am at late game at this, and taking lots of more land, which means huge unrest problems and often I am at 100% overextension. So I take Humanist. Its ideas are incredibly helpful. Although If i had taken religious ideas as my 3rd idea instead of administrative ideas previously, then I do not take Humanist, and instead take Administrative for the coring cost discount. 8th Idea: This is when I take trade. The reason why I don't take this idea earlier is because I get extra merchants with trade companies. And trade is also a late game income. Although I do see myself take this idea early on if I am playing a trade focused nation such as Venice. Feel free to discuss and tell me what you think, and what your own tier list would be. I'd be interested to know! For now, have a great day r/EU4 ! [link] [comments] | ||
Some of the Worst Borders I have seen. Posted: 22 Mar 2021 09:33 PM PDT
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