Eu4 Papal States Ideas
Main article:After the, in which the Ostrogoth king was killed, the general captured and besieged., the new Ostrogothic king, gathered the remnants of the Ostrogothic army and marched to relieve the siege, but in October 552 Narses ambushed him at Mons Lactarius (modern ) in, near. The battle lasted two days and Teia was killed in the fighting. Ostrogothic power in Italy was eliminated, but according to Roman historian, Narses allowed the Ostrogothic population and their Rugian allies to live peacefully in Italy under Roman sovereignty.
But now it's finished and I have ideas that reduce my AE even more (useful). Unfortunately the Papal State is the one Catholic nation that is. Dynamic League Wars in HRE. The mod returns to EU4 1.8-1.10 system where league victory replaced official religion, but didn't immediately lock it, so multiple league wars are possible. Minor HRE change is that emperor's CB to take imperial territory from non-members now gives only 10% AE.
The absence of any real authority in Italy immediately after the battle led to an invasion by the and, but they too were defeated in the and the peninsula was, for a short time, reintegrated into the empire. Imperial Italy (outlined in red) in the 12th and 13th centuriesThe cities first demonstrated their increasing power during the reign of the Emperor (1152–1190), whose attempts to restore imperial authority in the peninsula led to a series of wars with the, a league of northern Italian cities, and ultimately to a decisive victory for the League at the in 1176, which forced Frederick to recognize the autonomy of the Italian cities.Frederick's son actually managed to extend Hohenstaufen authority in Italy by his conquest of the Norman, which comprised Sicily and all of Southern Italy. Further information:By the beginning of the early modern period, the Kingdom in Italy still formally existed but had de facto splintered into completely independent and self-governing; this period is sometimes dubbed the 'Shadow Kingdom of Italy' in European historiography. Its territory had been significantly limited – the conquests of the, which considered itself independent of the Empire, in the ' had taken most of northeastern Italy outside the jurisdiction of the Empire, while the Popes claimed full sovereignty and independence in the in Central Italy. Nevertheless, the Emperor, owing more to his inheritance of Spain and Naples than to his position as Emperor, was able to establish his dominance in Italy to a greater extent than any Emperor since. Jaques, Tony.
Dictionary of Battles and Sieges: A-E. Lodovico Antonio Muratori; Giuseppe Oggeri Vincenti (1788).
Pp. 78–81. De Bello Gothico IV 32, pp. 241-245References., Antapodoseos sive rerum per Europam gestarum libri VI. Liutprand, Liber de rebus gestis Ottonis imperatoris. Anonymous, Panegyricus Berengarii imperatoris (10th century) Mon.Germ.Hist., Script., V, p. 196.
Anonymous, Widonis regis electio Mon.Germ.Hist., Script., III, p. 554. Anonymous, Gesta Berengarii imperatoris ed. Dumueler, Halle 1871.See also.
People just love to discuss EU4 idea groups, and to be honest almost everything they say is completely wrong.I have no intention of joining this making stuff up contest, so instead here's a ranking that's as close to correct as it's possible to get.The algorithm not only gives meaningful relative rankings, it gives meaningful absolute values - expressed in monarch points.I've written it a while ago, but I'm posting it now, as next patch will mess with the values.The Algorithm and its limitationsValue of +1 monarch point per month is 1, and that's the unit everything is expressed in. As dip/adm are far more valuable than mil, they're both worth 1.1 and mil is just 0.8, so they average to correct value.The game has huge number of bonuses, and they're reduced to other bonuses based on some sensible assumptions. Assumptions and numbers are reasonable ballpark estimates, but they don't have amazing precisions, and you could easily tweak them getting somewhat different rankings. After we reduce handful of bonuses to some values like '5% higher income', '10% more powerful armies', or '1 extra diplomat', how do they compare with universal unit of +1 monarch point/month?
Numbers I've chosen here could definitely be challenged. There is not enough distinction made between 'X' and 'base X'.
For many things it's just fine, but 'trade income' and 'base trade income' are typically quite far from each other, so good ballpark estimate of trade income would still give wrong estimates of how much trade income bonuses are worth, as they apply to base trade income instead. There could be bugs. Anonymoussaid.Really cool idea but i guess the problem is raking idea groups without context - exploration may be good, but in some situations its useless. From my perspective when you're talking about which are the better idea groups you're looking for the ones that hold the most value regardless of the situation you are in, which is why the military ones tend to be the ones that stand out. Similarly some idea groups kind of overlap to the point in which it would be detrimental to take both of them, Religious and Humanist for example, and in those cases the weaker idea group becomes significantly less optimal.Also, you can't defend espionage and not try to back it up:P. I cannot see how its a case of people hating it more than it deserves, I've tried to find the vaule but those ideas are useless.And in case you're wondering, its a tie between religious and quantity for the best idea group, regardless of the situation they are both incredible and they are probably the only two idea groups that don't have something completely awful tucked inside them somewhere.
Said.Great attempt on summarizing it all, but there are some really serious flaws to the values.For instance modifying papal influence by a chance to be a catholic has no logic, since every nation having this is catholic. Also on the same note - stab costs 100 if not modified, the further stability over 1 cost much more and those are the ones you spend your papal influence on - hence its value is amore than a bit off.Advisor pool +1 cost equals one point?
I never found it even remotely useful.Missionary equals one missionary strength? Now this is completely wtf.
This is true only if your positive missionary strength is equal to the number of missionairies, which is likely never. Also these two are extremely interdependent.But especially, all your claims about military being useless are based on making 10 percent increase worth 1 point.
This is really ludicrous. I mean, seriously, do you think that having two diplomats a two diplomatic reputation is worth having 60 percent stronger armies? Is there any argument you can base this assesment on? Anonymoussaid.I disagree with MIL MP being the least valuable. A single MIL tech advantage can win battles and even wars for you. Especially the ones that give boost in both morale and tactics.
For instance, tech 4 Korea can single-handedly take on tech 3 Ming. That's how important MIL MP is. Dip MP should've been the one with 0.8 value. There's no other use for it aside of reducing WE and annexing vassals, and usually your provinces end up with high production points because there's no other way to spend that overflowing DIP points. Said.Valuing a diplomat as greater than a merchant and missionary is your first red flag.
You devalue millitary conquest in favor of colonization, but a more effective strategy is stealing the colonies from weaker colonizers. A formula like this is illogical, because scenarios and events play such a huge role in their value. France colonizing is illogical when you can conquest throughout Europe and beatup on the colonizers. What are the Turks or Ulm going to do with a colonist? Even if the Turks switched spots with portugual, the stacking of core cost reduction makes administrative and military ideas optimal for them.
Synergy and focus is everything. Anonymoussaid.Sorry but this ranking is kind bs. Great that you made some kind of algorythm but the best ideas are the ones that are usefull to your style of playing. For example, you value exploration ideas very high but to me they are useless. Because I don't usually play the collonization game. I prefer the good old warfare, therefore the best ideas for me are the military ones. The same goes with national ideas.
Eu4 Papal States National Ideas
NI that focus on collonization are basicaly useless to me. Once again the best ideas are the ones that suit your playstyle. Said.Here is a good test for this algorithm and the reason I think it is utter bollocks.
Let's say two relatively evenly matched countries go toe to toe, not one takes tim top 8 ideas and the other takes the bottom 8. I think these two nations should be Tunis(last 8) and Morocco (first 8).
Tunis would simply roflstomp Morocco because Tunis would have all the military ideas. The problem is this algorithm has no idea what opportunity cost is. For every non mil related idea group, you miss out on mil mil bonuses which another nation could take and gain an advantage. Anonymoussaid.You say this while also devaluing Administrative ideas to a ridiculous degree. Administrative points are ALWAYS the biggest factor in preventing expansion, with the second being manpower, another thing you severely underestimate. Coalitions are annoying,but only a REAL problem in the Holy Roman Empire where AE is multiplied to an insane degree. Money is never a problem as taking loans to fund wars where both land and money are taken is always profitable, and, even when it isn't, loans are never a problem and usually beneficial.Missionary strength being valued the same as a missionary, as another person pointed out, is insane.
If your missionary strength is higher than 1 (which it always is), then a second missionary is more efficient.Another huge issue with this is something you acknowledge yourself. Najd, Spanish, and Byzantine ideas are SEVERELY overvalued because missionary strength is less valuable the larger the value is. This also ignores conflicting ideas. Tolerance of heretics/heathens is rarely useful when combined with missionary strength.Things like hostile attrition and increased advisor pools are practically worthless (the former only so in a single player campaign, but that's the only way you could rate military ideas so low), yet you rank both of them as equal to things like missionaries and MORE than things like manpower.You should have realized your algorithm was garbage when things like espionage rank higher than quantity and administrative. Said.Anonymous: First, the disclaimer. This ranking is based on a version that's 3 years old now, so many things which used to be a lot more valuable back then.
For examples:. there was no way to reroll advisors or ask estates, so if you wanted specific one (like missionary strength or diplo relations or unrest) you were completely at mercy of the RNG. Anonymoussaid.The problem with that is the extra bonus provided by advisors is only their secondary purpose. Their primary purpose is extra monarch points. Mana is difficult to come. Mana is the most valuable resource in the game. Expansion is halted entirely by a lack of admin.
If you're behind on military tech, you can't hope to stand up to opposing militaries. Diplo tech is often less important, but it's got a few uses outside of tech. Grabbing up the extra missionary strength advisor is nice yeah, but it's generally unimportant because you've either already taken religious or humanist and hence don't need it, or it's early game and you likely don't need it all that much (unless you're a muslim sultanate in India, I guess).The rest of your 'the algorithm is outdated points are fine or I'm simply unable to comment on from lack of experience.I recognize that your algorithm judges ideas separately.What is 'fairly representative gameplay'? Conquering the entirety of Europe as Ulm? Conquering a good chunk of Europe as France? Conquering Iberia and France as Spain? You can't simply assert that your algorithm represents fairly representative gameplay when you can't even define fairly representative gameplay.Missionary strength is rarely as valuable as another missionary.
I'm not sure what game your playing when you only have a missionary strength of 2, but it's certainly not EU4. You're missionary strength=missionary claim only works when your missionary strength is equal to your number of missionaries, and, again,if this is true, you've screwed up.You're overstating how overrated morale and discipline are rated by a longshot, but, generally, you're right, they make little to no difference in an actual battle. So why do I value military ideas? Be it national manpower, manpower recovery speed, land force limit (in the early game), or mercenary cost and availability, all help to increase and restore manpower. But another problem is losing manpower.
How do you avoid that? I'm glad you asked, through discipline and other combat modifiers.Thanks for the recommendation, but I've already seen the video. What I find ironic is that Mr. Reman is a proponent of military ideas, especially quantity, my personal favorite too.Also, haven't you ever seen a Prussian Space Marine corps stackwipe an army four times its size?
Obviously, this is unnecessary over kill, but the point is that combat modifiers obviously make a huge difference, especially late game when combat width is nearly always filled to it's entirety. Said.Most of the assumptions in the algorithm such as blobbing rate are explicitly specified and can be tweaked. It's command line script (and it requires copy of the game to work), so it's not the easiest thing. I thought about putting it online, with some sliders for adjusting assumptions.You can check assumptions in code comments of them might be outdated by now, or could use some tweaking. It usually doesn't make a huge difference.Prussian Space Marines stuff mostly only happens when facing army with really bad composition (like AI inf-only merc spam stacks once it ran out of normal troops), catching them drilling, surprise blocking retreat etc., and really has little to do with combat modifiers. In overwhelming majority of usual cases enemy will just shattered retreat after losing battle.As for manpower etc.
You can ideas for more manpower, or you can use ideas for stronger army (lower attrition, higher damage per unit), or you can blob harder, or you can get more gold and merc spam, or you can even get building cost discount and spam manpower buildings etc. There's a lot of approaches to it.And I'm not disputing that under current patch (with Cossacks DLC), average missionary strength is generally much higher than average number of missionaries, at least for Christian countries. Said.First of all great work.
I usually take at least 2-3 mil ideas and was about to disagree until you mentioned 'Being bigger, or having more sword mana (so extra mil tech) is generally worth far more than those tiny idea bonuses.' Being one mil tech ahead is much more important than having more discipline and morale. I choose to trust calculations too.I also think that ranking ideas between their own groups (adm, dip, mil) is a good idea. If I have a 0-0-6 ruler than I'll probably pick a military idea anyway.