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I got a quick question about warscore from buildings. In 1st image we got 17.48 warscore from buildings and in 2nd we got 18.52
Given that most of buildings are same, and that I could only find "value" which is either 1 or 2 in buildings.txt my math on this doesnt compute. Where should I look to adjust warscore from buildings?
The warscore from buildings is 20% for each manufactory. The value in the tooltip looks like it would add +100%, but that's not actually the case. E.g. in your first example the building just adds (5+12+0.48)*0.2=3.496 , so that the final calculation is (5+12+0.48+3.496-6.92)*(1-0.2)=11.2448

I didn't find a define for this, so it might be hardcoded. But you could ask in the modding quick questions thread. It is more likely that the people there know the answer
 
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Do the “wants your province” diplo maluses ever burn off. If so, how many years. Specifically, I’m playing Inca. I’d love to make an alliance with France but the diplo Malus for “wants your provinces” is -200. They want my gold provinces. It’s only 1570 and they didn’t discover me until well into the 1520’s (maybe later - I wasn’t really watching for scouting expeditions). Trying to decide if I should throw up my hands and stop sending diplomats to Paris or just bide my time and stay friendly.

Fighting Europe every other decade is the curse of the new world. It gets old fast.
 
It's always better to use a merchant to steer than to collect in a non-home node.

As for your specific case, if you have >60% or so in Venice along with dominance in Ragusa you're probably going to be better off moving your home node. As you take even more of Venice the difference in returm will only grow larger.


It is almost always better to use a merchant to steer/collect from a different node to your trade capital node than to use the merchant to add +5 trade power by also collecting in the trade capital node.

You get more than just a small amount of trade power from a merchant collecting in your home node, there's also a bonus on the final multiplier of the amount collected (don't recall the exact number offhand). Thus there comes a point when you'll gain more by such placement than you can grow the base amount collected between the amount you steer and the trade power bonus from having that merchant steer.
 
The warscore from buildings is 20% for each manufactory. The value in the tooltip looks like it would add +100%, but that's not actually the case. E.g. in your first example the building just adds (5+12+0.48)*0.2=3.496 , so that the final calculation is (5+12+0.48+3.496-6.92)*(1-0.2)=11.2448

I didn't find a define for this, so it might be hardcoded. But you could ask in the modding quick questions thread. It is more likely that the people there know the answer
Will do, thanks
 
Can you form the Netherlands if you first become the Hansa? I'm playing an East Friesland game in which I intend to eventually become the Netherlands, but saw that formation pop up as a possible decision. I cannot find any information that it would, but it still feels really odd if it doesn't. Help, please?
 
Who would it be better to make Mughals from?
Uzbek -> Timurid -> Mughals
Qara Qoyunlu -> Mughals
Any other ideas?
Oirat can do it fairly easily. They have one province of right culture at gamestart and can easily culture shift towards it. If you conquer more than 50% islam land there is also an easy way to convert, might be a decision or an event, not sure.
You also get an ideaset that's better than The Mughals. You lose 5% CCR, but get basically Quantity ideas for free as well as 15% aggressive expansion. You can also complete the Horde mission tree first if you're feeling frisky.

Another good one would Aq Qoyunlu. A bit smaller than Qara, but you can easily ally the Ottomans and your ideaset is vastly better. They do need a culture shift IIRC, but it's super easy to do since you're starting right next to it. Here I think Mughal ideaset is better though.

But basically anything goes. Heck, I've formed them as Ibadi Oda once.
 
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