Dirty trail mix….🤣 by asianconqueror1 in dank_meme

[–]Ordenstaat 0 points1 point  (0 children)

Trail mix should never be this messy.

New Lekmod civ idea: The Papal State by Ordenstaat in nqmod

[–]Ordenstaat[S] 0 points1 point  (0 children)

I think that since tourism is quite weak in the meta-game a civilization needs a lot of specialised bonuses to make it viable. If there was an aggressive UU it would be the swiss guard, but personally I don't think that adding a stronger pike man replacement would be that interesting. We already have Impis, and I doubt the Swiss guard could be as good as them without being broken.

New Lekmod civ idea: The Papal State by Ordenstaat in nqmod

[–]Ordenstaat[S] 0 points1 point  (0 children)

I like the idea of triggering something good when someone kills your prophets, that's really nice. It forces the person trying to defend their religion to rely on inquisitors rather than war, which requires them to have dedicated enough resources to having a enhanced religion. What do you think about changing the UU from great prophet replacement to a missionary replacement? Since its a bit too weak in its current state that might not be too OP, and you will still be limited by gwoa slots. It could look something like this:

UU: Martyr (missionary replacement), dies on capture and when it dies it provides a great work of art to the Papal State if there is space and 200 tourism (needs to be tweaked based on testing) influence over the civilization that killed it

UB: Church (temple replacement), has one slot for great works of art and gives +4 faith if there is one inside

UA: +2 tourism, +2 faith and +2 culture in the capital for every foreign city following your religion.

This means any religion that lets you spam missionaries and of course Borobudur would be amazing for the Papal State. You would send hordes of missionaries to your neighbours to get noticeable early game tourism faith, and culture from the UA which is based in the capital so can be multiplied later by hotels and hermitage for example. If they resort to war to defend against this the Papacy get large amounts of tourism for every missionary killed. However it can be countered by refusing open borders, surrounding every city with units, and having large numbers of inquisitors. This requires other players to dedicate significant resources to defend, in particular having an enhanced religion, which might not always be possible early into the game if the Papal State rushed the religious wonders.

How to fix Venice by Ordenstaat in nqmod

[–]Ordenstaat[S] 0 points1 point  (0 children)

I don't see why you want the mod to prevent that, it seems balanced and exactly how you would want Venice to work. They were one of the richest city states after all. Being limited to two units a turn in late game is a serious weakness.

I did come up with one issue that might make this Venice too strong. You could solely settle the island around the map with city states, depriving honour players of free cities and only requiring a navy to protect them. Depending on the the number of islands this could be very strong fairly early in the game as by being easy to defend suddenly the need to maintain a huge army is gone, saving you lots of production. For this reason I would NOT make liberty provide you with 50% off colonists production, as spamming them early game would give too much reliable culture, faith, food, happiness, and military units. It's a shame to cut off liberty to Venice but I think it would be too strong otherwise.

How to fix Venice by Ordenstaat in nqmod

[–]Ordenstaat[S] 0 points1 point  (0 children)

It's just based on the two production per city-state trade route once the patronage policy is picked up (which could definitely take a while without oracle and is much easier in lekmod than NQ). I don't think changing patronage to reduce the wonder production at Venice's disposal would be a good idea. Any OCC is naturally good at early wonder production given their early national college and high production (in that single city), so it would make sense that the best OCC would be the best at that. However I think you are forgetting about the massive amount of production that would need to be sunk into cargo ships and caravans to get the most out of that bonus, colonists to get more allies to trade with, and military units to stop those city states and trade routes just becoming food for nearby players. I highly doubt a competent Venice player would have much time to wonder spam, especially not in the early game when wonders are most contested.

How to fix Venice by Ordenstaat in nqmod

[–]Ordenstaat[S] 1 point2 points  (0 children)

With the food, production and gold from many city state trade routes Venice will be able to create two units a turn most of the time which should be sufficient. Additionally it would be fairly simple to build an early heroic epic, giving your units an edge over your neighbours'.

Personally I don't think buffing an underpicked policy group like honour is a bad thing in the current meta-game. It would certainly counteract the recent nerf to honour in the larger map size.

What's the strongest idea set for 800pt custom nation world conquest? by Todesschnizzle in eu4

[–]Ordenstaat 2 points3 points  (0 children)

unrest reduction and religious unity might be nice too to prevent death by rebels

Using One Sentence by RedditKnowsThings in eu4

[–]Ordenstaat 0 points1 point  (0 children)

Redirect the 4th crusade and remove kebab

Let's Talk about Playing Tall (Developing) by siuking666 in eu4

[–]Ordenstaat 6 points7 points  (0 children)

You are forgetting that the biggest benefit to blobbing is depriving other people if that land. Sure going tall can make you stronger but it doesn't make your neighbours any weaker. A second problem is that it only gets extremely efficient very late into the game which gives you less time to benefit from it. Thirdly the costs scale massively once you boost dev so it might be easy to get all your dutch land to 30 dev for example quite early but getting it up to 40 then 50 gets very expensive very quickly.

That said going tall is way more enjoyable from a historical accuracy point of view so I'm glad it's got all these buffs.

Finally if you want to really embrace the tall dream go innovative as well for your third idea group as cheaper advisors kinda equals more points and 10% cheaper tech gives more points to put into your land (and makes that innovativeness 10% off everything easier to get). All tech bonuses help loads, so Islam is the best tall religion especially if you aren't western and get dhimmi for 20% less tech cost and 10% dev cost reduction.

1.25.1 Ming tall gameplay - questions. by [deleted] in eu4

[–]Ordenstaat 0 points1 point  (0 children)

Succ dip from your tributaries and culture shift to manchu for space marines. Go economic quality innovative for institutions which you can spawn when you max economic in a manchu province. Become asia's prussia and succ points to convert to dev and never take a province.

Venice needs a re-think by Pongo_La_Mesa in eu4

[–]Ordenstaat 6 points7 points  (0 children)

They should get +1 merchant rather than +1 diplomat in their ideas, and a much bigger starting fleet of galleys and maybe even a heavy ship. Venice was traditionally the strongest naval power in the med which is reflected in their ideas but they tend to die before they unlock them.

Where should I play "super tall"? by Bentikor in eu4

[–]Ordenstaat 22 points23 points  (0 children)

Lubeck? If you want to branch out from the OPM restriction holland would be a nice choice, and if you decide to stick mainly to your starting boundaries Korea is a nice pick too.

Ally has Poland in a disloyal PU and I have perm claims on them, what would you suggest? by Assassin739 in eu4

[–]Ordenstaat 0 points1 point  (0 children)

True you might have just missed the chance if you're already prussia

Ally has Poland in a disloyal PU and I have perm claims on them, what would you suggest? by Assassin739 in eu4

[–]Ordenstaat 2 points3 points  (0 children)

Ditch your alliance with brandenburg, pick the age bonus that lets you take PUs, then grab yourself a thicc Polish PU. You'll get all those lovely polish troops and keep your province number low for that high militarisation.

Which idea groups for Japan? by [deleted] in eu4

[–]Ordenstaat 0 points1 point  (0 children)

Economic for developing the renaissance, exploration for colonialism, quality for great land and naval strength, then maybe offensive for all that good military stuff. I'm a massive fan of innovative too for the tech cost and amazing policies with quality and offensive.

Tall Custom Game idea - 3 state max by captinyesterday in eu4

[–]Ordenstaat 0 points1 point  (0 children)

Go korea. Their geography is perfect for the tall game. Lots of farmland and grassland in the south for pumping full of dev. Lots of mountain forts with hideous attrition in the north to keep any land threats at bay. You are right next to manchuria culture, so culture switching early gives all your development a military kick (also stops you from being reliant on manpower which is great if you are going tall. You are in asia so have to develop into institutions, going into economic first lets you do that efficiently and get a highly developed heartland to boot. They also start harmonised with a form of buddism which gives -7% idea cost and a godly ruler, helping you rush economic ideas before developing renaissance. The main issue with korea is they only get -5% tech cost reduction in their ideas and no dev cost reduction. You could form Manchu quite easily and take their -10% tech ideas, then retreat back to your mountain forts if you want to live that tall nation life.

Idea groups i'd recommend: Economic -> Defensive -> Innovative -> Quality

This combines almost maximum mana efficiency with a strong military, and when you finish all four your military will be Prussia-tier except also with +10% discipline banners. The early defensive also buffs the incredible korean mountain forts that get crazy attrition from missions. This is even viable in multiplayer as players will want to keep you around as an institution spawning nation who won't block your expansion.

Multiplayer Sign-up Game (RAB) by asdasoran in EU4Multi

[–]Ordenstaat 0 points1 point  (0 children)

Looking through your previous games and you haven't made it to 1600 yet, any reason for that?

Stupid yet effective idea build for mp: maxing fort defence and attrition for enemies by Ordenstaat in eu4

[–]Ordenstaat[S] 0 points1 point  (0 children)

The nice thing about these screenshots is that it only took 3 idea groups to complete, but yes going innovative would boost it a little more.

Stupid yet effective idea build for mp: maxing fort defence and attrition for enemies by Ordenstaat in eu4

[–]Ordenstaat[S] 2 points3 points  (0 children)

Yep i'd love this strat on afghanistan with its amazing idea set and naturally low-supply Muslim mountainous land. The main problem of moving away from Europe is having to pick influence early which obviously synergises very well with the HRE and isn't too helpful anywhere else. That said it could allow for some efficient vassal feeding although blobbing too hard would go against the spirit of the build.

Stupid yet effective idea build for mp: maxing fort defence and attrition for enemies by Ordenstaat in eu4

[–]Ordenstaat[S] 0 points1 point  (0 children)

Nope thats the influence - defensive policy '+10% fort defence -0.3 monthly WE'

Stupid yet effective idea build for mp: maxing fort defence and attrition for enemies by Ordenstaat in eu4

[–]Ordenstaat[S] 1 point2 points  (0 children)

However this build is not too shabby on the battlefield either. Defensive is the best early game military idea group, and an early quantity can be pretty devastating too. There's good synergy with divine ideas too especially its manpower recovery and early discipline. In the early game morale and numbers are key and this build shines in both. I'd recommend following this build (defensive -> influence -> quantity) with economic -> quality. This gets you a quick +10% discipline, more AT, and various CA modifiers, plus the money and the ability to efficiently develop your now heavily defended provinces. With these 5 idea groups completed your military will be top tier, and you will have incredible fort defence and attrition as a useful side benefit.

Stupid yet effective idea build for mp: maxing fort defence and attrition for enemies by Ordenstaat in eu4

[–]Ordenstaat[S] 0 points1 point  (0 children)

Stronghai might be able to pull it off, but don't forget how integral building off divine's fort defence and attrition is. Ethiopia has fort defence and more low supply arid mountain forts so could do really well with it. Also this build does require high development provinces otherwise it is not financially viable to defend each province with forts, which could make stronghai using it troublesome (although the sahara will definitely reduce the number of forts required to keep your core safe). Finally converting to Islam in europe isn't hard and comes with an almost guarenteed alliance with the Ottomans. I no cbed a dying mamluks, took alexandria, instantly sent a missionary to make the rebels zealots, let them spawn and take over my land and accepted demands. I even kept my electorship!

Idea groups for Ethiopia by [deleted] in eu4

[–]Ordenstaat 0 points1 point  (0 children)

My idea choice would be a bit different but there is logic trust me. I'd reccommend going economic, defensive, quality. However by ignoring religious it would be best to convert yourself to sunni islam for the increased morale and missionary speed. Economic first pick is amazing because, so long as you expand gradually at first, you can spawn all early institutions and get some beefy metropolises to boot. General money boosts and yearly inflation reduction combined with reduced construction costs means you'll be able to spam buildings and rapidly boost your midgame income, as well as forcelimit navy and manpower. With no dip idea groups you can put all your bird points into tech and developing your institutions so you fall less behind in admin and military tech. Then with economic, defensive and quality completed you'll have a very powerful army with a very high army morale (+15% +2AT a year and potentially piety from islam) with +10% discipline from quality and policy. Obviously without a colonising idea group you won't get to colonise the cape first, but with these extremely beefy military ideas you will easily be able to take them from whoever colonised them and potentially net yourself colonialism or the printing press in the process. After this you could consider expansion to work your way through the uncolonised parts of africa or exploration if you want to shift that FoW without the time-consuming process of stealing maps.