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Could peasants also build hideouts in locations with low control and it could create bandits and even supply nearby rebels?

they already send money to rebels.
 
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maybe a mechanic: if devastation is at 100% for 10 years in a location its roads get removed (do to lack of care)

roads are not in a location, but on the connection between two locations
 
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You brought out situations again, and I am kinda curious, what is the longest situation in the game or that you guys are still planning on adding? And are there situations that can stretch out for way too long for one reason or another?

hard to say atm
 
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Just so I understand better:

If I am getting privateers from Diplo focuses in Age of Renaissance
If I am getting privateers from unique focuses in Age of Discovery
If I am getting privateers from a generic focuses in Age of Absolutism

Do I get access to the same technology statblock, so to say,and the difference if any will be in the balance of privateer vs non-privateer (vessels+privileges) or do they differ between themselves?

If the former, can I still theoretically take all of them in order to roleplay a country so lost in bureaucracy it keeps doing unnecessary work and spending time on things it shouldn't?


First one just unlocks.. the other also gives a small bonus to one aspect as well.
 
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''There is a situation in the later half of the 16th century where piracy will start to grow in certain areas of the map. Pirates also have a chance to spawn from locations with pirate covens. These are buildings that peasants will build in coastal locations where control is very low.''

What about when a nation's piracy is regulated and even high officials are practicing piracy directly as corsairs and allowing native population to follow piracy as a career ? Im asking because of the control mechanic ( were covens are build if there is low control ). In this case this could be explained as rampant piracy in a place with rather high control. One example is Malta under the Knights of Malta rule who were knights , monks and also corsairs , they practiced piracy and also taxed the native Maltese corsairs who did it too against Ottoman ships mostly and others in some cases.

that is privateers from the country
 
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Is the last of the four road types railroad? A REALLY late game tech that would allow an ambitious technocrat to sink a disproprotionate amount of ducats into an uneconomic vanity project?

yes.
 
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I assume pirates do more than just reduce maritime presence? Assuming that the Barbary pirates are represented with this system.

I also assume, then, that the coastal raids done by the maritime Turkish beyliks at around the start date will be represented with a different system?

We will talk about those later this autumn.
 
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Am I understanding roads correctly in that they work like in imperator rome where you build the roads between two locations. So if a location connects to 3 other locations you can build 3 roads connections in that location?

yes
 
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Huh, are we back to estate "privileges" mainly just being a set of selectable bonuses, like in eu4? From the original Estates dev diary I got the impression that privileges really mainly benefited the estates themselves, but you may feel forced to grant them to get their support.

Well, they need to have some sort of "effect" else there is no difference between them.
 
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If privateers aren't represented outside of calculation, and only seem to cost manpower and funding, what's stopping an uninvolved country from privateering a market? Are the "effectiveness" of privateers affected by one's maritime presence? What effect do privateers have on maritime presence as a whole?

You can only privateer areas within your naval range. Its also something many nations with a strong navy would have no problems whatsoever to start a war over.
 
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No: the cabinet action for increasing development works on a province level. Certainly wouldn't need all your cabinet working on it; just one member is fine.

you are correct
 
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wait wait wait

life expectancy???

does this mean pop will have their own average life expectancy?? If true that is absolutely crazy
Life Expectancy value affects characters in the location, not pops. The idea is that a minister living it up in Versailles is likely to live a bit longer than one stationed in an undeveloped wartorn frontier, as he has better access to things like diet and healthcare.
 
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You mentioned in a previous tinto talks that it is possible to have navy based tags, but you didn't know what you could do with it. Will it be possible for us to have playble pirate nations, or even ai tags, using this system?

yes it would
 
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Could a single location have two different roads going through it?

a road is a link between two adjacent locations
 
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Are the roads visible on the map?

Will the roads be visible like the railways in Hoi4 ?

Will roads be visible on the map? Or are they only visible on the build map mode?

Will we see Roads grahically on the map?
I love the Imperator way roads get displayed. It looks kinda charming :)

i hope roads would be easily visible from the main political/terrain map mode (like imperator)

ROADS ARE IN THE GAME! HELL YES!!!

(Also, will we be able to see them on the map and see people or caravan walk on them? :eek:)

The most important question hasnt ben answered: will the roads be visible on the map?
Yes you can see roads on both the flat paper map and the 3d environment
 
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But say you build a road from the north of france to marseille in the south of france, other locations along that road will be able to use it right? and if you were to later build a road from the north of france to italy, it would be able to use part of the already build road reducing in decreased building costs?

that is about 20 "roads"
 
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