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What does Spanish Tradition of +1 artillery fire actually do? Is it like an extra fire pip and that's it?
Not exactly. A pip would increase the base casulties. While artillery fire would multiply that. If you look at mil tech you see techs that will increase shock/fire for a certain unit type. It's exactly the same as Spanish tradition.
At tech 7 your artillery gets +1 fire. But Spain gets another one from tradition. That means compare to other countries Spain's cannon does double damage in fire phase. It's a lot better than an extra pip. The effect gets weaker later in the game, since it's only a flat +1.


tl:dr pip increase damage additive, while artillery fire increase damage multiplicative
 
Not exactly. A pip would increase the base casulties. While artillery fire would multiply that. If you look at mil tech you see techs that will increase shock/fire for a certain unit type. It's exactly the same as Spanish tradition.
At tech 7 your artillery gets +1 fire. But Spain gets another one from tradition. That means compare to other countries Spain's cannon does double damage in fire phase. It's a lot better than an extra pip. The effect gets weaker later in the game, since it's only a flat +1.


tl:dr pip increase damage additive, while artillery fire increase damage multiplicative
So I should start investing into cannon earlier then. I also read somewhere that this affects ships is that true?
 
So I should start investing into cannon earlier then. I also read somewhere that this affects ships is that true?
Well you can do it, but early game your eco isn't very strong to support high number of of cannons. If you have the money sure, else just stick to one like normal for the +1 siege.

About the ship part I can't comfirm or deny it. While I've heard that too, I've never tested myself.
 
Well you can do it, but early game your eco isn't very strong to support high number of of cannons. If you have the money sure, else just stick to one like normal for the +1 siege.

About the ship part I can't comfirm or deny it. While I've heard that too, I've never tested myself.
I see. Thanks. For cannons I do 2 or 4 for symmetry mostly.
 
Is there some way to look up or calculate how many loans a country can take bevor it goes bankrupt?
For instance I am fighting the ottomans who already have 7 loans (looked it up in the adm score compare ledger it says -0.14 due to loans, while -0.2 equals 1 loan)
So how much more do they need befor they break.
Also the commenwealth has -0.22
I figure it has to do with the total Dev someone has but how is that calculated
 
Is there some way to look up or calculate how many loans a country can take bevor it goes bankrupt?
For instance I am fighting the ottomans who already have 7 loans (looked it up in the adm score compare ledger it says -0.14 due to loans, while -0.2 equals 1 loan)
So how much more do they need befor they break.
Also the commenwealth has -0.22
I figure it has to do with the total Dev someone has but how is that calculated

Total dev of a major power is shown in the 'great power' tab, you can also click their provinces and make additions. I think the ledger might have it somewhere too? idk.
Anyhow, what you also need is their current income, since that's what determines their maximal loan capacity. You can find it in the ledger by eavesdropping on their treasury and compute the difference between 2 months. If their interest is above their income, they will go bankrupt.

Two remarks are in order here.
1 - income fluctuates from one month to another. Occupations, embargoes, sinking their trade fleet, amongst other things will reduce their income.
2 - it's a very conservative estimate, one that is not sharp at all in practice. AI manually declares bankruptcy, and that happens way before their loan limit. What typically bankrupt an AI is when you take 5 loans in a peacedeal (+ maybe lands), they see their monthly income reduced with their lands as if still occupied (previous month income), and they just smash that button. That is how they die. This behaviour is somewhat recent, it's at least this patch, maybe the previous one, that made the AI declare bankruptcy like that.
 
1. If Rebels have taken over a Fort in Denmark, and now Denmark sieges it to regain control over that province -
and now I attack Denmark and that army - will I be the attacker or Denmark?

2. Will a coalition dissolve after several years of peace, even if the members have over 100 AE against the target? When?
 
1. If Rebels have taken over a Fort in Denmark, and now Denmark sieges it to regain control over that province -
and now I attack Denmark and that army - will I be the attacker or Denmark?

you will be defender. If you were the one sieging the fort, THEY would be the defender.
Basically the last one to arrive gets defender status.

2. Will a coalition dissolve after several years of peace, even if the members have over 100 AE against the target? When?

No. An established coalition whose members have over 50 AE will dissolve only when
1 - war is waged
2 - they estimate that the strength of the coalition does not rival the target anymore.

Note however that coalitions in general suffer from the rarity of calculation ticks of their own strength. In lamer terms, they may reach disband threshold but still not disband because they don't recalculate it. To fight against this tendency, you may save and restart the game, this forces all ticks to happen.
 
It's a secret formula that serves for the AI to estimate their own strength vs their target, it has never been broken up (as a matter of fact, even the possibly more simple rivalry system has not been uncovered).

That's pretty much it, be bigger than them, get good allies and maybe, if your hunches are correct, you won't get dowed. But maybe you will, especially if one or multiple of your allies decides they'd better dishonor lol.
 
2. Will a coalition dissolve after several years of peace, even if the members have over 100 AE against the target? When?


a coalition member can only LEAVE a coalition 2 years after joining. So a fresh coalition won't immediatly disband, but can if members leave after their 2 year period. This can create cascade effect of everyone leaving.

It's a secret formula that serves for the AI to estimate their own strength vs their target, it has never been broken up (as a matter of fact, even the possibly more simple rivalry system has not been uncovered).

(copy pasted from coalition guide in signature)

there are some things that one can say for sure on this topic...

Military rating evaluates the land warfare capabilities of a country.

Modifier Rating

Mil Tech +0.2 per Technology level.
Mil ideas +0.1 per idea + +0.25 per bonus.
Generals +0.025 per pip for each general or conquistador (counting rulers/heirs). Max 5.00.
Military quality +0.15 per +5% combat ability (sum of all types).
Discipline +0.15 per +5%.
Standing army unknown effect
Morale of armies +0.5 per point.
War exhaustion -0.2 per point.


I tested it, and I found out army maintenance slider plays a role.
If you lower it, the coalition can declare faster. Got that idea from a DDRJake stream, where coalition declared the day AFTER he lowered army maintenance.

Which led to the theory now, that it is in fact military rating that AI looks at( combined with ongoing war enemy strength), when deciding to declare coalition war or not. Because military rating goes DOWN if you lower maintenance slider.

The basic rule for AI ATTACKING takes your allies and subjects forces/military rating into account also, and your current wars.

If you declare on major alliance web, expect a big coalition to form the next week, if it didn't before. The reverse is also true, if you get OUT of a big war after coalition formed, it might actually disband.

So, if 1. you and your allies are fighting a BIG war together, or 2. if you lower army maintenance or delete troops, coalition becomes more eager to attack you, if they have more troops etc.



You can observe power of coalition when you are at peace by using 'Threaten War' UI.

One of the factors used in calculation is a "Relative coalition power". This is dependant on military rating most likely. You can do some tests by using console. Just start non-ironman game as e.g. Ottomans (they have cores in foreign nations at the beginning of the game - no need to fabricate).
  • For the nation to leave coalition their strength must be lower than 10% (around 5-6%). Strength measured in Threaten War view.
  • The coalition will attack if their strength is greater than 100% (usualy >120%)


One more way to assess your military strength is to use rivals setting window - there you have it specified in one, concise number, relative to your potential rivals. it is certainly not perfect method but gives you some insight.

You can play with it and see it changes with your manpower quantity, army maintenance level, technology level, morale/discipline bonuses etc.

I suppose some console testing might shred some light on all this..
 
Largish Brandenburg, both Curia Controller and Emperor, milking these before becoming protestant for Prussia. Ottomans have been super aggressive, Hungary straight up doesn't exist, will probably have to fight them as Emperor soon. What Military Idea would best suit Prussian Ideas against them in 1500s, Offensive or Defensive?