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Europa Universalis IV announced

Started by Octavian, August 10, 2012, 10:05:06 AM

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Solmyr

Weekends from CET 17:00 are usually good, as I am sometimes working during the day.

I'm not entirely against playing at night, but it depends on whether I need to get up early the next morning. :P

Bluebook

Do you guys prefer long sessions one time/week or short sessions more than one day/week?

I could do long sessions on weekends from around 1900 CET to whenever

Or short sessions on any day from around 2100 CET-midnight

Anatron

#1802
4 hours run is normal for a session in MP.

So 17:00 - 21:00 CET (11:00- 15:00 EST) is good for me.But only at weekend.
I prefer once a week,than you have time to plan your next step (have time for diplomatic chats etc.)

Josquius

I decided to try a game as the Byzantines. Then another. Then another. Ouch.
Even following strategies from the internet I am teh doomed. Anyone managed it?
██████
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Anatron

#1804
Quote from: Tyr on December 08, 2013, 08:26:26 PM
I decided to try a game as the Byzantines. Then another. Then another. Ouch.
Even following strategies from the internet I am teh doomed. Anyone managed it?

Yes.Playing as Byzantium is a matter of luck.
If you are lucky ottos will not attack you first, will conquer somewhere in Anatolia instead.So you have to create galleys and when you see the turk army moving out from Europe start war on them.Blockade the Constantinapole bay,you need like 15-18 galleys for that,then you can start sieging the turkish lands.Also as Byztantium the espinoage ideas can be useful,because if byztantium cores rebel they will join to you.

https://www.youtube.com/watch?v=OZCn1qg1ZWg

Viking

I posted this preparing for a mp game as a suggested list of house rules to deal with some of the more exploitative aspects of the game.

Quote4 - House rules and Gameyness

To prevent exploits and to encourage certain kinds of behaviors I'm going to suggest these house rule.

1 - Idea groups. Opposite ideas groups cannot both be picked. So Innovative-Religious, Aristocratic-Plutocratic, Offensive-Defense and Quantity-Quality cannot BOTH be picked by any nation.

2 - Selling Provinces. To be banned in all cases, except by appeal to GM in public forums.

3 - Fake wars. To cancel allies, convert religion, avoid ban on selling provinces, cancelling vassalage, losing DOF etc. Obviously this is really nebulous and a reason to have the co-gm.

4 - Moving capitols. To be banned in all cases, except within contiguous area on same continent to primary culture province.

5 - At sessions ends at landmark years (1500, 1600, 1700 and before last session) player will publicly vote if they want somebody ostracized, if they vote yes, they will privately vote whom they wish ostracized. That player will then swap nations with the smallest player power. I think this will encourage looser alliances since your BFF might be your eternal enemy on Jan 1 1600. This also balances the game sine it can be used to put the weakest player in the strongest nation and get players to be lenient and reasonable. I agree this is controversial, but then again I expect most players to vote no for fear of what might be done to them.

6 - A 1v1 War rule. Any players can invoke a 1v1 war against any other player. The limit here is that the war must be for one province and one province only for the attacker, the defender must have at least 10 provinces. The attacker must accept a surrender for that 1 province, the defender can make any demands he so desires and either side can demand a wp if they manage to get 25% warscore for holding the target province. Allies cannot join to help either side (thought they can accept automated calls in defense to keep the alliance). The defender has protected status for the duration of the war and the attacker has protected status for the first 5 years of the war. This seems easily abused, but if done correctly will be a great addition hopefully preventing the slide to massive coalitions. This is also nebulous, and a reason to have a co-gm. Obivously AI nations and Vassals are included (edit: included in the war, not the rule).

7 - To deal with obviously OP national idea groups; OTT, MOS, PRU. I propose this. If the Russians or Ottomans westernize I edit the file to give them Generic ideas. The price you pay for westernizing is losing Ghazi and Streltzy. As for Prussia, I leave it up to the players, for the love of God do not let Brandenburg Blob. Perhaps this should apply to all player westernizers such as poland, lithuania, mameluks, morocco and hungary?

8 - Player vassals are banned. Period. No explanation needed.

We might wish to use some or none of these ideas in the Languish MP. Cash limits on primitives is no longer relevant since they can now spend cash and it counts as gold income for inflation.
First Maxim - "There are only two amounts, too few and enough."
First Corollary - "You cannot have too many soldiers, only too few supplies."
Second Maxim - "Be willing to exchange a bad idea for a good one."
Second Corollary - "You can only be wrong or agree with me."

A terrorist which starts a slaughter quoting Locke, Burke and Mill has completely missed the point.
The fact remains that the only person or group to applaud the Norway massacre are random Islamists.

Josephus

Four hours...fuck...I cant' sit at my computer that long without needing a neck massage :D
Civis Romanus Sum<br /><br />"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we'll change the world." Jack Layton 1950-2011

crazy canuck

Quote from: Josephus on December 09, 2013, 05:37:40 PM
Four hours...fuck...I cant' sit at my computer that long without needing a neck massage :D

:lol:

Anatron

Quote from: Viking on December 09, 2013, 04:17:59 PM
I posted this preparing for a mp game as a suggested list of house rules to deal with some of the more exploitative aspects of the game.

Quote4 - House rules and Gameyness

To prevent exploits and to encourage certain kinds of behaviors I'm going to suggest these house rule.

1 - Idea groups. Opposite ideas groups cannot both be picked. So Innovative-Religious, Aristocratic-Plutocratic, Offensive-Defense and Quantity-Quality cannot BOTH be picked by any nation.

2 - Selling Provinces. To be banned in all cases, except by appeal to GM in public forums.

3 - Fake wars. To cancel allies, convert religion, avoid ban on selling provinces, cancelling vassalage, losing DOF etc. Obviously this is really nebulous and a reason to have the co-gm.

4 - Moving capitols. To be banned in all cases, except within contiguous area on same continent to primary culture province.

5 - At sessions ends at landmark years (1500, 1600, 1700 and before last session) player will publicly vote if they want somebody ostracized, if they vote yes, they will privately vote whom they wish ostracized. That player will then swap nations with the smallest player power. I think this will encourage looser alliances since your BFF might be your eternal enemy on Jan 1 1600. This also balances the game sine it can be used to put the weakest player in the strongest nation and get players to be lenient and reasonable. I agree this is controversial, but then again I expect most players to vote no for fear of what might be done to them.

6 - A 1v1 War rule. Any players can invoke a 1v1 war against any other player. The limit here is that the war must be for one province and one province only for the attacker, the defender must have at least 10 provinces. The attacker must accept a surrender for that 1 province, the defender can make any demands he so desires and either side can demand a wp if they manage to get 25% warscore for holding the target province. Allies cannot join to help either side (thought they can accept automated calls in defense to keep the alliance). The defender has protected status for the duration of the war and the attacker has protected status for the first 5 years of the war. This seems easily abused, but if done correctly will be a great addition hopefully preventing the slide to massive coalitions. This is also nebulous, and a reason to have a co-gm. Obivously AI nations and Vassals are included (edit: included in the war, not the rule).

7 - To deal with obviously OP national idea groups; OTT, MOS, PRU. I propose this. If the Russians or Ottomans westernize I edit the file to give them Generic ideas. The price you pay for westernizing is losing Ghazi and Streltzy. As for Prussia, I leave it up to the players, for the love of God do not let Brandenburg Blob. Perhaps this should apply to all player westernizers such as poland, lithuania, mameluks, morocco and hungary?

8 - Player vassals are banned. Period. No explanation needed.

We might wish to use some or none of these ideas in the Languish MP. Cash limits on primitives is no longer relevant since they can now spend cash and it counts as gold income for inflation.

Some points I not agree,let finish the discussion about this on paradox forum before starting the game please.

For those whom are interested about this topic:

http://forum.paradoxplaza.com/forum/showthread.php?707979-quot-Primi-Pauci-et-Intrepidi-quot-%97-Tuesdays-19-00-CET/page44


Josephus

Civis Romanus Sum<br /><br />"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we'll change the world." Jack Layton 1950-2011

Solmyr

That sounds like an awful lot of rules.

Viking

Quote from: Solmyr on December 10, 2013, 11:44:46 AM
That sounds like an awful lot of rules.

Yes, and more than a few of them are stupid and silly, I need to know which ones.
First Maxim - "There are only two amounts, too few and enough."
First Corollary - "You cannot have too many soldiers, only too few supplies."
Second Maxim - "Be willing to exchange a bad idea for a good one."
Second Corollary - "You can only be wrong or agree with me."

A terrorist which starts a slaughter quoting Locke, Burke and Mill has completely missed the point.
The fact remains that the only person or group to applaud the Norway massacre are random Islamists.

Anatron

#1813
Quote from: Viking on December 10, 2013, 12:00:46 PM
Quote from: Solmyr on December 10, 2013, 11:44:46 AM
That sounds like an awful lot of rules.

Yes, and more than a few of them are stupid and silly, I need to know which ones.

1. Completly against it.

2.Selling provinces sometimes reasonable and can help imrpoving balance.Like when I realized can not keep HRE provinces as Scandinavia I sold it to BB,and made a former enemy to my ally.
What finally restored the balance between the Polish and the Turkish Coalition.

3.How do you want to control this if only the two nations knows what they want?

4.Against it.Moving Capital happened several times in written history so I can not understand why it needs to bann.
Moving Capital out of Europe as a europian power is a different story.

5. Dont understand this one.

7.About Russia and turks basicly I agree.They need nerf.But I think we should use a mod to change their ideas.

Viking

Quote from: Anatron on December 10, 2013, 12:10:12 PM
1. Completly against it.

The idea here is to avoid powers stacking multiple mil group ideas and forcing everybody into the race for mil ideas. Dux got his brandenburg to open 6 mil idea groups. No amount of skill will permit your scandinavians to stand against them.

Quote from: Anatron on December 10, 2013, 12:10:12 PM
2.Selling provinces sometimes reasonable and can help imrpoving balance.Like I when I realized can not keep HRE provinces as Scandinavia I sold it to BB,and made a fromer enemy to my ally.
What finally restored the balance between the Polish and the Turkish Coalition.


well, the ideas is to force players to fight it out in these cases

Quote from: Anatron on December 10, 2013, 12:10:12 PM
3.How do you want to control this if only the two nations knows what they want?


and to prevent gameyness GM intervention here would be the correct response. Like the judge said about pornography, he couldn't define it but he knew it when he saw it.

Quote from: Anatron on December 10, 2013, 12:10:12 PM
4.Against it.Moving Capital happened several times in written history so I can not understand why it needs to bann.


Name one permanent move in the scope of the game that does not meet the contiguous same culture requirement. Also, name one that isn't already covered by an in-game event.

Quote from: Anatron on December 10, 2013, 12:10:12 PM
5. Dont understand this one.


do you not understand how it works or do you not understand why I propose it?

Quote from: Anatron on December 10, 2013, 12:10:12 PM
7.About Russia and turks basicly I agree.They need nerf.But I think we should use a mode to change their ideas.

adding a mod requires everybody to get it and install it, which can be tricky, especially with subs. Editing the save file is easy.
First Maxim - "There are only two amounts, too few and enough."
First Corollary - "You cannot have too many soldiers, only too few supplies."
Second Maxim - "Be willing to exchange a bad idea for a good one."
Second Corollary - "You can only be wrong or agree with me."

A terrorist which starts a slaughter quoting Locke, Burke and Mill has completely missed the point.
The fact remains that the only person or group to applaud the Norway massacre are random Islamists.