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An interesting balance you are maintaining @jak7139 between your "liberation war" and dealing with the rebels.

Is there any hope though that this will really build a big enough foundation to deal with England? Their success seems quite foreboding.
 
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Those rebels chose the worst time to make their demands? Why couldn't they have waiting until Brittany was finished with... liberating their Celtic brothers from their own division?
 
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I love the switching around you did on the loans! So... Are you saying that we're charged a specific amount for interest for each loan, no matter whether it's 60 ducats or 200? I can understand how that would make the math easier in the programming, but it definitely seems like a loophole if so. Not that I would mind benefiting from a loophole sometimes. :)

Also nice rebalancing / dancing with the regiments to maintain the siege while your main body went off to wage war elsewhere (I do this too, sometimes). But also with the rebels. It seems like a queasymaking juggling act, trying to manage rebels at home and war on a different land mass. Glad the troops are on board transports to go handle the rebels. Hope things remain uncomplicated back in the Emerald Isle while you're away! :)

Seems like there was something else I was going to remark upon, but I don't recall.

Great work!

Rensslaer
 
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Another great update! I've had this happen when my Florence and the Ottomans had separately occupied all of Venice's territory. but the Ottomans had the province I intended to acquire. Had to wait for them to peace out then I could take the land (which ended up being all of venice)
It's always frustrating when that happens. That's why I usually wait until my target is at peace before attacking them. It's much less of a hassle.
What is behind the Rebels?
The noble rebels are because I reduced autonomy to help with my economy. The separatists from Anjou are because we recently took the province.
Why the call for peace?
If you have high enough warscore against your opponent, or the war has been going on long enough, you get Call for Peace which steadily increases your war exhaustion. It's the games way of preventing wars from going on forever, or, more accurately, its way of preventing the player from never ending their wars. Before this mechanic was introduced, it was a common strategy against a large opponent like the Ottomans to occupy them fully and let them die to rebels/bankruptcy. Now, with CfP, you can't do that without suffering massive penalties to your war exhaustion.
What is time frame between Ireland expansion and colonization as the period of peace is the time of economic stabilization? Thanks
Irish expansion ends before 1460. We take Exploration Ideas near the end of that, but since we don't have the range, we still need to wait a bit. 1475 is when we start our first colony. Any guesses where our first outpost is built?
An interesting balance you are maintaining @jak7139 between your "liberation war" and dealing with the rebels.
I would've liked to deal with Ireland fully first, but we can't just let the rebels roam free in our homeland.
Is there any hope though that this will really build a big enough foundation to deal with England? Their success seems quite foreboding.
When dealing with England on their own? Yes. The problem is they are allied with Austria, Portugal, and Sweden. Thankfully, our own allies are enough to deter any attacks from them, but we also can't act aggressively. At least, not yet.
Those rebels chose the worst time to make their demands? Why couldn't they have waiting until Brittany was finished with... liberating their Celtic brothers from their own division?
They did pick an inconvenient time. I knew they were coming, I'd just hoped to have Ireland wrapped up by then.
I love the switching around you did on the loans! So... Are you saying that we're charged a specific amount for interest for each loan, no matter whether it's 60 ducats or 200? I can understand how that would make the math easier in the programming, but it definitely seems like a loophole if so. Not that I would mind benefiting from a loophole sometimes. :)
The interest is based off the still based off the principal I think? But paying the 1% interest from the Estate loans is always better than a normal 4% loan. We were going to have to take out another loan. But with our increased loan size (because our development has increased), it is a better option to retake the smaller-interest loans from the Bourgeoisie. It's more money for less interest.

When looking around on the wiki for an answer to your question, I came upon this quote (the grammar was a little weird in one part, so the stuff in brackets and italics is my own voice):

"Debt Restructure: Given the same increase in inflation whenever a loan is renewed automatically, it may be good to 'restructure' your debt every now and then. That is, over time as your development increases your loan sizes increase, however when the old loan renews it gives the same inflation but for a smaller original loan amount. Therefore rather [than borrow, take] a new larger loan to repay the old one before it expires. This allows you more debt capacity as you may recall the size of the loan (based on development) is determined separately from the number of loans (based on interest vs income)."
Also nice rebalancing / dancing with the regiments to maintain the siege while your main body went off to wage war elsewhere (I do this too, sometimes). But also with the rebels. It seems like a queasymaking juggling act, trying to manage rebels at home and war on a different land mass. Glad the troops are on board transports to go handle the rebels. Hope things remain uncomplicated back in the Emerald Isle while you're away! :)
Thanks! We'll see the outcome of those rebellions next time, as well as the penultimate Ireland chapter.
Seems like there was something else I was going to remark upon, but I don't recall.
Well, if you think of it, let me know!
 
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I am guessing Greenland/Newfoundland for first colony because of colonial range and Castille/Portugal will get prime Caribbean/South American clay. (I did play a game as a Coastal North American that had a very late colonization with my first sighting being around 1600 and of the Mamluks. France then quickly showed up and dispatched me to the promised land.)
 
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(I did play a game as a Coastal North American that had a very late colonization with my first sighting being around 1600 and of the Mamluks.
Greenland is the correct guess. It will be our springboard to the rest of the New World.

I've never seen the Mamluks reach the new world. What were Spain and Portugal doing? Being destroyed by France?
 
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Caught up again. :)
I turn on the Defensive Edict in the Loire Valley and Brittany (your capital area is always a State, and costs less to maintain). This causes any sieges in these provinces to take 33% longer, giving us more time to finish what we’re doing in Ireland.
That’s a smart tactical use of an edict.
I move some troops around and have those who aren’t sieging sit in Thomond to loot the province.
Is looting generally worthwhile on balance? Does it have any quid pro quo disadvantages?
In October, England continues their ceaseless aggressions against the people of Ireland. We, on the other hand, are simply liberating our Celtic brothers. Totally different.
<Chuckles>
But with our increased loan size (because our development has increased),
Oh, so that’s how it is determined.

Thanks once more for the tips and tricks!
 
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That’s a smart tactical use of an edict.
Because of the extra money it costs, I like to only use edicts if I need to, like in this case.
Is looting generally worthwhile on balance? Does it have any quid pro quo disadvantages?
It can be worth it if you don't plan on taking the land anytime soon. Looting causes Devastation in the province, reducing its economic value. So, if you siege and loot a rival's core land, but only take their colonies, it can be a great way of weakening them. Devastation does go down quite quickly if you have a maintained fort adjacent to or in the province.

Even then, it might still be worth it, depending on the value of the province. Cavalry also loot faster than infantry in a niche sort of usefulness.
<Chuckles>
:D
Oh, so that’s how it is determined.

Thanks once more for the tips and tricks!
You're welcome!
You might be able to reach Newfoundland for your first colony because of Brittany's Ports or if Ireland is cored.
I'll spoil that we unfortunately don't have the range for anything but Greenland, even with Ireland. But we have many places to jump to from there.
 
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I am guessing Greenland/Newfoundland for first colony because of colonial range and Castille/Portugal will get prime Caribbean/South American clay.
Greenland is the correct guess. It will be our springboard to the rest of the New World.
You might be able to reach Newfoundland for your first colony because of Brittany's Ports or if Ireland is cored.
Nope.
To repeat; the areas of Suriname, Guyana, Windward Islands will be within reach before Greenland and Newfoundland by at least one colonial range level gain based on diplo-tech, plus increased colonial range (overseas exploration of explo-set).


(I did play a game as a Coastal North American that had a very late colonization with my first sighting being around 1600 and of the Mamluks. France then quickly showed up and dispatched me to the promised land.)
I've never seen the Mamluks reach the new world. What were Spain and Portugal doing? Being destroyed by France?
This one is more interesting to discuss about.

This is an expected behaviour of the code, in terms of the code vs. the player.

When the player runs with a tag in Americas or Australia or inland Africa or Siberia regions, the code will hyper-increase its colonial game to reach the player. As such, there will be 10k conquistador force of mamluks-tag roaming around Mexico, 50k doom-force of otto-tag attacking the inca-tag, 70k expeditionary force of ming-tag to force-tributary on aztec-tag, on top of the usual coloniser tags, plus whatever tag there is that can afford to waste a slot on explo-exp sets.

The provinces of gold mines will be marked as vital importance by the code tags no matter what, as soon as that tag unlocks explo-set and discovers the areas on the map. In such a game, when that province belongs to the player, then there is no return from that point: There will be blood, and the behaviour of the code will adjust to this accordingly.


In any run, the code vs. the player relations are determined by the existence of the player. Make no mistake: Despite paradox games being incomparably superior to any similar game there is, in terms of simulation, that is, the code vs. the code behaviour will run smooth to resemble a simulation, eu4 is the least successful simulation among them, as it is an arcade game. So other similar games have heavy anti-player design, whereas it is a more natural flow in paradox games, and yet eu4 is an arcade game.

The code of eu4 will actively seek out the player, but unlike other paradox games (and meaning ck series, and perhaps also stellaris, i:r, and aow; do not care about the rest), the code has enormous bonus to find out the player, choose it as a rival, make hostile-alliance rings, establish spy networks, etc. if it calculates that it cannot directly attack the player.

This behaviour, together with rivalry mechanic, may seem acceptable, yet because of that mechanic and the bonuses it has, the code will run rather chaotically.

The bonuses are not thecodeischeating; that is not the case. Here is a quick-list:
1- The code has greater map visibility.
The code will see the units of the player from at least 5 provinces afar, whereas the fog will cover the player's vision down to 1 province adjacent.

2- The code has no naval attrition, almost zero land attrition, and additional manpower.
No need to explain, but as an example, if the player moves a 10k force by sea from Amsterdam to Cape without monthly stops at a port, that force will reach the destination as only a 1k force. In contrast, the code will casually send 100k troops from London to Aleut without any loss. The player-castile will have a hard time to accumulate 25k manpower while code-france will reach 100k manpower in no time; conversely, code-castile can accumulate 40k manpower without any idea sets, whereas the initial manpower-cap for player-castile is hardly around 27k. About 1% of the maximum manpower determines the default rate of manpower recovery, therefore a 100k cap means roughly 1k manpower per month, effectively provides infinite manpower, and the code has higher manpower cap-level than the player.

Even with these bonuses, the code will manage to exhaust all its manpower, and yet will be able to field its full force. When a player is left with nought manpower, and if there is no other source to recover (multiple wars, no merc available, no professionality to slacken standards, no mysticism for muslim-tags, no special units left, etc.), it is practically game over for the player, especially during the initial phase.

3- The code will always lucky-strike.
And the player will be rolling 1 after another 1 for any dice related action; from siege rolls to hiring generals, from events to battle phase rolls. Not to mention the average of the ruler skills, traits, life-expectancy etc. the player can get against the turbo-rulers of the code. This point is not verifiable, and heavily contaminated with confirmation bias, but the end result will be seen always as the player rivaled by the code-greatbritain, with a 6-5-6 even for a regency, and the player is the holland-tag of 6-provinces, recently gained independence, with a first ruler of 0-1-2.

4- The code has greater range for choosing rivals.
This is one of the bigger issues that makes the power distribution asymmetric, and it is only a concern for the beginning, because beyond the initial phase (1444-1500), there will be less tags left and most probably the player will be undefeatable in any case.

Still: This is the reason for the player-brittany of this run started with a rivalry with the code-portugal. As such, the code-portugal will try to ally with the enemies of the player-brittany, try to proclaim guarantee any weaker tag the player has a border, send gifts and give subsidies to any war opponent of the player, send privateers to its ports, and worst of all, it will try to out-colonise the player if both are colonisers, which is the case in this example.

It is therefore when the player sends colonists to northern America colonial regions, the rival colonisers will send there too if not before (they will, as it is the portugal-tag). Under no circumstances there can be any, and any, benefit the portugal-tag can get from a colony in northern colonial regions: The trade nodes of the region do not flow into the Sevilla node, and by sending a colonist there it foregoes other regions to colonise, etc. But the code-portugal will colonise there only to disrupt the colonial route of the rival player-brittany without caring about this opportunity cost, and it will still finish up all those colonies before the player and then fully colonise Guinea area in Subsahara (portugal-tag specific colonising bonuses, plus lucky nation bonus, plus code bonus).

And in contrast, when the player is the portugal-tag, then it will be seen that the code-brittany is not available in the list of eligible rivals to choose from at the beginning - only morocco-, tunis-, castile-, aragon-, tlemcen-, and granada-tags are available to the player-portugal for a rivalry.

5- The code diplomat.
This is the greatest advantage of the code: The code diplomat.

A duchy-level tag starts with 2 diplomats, and kingdoms and empires have 3 by default. The papal-tag has 4 diplomats due to papacy-curia mechanics, the ashikaga-tag has 4 due to shogunate, and some tags start with extra diplomat by their traditions.

Additional diplomats can be gained only through idea sets (diplo, aristo, espio, and policies), reforms of mandate of heaven and hre, parliament actions for republics, tengri syncretic with theravada, unlocking national ideas of some other tags, etc.

So, as an example: The brittany-tag starts as a duchy, it has only 2 diplomats at the beginning. The portugal-tag starts as a kingdom, it has only 3 diplomats.

But the britanny-tag is the player, whereas the portugal-tag is under the code control. The portugal-tag starts with 4 diplomats. In fact, all code tags start with +1 additonal diplomat.

And that is the code diplomat reserved specifically against the player, especially when a rival and/or with hostile attitude.
Therefore the code finishes up initial alliance phase before the first month of the run ends, and at the same time within the next 12 months is able to fabricate a claim on the player-tag.​
Therefore the code rivals will bombard the player with slander merchants, sow discontent (especially if none of the humanist or religious sets is chosen), sabotage reputation (especially after annexing a vassal), continuously.​
Therefore the code will always have 100% spy network on the player-rival while improving relations with 2-3 other tags, thus it will maintain +20% siege ability against the player.​
Therefore the code-france, the code-muscovy, the code-timurs can annex their starting vassals much quicker than a player can ever do.​

Based on these bonuses and more as such, and due to rivalry mechanics added to colonisation behaviour of the code, it is only natural mamluks-tag reaching new world. If not destroyed by the otto-tag, the code-mamluks has higher incentive to choose explo-exp and jumping to Indonesia and Australia than any other tag. For a player-mamluks, that is ridiculously unnecessary, but the code will send a colonist to Tasmania in no time. Especially when the player is, for example, the ternate-tag.

And here is the cherry-on-top: Rivalries fall regularly, but explo-set does forever lock the code hostile against any tag with gold mines.

In your case, Midnite Duke, playing in North America means a relatively rich region, but not the richest (the richest regions on the map are, China, India, Persia, Africa, Anatolia, central and south Americas, in that order, based on development and trade goods, which is fairly accurate for the game) yet a player will be larger and stronger in that region than almost all tags, and will remain untouchable becuase of the distance, therefore the rivalries against the player will fall; only then the rivals of the code will try to seek alliance with the player even when they are colonisers with explo-set. But in general, the hostility of the colonisers will last until the end of the game.

Edit: Corrected factual error: initial manpower of the castile-tag. Corrected grammatical mistakes.
 
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I dare call that thecodeischeating.

Actually I'm more upset by the rebels. So I'll destroy your 3,000 man army with a middling general and annex your country. But 3 years later you'll rebel with 12,000 soldiers at top tech level and higher morale than mine and a general with 2-pip advantages against my general. Lol

Rensslaer
 
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Well.
Rebel size depends on the development of the conquered provinces, else if peasant - zealot - particularist - pretender types then based on the development of the affected provinces with unrest.

So after a conquest, it is therefore natural to expect separatist rebels of greater size than the conquered tag could have mustered, since the equation it is designed with has the size of 5 as base, plus 10% of the total development in provinces with that separatism, and multiplied by 1 plus 3% of tech-level of the tag.

If the conquest ends with full-annex, so the defeated tag does not exist any more, then the separatist rebels will have the technology level of the conqueror; if not, then they will rise up with the tech level of the tag that owned the provinces before.

The rebels will not have the additional morale of the tag they are rebelling against, BUT they will have the same discipline. So a tag will always have the morale bonus against the rebels, if not bankrupt.


The generals, on the other hand, yes, that is frustrating, as they are bound to the inherent luck of the code, by the power of the pseudo-random number generator, even if the chances are same for both the code and the player, therefore the rebels will always roll a general as if it is Subutai reincarnated, whereas the player will be lucky to have a general without a nought-pip in any category, especially in the initial phase of any run, when the tags start with army tradition below 20 in general.
 
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To repeat; the areas of Suriname, Guyana, Windward Islands will be within reach before Greenland and Newfoundland by at least one colonial range level gain based on diplo-tech, plus increased colonial range (overseas exploration of explo-set).

I have already played past the point of our initial colonization. Greenland was the only possible option (checked in the "Possible Colonies" page of the ledger). I did lag a bit in diplo tech because I was powering through the idea group. That is probably why.
It is therefore when the player sends colonists to northern America colonial regions, the rival colonisers will send there too if not before (they will, as it is the portugal-tag). Under no circumstances there can be any, and any, benefit the portugal-tag can get from a colony in northern colonial regions
I could spoil how things went on this front, but I won't.

All very good info @filcat !
 
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I have already played past the point of our initial colonization. Greenland was the only possible option (checked in the "Possible Colonies" page of the ledger). I did lag a bit in diplo tech because I was powering through the idea group. That is probably why.
Interesting.

Curious before, now you've got the attention.

Would it be possible to post a screenshot with colonial range mapmode on, as well as diplo-tech level, idea-set info, and whether navigator adviser, if it does not bother much?

Have quick-checked the available saves from own archive and could come up with this; theisles-tag, coring-colonial range diplo-tech 11, not coloniser, 1537, well beyond initial phase:
d1.jpg
d2.jpg
d3.jpg
it was from another run, france-tag, coloniser play, tag-switch in the load, theisles-tag is a vassal of the player-france

Paramaribo's effective distance is 411, available only by diplo-tech 11 with colonial range 425, whereas Eiriksfjord's is 421, available only again by diplo-tech 11.

If theisles-tag had chosen explo-set, with overseas exploration +50% range, then Paramaribo would be available by diplo-tech 7 ([60+100+115].1,5=412,5), but Eiriksfjord would be out of range, and available only with navigator adviser +20% range ([60+100+115].1,7=467,5) by that tech level and idea, else without that only by diplo-tech 9 ([60+100+115+50].1,5=487,5).
Colonial range is effectively coring range; as such, the starting england-tag, if it wages war against the denmark-tag, the provinces of norway-tag on Iceland and the Færøerne island will be out of coring distance for the england-tag, thus will be barred from conquering; one has to first conquer Orkney and Shetland, core them, then wage a second war.
 
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Would it be possible to post a screenshot with colonial range mapmode on, as well as diplo-tech level, idea-set info, and whether navigator adviser, if it does not bother much?
Sure. The closest save I have is from 1479, a few years after I started the colony:

Screenshot (9946).jpg

Screenshot (9947).jpg

Screenshot (9948).jpg

Screenshot (9949).jpg

Screenshot (9950).jpg
 
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CHAPTER EIGHT: The Race for Ireland (February 1454-October 1455)
CHAPTER EIGHT: The Race for Ireland
|-|
(February 1454-October 1455)

In March, as our troops arrive in Brittany, we get some good news: Arvor is now also housing a Cardinal. Our clout within the Church grows.

Picture1.jpg

Sizing up the numbers in Brittany, it’s our 7,000 troops versus 12,000 and another 8,000 rebels. Someone might correct me on this, but I think rebel stacks only help each other in battle if they are the same type, Separatists, Peasants, Nobles, etc. So, the Separatists of Provence shouldn’t reinforce the Nobles of Brittany if I attack them. Meaning we could face each rebellion individually.

Even with that in mind, I would like more troops against the Noble rebels. I pull 2 out of the 3 regiments still sieging Kildare under Erwan out of Ireland. As my men sail to Brittany on the Transports, I get news. Kildare’s army was not totally destroyed. The regiment left behind in Ireland is defeated and our siege progress is reset.


Picture2.jpg

The only good news is that the Anjou rebels have moved into Maine since Provence has a core there, where France is killing them. That’s one enemy army down. With the extra troops from Ireland, I attack the Nobles. I also put Erwan back in charge since he is now free from staying with the 1k in Ireland.

Picture3.jpg

The battle is won on the 5th of May. I turn off the defensive Edicts in Brittany and Anjou. Most of my army moves back to Ireland. Except I leave 3 regiments behind to retake Anjou. I Shift-Consolidate the army while it is united. The weakest troops are left in Brittany to reinforce, while the strongest part of our army heads to finish off Kildare.

Kildare unfortunately got up to some mischief while we were away. They took the mothballed fort in Desmond. But, with Cork still occupied, we can land immediately without any penalties. We crush Kildare with our army, finishing off their forces for good.

In September, England annexes Tyrconnell, growing their influence. Also that same month, the minor Dutch state of Friesland is annexed. The dream of Frisian Freedom has ended.


Picture4.jpg


Picture5.jpg

It’s October, the perfect time to look at our finances again. Remember how I said there was another method of making money? One that was better than Corruption but still kind of terrible (Chapter Six). Well, I use that method here because I don’t want to take a normal loan.

In the Macrobuilder, there’s a section that lets you Exploit Development and gain either money, sailors, or manpower from your provinces (based on which type of Development you exploit). This lowers the Development of the specified type in your province by 1, giving you a lump reward. We choose to exploit the Base Tax of each of our provinces and get some cash from each (except for Anjou, where we can’t because it is occupied). We go from 4 ducats to 74. A nice amount that we will surely burn through. The cooldown on doing this is 20 years. But by that point, our economy should (I hope) be in a better position.


Picture6.jpg


Picture7.jpg

In hindsight, I should’ve taken out the normal loans first, then tried exploiting our provinces. Lowering the Development of our provinces has decreased our total loan size, meaning we can’t squeeze as much money out of our nation as we might’ve been able to. However, I really wanted to avoid taking too many loans, because the interest spirals quickly.

It's probably a case-by-case basis which order you should do these in or which of the various ways of getting some quick cash you should use (normal loans, Estate loans, Corruption, selling Crownland, using ally favors, or exploiting Development). If you ever find yourself in a similar situation, do what you’re most comfortable with and that will usually see you through.

In December, England continues its conquests. This time it’s against the nation of Sligo (the province separating English Clanricarde from their other holdings). Sligo’s ally of Scotland joins the war. This isn’t good. England will most likely annex Sligo and take some land off of Scotland, maybe even cutting us off from northern Britain. England without Scotland is already stronger than us. England with Scotland will have no rivals left on their island to challenge them, meaning they can build up and stay at peace.

In April, I get an alert that we can take the next admin tech. I hold off since we need our points to core stuff. It’s not like we have enough money to build any temples anyway. This also causes me to reevaluate our war in Ireland. I decide that I don’t have enough points to core everything. Instead, I vassalize our troublesome foe, then annex the other 3 (Desmond, Offaly, and Thomond). We took money from each of them as well, bringing our treasury to a nice 107 and our loan size to 44 (we lose 4.60 a month after the peace).


Picture8.jpg


Picture9.jpg

With the war in Ireland over, I can have Erwan help besiege Anjou. Our diplomats are busy in Burgundy building favors and in Meath where we almost have enough for a claim.

In June, I get some good news, Poland, the current Pope, has picked a useful Golden Bull. They’ve picked the one to spread Institutions in our Cardinal provinces (Arvor and Anjou). We put on an edict in both our States to help this spread. The Renaissance is also growing in our capital since it has 10-Development. This is a slower spread rate than our 2 Cardinals provide, but it is still decent.


Picture11.jpg

In September, Ormond attacks Leinster, and England (due to their war with Scotland) dishonors the call. That’s both of the English’s Irish allies taken away from them. Great!

We also use our built-up favors to ask for more money from Burgundy, giving us 19 gold. But then, England send us a letter…


Picture12.jpg

This isn’t good. A warning doesn’t prevent us from declaring war. But it does mean that if we declare on a nation that borders England, the English may join against us. This leaves just Leinster and Ormond as free targets, the rest of Ireland is under England’s sphere.
 
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Not as clean a victory in Ireland as planned, but sufficient, I think. This may (?) double the size of your holdings? How does the development compare between Brittany proper and Ireland?

Poor Frisia! At least they can live out their dreams elsewhere! :D

I was unaware that 10 Development assisted with the spreading of Institutions. Good to know.

Oh, clever, clever, SNEAKY England! That was EXACTLY the diplomatic note you didn't want to see from them. But it sounds like you still have options, which is good. And who knows -- it may come in handy someday to put you at war with them when they're already suffering from Scottish predations or something.

Question - how long does the "Warn" diplo action last?

Great update!

Rensslaer
 
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Sure. The closest save I have is from 1479, a few years after I started the colony:
1716241193091.gif
Quite interesting.

Have browsed through the patch notes, and could find only this, from 1.35.4 domination bugfixes,
Fixed colonial range map mode showing incorrect effective distance.
Now have to check if it this is actually an issue of wrong-gui in own version 1.30 emperor, else if it is a tag-geography problem.

Cheers for the additional info mate.
 
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Also that same month, the minor Dutch state of Friesland is annexed. The dream of Frisian Freedom has ended.
:( Appreciate the nod! ;)
I vassalize our troublesome foe, then annex the other 3 (Desmond, Offaly, and Thomond).
Still, a significant expansion of Brittanic influence.
A warning doesn’t prevent us from declaring war. But it does mean that if we declare on a nation that borders England, the English may join against us. This leaves just Leinster and Ormond as free targets, the rest of Ireland is under England’s sphere.
This will complicate things a bit, but seems quite reasonable code behaviour under the circumstances.
 
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