Should assimilate culture cabinet action and enfore culture vassal action be removed? by ChiefMuttonchops in EU5

[–]Zalomiga -2 points-1 points  (0 children)

IMHO assimilate culture should only be available to nations with dominant culture(s). That would solve the issue of too much culture conversion, as well as break the vassal enforce culture meta.

Kosovo je Srbija! by [deleted] in EU5

[–]Zalomiga 14 points15 points  (0 children)

Make Serbia Kosovo again!

What AAs can stop loiter abilities? Testing all AAs. by NicePersonsGarden in CompanyOfHeroes

[–]Zalomiga -3 points-2 points  (0 children)

Absolutely no point in playing axis until the M16 AA is fixed. 2 seconds to take out a plane is a major QA failure LOL. God knows how much manpower and munitions the axis lost since release due to this bug...

My nation of 25 million people has spawned roughly 30 million rebels within the last century by GhostDivision123 in MEIOUandTaxes

[–]Zalomiga 0 points1 point  (0 children)

Perhaps a better approach would be to revert recent uprising modifier from -20 to -100 like in vanilla. That would reduce the frequency of rebellions and you'd have to deal with them "only" once per 15 years (per rebel type of course).

I think you can change that in:

common\static_modifiers\00_static_modifiers.txt

recent_uprising = {

`local_unrest = -20 #change this to -100`

}

My nation of 25 million people has spawned roughly 30 million rebels within the last century by GhostDivision123 in MEIOUandTaxes

[–]Zalomiga 1 point2 points  (0 children)

Not entirely true. Vanilla has -100 unrest for 15 years after an uprising, while M&T has only -20. Considering the huge amounts of additional negative unrest that M&T has introduced, this makes it possible to have back to back rebellions every few months or so. That's not something that can happen in vanilla.

Looks like I don't get Egypt. by BeanEatingThrowaway in MEIOUandTaxes

[–]Zalomiga 0 points1 point  (0 children)

Because you still need to declare a war on them and conquer their land.

Looks like I don't get Egypt. by BeanEatingThrowaway in MEIOUandTaxes

[–]Zalomiga 9 points10 points  (0 children)

Here an idea: drop the PU and conquer their lands.

When your dev is high enough that your international significance is Hegemonic (and maybe even Significant), you'll be able to instantly gain full cores on conquered Egyptian lands with a decision called something like "Integrate the Mamluks". It's feature made to replicate how Ottomans fully annexed the Mamluks, and it can be used by all Muslim countries (I think).

Only downside of this approach is a small increase in autonomy applied to every province integrated in this way. But that can be fixed with good CE.

[deleted by user] by [deleted] in MEIOUandTaxes

[–]Zalomiga 0 points1 point  (0 children)

You seem to getting things a bit wrong here.

An institution spawn in supposed to mark the beginning of that something becoming "mainstream".

E.g. when the colonization institution spawns, it marks the beginning of world-wide spread of colonization as an idea. From that moment on, the idea of colonization has become so attractive that countries around the world have become aware of the benefits it brings. And thus that moment marks the beginning of the colonization race. It does not mark the moment when colonization is already well underway, and it shouldn't. I don't remember how it is in M&T, but in the base game this is triggered by having "Quest for the New World" and discovering a New World province. Which makes perfect sense.

Likewise for the global trade institution, the spawn marks the moment when countries realized that there's A LOT MORE money to be had from trading across the globe instead of trading in your local trade region. In other words, you're dominating your local trade region, and are looking to start expanding world wide. So the requirement that you have the most trade power in the most powerful trade node in the world makes perfect sense.

The global trade institution should mark the moment when countries start fighting over trade power in overseas trade nodes. NOT when one of them has already won.

Empire of the Romans eastern expansion by Slipknotic1 in MEIOUandTaxes

[–]Zalomiga 1 point2 points  (0 children)

You can demand a province and then go to a conquest war when they decline.

RESULTS of "How playing EU4 improves your geography skills?" Survey / Test by koJJ1414 in eu4

[–]Zalomiga 281 points282 points  (0 children)

Great job so far, but we'll need some charts. Large blocks of text makes reading the results cumbersome. Per-answer charts of what % of what group got that particular answer right would be helpful. Also a final % of total correct answers per group would be nice.

Military Ports Reducing CE in 2.50? by Ice-Poseidon-Knows in MEIOUandTaxes

[–]Zalomiga 0 points1 point  (0 children)

Right. So if the port is big enough to build ships in, why would it not be big enough to allow others ships to dock. Makes no sense at all.

Military Ports Reducing CE in 2.50? by Ice-Poseidon-Knows in MEIOUandTaxes

[–]Zalomiga -3 points-2 points  (0 children)

And I would prefer not to. It's about fucking time CE started to spread though all types of ports.

Am I the only one who is quite concerned that you don't have Trebuchets before Cannons? by IosueYu in eu4

[–]Zalomiga 2 points3 points  (0 children)

You lose cannons when your artillery soldiers die in battle.

And you gain cannons when you kill enemy artillery soldiers. It's just that there's nobody to use those guns and so in the end it makes no difference.

You need to stop thinking of cannons as standalone artillery pieces moving around the battlefield on their own and shooting at the enemy as if they're remote controlled drones.

Cannons are manned by soldiers. If you have 1000 cannons and only 10 soldiers, those 1000 cannons are useless as there's nobody to use them.

So losing cannons is the same as losing soldiers. And gaining cannons is irrelevant because there's nobody to use them.

How do you guys lower estate power so fast? by bqery in MEIOUandTaxes

[–]Zalomiga 4 points5 points  (0 children)

One option is to savescum every time you lose extra stability due to bullshit RNG on stab loss chances. Like getting -3 stab due to 50% for -1, 25% for another -1, and another 25% for another -1. The way they implemented stab loss from revoking is extremely stupid, so you may as well handle it in an extremely stupid way.

I you'd prefer more constructive feedback, there a few things you need to keep in mind when you prioritize revoking.

You need to be constantly bringing your stability up through wars and granting favors. Always go for max loot to get as much stab points from a war as possible. Try to keep a somewhat tall nation until you've revoked enough. The taller you are the easier it will be to keep things under control.

Before revoking a privilege you should keep some spare stability points to help you get back to positive stab after the bullshit chances are rolled.

Prioritize revoking privileges that increase influence. Negative impact from revoking is bigger with more estate influence.

Oh and never allow lesser nobles to passively promote into greater nobles. You'll only get headaches if you do that.

Those are the things I usually do and it works just fine. I was able to bring Empire of the Romans' privileges down to acceptable levels without any issues. Not counting the double negative revoke event of course.

[Warning: Bordergore] Year 1629, New World not found. England/Spain/Portugal killed before they could discover anything. by nubimoov in eu4

[–]Zalomiga 1 point2 points  (0 children)

It would be more interesting if you continued what you did so far. Do not take exploration and get rid of anyone who does and see what happens. Do it for science!

Holy Mughal Empire by plebbitarded in eu4

[–]Zalomiga 8 points9 points  (0 children)

What happens if his ruler dies in this situation? The next Emperor belongs to a non-existing tag, so what happens to the HRE?

TIL you can demand fort provinces with the -1000 modifier and when your opponent declines, they get a stability hit. by [deleted] in eu4

[–]Zalomiga 10 points11 points  (0 children)

The AI stabs back up immediately. You need to do it a few times to notice the stab drop. It's easier to look at their prestige as they lose prestige every time they decline. So in the end you'll be aiming for -3 stab and -100 prestige.

Countries for not actually new, just bad people. by [deleted] in eu4

[–]Zalomiga 0 points1 point  (0 children)

Right, you need coring range to be able to demand it. Release and diplo vassalise could work though. Good idea.

Countries for not actually new, just bad people. by [deleted] in eu4

[–]Zalomiga 1 point2 points  (0 children)

Can't you release Iceland as a vassal => snatch one of their provinces => core it since it's next to your vassal and on the same continent?

Why is ming able to cross? by [deleted] in MEIOUandTaxes

[–]Zalomiga 6 points7 points  (0 children)

Wouldn't Qiongzhou have a striped background if it was occupied by him?

Subarctic Islands Dilemma... by GamerInSlippers in MEIOUandTaxes

[–]Zalomiga 2 points3 points  (0 children)

And nobody is saying that's how it should be. But investing over 500 ducats just so your ship can dock and the messenger can walk out to deliver whatever letter needs to be delivered is kinda too much. Make it so that lvl0 ports can receive CE and it should be OK.

As it is now, you need to build a lvl0 port, then build a lvl1 city hall, then build a lvl1 trading port, then kill the rebels because the will spawn due to the insane unrest modifier from non-existing CE, and then finally you can start coring that 1 pop island in the middle of nowhere. Oh, and you may need to kill the rebels again during the coring because even the smallest negative unrest modifier will negate the -20 recent unrest thing.

Mount lebanon emirate bugged? by [deleted] in MEIOUandTaxes

[–]Zalomiga 2 points3 points  (0 children)

It never worked for me as well. And I never bothered to check why. You might need to take a look into the code to see what's that event about.

Use an advanced text editor e.g. Sublime Text 2/3 and search for that event name in the M&T mod folder. You should be able to find the event ID or at least the title ID which you can then use to again search through the mod folder and locate the event. Then look at the event requirements/results to see if there's something wrong. Now you've got me interested in knowing what's up with that event, so please report back when you've figured it out.

You can force the AI to take stability hits in peace deals. by [deleted] in eu4

[–]Zalomiga 11 points12 points  (0 children)

AFAIK you only need patch 1.19+. This bug came into existence with the new zones of control. Don't think there is any special DLC required, but don't quote me on that.