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I've yet to load the Sengoku game. Will update with what comes out here.
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I've yet to load the Sengoku game. Will update with what comes out here.
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Last edited by Mouzafphaerre; 09-10-2009 at 22:17.
Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony
Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
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Hopefully, you can unite Japan again....shame seeing it fall apart like that.. (More importantly...I hope it doesn't happen to me)
Okay, I'm sorta-kinda-almost getting the hang of this game. Question, though: Why do other nations research techs so much faster than I do? Doesn't matter whether I'm playing as Castille, Portugal or Britain, they're always a few points ahead of me. I set my research bars as high as I can without going into bankruptcy, and yet the warlike French are far in advance no matter what I do.
Clearly there is a mechanism I'm missing.
Which difficulty level are you playing on? I think the AI gets research advantages at higher levels of difficulties.
The three countries you mention tend to be colonial powers, are you colonizing a lot? Absorbing a high number of low income territories into your nation drags down research. This is because research cost is partly determined by how many territories you have. If you don't have increased income to match your increased size, research slows down.
Most likely France is too busy blobbing over everything to colonize much. Even if they are a war-monger they are still acquiring rich European territories so their increased income compensates for their increased size when it comes to research.
When I played a colonizing England, I had a hard time keeping up with France, but when I played an expanionistic Milan with little colonization I could. I'm sure further down the line, once the colonies have matured and you're making money hand over fist, you could catch up.
Last edited by OverKnight; 09-22-2009 at 05:13.
Chretien Saisset, Chevalier in the King of the Franks PBM
I'm currently playing a game as Mecklenburg with only 2 provinces, and my tech research is the highest in the world. My land and naval techs on 10 are equal with the other current world leaders, my production tech on 10 is 1 higher than anyone else, and though my trade tech is on 12 and 2 higher than anyone else, my government tech on 11 is actually 3 higher than anyone else.
All this focus on staying small, making money and researching comes at a cost though since my manpower pool is tiny. It's a great change of pace from my previous games as a colonial England, and a warlike Spain. I have had to put a much more effort into maintaining good relations with my neighbours than my previous games, and all the wars I have been involved in I basically moved in and quickly took a few provinces so I could secure a quick peace before they brought their full forces to bear and crushed my small army.
EDIT
Another advantage of being small is that you get to change your policy sliders more often.
Last edited by miotas; 09-22-2009 at 10:02.
- Four Horsemen of the Presence
Don't forget about your slider settings. If your nation is far on the "narrow minded" side, tech research gets lots of penalties.
And don't forget lucky nations. Not sure they get a bonus in research though. They do get quite a boon in income, though.
BLARGH!
The lucky nations don't get more income (not directly anyway), their missionaries, colonists, merchants and spies have a slightly higher chance, and they do get a small bonus to all their research. Their leaders also have an extra 1 to fire and shock.
Last edited by miotas; 09-22-2009 at 14:41.
- Four Horsemen of the Presence
The above is correct: research costs go up as your number of territories increases. The larger you get, the more research points it costs for everything. If you add a territory to your empire which does not produce enough income to meet the additional research costs it is causing, your research will become a little harder than it used to be. This means that your research will slow down when you colonize and when you absorb poor provinces. Note that income increases significantly if a province has your core on it. Thus, if you gain a whole bunch of non-core provinces in a war, they will usually drag down you research until you core them.
In my games, it is very normal for my research to slow down for a while after the early game. Once you start expanding majorly, you'll take a lot of hits for the above listed reasons. However, once your colonies mature and you pop cores on your conquests, your research and income will start to rebound and you'll find yourself making up your lost ground. I'm usually behind in research at 1500 AD (in a 1399 start), but ahead in research by 1700 AD.
If you want to avoid this situation altogether, try to conquer only rich provinces and cored provinces. This is what makes expansion in northern Italy, France, and parts of Germany very profitable. This is also why grabbing a chunk of southern India is useful: they are all wealthy provinces that will give you a net profit in gold/research. Also, only use mass colonization if you're ok with long-term development. If you can't afford the research/income hit of supporting the colonies until they become profitable, it's better to forget about them and conquer them from someone else later.
Nice, can you lose your monopoly by having a merchant competed away?
A couple new dev diaries (nos. 3 & 4) for Heir to the Throne: The first one discusses dynasties, naming heirs, and royal successions. The second diary focuses almost exclusively on the HRE, and the new options one will have while playing as the Emperor (and/or German princes).
Developer Diary #3
Spoiler Alert, click show to read:
Developer Diary #4
Spoiler Alert, click show to read:
Some pretty cool-sounding stuff there. I want it to be December already so I can grab both this and EU3 Complete!
Last edited by Martok; 10-21-2009 at 06:55.
"MTW is not a game, it's a way of life." -- drone
YES! FINALLY!(Speaking of which, in line with the new CB system, princes of the HRE are now allowed to fight each other without incurring the wrath of the Emperor, provided they have a valid Casus Belli.)
Yeah, the big problem with having a monopoly is that all new merchants who come to the COT compete only with you and with no one else, so maintaining monopolies can become quite expensive. Also don't try to control all the monopolies out there. Every merchant you have out in the world reduces your chances of success. When I took that picture I had about 170 merchants out in the world and my chances of success were rarely above 10% so I cut back my merchants from all the poorer COT's.
Also the total cost of that COT in tarasco rose above 2000ducats at one point, and even though the Scandinavians took part of my share I was still making over 1500/year.
- Four Horsemen of the Presence
It's annoying you can't stop the auto-send algorithm spamming monopolies. Its strange you can't (maybe you can and I don't know?) when you can otherwise rank COTs by priority.
In Napoleon's Ambition (or maybe In Nomine, not quite sure any more) by setting sliders in the COT on medium, you will only send merchants until you reach the number of 5. You won't send additional unless one gets competed away.
Heir to the Throne Dev Diary #5 is up. The topic is Merchant Republics, with an emphasis on the Hanseatic League:
Spoiler Alert, click show to read:
Can you say "trade wars"?
"MTW is not a game, it's a way of life." -- drone
There's couple more dev diaries up:
Dev Diary 6, mostly dealing with map changes. Permanent terra incognita is out the window, and it looks like France wont devour all the small European states like she normally does.
Spoiler Alert, click show to read:
Dev Diary 7, dealing with culture and religion. It all looks very interesting, I can think of a few times when being able to recruit the ideal advisor would have been very helpful.
Spoiler Alert, click show to read:
- Four Horsemen of the Presence
Dev Diary #8: Yaaaargh!!!
This would appear to be a welcome change in dealing with piracy. I have to admit I also like that provinces on an un-patrolled coastline will now suffer a penalty for smuggling and what-have-you. Seems like a nice touch.
Last edited by Martok; 11-19-2009 at 07:56. Reason: Forgot spoiler tags
"MTW is not a game, it's a way of life." -- drone
The new expansion pack certainly adds a lot of stuff that we've all been wanting for a very long time. I might even stop playing MMP2 and go back to vanilla after this comes out. The war aims and dynasties alone are major improvements.
Started up a MMP2 campaign as Sweden. I love this mod so much... I fought the openning war against Denmark/Norway to a draw, but had a rebellion in the Lappland region that was successful (The rebels won the seige, though I destroyed them soon after). Spurred on by this success half of Finland rebelled (at least 18000 men), and I was forced to march over there with all speed as my token garrison was not even close to adequate. I'm currently trying to get my stability up above +1 and banging together some semblance of an economy.
Rest in Peace TosaInu, the Org will be your legacy
Originally Posted by Leon Blum - For All Mankind
Would anyone be interested in playing a succession game in MMP2? For those that don't know, a succession game is one in which a person plays the game until their regent dies. When the regent dies, another player takes the saved game and then continues to play until their regent dies. Repeat until the game is over or the group decides to end it. It is interesting, but not everyone plays in the same manner, so one person's ideas on what the country might not match someone else's. Here are examples of this on the Paradox forums and a list of TW succession games from the Throne Room.
I played the demo. I think I played this game wrong.
All I pretty much did as the Swiss was construct a couple of odd-buildings and have level 5 trade in 7 regions. Only advisors I recruited were trade and just played a trade war game.
I didn't work out how to do my own trade area though or why my provinces kept changing areas.
Days since the Apocalypse began
"We are living in space-age times but there's too many of us thinking with stone-age minds" | How to spot a Humanist
"Men of Quality do not fear Equality." | "Belief doesn't change facts. Facts, if you are reasonable, should change your beliefs."
Alright, that's three of us, which I think is good enough to start. It's easy for others to join in when it's in progress, and we can easily just rotate between the three of us even if we don't get any more. To keep from derailing this thread, I've made another one:
https://forums.totalwar.org/vb/showthread.php?t=123643
Dev Diary 10 is up. This one has a horde of UI improvements visible in the screenshots which will be welcome. I'm extremelly eager for this expansion now, particularly after MMP is converted to deal with it.
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