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Olav said:
How long does warnings last? It says in the wiki that they last 5 years, but it that correct?

I do believe its 30 years


Olav said:
How does Ahead of Time Penalty work in a specific case? The example in the FAQ is ok, but I'm still a bit confused. Could someone elaborate on ATP?

There is the base cost plus all the modifiers, u would need to give specifics for your case.
 
Ah, 30 years. That's much better than 5. :D

Here's the example from the FAQ:

Examples:
Researching Land 20 in 1595. The ATD for Land 20 is 1595, so the multiplier is 1, as it will also be if the current date is later than 1595.
Researching Land 20 in 1593. The multiplier is 1.5 + (1595 – 1593) x 0.1 = 1.7

So researching LT 20 in 1593 will be 1.7 times more expensive than researching it in 1595. What does that mean? Lets say LT 20 cost 10000. For 1593 that cost will be 17000. If I invest 10000 ducats in that tech over two years, will I then get the tech in 1595? Or will the ATP still apply, so the final cost is 17000 no matter what?

Another question. If you capture a level 9 colony and take it in a peacedeal, the colony won't change culture/religion if you expand it to a city. Is this hardcoded?
 
Olav said:
So researching LT 20 in 1593 will be 1.7 times more expensive than researching it in 1595. What does that mean? Lets say LT 20 cost 10000. For 1593 that cost will be 17000. If I invest 10000 ducats in that tech over two years, will I then get the tech in 1595? Or will the ATP still apply, so the final cost is 17000 no matter what?

No, because the cost lowers over time. Research costs are (somewhat) dynamic.

Olav said:
Another question. If you capture a level 9 colony and take it in a peacedeal, the colony won't change culture/religion if you expand it to a city. Is this hardcoded?

Personally i think it's a bug. However there are ways to change the culture, as mentioned in the faq section:

* successfully expanding a colony, as long as the result of the operation is not a colonial city.
* successful religious conversion of any settlement with pagan religion also converts the province's culture.
* in non-European conquered provinces that contain colonial cities (1000-5000 pop), whenever nationalism ends, the colonial city's culture will change to the primary state culture. This effect only works if the settlement culture is different from the base provincial culture.

Note that nationalism usually lasts 30 years; you can see it via the increase in revolt risk. However, if you capture one of your core provinces, nationalism ends immediately (and the culture changes if other conditions apply). Similarly in the case of a colonial city defection, there is no nationalism, and immediate culture change.

Again, there are two very substantial limits on this effect: the colonial city must be non-European, and it must not match culture to the base provincial culture (which you can't see). Base provincial culture usually matches the settlement culture for settled provinces as they are in the Grand Campaign scenario. (A few exceptions exist, including the Canary Islands.) Thus, for example, China cannot easily expand into the Changatai Khanate and convert its many small cities into Han culture, because those cities are Mongol cities on provinces with Mongol base culture.
 
No, because the cost lowers over time. Research costs are (somewhat) dynamic.
Ok, good to know that.

Personally i think it's a bug.
* successfully expanding a colony, as long as the result of the operation is not a colonial city.
Perhaps this is the reason? I tried lowering the population to 800, and then sent a settler there. Following the expansion, both culture and religion changed.

New question: Is promoting to chief judges worth it? If one only consider the lesser RR and increased province tax factors, perhaps not. But it also increases value of some trade goods - but to what degree?
 
I start building cheif judges when manufactories get expensive and I'm not in a position to mint for new ones.
 
Olav said:
New question: Is promoting to chief judges worth it? If one only consider the lesser RR and increased province tax factors, perhaps not. But it also increases value of some trade goods - but to what degree?
They add to census taxes, which can be very valuable if you do not wish to mint for your money.
 
By judging your answers chief judges is a good thing then. ;) At least if one is playing a "normal" game (not WC)...

If transporting an army by fleet, and then unloading it in a besieged or covered province, will the unloaded army get a malus to combat efficiency?

Does rebels revolting from one of your provinces have morale according to your DP-sliders? Or is their morale fixed?

Is cavalry less efficient in southern/western Africa (Ethiopia), or is it just me?
 
Olav said:
Is promoting to chief judges worth it? If one only considers the lesser RR and increased province tax factors, perhaps not. But it also increases value of some trade goods - but to what degree?

Even without the effect on market prices, chief judges have a ROI of 2%/inflation, which is not bad at all. And half of that is the more-valuable census tax, not just "income".

By way of comparison, if your trade income is 200d per month and you have not maxxed out trade tech, then a refinery returns 96d per year, all of which is in the form of monthly income (that is, none of it is census-tax). So, the ROI is the same as that for chief judges when the cost of the brewery is 4800d. Of course, it is certainly possible to have more than 200d base trade income per month, but it's not easy, especially early in the game.

As for the effect on trade good values, read this:
http://www.paradoxian.org/eu2wiki/index.php/Goods#Market_price
As a rough guide, a 1% increase in demand for a good will increase its market price by about 1%.

I have never tried to figure out what percentage of world trade is based on luxuries. But I would guess it is pretty high, probably 50-75%. So, as long as demand for luxuries is not maxxed out, my guess is that each chief judge promoted should increase the total value of world trade by about 0.5%. So, their total ROI is going to be much better than 2% so long as (a) you control a large slice of world trade, and (b) nobody else is likely to build them in the fairly near future (next 20 years).

As an example, consider a situation where you've got 100d/month in trade. Then a judge will increase your yearly trade income by 6d; this effect swamps the 2d in addition taxes. It also means the ROI is huge -- 8%/inflation.
 
On rebels, what I suspect is the case is that they are given maximum morale based on where they are. When they are on your turf, they have your max morale and will gain or regain morale on that basis. But you may occasional fight rebels in enemy terrain, or they may move across a border, and you'll notice their morale is low.

They have their own DP sliders. So, getting a fire/shock bonus from quality/offensive should help with fighting them, even though they get the additional morale from your DPs.

Unloading land units, I am pretty sure, do get a negative DRM, if they trigger a battle. I'm not sure if it is the same as the bad DRM for amphibious landings, though. I have the feeling it's better to unload than to land.
 
Awesome numbers, Wreck.

One comment though; chief judges also help the economy by reducing revolt risk. Every 1% revolt risk gives a 5% malus for province taxes, so if you have low stability/war exhaustion/bad events/wrong culture/poor religious tolerance in some combination the Chief Judge will boost income a bit extra there as well. I don't know if you included this in your model, or if it is even relevant in the long run (though I suspect it very much is).
 
You have to build a tax collector first though so the RR is still bigger than before the construction of both buildings. Of course I still build both in all national provinces.
 
Thanks for the feedback guys and girls! :D

...each chief judge promoted should increase the total value of world trade by about 0.5%. So, their total ROI is going to be much better than 2% so long as (a) you control a large slice of world trade, and (b) nobody else is likely to build them in the fairly near future (next 20 years).
That's very interesting! But I don't understand (b) - why would that influence the ROI? Is it because of the demand? Anyway, I will definitely start building more CJs when I have the chance.
I have the feeling it's better to unload than to land.
Yeah, I usually do that. I always cross my fingers hoping that my fleet will return to sea before my army lose...
 
Olav said:
Yeah, I usually do that. I always cross my fingers hoping that my fleet will return to sea before my army lose...
A tip is to use double the navy you need, and before entering port you split it, avoiding sudden disaster. I have lost a couple of leaders that way. Worst memory was of course storming Rhodes rebels with Mehmed II Fatih......
 
Olav, the reason for (b) is simple. If someone else is going to pay for something regardless of what you do, then you don't need to buy it. If you do buy it (in order to speed things up), then you can only count the income in the time between when you bought it, and when it would have been bought otherwise, as returns on your investment.


Mats- no, I did not account for the RR decline. This depends a lot on how you play; I tend to avoid having nonzero net RR for prolonged periods in more than a handful of provinces at a time. But yes, if you ever do have nonzero net RR in a province which you have built a tax collector in, then of course your ROI for the chief judge will be slightly better. Is this a large effect? No. At best it will increase the ROI from 2% to 2.1%. At worse, it increases the ROI from 0% to 0.1%; although this is an infinite proportion, you should never make any investment with 0.1% ROI.

Note that the main competing investment, refineries, gets the same RR bonus. So, its ROI will also be slighty better, depending on how you play.

One thing I neglected to mention before was that outside of possible effects on goods' market value, the ROI for chief judges is sensitive to wrong-culture or wrong-religion penalties. In a wrong-culture or wrong-religion province, the ROI is basically 30% less -- just 1.4%. With both wrong, it's 0.8%, which is not that great. Manufactories do not suffer from this problem, so they look better by comparison.

Me, I take and convert all right-culture provinces, and I don't tend to take many wrong-culture wrong-religion ones to begin with. Those I do take, I convert before building tax collectors. And when I convert a wrong-culture province, I usually sacrifice all of its income to rebels in order to make the conversion cheaper and faster.
 
Olav, the reason for (b) is simple. If someone else is going to pay for something regardless of what you do, then you don't need to buy it. If you do buy it (in order to speed things up), then you can only count the income in the time between when you bought it, and when it would have been bought otherwise, as returns on your investment.
Thanks - it was pretty obvious. :eek:o

And when I convert a wrong-culture province, I usually sacrifice all of its income to rebels in order to make the conversion cheaper and faster.
I don't understand this. Are you using rebels to decrease the population, thus making conversions cheaper and faster?
 
Olav said:
Perhaps this is the reason? I tried lowering the population to 800, and then sent a settler there. Following the expansion, both culture and religion changed.
Don't lower a colony's population to 800 and send a settler; lowering the population to 890 more or less will do it. Note that 899 is too high for the most part in growing population areas because the population could soon be 900 and that would be problematic. But if the population is in decline, you might send a settler at 899 population or even more if you were counting on the further decline before the settler arrives.

Olav said:
New question: Is promoting to chief judges worth it? If one only consider the lesser RR and increased province tax factors, perhaps not. But it also increases value of some trade goods - but to what degree?
Wreck said:
Mats- no, I did not account for the RR decline. This depends a lot on how you play; I tend to avoid having nonzero net RR for prolonged periods in more than a handful of provinces at a time. But yes, if you ever do have nonzero net RR in a province which you have built a tax collector in, then of course your ROI for the chief judge will be slightly better. Is this a large effect? No. At best it will increase the ROI from 2% to 2.1%. At worse, it increases the ROI from 0% to 0.1%; although this is an infinite proportion, you should never make any investment with 0.1% ROI.
Chief judges are not often the best investment; but they are worthwhile. In correct culture and religion provinces, they pay for themselves in 50 years, i.e. ROI of 2% per year/(100%+inflation%), unless there is substantial revolt at times, in which case you get less tax from the province. But if there is revolt risk, the reduction in revolt risk helps; and it can help more than just raising 2% to 2.1% for a number of reasons. First, the 5% of tax spared from revolt risk is for all of the base tax not just for the chief judge's portion of the tax. If the base tax is 9, and there is a tax collector to make it 10, a revolt risk of 1% makes tax 9.5, then with a chief judge the tax is 11. So that is 1.5 ducats more tax; and multipled by 2 for the year you will see 3% ROI. Of course if revolt risk is very high, you see little of the original 2% ROI; and if base tax is low you don't get so much additional ROI. But you can see, in high base tax provinces like maybe base tax of 16 in Andalusia, that revolt risk is even more important.

Now, if there is frequent revolt risk that cannot be placated, you have to figure that you will have an additional rebellion in your province every 200 years or whatever depending on how frequently there is revolt risk. If you do not put down the rebellion as soon as it pops up, your province will be looted; and you lose all your tax (and gold production if applicable) for that year. If you station soldiers, then those soldiers' maintenance costs must be figured if the troops could better be used elsewhere, i.e. not just an idle force of troops to discourage neighbors from war.

It also causes a loss of troops to put down a rebellion, maybe 5d to 25d say 15d on average, and troops have to be moved to and from the province if the troops are needed elsewhere, during which time you can count the maintenance cost for the troops as savings if you had the chief judge. Ships may be needed for transport as well.

If rebels loot a province they can burn a manufactory, ouch. A 1% lower revolt risk is really going to make a difference if there is a manufactory. Um, better not put a tax collector in there if you want a manu. But if you get a manu by random event where there is a tax collector, better to have a chief judge ASAP.

Sometmes one of your provinces may be captured by rebels because of additional revolt risk. That may be like a one in two thousand year chance. But you would lose the production income and merchant taxes in CoTs plus have to pay soldiers to siege the province and possibly have a second province looted. Even more rare would be the chance that the province defects, declares independence, or causes a collapse of your government. Well it is difficult to put a price on the revolt risk contribution. There is also the micro-management issue which makes lower revolt risk very desirable regardless of the money issues.

Wreck said:
Olav, the reason for (b) is simple. If someone else is going to pay for something regardless of what you do, then you don't need to buy it. If you do buy it (in order to speed things up), then you can only count the income in the time between when you bought it, and when it would have been bought otherwise, as returns on your investment.
The AI doesn't build many chief judges until pretty late in the game. You are going to get your higher return on investment from increased trade for a good time like until the AI builds 100 chief judges or so. What I look at is how long it takes for an improvement to pay for itself.

Wreck said:
On rebels, what I suspect is the case is that they are given maximum morale based on where they are. When they are on your turf, they have your max morale and will gain or regain morale on that basis. But you may occasional fight rebels in enemy terrain, or they may move across a border, and you'll notice their morale is low.

They have their own DP sliders. So, getting a fire/shock bonus from quality/offensive should help with fighting them, even though they get the additional morale from your DPs.
Wrong, whenever a human initiates a fight with rebels, the rebels will have whatever morale, tech, and DP sliders the initiating player has at that time. If the AI fights rebels, the rebels morale and tech is governed by the same rules as in early versions, that is they have their own tech, DP sliders, and morale like any country. Any additional troops entering the battle against the rebels will not raise the rebels' morale; but I suspect may cause the rebels to gain tech levels to match the tech of the best army in the battle, either that or the opposition fights at the lower tech level of the initiating army. Anyway, additional troops can come in at higher morale and give a better chance of defeating rebels by morale. Just try sending a tiny army that can barely survive a day of battle to fight rebels on the last day of the month; but those troops arrive at 50% maintenance. Then on the first of the next month, a large number of troops arrives at 100% maintenance. Basically your troops fight at 100% maintenance while rebels start at only 50% maintenance. Same with fighting rebels after the AI initiates the battle; you usually have a better chance of winning. Sometimes it is no contest at all.

Wreck said:
Unloading land units, I am pretty sure, do get a negative DRM, if they trigger a battle. I'm not sure if it is the same as the bad DRM for amphibious landings, though. I have the feeling it's better to unload than to land.
I'm pretty sure amphimbious landing and unloading to port has the same malus judging from the battles I have fought. It is a minus one to your leader's shock, just like crossing a river or strait. But again the initiating army is important because it is the leader of the battle that is used in deciding combat. The highest ranking leader will lead the battle with his stats; but if leaders have the same rank, it is the leader that arrives first that is used to lead the battle much the same way as leaders of sieges are determined, not sure if the siege stat is relevant in determining leadership as it is with leaders of sieges. Anyway, it doesn't matter if your leader gets minus one shock if that leader is not leading the battle.

Wreck said:
And when I convert a wrong-culture province, I usually sacrifice all of its income to rebels in order to make the conversion cheaper and faster.
Olav said:
I don't understand this. Are you using rebels to decrease the population, thus making conversions cheaper and faster?
Yes, the rebels can reduce the population; but you are not going to lose all of the province income unless the rebels control the province or it is a gold province without a CoT. You still get trade taxes and reduced production income (but not gold) from looted provinces. And you never loose CoT income from merchant taxes until you lose control of the CoT. I doubt that Wreck loses control of all provinces to rebels since getting rebellions where you want them can be tough and the rebels move once they capture the province. Provinces that can defect or declare independence must be besieged at every month end, but the siege cannot progress; otherwise the province would be recaptured, and more rebels would be required. So that would involve a lot of micro-management.

But hey reducing the population can also reduce production income and also manpower, if there is any to be had. So you pay less money for the conversion but it costs in other ways. I suspect what is most important is increasing the success rate of conversion because the number of missionaries is the real the concern.

Olav said:
Is cavalry less efficient in southern/western Africa (Ethiopia), or is it just me?
No, cavalry is just as inefficient in European forests, swamps, and mountains as it is in Africa. Of course the lower supply and slow movement speeds in Africa are going to hurt your cavalry more than in Europe. Anyway, cavalry rely on shock to be awesome in battle; and what you notice is that cavalry are really poor in mountains since they have half total shock (not the stat but the total of their shock contribution) and when any army attacks a mountainous province the army leader gets minus one shock to his stats. In forests cavalry get half shock. But infantry and artillery will not lose shock in mountains and forests (except for possibly losing a shock stat, which they do not rely heavliy on once they have firepower, when attacking a mountainous province). The AI and rebels are mostly infantry and artillery you may notice. In swamps, both cavalry and infantry get half shock and firepower which makes the battle more drawn out but othrwise much the same as it would be on a plains or desert if not for the routing phase. The routing phase only happens on plains and desert provinces when one army has four times more shock than the other, generally only possible with cavalry or an awesome leader endowed with a high shock stat. The routing phase can happen any day at random during a shock phase and will devestate or annihilate an enemy in terms of numbers of men. In any terrain, there is also a final roll at the end of battle if shock of one army is four times higher than the fleeing army as decided at the end of battle. If so, the fleeing army gets reduced even further. But the shock difference is not going to be so high if it is not a plains, desert, or swamp province. And because of the drawn out nature of battle in swap, you often lose cavalry to attrition which reduces your shock, and you are not going to get a routing phase to reduce the enemy's shock in the same manner. At the end of battle you are not as likely to get that final roll. So cavalry are most awsome in plains and deserts, can do okay in swamp, are poor in forests, and are worst in mountains. But who attacks who in mountains, amphibious landings, crossing rivers and straits, and leader's shock stats are all very important when using cavalry.
 
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ws2_32 said:
Just try sending a tiny army that can barely survive a day of battle to fight rebels on the last day of the month; but those troops arrive at 50% maintenance. Then on the first of the next month, a large number of troops arrives at 100% maintenance. Basically your troops fight at 100% maintenance while rebels start at only 50% maintenance. Same with fighting rebels after the AI initiates the battle; you usually have a better chance of winning. Sometimes it is no contest at all.

Wow, that's gamey.
 
yeah ws232 knows all the tricks, quite handy some of them are tho