Plutocratic ideas may be situational but are the best for me cos they enable conversion of military points, which are plentiful, into econ and admin goals, where points are scarce. But maybe that's just because of how I play the game.
Can you say and/or add the version of the game to the description please? I know some things changed since this version of the game and I wonder what extinct mechanics did you use
It's the problem in 2024 Combine the essential features in one group Cosmetics in one group And music in group Let people have the option of purchasing what they want.... I play music on spotify while playing eu4, so the music is useless for me Dont compel people buy cosmetics along with features The game is pretty old .... The company should integrate some of the most common features of the dlc into the game .... For example common sense, rights of man, etc I dont have any dlc, so i cant even command my vessels properly. If the company wouldn't evolve with time, it will become nokia/kodak
At last I've got a clear explanation of how land battles work and also a very precious analysis on some aspect of the system. It's really a pitty Paradox don't give a good manual by the way I think it's unfair. The wiki is not so good about land battles. Normally I don't like watching tutorial on youtube it always a waste of time. And generally speaking a good manual is always better than a video. But your video is perfect. Much appreciated!! Make one for Naval battle now... I'm joking. Thank you.
i disagree.drilling is worth it.if u keep economy in check,also take decision of 40 percent increase speed to drilling ,the benefits are hugh.i always keep army on full maintenance all game.i must ,for rebels and wars,only navy i mothball in peace.
Rules: 1. 3:30 You can always move from an empty province to any other province 2. 3:41 You can always move to previous province; this won't exile your troops 3. 4:04 You can always move to a sea province 4. 4:18 You can move to any province up to *2 distance away* from return province 5. 6:28 You can always move into adjacent fort if in ZoC 6. 8:38 You can always move to/from friendly Zoc. The map can be misleading 7. 10:01 Occupied forts have no effect on yourself Rules 4, 5, 6, and notes e and f are the ones to remember. Try to not have 1 province thin ZoC walls Notes: a. 1:10 Types of provinces b. 1:40 Return province basics c. 2:54 or 5:26 Distance from return province extends into accessed countries d. 5:47 or 6:58 Rule 4 or 5 allows you to "ignore" forts on coasts if return province is the sea. Not sure how these are different e. 7:25 ZoC never crosses enemy borders, regardless of occupier f. 8:02 ZoC extends into neutral territory g. 9:30 Occupied forts do not have a friendly ZoC
You can do this with any migratory Totemist religion tribe of the Southern Great Plains in Teyah (Tejas / Tecas / Texas), the Plains & Aztec, Southern Lamanite, word for the land. Aztexoxi. Quetzal'cual'pa Tlexo'hual'pa Quetzalwa Was the proper & true term for Na-hua-tl Palenque Na-hua was of the Clovis people, the Inuit, or I'nui, of the same tongue as the Rappa Nui of Easter Island.
Video was helpful with divisional designs in HOI 4 game. Thumb up. Wonder if the Paradox programmers ever went to a nation's military leadership and instructed them on how they are supposed to set up their divisions to best handle combat? The concept of designing what elements make up a division is not bad but claiming a certain number of these elements in certain portions to be better or not, is laughable. Divisions were designed for their use and purpose not "combat width". The German Order of Battle Infantry in World War 2 by George Nafziger lists hundreds of different divisional 'designs'. Designing a division to be made up of any unit type regardless of composition as long as its forms to a certain number (20, 40) is silly. Instead of having "Combat Width" they should have had "Divisional Mission" template sets. Not as many as in real life (most be tactical and not strategic) but at least more realistic.
Basically, this video only proves that the programmers of Paradox have no clue how naval warfare actually works, nor how to represent such battles in game. Regardless, the AI just sails around the seas and oceans with doom stacks The Programmers don't know how to program a working, multi-role navy AI. So, all this video is good for is multi-player games between humans who try to handle the wide range of mission a navy has to carry out. Which rarely happens as people use doom stacks as often.
It’s worth noting that absolutism is only worth it if you’re planning to expand. If you’ve pretty much set your borders by the age of absolutism and are looking to play tall, absolutism is a complete waste of time and actually hurts you
i would even say that pushing absolutism is pointless if you are not planning world conquest. you can expand fine without it. just not fast enough for world conquest.
lol thanks, i was playing on philipines without a damn clue about any army or battle strategy. just make a bunch of troops and attack i also realized that forts can be a real pain in the ass in many cases by the way they influence regions nearby
first level forts are easily sieged with some cannons once you get them. larger the fort level, more cannons is needed. but you can still siege the fort without cannons it will just take a long time. and sieging forts gives you lot more warscore than provinces without forts. so you actually want to focus sieging forts in wars.
I had my forts in Parma and Ferrara and now I understand how AI cheated to go between both of them straight into Firenze. Stupid zone of control. I thought I have built formidable defences but it turned out that by controlling Mantua and going straight into my Modena my enemies could beeline into my capital. That is so f* stupid.
Nahuatl is my favorite religion in this game. The most fun to play with. You're constantly out of the comfort zone because you need to keep sacrificing to please the gods. And after you finish reforming the religion, you are an unstoppable juggernaut.
beside this video i wanna share my first shock experience in the game was when my units at my fort location and they die at out of the fort while fightning against ottomans. just get in man WTF??
I always like to pick quantity because you can field more, get more manpower and have a higher manpower pool! Great for every nation that is not focused on the colonial game and has a lot of wars to fight like muscowy or even the ottomans!
iam still coming back to this video every year after i took a hiatus from the game. best explanation of the whole reformation mechanic, and still not outdated.good job remax! too bad u stoped doin eu4 vids
Thank you very much for the tips about artillery! I wasn’t using them outside of sieges because of their price and they seemed useless in combat (in large numbers i mean). I didnt know theses guns would help my armies fight better !