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muslim tech might be intresting but it will only hurt navaltech even more tbh
the more you go back the harder it gets to keep navaltech up xept for the superrich

for the simple reason people ignore it till last 99% of the time

infact i reckon we should go back to latin for all xept ottos(russia tends to lag behind so wouldn't be a bad idea to give it latin)
then we have less trouble keeping tech up to aot penalty and thus more time to mint/war
 
Seeing as how everyone has maxed out land tech in Uni 1, perhaps the next game should have everyone on Muslim (or even Eastern) tech to slow down tech even more?
This isn't right. Only OE and Hyderabad are maxed out now in 1780, with a couple of 51+ land and naval techs left. England lacks 1 Infra, Venice lacks 2. In 1780, I think this is definitely acceptable. Only real lagger is Russia.
 
Id like to play then, im ok with time. I dont have much EU2 MP experience though only played some matches years ago.
 
This isn't right. Only OE and Hyderabad are maxed out now in 1780, with a couple of 51+ land and naval techs left. England lacks 1 Infra, Venice lacks 2. In 1780, I think this is definitely acceptable. Only real lagger is Russia.

All we have to do to fix this problem is get rid of the points system:D. You can't give all players the equivalent of a year or two years income and not expect it to totally disrupt the time balance.
 
Now there has been a lot of input and it's time to make a little follow up to see what should be used and which not.

Scenario: It'll still be the 1419 watk campaign, with edits to the religion, adj-defs (straits file) and likely to the provinse.csv file this time also.

It's been suggested that North Africa be made European for manpower purpuses, and also so that Mameluks will be able to hire mercs.

These provinses would include Morocco, Algiers, Tunesia and all medd coastal provinses in Mameluks. (see Uni I campaign)

This will require that the Portugal strait be removed, since they can get support and manpower from these provinses now.

Having Portugal played, will require historical leaders, since they are in a really bad position if they don't get the early advantage of those.

Thus will nations like Holland, Denmark, Venice and Mameluks get a generation of great leaders made prior to the gamestart, to even it out a bit.

Land/Naval will be locked so all nations start with Land 5.

The idea of not allowed OE access to Persian provinses till 150-200 years into the campaign might be introduced again.

Breaking truce against both human and ai players will be introduced.

Instead of having the usual issues of who can forcepeace who, perhaps simply banning alliances? How does everyone feel about this?

preaty good set of rules and i especially like the possible re-introduction of limiting oe expansion for a defined period of time.
mameluks will be a very playable nation now it seems:)
the straights shall be removed indeed; spain or portugal getting land benefits from land connect with africa would be very abnormal towards eu2 historical integrity.

NO human alliances in GREAT))))))) everyone has cb on everyone so no need for technical written alliances will just get people take no risk at all as usually happens. + dowing a human without cb is still 1/3 cheper(i presume everyone will have cb's on capitals anyway).
 
Most of the edits have now been done.

As before it's based on the Watk multiplayer 1419-scenario, but i've edited the provinse file, amongst the edits are:

- increased manpower in France and Spain slighty
- northafrica + madeira now European provinses
- fixed a few manpower bugs

Edits to the savefile:
- all nations have colonial culture
- starting cash depends on number of provinses
- tax collectors in all human provinses
- all land set to 5
- west and south africa pagan, same as most of Indochina

Someone should teach me stats so i can upload this.

Also any suggestions to improve the provinse file now i'm editing it anyway. I've been thinking that replacing several of the rich goods in Indochina with fish might be a good idea.
 
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Also any suggestions to improve the provinse file now i'm editing it anyway. I've been thinking that replacing several of the rich goods in Indochina with fish might be a good idea.
I suggest that you do not edit the coast, only inland, as that will keep people's interests up in the area. My suggestion is to edit at least 50% of the valuable goods to fish. That will decrease overall richness in the world, and also make European CoTs more important. They usually just end up 6-5-5-4 (in merchants) for decades, with no real competition.

Someone should teach me stats so i can upload this.
Very easy. Follow this:

1. Go here.
2. Erase all the names (the left-most text-fields) and replace with whatever you want them to be (for a test, just 1,2,3... should do, or nation names)
3. Select nations from the roll-down menus.
4. Create a .zip file with the edited scenario file in it.
5. Rename the in-zipped scenario file to "game.eug" (very important)
6. Select your .zip file via the button in the appropriate field (named Zip file).
7. Make sure to select "New Tour" from the roll-down menu under the zip file field.
8. Select the name of the campaign (eg. Universalis 2)
9. Fill in the rest of the fields as they indicate (GM, scenario, etc). They aren't important at all
10. If you want a screenshot, copy the path to in in one of the screenshot slots. Make sure it is a .jpg file.
11. Apply the password "lamestatz"
12. Click and wait :)

Now this is creating new stats. When you want to re-upload stats as the campaign progresses, it much less work, as all the previous values in all fields will be saved for next time (player names, nations, GM name, etc). To do this, you select the campaign from the far-right-top roll down menu named "Tours" (instead of using "New Tour"). (If it isn't listed there, make sure you've selected the right season.)
 
why editing rich provinces to poor ones? i'd prefer the other way around.

Because the scenario is to rich. Hence the reason we are all going for lower tech orthodox, so that tech won't all be invented by 1700.

Trade is the number 1 income in this game, so by lowering the income from trade, the overall techs will be lowered as well.
 
Trade is the number 1 income in this game, so by lowering the income from trade, the overall techs will be lowered as well.

And also raise the relative value of other economic fields.

Ok you can take a look at the save here.

My first reaction: Mameluks start too big. I suggest to release about 5 provinces as vassals, making them "off" for at least 10 years.

Also: Venice starts with too good techs. They should not be better than Holland and Portugal by such a degree. Should not everyone have 0/0/0/0, by the way?


Here's a thought: What about setting all Domestic Sliders at 5 initially, and then allow every player (when nations are distributed) to make 2 moves on each (except Land/Naval). That would make that field more fair as well.
 
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If you want an even playing field you might as well play AoR. If we're going to play a historical setup I'd rather play with historical DP sliders and techs.