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Not really.

I suppose you could boost the base tax values of all provinces. That would decrease attrition, but of course it would profoundly affect the rest of the game.

Another thing that would sortof work, for humans, anyway, is to give all countries lots of long-lived leaders with a good maneuver stat, and normal stats otherwise. I.e. each country gets 3 leaders with 6-2-2-0 each 10 years, lasting 10 years. The AIs probably wouldn't use them very well, but a human could.
 
Thanks! That's what I feared.

increasing tax value is a no-no though. With the increased revenue, people will field laerger army, cancelling the effect.

I guess giving a 6 to manoeuver could be a possibility. does it reduce attrition a lot or just a little bit?
 
I think the manuever value is doubled and added to the attrition score, so a 2-2-2 leader can have any army of 16,000 men on a province of 12 attrition without incurring losses.

So a 6-2-2 leader can have 24,000 men without losing any.

And best to note that you can have a value far above 6, up to about a 24-2-2 leader i think :)
 
Someone posed this question earlier and we worked out a way to accomplish this by raising base tax values, but giving everyone a penalty to production and trade incomes in the religion file, or alternatively lowering the percentages in the trade/infra tech file.
 
Dr Bob said:
I think the manuever value is doubled and added to the attrition score, so a 2-2-2 leader can have any army of 16,000 men on a province of 12 attrition without incurring losses.

So a 6-2-2 leader can have 24,000 men without losing any.

And best to note that you can have a value far above 6, up to about a 24-2-2 leader i think :)

But I guess that a 24-manuever leader is like having teleportation?

Dspencer said:
Someone posed this question earlier and we worked out a way to accomplish this by raising base tax values, but giving everyone a penalty to production and trade incomes in the religion file, or alternatively lowering the percentages in the trade/infra tech file.

How much did you put as a penalty for production and trade?
 
Dspencer said:
Someone posed this question earlier and we worked out a way to accomplish this by raising base tax values, but giving everyone a penalty to production and trade incomes in the religion file, or alternatively lowering the percentages in the trade/infra tech file.
Shouldn't it be enough to just alter the tax-modifier of the each religion. For instance, double all tax values and put a -50% to all religions. "Only" side effect I can come to think of right now is that you'll get nil tax money with different culture and religion (-110% total) but on the other side, stability tax-modifier gives a greater boost, due to:
Base case; 10 tax, +10% stab gives 1 additional tax (110% instead of 100%)
Mod case: 20 tax, +10% stab gives 2 additional tax (60% instead of 50%)

On a side note, you can alter attrition through the army.csv file since better tech results in less attrition. I don't know the exact effect though.
 
Kaigon said:
On a side note, you can alter attrition through the army.csv file since better tech results in less attrition. I don't know the exact effect though.

wow, we never noticed that before, but the "vsize" attribute in the Land.csv file will directly affect attrition. The lower the value the less the attrition. If you want big armies with low attrition try setting the value to 0.1 or less. I'll prolly test it later, dunno if you could eliminate attrition by setting it to 0(outside of the movement attrition you get).