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you need 10x infantry or more then garrison to storm it. 10k in your besieging army for 1000 garrission so to speak. But for high amount of garrisson it can be bad idea, as it can decimate your infantry in morale and casualties.

Storming a capital fort with 500 garrisson is lot easier then storming level 8 fort with 4000 garrisson. But if you got the money to spare the mercs, why not.

AFAIK siege pips have influence on effectiveness of storming a fort, but i could be wrong.

There are a lot more assault mechanics than that. You can reduce the number of infantry needed by reinforcing, merging and consolidating.
Assault mechanics are a completely different beast, equal to land warfare mechanics.

It's just that nobody ever bothers looking into them because assaulting a fort is worthless unless it's already almost empty or you arrive after a month's tick and can take it with a barrage+assault combo in 2 days.

So to answer the original question of @Zuru84
It's not effective at all.
Unless you know what you're doing in which case it's a niche option that's rarely ever used.
 
I got a Question about Trade Company's and Landforcelimit:

So in the Wiki it say's every 10 dev gives 1 force limit but thats modified by autonomy

so lets say we have the folowing scenario:

I got a 100dev province with a hidden autonomy of 0% (real is 75% because it's a territory and can't go lower)
This province gives me: (100*0.1)*(1-0.75)=2.5 Force-limit

How if I make it in to a full state it will give me:
This province gives me: (100*0.1)*(1-0)=10 Force-limit

Now my question is how much force limit will it give me if I make it in to a trade Company ?
pretty sure that means it doesnt affect the number
Are u sure on that ? since that would bean that Tradecompanys have a 75% reduction on force limit what is written no where

I though the right answer is probably 0 or 10 but that it stays seems unlikely
and in case it stays what would happen if the Province had a hidden autonomy of 50% would then the force limit from it go to 1.25 or 5 ?
 
Are u sure on that ? since that would bean that Tradecompanys have a 75% reduction on force limit what is written no where

I though the right answer is probably 0 or 10 but that it stays seems unlikely
and in case it stays what would happen if the Province had a hidden autonomy of 50% would then the force limit from it go to 1.25 or 5 ?
i said it doesnt affect, which means its 10 with autonomy 0 = 10, and x+0.5 naval since it does affect naval.
 
I'm suffering the Dominance of the clergy disaster, I don't know how to stop it. I've removed the clergy from every province and their influence is around 40 but nothing happens. How do I stop this disaster???
 
I'm suffering the Dominance of the clergy disaster, I don't know how to stop it. I've removed the clergy from every province and their influence is around 40 but nothing happens. How do I stop this disaster???
Check your decisions. You need to pick it actively for the disaster to end.
 
You also need to raise stab to a certain level to be able to take the decision iirc. Anyway, it's in decision tab, yes.
 
What do I need to do for a country to change their attitude towards me from 'Unknown'?
Get a border with them, or get a border with someone in their tech group and wait 50 years.
 
I tried out custom nation editor and made swedish greenlanders, that actually made their first step outside of their colonies into America, but after ages in oblivion returned to norse paganism and raiding nature (arctic glacial regions are harsh) with tribal government.
As I suggested above, one of their core ideas was raiding, but for the second one I thought it would by fun to add just an ability to hire female commanders (since greenland saga is almost a legend, I thought it would be a nice flavour touch to have an ability to hire "shieldmaiden" from time to time). Well, there's the question:
- what that idea has a cost? To make it base you have to pay whole 10 points. I can't see any benefit for that kind of cost, comparing to the same cost edias. What I'm missing? I could see, how it could be useful to make your queen a commander. But isn't a used up idea slot is a payment of it's own for that kind of "Power"? Someone found out, how to exploit it or something?
- now all my commanders are women. I hoped to "occasionally" get female commanders, not replace all commanders with them :mad: Is it intended? I hoped it to be like with female advisers idea, it even have levels of frequency. 6 hours in campaign, and I'm reluctant to restart. Feels sad.
 
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I tried out custom nation editor and made swedish greenlanders, that actually made their first step outside of their colonies into America, but after ages in oblivion returned to norse paganism and raiding nature (arctic glacial regions are harsh) with tribal government.
As I suggested above, one of their core ideas was raiding, but for the second one I thought it would by fun to add just an ability to hire female commanders (since greenland saga is almost a legend, I thought it would be a nice flavour touch to have an ability to hire "shieldmaiden" from time to time). Well, there's the question:
- what that idea has a cost? To make it base you have to pay whole 10 points. I can't see any benefit for that kind of cost, comparing to the same cost edias. What I'm missing? I could see, how it could be useful to make your queen a commander. But isn't a used up idea slot is a payment of it's own for that kind of "Power"? Someone found out, how to exploit it or something?
- now all my commanders are women. I hoped to "occasionally" get female commanders, not replace all commanders with them :mad: Is it intended? I hoped it to be like with female advisers idea, it even have levels of frequency. 6 hours in campaign, and I'm reluctant to restart. Feels sad.
It was a balancing thing, since in the previous dev clash all the dev abuse it for cheap cost to be able to rake up all the mil ideas, while not get the penalty for inbalance idea set.
 
It was a balancing thing, since in the previous dev clash all the dev abuse it for cheap cost to be able to rake up all the mil ideas, while not get the penalty for inbalance idea set.
that makes no sense, if it has cheap cost why would it weigh at all on th ebalance of ideas, is it because 0 = infinite?, negative? just change it to 0 = 0 or make it cost 0 and add worth of 10 to balance of ideas
 
If I will Integrate Spain that owns lets say 10 province Caribbean colony and own 10 proince Caribbean colony will I get 2 merchants? Will I get same amout of Trade Power like for one colony?
If I claim Spanish Throne and PU them (30k army of Spain is stuck in Mali :p) will I get PU over Naples? When you lose historical friends? Can I win war without losing this?
 
EDIT: Nvm, found it.

EDIT2: K, solved
 
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It stands for which unit types the AI will pick when there are new units available.
If on a certain tech level there aren't any units that are listed as historical_units for AI country, will it then keep its current, now obsolete unit type?
 
Dunno, but it shouldn't be not listed.
These are Spanish historical units:
Code:
historical_units = {
    western_medieval_infantry
    western_medieval_knights
    western_men_at_arms
    spanish_tercio
    austrian_tercio
    austrian_grenzer
    austrian_hussar
    austrian_white_coat
    austrian_jaeger
    mixed_order_infantry
    open_order_cavalry
    napoleonic_square
    napoleonic_lancers
}
spanish_tercio is available at Tech 12 while austrian_tercio at Tech 19. Between them in mil.txt there are dutch_maurician and irish_charge available at Tech 15 that neither is listed for Spain.
 
These are Spanish historical units:
Code:
historical_units = {
    western_medieval_infantry
    western_medieval_knights
    western_men_at_arms
    spanish_tercio
    austrian_tercio
    austrian_grenzer
    austrian_hussar
    austrian_white_coat
    austrian_jaeger
    mixed_order_infantry
    open_order_cavalry
    napoleonic_square
    napoleonic_lancers
}
spanish_tercio is available at Tech 12 while austrian_tercio at Tech 19. Between them in mil.txt there are dutch_maurician and irish_charge available at Tech 15 that neither is listed for Spain.
Just tested it, and he will pick the newest unit type. I think he'll just pick random of the newest one.
 
If I will Integrate Spain that owns lets say 10 province Caribbean colony and own 10 proince Caribbean colony will I get 2 merchants? Will I get same amout of Trade Power like for one colony?
If I claim Spanish Throne and PU them (30k army of Spain is stuck in Mali :p) will I get PU over Naples? When you lose historical friends? Can I win war without losing this?