Re: Impressions of Faction balance.
Quote:
Originally Posted by
Fisherking
As the game is currently set, you will find that the difficulty levels show up only on the battle map.
If there are any differences on the campaign map I haven’t noticed them.
The campaign difficulty only seems to effect the generalship on the battle map and the battle difficulties give bonuses to the enemy troops. I wouldn’t even swear that the generalship is much better…but the bonuses are real enough.
Diplomatically and economically I find no differences. The easy AI is just as belligerent and stupid as it is on very hard. The regions are just as poor and trade values and building costs are the same. At least at the start of the campaign troop upkeep is all the same.
Each campaign is randomized a bit, most noticeable in ministers but I suspect it gives factions slightly different personalities.
If anyone else sees any, then please point them out.
For instance France N/N. Went from total peace to being at war with the Innuit, Huron, Iroqouis, Savoy, Wurtemburg, Westphalia, Austria and the UP.
The next turn The Pueblo and Cherokee went to war with Louisiana.
The turn after that GB joined the fray.
Ended up ok though. Only nations in North America are myself, Spain, and the Plains Indians. Game gets kinda boring once you completely dominate a theatre..... All European nations that went to war with me ate dirt save Austria.
It seems the AI executes war better now, but it can't afford the resources to do so. Pre-patch it had masses of stacks that fumbled around aimlessly.
Re: Impressions of Faction balance.
Better generalship at higher campaign difficulties?
Just what I've been waiting to hear! :D
Re: Impressions of Faction balance.
I had a look at the last of the playable factions post patch. The UP.
It has been made easier! But as a trading nations the changes are almost warranted.
It now starts with 8 merchantmen. Two flutes (350 upkeep now) and five Indiamen in the spice islands and one fluyte in the North Sea. The navy is still the strongest in the game at start and ready to rake in the profits. Except the profits are never really there…
I managed to totally dominate trade, having all five spots in the East Indies, four off Brazil, four off the Ivory Coast, and three off Madagascar. I even had two extra trade ships on ivory, my two sugar plantations, and a tea plantation. I had small fleets guarding the trade lanes and had the pirate ports blockaded.
Trade revenue was just above 9000.
I never exceeded 3600 on my best turns, and the worst turn was 0. Most of the time it was at 2200 no matter what.
My unit builds for the entire game were 5 Indiamen, 4 sloops, 3 line infantry and 1 dragoon. All other ships were prizes. I never lost a single naval battle, and there were many! There was almost one per turn and sometimes as many as three. I only auto resolved two of them, due mostly to fatigue.
I took the regions of Rhineland on turn 1, and Flanders on abut turn 4 or 5 when Spain attacked.
Given the choice of the AI pre patch and post patch, I would say put it back! I am sick to death of friendly and very friendly nations declaring war. Actually the one good thing is that allies often abandon their alliances now when it makes little or no sense to go to war but the willingness to go to war over nothing is still stupid.
the game does conspire to keep trade interrupted, and it does a darn good job of it too.
I tore down improvements to build two schools, as every region is fully developed at the start now.
I did not find the faction at all difficult to manage, but I did find it very tedious and tiresome. How it will ever have the income to manage its goals I have no way of knowing. 1711 was all I could stand.
Re: Impressions of Faction balance.
Quote:
Originally Posted by
Fisherking
I had a look at the last of the playable factions post patch. The UP.
It has been made easier! But as a trading nations the changes are almost warranted.
It now starts with 8 merchantmen. Two flutes (350 upkeep now) and five Indiamen in the spice islands and one fluyte in the North Sea. The navy is still the strongest in the game at start and ready to rake in the profits. Except the profits are never really there…
I managed to totally dominate trade, having all five spots in the East Indies, four off Brazil, four off the Ivory Coast, and three off Madagascar. I even had two extra trade ships on ivory, my two sugar plantations, and a tea plantation. I had small fleets guarding the trade lanes and had the pirate ports blockaded.
Trade revenue was just above 9000.
I never exceeded 3600 on my best turns, and the worst turn was 0. Most of the time it was at 2200 no matter what.
My unit builds for the entire game were 5 Indiamen, 4 sloops, 3 line infantry and 1 dragoon. All other ships were prizes. I never lost a single naval battle, and there were many! There was almost one per turn and sometimes as many as three. I only auto resolved two of them, due mostly to fatigue.
I took the regions of Rhineland on turn 1, and Flanders on abut turn 4 or 5 when Spain attacked.
Given the choice of the AI pre patch and post patch, I would say put it back! I am sick to death of friendly and very friendly nations declaring war. Actually the one good thing is that allies often abandon their alliances now when it makes little or no sense to go to war but the willingness to go to war over nothing is still stupid.
the game does conspire to keep trade interrupted, and it does a darn good job of it too.
I tore down improvements to build two schools, as every region is fully developed at the start now.
I did not find the faction at all difficult to manage, but I did find it very tedious and tiresome. How it will ever have the income to manage its goals I have no way of knowing. 1711 was all I could stand.
The key for uninterrupted trade (and a filthy rich, boring game) is to get rid of the pirates early on. It's not that ahistoric either. The Caribbean pirate problem was solved only once the territories that were friendly to them got under control of major powers.
I'm playing a VH Ottoman campaign and, in 1745, the pirates are ruining my trade so, the Sultan's fleet is heading to the core of the problem: the Caribbean.
Re: Impressions of Faction balance.
Quote:
Originally Posted by
Slaists
The key for uninterrupted trade (and a filthy rich, boring game) is to get rid of the pirates early on. It's not that ahistoric either. The Caribbean pirate problem was solved only once the territories that were friendly to them got under control of major powers.
I'm playing a VH Ottoman campaign and, in 1745, the pirates are ruining my trade so, the Sultan's fleet is heading to the core of the problem: the Caribbean.
It was not the pirates! Some pirating by belligerents of course but I had the fleets to deal with it…
There were just other things going on. No one will agree to trade. The money for the provinces held were not good enough to make up the difference.
You can see I was not spending a lot on upkeep. Also trade partners blockaded, so money down the drain.
I find the game more tedious and less enjoyable in its current state. At least with the Trade Nations, and I don’t find much challenge in the blitzing factions…They were historically poor but here it is the reverse!
Re: Impressions of Faction balance.
Quote:
Originally Posted by
Fisherking
It was not the pirates! Some pirating by belligerents of course but I had the fleets to deal with it…
There were just other things going on. No one will agree to trade. The money for the provinces held were not good enough to make up the difference.
You can see I was not spending a lot on upkeep. Also trade partners blockaded, so money down the drain.
I find the game more tedious and less enjoyable in its current state. At least with the Trade Nations, and I don’t find much challenge in the blitzing factions…They were historically poor but here it is the reverse!
No one willing to trade? Hmm... that's weird. Post patch I have played H with GB and now VH with Ottomans. So far, playing with Ottomans everyone who has a port (or land connection) has been quite eager to trade with me. True, in some cases I had to pay to jump start the trade but in one case, Austria asked for trade and paid themselves after I had signed a ceasefire with them.
Sure, successful trade now involves guarding the trade routes of my partners too. For example, I saw my trade take a plunge in one turn. Sure enough: it was Savoy blockading the closest French port and pesky Persians blockading Marathas. A DOW and swift fleet action solved that problem. It was fun too, LOL.
In 1745 my profit (after paying for fleets and armies) runs anywhere between 15,000 and $5,000 dukats per turn depending on which of my trade partners get blockaded or what the pirates are doing. So far, the biggest pain in the neck have been pirates for they seem to have captured MOST of western european scouting fleets and are featuring huge armadas sitting on trade routes near Madagaskar and Indonesia. According to estimates (from the trade screen) they're eating away about 7,000 dukats in potential profits from me. That's more than enough to field another full stack army...
Another thing I noticed: if you have a trade partner that has been blockaded for a long time and there is no hope of rescuing it it's more profitable to cancel the trade agreement. It seems, the goods get redistributed amongst the active trade partners after the cancellation.
Re: Impressions of Faction balance.
Quote:
Originally Posted by
Slaists
Another thing I noticed: if you have a trade partner that has been blockaded for a long time and there is no hope of rescuing it it's more profitable to cancel the trade agreement. It seems, the goods get redistributed amongst the active trade partners after the cancellation.
That is correct. Canceling a blockaded traded route will significantly boost your income if your partner is large (typically Sweden, Austria, Ottomans, Russia in my games).
I suppose my complaint would be the exact opposite of Fisherking's. I know France has a full stack of 5th & 6th rates, brigs and sloops in North American waters. It chased my small fleet (4 ships) carrying my full-stack invasion force (destined to rescue Virginia from the Iriquois). Yet it didn't kill it off. To my fortune, instead of following my fleet when I retreated, it vanished back into the expanses of NW Atlantic. I know it is still there - even though I was blockading France's northern trade port with another puny force in the European theater.
Only the pirates & the Prussians tried to raid my route so far. The pirates are conquered & gone, and I now have 5 IM thanks to Prussia (unfortunately the sixth sank during the battle...).
Re: Impressions of Faction balance.
I went back and tried Spain again. It is workable but it does take a large effort. Most of my starting money went to make alliances and overland trade agreements.
Once I got my one galleon onto a trade spot I have some almost breathing room. If the upkeep and recruitment were still the same I might have a better chance but as it is I lost Florida to the Cherokee. Mostly due to lack of money for troops. They had over a full stack when they came and I couldn’t beat that with what little I had.
I have avoided most major entanglements thus far but it is only 1703. At war with Genoa and a lot of Indian Tribes.
I managed to capture a galleon from the pirates but I don’t have the fleet to block their ports.
It is a bit odd that I am actually making more off two trade spots and the Spanish plantations than I did with all the trade I had as the Dutch. I have gotten around 3400 the last couple of turns until my port was blocked. Then I only got 904. But I have no fleet or army to speak of and have to take out Genoa if I can rise the money. I had to spend what I had in reserve to build the fleet to free the port.
Re: Impressions of Faction balance.
This is a double post but it is to offer a view of all the factions as I perceived them in 10 to 20 years of play. I didn’t include or look at the US so perhaps someone can give us an opinion.
Overview:
The game plays differently. Most factions are more difficult but some have become a cake walk.
All costs are higher and revenue is as always your life’s blood.
While quick expansion is desirable for economic reasons only 4 factions can manage it in my view. The rest are limited to a slow approach, though the quicker you can manage the better.
GB; More difficult and somewhat challenging at times. Taking on the Pirates may be your best option for early growth. Capturing their trade ships may help in trade.
France; generally the same but less revenue and result in more of a challenge, though the minors offer little challenge to your existence now.
Austria; I found it to be among the most difficult. It lacks money and has poor quality troops. All nations see you as weak, and you are. Make any trade agreements and alliances you can and try to build up until the first attack comes. You will likely make it through but it will be long and slow.
Russia; Plays much the same as before but building improvements do less. Sweden is too strong so look south first for expansion. They are weaker.
Sweden; Your position may be improved, for your enemies have fewer troops. However, you will not be making any early conquests either. Trade and development are your only options.
UP; The strongest position of any of the trading nations. You have more trade fleets than ever. Grab all the trade spots you can and expand trade as quickly as possible. All your regions are fully developed from the start. Grabbing Rhineland on turn one will give you a second school. If you want others you need to destroy towns and rebuild. Don’t declare war on Spain! Wait! It is likely France will not join its ally, which is to your advantage. Flanders should not prove hard. Just keep a few troops in Amsterdam. Spain may waist its troops on an assault and leave the door open.
Spain; Perhaps the most vulnerable position at start and economically strained. Replace ministers. Tax exempt all regions but Spain to stimulate growth. Make alliances and trade agreements with everyone possible including Portugal and trade with Morocco. Spend the money on diplomacy and it will pay dividends later. You can’t afford troops so you will need to rely on friendship for the moment. If you can build troops Florida is your best bet. If you are luck you can take Georgia, if not you are no worse off with out those regions. Ports need expanded to get the benefit of your American regions. Trade spots are also needed. You just need money.
Prussia; At start you are the golden boy! Blitz! Then Blitz! Then keep going. Your research is quicker than anyone else’s and you start with bayonets, the best troops and a strong army. Use it. Poland turn one. Saxony and West Prussia turn two. If someone else declares war you can likely ignore it. They haven’t the armies to do much. Poland first and then Austria at your leisure. You are made to win and win quick. Russia is happy to make peace when you choose.
Poland; Strike Prussia first. You may be a bit slower in the build up but you can do it. Prussia is only two regions and wealthy ones for you. No one else is strong enough to stop you then.
Ottoman Empire; Large and weak. Develop but first clean house with the ministers. That will help greatly. Stimulate growth by exempting all you can. Trade with anyone and watch Russia and Georgia. Most others are too weak to be a threat. You need time and money.
The Marathas Confederacy; Expand! You can take two regions on the first turn. Soon you will have other opportunities. Farms, trade, and troops! From there the world. Grow!
General; Allies are much more fickle and willing to abandon you. If you don’t call on them it is just fine. They are of much less use now anyway, as all are militarily weaker. Be prepared to fight all your own battles.
Trade is more important but its economical value is reduced. Trade agreement help but friendly status of powers does not guarantee peace.
I have not looked past the early game in these assessments. The AI in general holds surprises. When you make gains expect setbacks.
Re: Impressions of Faction balance.
It's good to see you have found a stategy for Spain FK. FK, is your new designation for me by the way. Is that ok? It's a holdover from the massive PBM in the throne room.
I'd say that all AI balancing work by CA is going to require a re-think on strategy in general. Change is not bad, and it's a challenge to now get Spain up and running. Which is a good thing.
Keep in mind I'm now in 1776 with Prussia on H/M and I'm one province away from getting my land requirements in a Prestige campaign. I have to declare war on France because it's the Alcaise (sp?) that I need.
I've done anything but blitz to survive. I managed to get Austria and Poland into a truce by around 1750. It was hard but a combination of smashing their armies and stationing a good sized deterrent stack has kept Austria at peace plus trading!! Poland and I have been at war for the last 55 years, but they don't dare come across and bother me now that I've spent the last 20 years dealing with Denmark, Westphalia, and those other two single province states. I've now slapped UP because they did the old: "Ah you're my neighbour so I'm going to declare war on you, even though we have been friends and trading for 50 years."
BUT, I can see their point. I do have 12 or 13 provinces and represent the 900lb gorilla in Europe. So it would be appropriate for everyone to gang up on me.
Again I've only played out this one campaign but it has been difficult, plausible in the diplomacy area and a lot of fun. Westphalia just threw two stacks at me to save their home land. It was a cracker of a fight.
My stack:
2 x 12lb howizters, 2 x 24lb Howitzers, 3 x Cav regiments, 2 x Grenadiers, and the rest Line Inf, plus my general.
They went banana's, and if they hadn't drip fed the second stack into the battle I would have been in deep pork flu I can tell you.
I felt like I was in a Sharpe film!! It was great!!