Europa Universalis IV

Europa Universalis IV

[VS] Purple Phoenix Arise
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Dorimi 王狼  [developer] 9 Sep, 2013 @ 8:15pm
Feedback on existing decisions
any?
Last edited by Dorimi 王狼; 9 Sep, 2013 @ 8:16pm
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Macgarnickle 12 Sep, 2013 @ 1:17am 
I like the work you'be put in two minor things I've noticed about the decisions. I don't mind that the decisions have high costs but I've never been a fan of decisions that require you to have a monarch of certain skills like the one requiring a 4 skill military Emperor because I find it frustrating waiting on random luck to get me the ruler I need.

The other observation is about the decisions to focus on the fleet or army. I think the malus to the military branch not chosen might be too strong, the negatives to one are stonger then the positive gain by the other for example I get 5 bonus to diplomacy tech but at the price of -10 military. I'm not against hard choices but given that Byzantium usually has to use both navy and army the malus gained makes me unlikely to chose either.

Of course this is just my opinion and overall I like what you've done so far and the direction the mod is taking.
Dorimi 王狼  [developer] 12 Sep, 2013 @ 2:38am 
Will take into consideration.

In nearest plans.
- Reduce tech cost in ARMY-FLEET decisions from +15 -20 to +10 -12
- Add trade stearing modifier for Roman Roads Idea +10%
- Reduce all 5-4 monarch skill req by 1.
- Fix Roman flag res.
Last edited by Dorimi 王狼; 12 Sep, 2013 @ 2:40am
Meskita 21 Sep, 2013 @ 8:56am 
nice job on the new decision to survive the ottomans early early game
because I had to reload at least 4 times because they declared war before I was ready and because I lost the naval battle their troops crossed the strait and it was gg
Zenneh 1 Oct, 2013 @ 5:38am 
Main feedback has to be Army is preferred/Navy is preferred decision - At the moment you should never take that decision - if you do either your army or navy becomes useless

Perhaps Half the beneficial stats but 1/4 the negative ones
Example - Land Morale +50% would be +25% but Naval Morale instead of being -60% becomes -15% - I think this would lead to a much bearable state of affairs with this decision otherwise i reccomend never taking it.

You just need both navy and army as Byzantines - either to deal with ottos and preventing them crossing the straight or preventing the other naval nations blocking that strait causing huge war exhaustion and preventing your army.

You could even merge both ideas at the cost for economic and maybe stability negatives e.g have both say 20% morale for both but gain 10% stability cost and maybe -10% Tax and Trade
Emperor Marcus 5 Oct, 2013 @ 6:07pm 
Originally posted by Zenneh:
Main feedback has to be Army is preferred/Navy is preferred decision - At the moment you should never take that decision - if you do either your army or navy becomes useless

Perhaps Half the beneficial stats but 1/4 the negative ones
Example - Land Morale +50% would be +25% but Naval Morale instead of being -60% becomes -15% - I think this would lead to a much bearable state of affairs with this decision otherwise i reccomend never taking it.

You just need both navy and army as Byzantines - either to deal with ottos and preventing them crossing the straight or preventing the other naval nations blocking that strait causing huge war exhaustion and preventing your army.

You could even merge both ideas at the cost for economic and maybe stability negatives e.g have both say 20% morale for both but gain 10% stability cost and maybe -10% Tax and Trade

I would say that perfering the Army is historically what Byzantines did in the past centuries... But they were able to do that cause they hired out Italians to be their navy of expense at favoring them/giving them land.

Perhaps further decisions should negate the penatlies the perferences give like mercenary fleet or.... better mercenaries?
Direwolf1618 13 Oct, 2013 @ 1:30pm 
I feel like the +inflation penalties are comming pretty hard and fast, especialy early game. Either take the inflation hit or take another big penalty.
In my case there is a bug with turning into republic decision. Instead of SPQR there is PQR country name.
brainiac1530 25 Jan, 2014 @ 11:15pm 
A little style commentary -- the form Roman Republic and form Roman Empire decisions need not give PQR/ROM core on all owned provinces. The tag change accomplishes this for cores. You should instead have something like the below. As it currently stands, the decision tooltip just fills my screen with "Roman Republic gains core on $PROVINCE$", which is just ugly. Alternatively, you could probably use hidden_effect on this portion to at least hide the tooltip spam.
every_owned_province = {
limit = { NOT = { is_core = ROOT } }
add_core = PQR # or ROM for the roman empire decision
}
Casadoom 7 Feb, 2014 @ 4:12am 
Land/Naval focus, as others have said, need to be changed.

They way I would suggest it is completely removing all the penalties apart from the tech_cost and forcelimit_modifier (Or switch it to minus tradition), and nerfing the benefits (20% morale to 10% for example)

As braniac said, you can remove the add_core part on owned provinces. This also disallows people from jiggling between Rome/SPQR for free cores (Since you do not have limit = { is_core= ROOT} ).

Also, add NOT = { exists = ROM } NOT = { exists = PQR } to the greek_nation decision in MiscCountryFormations.txt

I would also love it if it was harder to switch between BYZ, ROM and SPQR.

Finally, it would be cool if the University decision actually built a university and removed the idea_cost part from the modifier.
Last edited by Casadoom; 7 Feb, 2014 @ 4:34am
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