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Lantern
(@lantern)
Illustrious Member Admin

Ik denk dat een vijandige overname toch overwogen moet worden. Toetreden tot de HRE kan misschien vergaande problemen veroorzaken voor onze onderlingen verhoudingen?

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Topic starter Posted : 01/10/2014 11:03 am
Abib
 Abib
(@abib)
Noble Member

Tijd om de STAven bijeen te roepen 🙂

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Posted : 01/10/2014 12:22 pm
Lantern
(@lantern)
Illustrious Member Admin

Een aanval op Gelre was geen goed plan 🙂 toch maar via andere wegen proberen.

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Topic starter Posted : 02/10/2014 1:12 pm
Roebar
(@roebar)
Famed Member

Steam Sale voor Europa Universalis IV (tot 6 okt 2014).

Ik heb de volgende 5 pakketjes aangeschaft:

- Conquest of Paradise: 1e expansion. Focus op exploration en native American nations
- Wealth of Nations: 2e expansion. Focus op trade
- Res Publica: 3e expansion. Focus op government
- American Dreams: DLC met 50 nieuwe events, Focus op Amerikaanse revolutie
- National Monuments II: Cosmetic DLC (o.a. Stone Henge)

Totaalprijs €16,50

De overige DLC zijn vooral cosmetic unit packs en zo die volgens mij geen/weinig nieuwe spelelementen introduceren.

Ik twijfel nog over de game, Crusader Kings II (de middeleeuwen). Vandaag gratis te spelen en in de aanbieding voor €9,99 in plaats van €39,99

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Posted : 05/10/2014 3:23 pm
Abib
 Abib
(@abib)
Noble Member

Ik vond Sytes zo zielig in zijn uppie - heb m maar gekocht. Ben nu zoet tot 2030 denk ik...

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Posted : 06/10/2014 4:34 pm
Lantern
(@lantern)
Illustrious Member Admin

Was weer zeer gezellig ! Op naar de volgende keer.

Ik was wel wat geïsoleerd vond ik zelf maar dat zal wel aan mij liggenc O0

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Topic starter Posted : 06/10/2014 6:10 pm
Abib
 Abib
(@abib)
Noble Member

Jij ontwikkelt je gewoon veel te hard 😛

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Posted : 07/10/2014 4:15 pm
Lantern
(@lantern)
Illustrious Member Admin

Nieuwe EU4 Patch 1.9
EU4 - Patch 1.9 - Disasters, New Ideas and Other Free Features
Hello Paradoxians! As promised, here is another mini-DD for Patch 1.9. Today we'll be briefly going over the new Disasters system and the idea groups added in the patch.

1.9 is an entirely free patch that is planned to be released sometime next week. As has been said previously, it is mainly a bugfixing patch, but we also threw in some extra free content because it is the holidays and we just like you all *that* much.

Disasters

Disasters are a new system that reworks the old 'major revolt' event chains such as War of the Roses, Peasants' War and Civil War. Previously these would have a starting event with certain conditions, such as the Peasants' War being able to start if you have low manpower and high overextension. The problem with these starting events is that the player did not know what caused them, and thus could not know what they did wrong or work to prevent them in the future without reading the actual event files or looking them up on a wiki. Furthermore, the event system in itself made them rather random, so that you could get a Peasants' War even if you were below 25% manpower for just a single month.

This is all solved with the new Disasters system. Disasters occupy a part of your Stability and Expansion screen, and will show you which of these event chains you are at risk of experiencing. Each event chain has a number of conditions to be able to start, such as low manpower for Peasants' War and low legitimacy for Civil War. Once these conditions are fulfilled, a Disaster can begin to progress towards occuring. Each Disaster has a number of conditions under which it will tick, for example high Overextension for Peasants' War and low Stability for Civil War. It is possible for none of said conditions to be fulfilled, in which case the Disaster will not progress' and its corresponding event chain will not start, but any previously accumulated progression towards starting will stay in case it is able to start progressing again.

Once progress for a Disaster hits 100%, the starting event for said Disaster will fire and the Disaster's corresponding modifier will take effect. This modifier differs for each Disaster, but typically involves raising revolt risk across your nation. Each disaster has a number of events that can fire while it is active, such as the events that determine which parts of the country supports which warring house in the War of the Roses, and an ending condition, which if fulfilled will immediately end the Disaster, fire its ending event and remove its modifier.

The overall goal of the system is not to weaken these event chains, but rather to make them predictable, understandable, and to some degree controllable, removing much of the frustration and randomness from getting a Peasants' War or experiencing Religious Turmoil.

National Ideas
1.9 adds a number of new National Ideas for nations we wanted to give ideas in 1.8 but ultimately didn't have time for. In addition to the new idea groups added, the ideas for Ming Chin

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Topic starter Posted : 05/12/2014 6:24 pm
Lantern
(@lantern)
Illustrious Member Admin

Hier nogmaals een guide over Trading !

There are only four important concepts to understand:
1. Trade zones
2. Trade value
3. Trade power
4. Trade steering

1. Trade zones: nodes and routes

The globe is separated into trade zones that don't change. These trade zone's don't care who owns the provinces that fall under them. All provinces from one trade zone pool their trade value into one trade node of the same name.
The trade nodes, drawing from the provinces they cover, provide a certain amount of trade value. The richer the provinces or colonies under them, the richer the trade node.

Trade nodes have one or more incoming trade routes and one or more outgoing trade routes.

Trade value wants to flow from node to node, from their origin (say Caribbrean) to the most lucrative destination. That's their goal. The Cuban Coffee Farmers don't care where their goods end up, just that they get the most profit from it. The further away the better.

2. The trade value

Each trade node covers multiple provinces. The richer these provinces are, the more trade value will be generated in that node. So rich colonies with many lucrative resources (ivory, coffee etc.) and production will generate lots of trade value. The trade node doesn't care who owns these provinces, it just cares about the amount (volume) of trade value generated by them.

3. Trade power

Trade value determines the amount of $ the trade node generates, while the trade power determines where all that $ goes.
Trade power can be used to either retain the trade value (the green part of the trade power pie) or to steer it away (red part of the trade power pie). You can see this pie if you click on the info box for that trade node. It's the left one.

If you collect the money from that trade node (say in London or Seville), you want the the pie to be full green, if you want to ship it out (from say The Caribbean), you want it to be full red.

The second (right) pie tells you which country has the most trade power share in that node. You want this pie to be in the color of your country as much as possible.

In nodes you collect (say London for England/GB), you want as much trade power as you can get. 100% would be optimal. And having trade power is all you need in your collecting node.

In nodes you don't collect, you can have all the trade power you can get, but it won't do you much good. Because...

4. Trade steering

Merchants can be used for two actions: collecting trade value or steering trade value.
You automatically collect from your home node, the merchant just adds 10% to that value. You need merchants if you want to collect from trade nodes that are not your home node, but you receive a 80% penalty to their effectiveness if you do so. So, this is the least desirable job for a merchants.

What you want to use your merchants instead is to steer trade value from other nodes toward your collecting node.

WRAPPING IT ALL UP WITH AN EXAMPLE

Spain, Portugal and England in the Caribbean

Spain: collecting node Seville, Spain trade power in Seville is 90%
Portugal: collecting node Seville, Portugal trade power in Seville is 10%
England: Collecting node London, London trade power of England is 100%
Seville trade node value: 100 ducats
London trade node value: 80 ducats

Okay, so lets say Spain, England and Portugal nicely divided the Caribbean trade zone. Lets say each country has 6 colonies each and that all countries invested evenly into these colonies. Lets also say that the trade value of the Caribean trade node is 100 ducats.

England controls 33% of the Caribbean trade power due to colonies' inherent trade power.
Has a merchant in Caribbean steering trade to Chesapeake node.
Has a merchant, as well as a huge merchant fleet in Chesapeake node steering 100% trade value to london.
Collects 80 ducats in London.
Could collect 8 more ducats in London if he had a merchant there collecting.

Portugal controls 33% of the Caribbean trade power due to colonies' inherent trade power.
Has no trade ships, as it's in constant wars with France that has a superior navy, which is exploited by Spain that deploys a trade armada projecting huge trade power in Seville.
Has a merchant in Caribbean collecting beause, even with the 80% penalty, it earns more than it would earn in Seville (a merchant in Seville would earn him 1 extra ducat; this way Portugal earns 6.6 ducats by collecting in Caribbean (20% of 33 ducats).

Spain controls 33% of the Caribbean trade power due to colonies' inherent trade power.
Has a merchant in Caribbean steering trade to Seville node steering away 33 ducats.
Collects 90+9 ducats in Seville, as it has a merchant in Seville earning 9 extra ducats.

***

England decides to build and bring in a huge fleet of merchant ships, giving England 66% trade power in the Caribbean.
Not only does this make him steer away 33 more ducats to Chesapeake (and even more when it gets transferred from there to London), but Spain and Portugal now both suffer because their remaining 33% trade power share is divided between Retaining (Portugal with its collecting merchant) and Spain (steering to Seville), cutting down Portugal's income to 3 ducats and Spains's to 15 ducats shipped to Seville.

Spain and Portugal decide to from an Alliance. They will form a huge trade fleet in the Caribbean and split the Seville trade power equally (50/50). They deploy their huge fleet to Caribbean and now dominate the trade power, having 80% of it. Portugal decides to collect in Spain, while Spain continues to steer trade to Seville with its merchant. Without the split in retained/steered value, this way 80 ducats worth of steering reaches Seville, where Both Spain and Portugal now make 44.5 ducats each, while England only manages to steer away 10 ducats to Chesapeake.

Alternatively, Spain could've just won a a war against England and made it transfer 50% of it's trade power, basically making England's huge Caribbean fleet work in favor of Spain, enabling spain to Steer 48% of total Caribbean trade power to Seville.

Conclusion

Keeping provinces/colonies in the same trade zone helps immensely.
Merchant ships are best used where you lack province-generated trade power.
It really helps steering if you conquer countries that retain trade power where you really want to steer it (Mali, Kongo, Swahili, American nations).
With powerful colonial empires it's best to use your first 3-4 merchants for trade steering.

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Topic starter Posted : 30/12/2014 1:42 pm
Lantern
(@lantern)
Illustrious Member Admin

Voorbeeld van echt Traden 😉 ok ok het is wel 1772 al dus we hebben nog even

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Topic starter Posted : 30/12/2014 1:48 pm
Lantern
(@lantern)
Illustrious Member Admin

Toch even een kleine omsomming van de patch notes van deze expansion
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ¤¤¤¤¤¤¤¤¤
¤ Paid Features from Art of War
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ¤¤¤¤¤¤¤¤¤

- It's now possible to declare a "support rebels"-war against a country that you're supporting rebels in.
- It's now possible to set an allied in war to prioritise sieging a specific province.
- It's now possible to set the military focus for your subjects to be Aggressive, Supportive or None, which changes what tactics they will use during war.
- You can now mothball fleets, which means they will cost less maintainance, but slowly detoriate in the port.
- You can now designate your vassal into a march They will no longer pay tax to you and you can't annex them, but they will get bonuses in warfare.
- It's now possible to use your subjects CB/Wargoals when declaring a war.
- Units with names edited by player are now tagged as custom-named, and will take priority when merging.
- Added Client States mechanics, where you can now create new custom vassals, decide their name, flag & color, and assign them territory as soon as you reach a certain tech level.
- You can now sell ships to other nations.
- It is now possible to transfer control of a province to someone you are allied with in a war.
- Added peace option "Give up claims" that forces the enemy to give up all their claims on you.
- Added peace option "War Reparations" that forces the enemy to pay a fraction of their income to you each month for 10 years.
- Added the possibility to upgrade fleets in one click if you can afford it.
- Garrisons can now sortie from their fortress against a besieging force.
- Added the option to abandon your foreign cores for a one-time prestige cost.
- Added abandon idea group functionality, where you can change your countries setup for the future.
- You can now toggle your fleets to let your allies & subjects load armies on them.
- The Holy Roman Empire now have a mechanics for internal religious wars, including leagues for Catholics and Protestants that fight over the faith of the Empire.
- Implemented a new Unit Builder, where you can build entire new armies or fleets in one click.
- Over 25 flavor events for playing in West Africa.
- 50 events related to the Thirty Years War.

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ¤¤¤¤¤¤¤¤¤
¤ Free stuff
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ¤¤¤¤¤¤¤¤¤

###################
# New Features
###################
- The map now have 45% more detail, adding over 900 new provinces, with the vast majority of them making sure the rest of the world is as detailed as Europe.
- Severe optimisations on the game, to have it run basically the same as 17 with all the new provinces and countries added
- Three new tradegoods added: Silk, Dyes & Tropical Wood
- Added Support for compressed save games.
- Rebels no longer revolt in individual provinces. Instead of revolt risk, provinces now have Unrest and each province belongs to a particular rebel faction. When provinces have unrest, that rebel faction will gain progress towards a revolt based on the amount of unrest, and will revolt in one or more consolidated armies upon progress hitting 100%.
- Accepting rebel demands is now always the same as rebels enforcing their demands.
- Provinces now have local autonomy. Local autonomy reduces the income, manpower, force limits, and trade power provided by a province, and also lowers the cost of taking that province in a peace dela. Local autonomy is gained on conquest. Local autonomy can now be reduced or increased every 30 years resulting in increased or lowered revolt risk.
- Overseas provinces now have a minimum autonomy of 75% instead of the 'distant overseas' penalty.
- All colonized provinces now have a minimum autonomy of 50%.
- The Protestant and Reformed religions now have Centers of Reformation in certain provinces that convert nearby Catholic provinces to their religion. Centers of Reformation are awarded to the country where the religion is founded and the first two other countries to convert to that faith, and replace the old province events that spread those religion. Centers of Reformation are removed if their province is converted to another faith.
- The College of Cardinals system has been replaced with a system where cardinals are based in provinces and new ones are created once per year in rich Catholic European provinces. Each Cardinal gives some Papal Influence which can either be spent on special 'Papal Actions' that grant bonuses and resources to your country, or invested towards becoming the Papal Controller when a new Pope is elected.
- The Supply and Demand pricing system has been replaced with a system where each resource has a base price that can be modified by various major events, such as the Triangle Trade driving up the price of slaves and the Grand Banks Fisheries lowering the price of fish.
- The tradenode setup have been severly overhauled, with lots of new tradenodes.
- Leader assignment has been improved Leaders that are already assigned will show up in the list of available leaders in other units Those leaders can be assigned to those units, which cause them to be removed from their old units

Toch wel zeer interessante notes !

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Topic starter Posted : 02/01/2015 6:10 pm
Lantern
(@lantern)
Illustrious Member Admin
Lantern
(@lantern)
Illustrious Member Admin

Nieuwe Expansion: Common Sense

Europa Universalis IV: Common Sense
Common Sense is the fifth major expansion for Europa Universalis IV and focuses on diplomacy and the internal development of nations. This addition allows you to peacefully develop your nation and build a 'tall' empire, whilst also giving you the tools to execute grand diplomacy. Game changing religious features add depth and intriguing complexity to the gameplay.

The ability to work closely with your subjects and better control them through interactions and decrees should make common sense for anyone with designs to get to terms with the internal struggles of constitutional monarchies.

Main Features:

New Religious Gameplay:

New mechanics for Protestants and Buddhists deepen the religious gameplay. Protestants acquire the ability to create their own national church by gaining religious tradition, whilst Buddhists must maintain balance between high and low karma (high karma ruler becomes detached from the world, while a low karma ruler loses trust of their soldiers)

Devotion:

Theocracies have Devotion based on how closely they adhere to their faith, with high Devotion increasing prestige, papal influence and tax income. Theocracies choose their successors from 6 different alternatives, such as an influential preacher or a noble's son.

Subject Interactions:

Over 15 new special actions that can be taken towards subjects, such as installing your own dynasty on the thrones of your vassals.

Parliament:

Parliamentary rule for constitutional republics and monarchs, and a special parliamentary government for England. Grant your provinces seat in parliament and bribe them to vote on issues that strengthen your nation.

Provincial Improvements:

Develop the tax, manpower and goods production of your empire by spending monarch power.

Free Cities of the HRE:

Small nations in the Holy Roman Empire can be granted the status of Free City.
Government Ranks: All nations are ranked, from small Duchies to great Empires, and can increase their government rank as they grow in power.

Kopen? -> CLICKY

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Topic starter Posted : 11/06/2015 10:37 pm
Lantern
(@lantern)
Illustrious Member Admin

Nu is het wel erg spannend vind ik :). Even de afvallige Dutch West Indies pakken en dan dat rode eilandje naast me ;).

PS dit is het overzicht van de Expansion DLC's tot nu toe:

Conquest of Paradise

Option to geographically randomize the New World
New mechanics for American natives
Ability to play as colonial nations

Wealth of Nations

Covert diplomatic actions to create trade conflicts
Introduction of state-sponsored pirates, also known as privateers
Designation of a specific port as the main trade capital
Improved trading in inland nodes
Introduction of trade companies

Res Publica

New faction system
New government type
Election events for Dutch Republics
New Idea Groups

Art of War

Expands on the 30 Years War
Allows for more customization
Expands the Napoleonic Era
Improves diplomacy
New options for waging war

El Dorado

Custom Nation Designer and random nations
New native religions with unique mechanics
Exploration missions with the Seven Cities of Gold
Gold Fleets that can be pirated by privateers
Counter-privateer missions
Papal Treaty of Tordesillas to protect colonial rights

Commond Sense

New development and buildings system
Parliaments for the English crown and constitutional governments
Custom national churches for Protestant nations
Karma introduced for new sects of Buddhism
New subject interactions
Government ranks introduced
New government mechanics for Theocracies and Free Cities

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Topic starter Posted : 05/10/2015 5:33 pm
Lantern
(@lantern)
Illustrious Member Admin

Ik heb even opgezocht wat Privateers (Pirates) nu precies doen:

Privateer efficiency increases the trade power your privateers generate in a given node.
So it works like this: privateers generate 150% of the trade power in a node they're pirating that a light ship would normally generate. They then return 40% of their income to you. Privateer efficiency then acts as another multiplier on top of the base trade power that a privateer has (which is regular 150% regular TP, remember).

Wiki

Any fleet that contains light ships can be sent on a privateering mission to any trade node within trade range. The fleet will hoist the Jolly Roger and add the trade power of its light ships (plus a bonus) to a dummy "pirate" nation in the node, thus reducing the trade power share of everyone in the node - including their controller, though a portion of the trade value lost this way is returned to the controller, listed in accounts as "spoils of war". Unlike protecting trade, privateers can be sent to nodes you have no power in, making it a way of weakening your enemies or gaining revenue from nodes you can't touch otherwise. Privateering a rival's trade generates power projection.

Light ships on privateer missions receive a +50% bonus to their trade power. Privateers do not inherit any national bonuses or penalties to global trade power. Factors such as overextension or halved trade power when collecting in foreign nodes are notably ignored. The trade power of privateers is instead affected by various privateer efficiency modifiers

Privateer Trade Power wordt berekend aan de hand van deze formule:

(privateer trade power = base trade power from light ships * 1.5 * (1 + naval maintenance modifier) * (1 + total privateer efficiency)

Privateers zijn dus handig op trade nodes waar je zelf geen Power bezit.

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Topic starter Posted : 18/01/2016 1:20 pm
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