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Another question:

Correct me if I am wrong, but the Forbidden City decision is a terrible deal. I don't understand why anyone would willingly build it.

Cost:
946 ducats
50 Admin

Reward:
Stability Cost Modifier -10%
Yearly Prestige +0.5

I think it's a pretty good deal. I'll take it. You're MING, 946 ducats is just 1 year of income.
 
As I understand it, only Western tech group countries can form Trade Companies. With Rights of Man removing the tech groups, for Ming, does that mean I cannot use Trade Companies until I Reform Government?

Also are Asian countries still not allowed to form Trade Companies in Asia?

Any tech group nation can form Trade Companies now but not on the same continent as their capital so Asian countries cannot form Trade Companies in Asia.
 
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Another question:

Correct me if I am wrong, but the Forbidden City decision is a terrible deal. I don't understand why anyone would willingly build it.

Cost:
946 ducats
50 Admin

Reward:
Stability Cost Modifier -10%
Yearly Prestige +0.5

At some point you will have more than enough money so ducats are not the problem. 50 admin will probably pay off when you raise stability a few times. Prestige has lots of nice bonuses, so overall its ok deal once you have good enough income, you should probably take it at some point.
 
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Hello i did not realise they removed the op CB imperialism. Now i have an achievement run where i was counting on getting the CB to wage war on the european superpowers.
With this CB gone is there a way to get a CB on europeans when i am in india without carving my way to europe?
 
Hello i did not realise they removed the op CB imperialism. Now i have an achievement run where i was counting on getting the CB to wage war on the european superpowers.
With this CB gone is there a way to get a CB on europeans when i am in india without carving my way to europe?

It did not go away. You need Dip Tech 23.
 
Regarding spawning the Global Trade Institution... does it matter where my capital/trade capitals are?

If we're talking the initial spawning of it, not growing it later, then they only matter tangentially. If you want global trade to spawn in your country, you need to make sure you are the dominant power in the most valuable trade node. It then spawns in a province of yours, either a center of trade, your capital, or a province in that most valuable node. For example - as the Ottomans I made Constantinople the most valuable node. When global trade spawned, it spawned in Alexandria (owned by me), because that is a center of trade owned by the country that dominates the most powerful node.

So, where your capital and trade capital are might matter for two reasons:
- if you dominate the most valuable trade node, then your capital is a potential spawning point for it.
- choosing your trade capital well probably ensures you're moving the most ducats possible into that node, making it more likely to be the most valuable one, and thus spawn global trade in your country.

It seems a little convoluted for sure.
 
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If I buy a DLC (El Dorado) to be precise... can I use its features in an ongoing Ironman game?

I just realized that you only get the +1 Merchant per Colonial Nation if you have El Dorado :(... Without it my whole "control global trade" plan is gonna be rather hard to pull off.
 
Playing as unreformed Golden Horde in 1.18 and I just noticed that I'm getting the red minus symbol in the battle screen to signify the insufficient support penalty.
The general leading the battle on my side is mine but I do have some of my march's troops participating in it.
Hovering over the military tactics tooltip seems to indicate that I am indeed getting penalised for too high a cavalry ratio :eek:
Seems to be 0.50 base + 0.25 from tech all x by 1.1 due to my discipline = 0.825 but then x 0.75 = 0.6 :mad:

I have never noticed this happen but I was probably being careless. Is it WAD that having allied/subject non-horde troops in battle does this?

XR7B62A.jpg
 
Playing as Knights, have Byzantium's lands (not Athens). Trying to convert to Orthodoxy but when I send a missionary to either province the rebels stay as separatists and don't change Orthodox. What do?
 
Playing as Knights, have Byzantium's lands (not Athens). Trying to convert to Orthodoxy but when I send a missionary to either province the rebels stay as separatists and don't change Orthodox. What do?

For best results send the missionary in the same month as you take the land in the peace deal. Otherwise the situation you describe is likely.
 
If I buy a DLC (El Dorado) to be precise... can I use its features in an ongoing Ironman game?

I just realized that you only get the +1 Merchant per Colonial Nation if you have El Dorado :(... Without it my whole "control global trade" plan is gonna be rather hard to pull off.
Note that enabling or disabling a DLC midgame will break achievements for that game.
 
I'm Japan and declared war against Korea, and got military access through Jianzhou.

My army can't take any provinces, i got a warning that it was exiled.

Is this a bug? What can i do?
 
I'm Japan and declared war against Korea, and got military access through Jianzhou.

My army can't take any provinces, i got a warning that it was exiled.

Is this a bug? What can i do?

That's normal. When you start a war, your troops need to start from friendly territory. (Your land or your vassals) You can't just get military access and stand next to their border.

Oh as for what to do... send your army home so they stop being exiled.
 
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Playing as Knights, have Byzantium's lands (not Athens). Trying to convert to Orthodoxy but when I send a missionary to either province the rebels stay as separatists and don't change Orthodox. What do?

For best results send the missionary in the same month as you take the land in the peace deal. Otherwise the situation you describe is likely.
Ah, cheers. Is it because separatism is higher than the unrest from the missionary?
Unrest actually has nothing to do with it, although separatism being present at all does raise the chance of separatists significantly. That said, if we look at the code, the missionary should almost always force them to be religious rebels.
Orthodox spawn chance:
Code:
factor = 1
        modifier = {
            factor = 2000
            has_missionary = yes
        }
Nationalist/separatist spawn chance:
Code:
factor = 10
        modifier = {
            factor = 10
            nationalism = 1
        }
        modifier = {
            factor = 1.2
            NOT = { is_core = owner }
        }
        modifier = {
            factor = 3
            owner = {
                NOT = { primary_culture = ROOT }
            }
        }
        modifier = {
            factor = 1.5
            owner = {
                NOT = { culture_group = ROOT }
            }
        }
        modifier = {
            factor = 2
            NOT = { tolerance_to_this = 1 }
        }
        modifier = {
            factor = 2
            NOT = { tolerance_to_this = -1 }
        }
        modifier = {
            factor = 2
            NOT = { tolerance_to_this = -2 }
        }
And
Code:
        modifier = {
            factor = 1.3
            owner = {
                NOT = { legitimacy_or_horde_unity = 66 }
            }
        }
        modifier = {
            factor = 1.3
            owner = {
                NOT = { legitimacy_or_horde_unity = 75 }
            }
        }
        modifier = {
            factor = 1.5
            owner = {
                NOT = { stability = 0 }
            }
        }
        modifier = {
            factor = 1.5
            owner = {
                NOT = { stability = -2 }
            }
        }
So since the tolerance modifiers are the same for both, we can safely ignore them, and if we multiply out the rest we get 10 * 10 * 1.2 * 3 * 1.5 = 540, times as much as 1.3 * 1.3 * 1.5 * 1.5 = 3.8025 for low legitimacy and low stability, leaving us with a result of 2053.35, as compared to religious 2000 with missionary. Which means as long as you're not at -3 stability, they should be religious rebels. If they're not, then I can only assume the game only updates rebel types at certain frequencies in time, for which El_Cid_'s suggestion is the best solution.
 
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In my current (1.18) Najd game, I'm at war with QQ. AI Persia (Neutral towards me) is renting (for free) out a full stack of condottieri to me, which is the majority of their army. Not long after I declared war, the Timurids (allied to me, but haven't called me in to their war) declared war on Persia, but Persia haven't recalled their condottieri and are of course getting trashed in their own war. Is this intended, or a bug?