We have to define what "happy" means in EU2 terms...![]()
I sense a doubleplusungood meaning of "happy" here
We have to define what "happy" means in EU2 terms...![]()
But a +3 stability *ought* to be a virtual impossibility to keep. Which state on earth was in perfect harmony and perfectly industrious and never had even a hint of rebellion in the years between 1419 and 1820? I would say none. So building utopia on earth with semi-permanent +3 stability is highly unrealistic.
I agree with you that is hard to find countries which experienced periods of complete stability, but you must question yourself if some of the problems that would sometimes arise would reflect a decrease (thinking in game terms and mechanics) of stability. Also there is the much more important question than the historical one, that is the playability of the game. This situation could easily upset many players who would feel desperate for having stability problems almost permanently, not allowing them to focus on other aspects of the game with more attention.
Just a side note, Portugal experienced what we could say that's +3 stability in the early 15th century which allowed the expansion overseas to Ceuta in 1415. Had not been that, that expansion would not have happened.
About the playability I see no problems whatsoever - Stability +3 might be the optimum possible but it certainly is not the only place on the stability ladder where a game is fun or possible.
Edit: 1415 is before the timespan of normal EU2 which starts 1419.
We have to define what "happy" means in EU2 terms...![]()
But a +3 stability *ought* to be a virtual impossibility to keep. Which state on earth was in perfect harmony and perfectly industrious and never had even a hint of rebellion in the years between 1419 and 1820? I would say none. So building utopia on earth with semi-permanent +3 stability is highly unrealistic.
Arguably... yes !!!Happy means the release of the new map and all the changes to the code.![]()
Though I agree size should have an influence in the cost of maintaining the stability of a nation, it should not be the decisive factor. Europe is full of examples of small nations/city states whose stability was rock bottom for long periods of time, in spite of the ability of their rulers, and of Empires which maintained a high level of stability for a long period of time (otherwise they would not have got larger). Stability should also factor in the political regime of a said country, level of prosperity of its citizens, prestige of the crown/state, power of the religion, existence of a common identity, etc. things which are going to be difficult to mod and, I believe, will make the game more complicated than it should be.
Laur
I need precision for this:
pirates => not directly tied to country firing the event
privateers => possible badboy effect for the country firing the event
Will only apply to seazones (of course).
Agreed?
I need precision for this:
pirates => not directly tied to country firing the event
privateers => possible badboy effect for the country firing the event
Will only apply to seazones (of course).
Agreed?
If privateers are not implemented as historical leaders.![]()
True, Drake was the first to come in my mind too.but if these commands or pirates and privateers can be implemented, then this will fix events like the Drake ones
IIRC, already 4 for players. Better answer for this is externalized values/modifiers. Huge task...IIRC there is a max of 6 states per alliance, can this be amended or lowered to 4 ?
IIRC, already 4 for players. Better answer for this is externalized values/modifiers. Huge task...
Yes, four allied members max + the player.An alliance can have 5 members.
Yes, and all pirates are currently for the PIR special tag. No way to know which country really "uses" them.By the way, when speaking of Pirates - wasn't Piracy a big source of income for nations (especially muslims) around the Mediterranean? Probably hard to implement it though...
It could be implemented as a penalty when trading in a CoT owned by a country with a not compatible religion. Players could understand very quickly but AI will have to learn it the "hardcoded" way in order to save precious resources...And another thing: Was it common for, lets say Christian merchants to trade in Istanbul? Perhaps make some restrictions on where merchants can be sent...