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Showing developer posts only. Show all posts in this thread.
Question: can I still put these mercenaries together with the rest of my army? Because if not, and the mercenaries have higher maneuver, they just arrive a day early and screw over your battle.
You can't merge them no since they need to remain separate, however we have redone how you attach armies as you can see in a previous development diary.
However I want to iterate, mercenaries are not supposed to be scalable for late game wars, and that includes them being fully "integrated" with the rest of your forces. They are intended as a complete package and to operate as such.

And one more question: will you nerf the 50% manpower modifier from quantity ideas? Because to me that seems like a no-brainer now to take in single and multiplayer.

No
 
However, even with this new information, we're still lacking a lot of vital information with regards to this overhaul
I do feel I have answered that, though spread over several DDs.

How will regular manpower be changed to accommodate these changes? Will there be a flat increase to manpower from dev?

No we've given you other tools to gain manpower or to preserve your manpower.

https://forum.paradoxplaza.com/foru...velopment-diary-14th-of-january-2020.1307998/

Will sieges take less time due to their effects on bleeding manpower?

No, even without the changes previously, you end up with such huge manpower pools that it's pretty fine. We've done some changes to attrition but we have no plans as of now to lower time it takes to siege.
 
So what's the "revolutionary with red hand" icon in Austria's screenshot?
And what's the "ink & red feather" tab clearly seen in 4 pic?
They're [Redacted] aren't they, or was it already said what it does?

Revolutionary with red hand is just an alert using the wrong icon, that icon is to be used with Revolutions and tell you when you can steal the revolutionary target. The ink & quill icon is the States macro builder which I've covered in an earlier dev diary.
 
As the +Maximum States modifier is now gone, could you show us how the national ideas and government form of England/Britain habe changed?

Their +3 max states has just been replaced by +10% Governing Capacity modifier, this applies to basically everywhere where there were previously max states. Nothing fancy really.
 
Hello, just to ask again, if Portugal Traditions and NI shown are still open for feedback, or are they set in stone?

Thanks.

We're not changing them more
 
Any plans on making Switzerland work better as source of condotieri? I understand that Mercenary Manpower will allow them to rent out more troops as condotieri, but perhaps also something to make other nations more interested in hiring them, like bonus morale or discipline when Swiss troops are used as condotieri.

That would be really roundabout and weird, their troops are only really skilled when being hired out? No they do have quite quality ideas now with discipline and some other stuff, but we're not going to add condottieri specific modifiers besides being able to "send more".
 
Can we get some insight in how these companies are defined for modding?

Code:
# Hessian Jaegerkorps (Hesse, Absolutism + Revolution)
merc_hessian_jaegerkorps = {
    regiments_per_development = 0.05
    cavalry_weight = 0.1
    artillery_weight = 0.3
    cost_modifier = 1.5
    home_province = 1762
    sprites = { dlc028_hes_sprite_pack westerngfx_sprite_pack }
    trigger = {
        OR = {
            capital_scope = { 
                OR = {
                    region = south_german_region
                    region = north_german_region
                }
            }
            has_country_modifier = swedish_mercenary_core
            has_country_modifier = mercenaries_to_the_standard
            has_country_modifier = glut_of_mercs
        }
        custom_trigger_tooltip = {
            tooltip = new_mercs_tt
            has_global_flag = new_european_mercs
        }
    }
    modifier = {
        fire_damage_received = -0.2
        shock_damage_received = -0.2
        discipline = 0.05

    }
}
 
What about when they have 0 morale? Like you fight, they retreat when they out of morale, you chase and able to caught them before month tick. They still have enough regiment to fill the combat width, but you're outnumber him 10 to 1.

Then you'll wipe them during the part of combat where they are locked from being able to retreat as before. That was not caused by overrun mechanics, overrun mechanics don't care about quality or morale like the stackwipe inside of a combat does.
 
Just a question that I can't recall the answer.

Does the manpower of the mercenary companie recharge in a slow way or is it a set number that will go dry no matter what ?

Wil lget dry no matter what, but will recharge after you've dismissed them.
 
On the Black Army government reform it says they'll never mutiny.

Is that something you can expand on, Groogy?

The Black Army can mutiny (if you don't have the reform) if you don't repeatedly grant them concessions. It can be an expensive and dangerous military force if you don't commit to it. What the mutiny means in practice is that you'll lose access to your Black Army mercs and you'll have to fight a rebellion.
 
I like that mercs don't scale as much and professional armies thus gain importance later on. But do their regiment numbers scale somewhat? I mean, 4 regiment armies are getting useless pretty fast. In some areas, they are useless at game start, I would argue.

Their size do change yes, but not while they are hired. Their size is dependent on your development.

Related: Can local mercenary companies merge with each other?

No
 
@Groogy
Question about merc manpower. Do they regen like normal manpower? Or when they burn through their manpower, they become useless and need to be disband?

They do not regen their manpower while hired, it's only recovered when they are dismissed.
 
Remind me, do mercs get all of our usual combat buffs from ideas in the next patch (e.g. combat ability, disc, morale)?

Right now they get their valeus from their home province
 
One of the strongest starting nations (and easiest playable) and you want them changed? No doubt to be more powerful? I mean, come on, they start with an explorer, they can rapidly beat other colonisers to colonial regions and lock them out of areas (well, catholics), and have rapid access to powerful trade nodes in india before any other european. Good thinking, lets change them more! :D /sarcasm

You're forgetting that you can easily flip to Sunni to grab the Iqta government type, which basically gives unlimited manpower from all your colonies.
 
Could we get an info about our merc manpower when hovering over the manpower symbol in ui?

each regiment has its own manpower pool.
 
Please, take care of your health. Don't feel like it's expected of you to ignore it. At the very least, turn off if you start feeling the effects of elevated body temperature.

Thanks for the concern, I'm lying though in my couch relaxing with my hedgehog and answering questions through the phone :)