TheStudent: "Ok, I found this error in the Wiki, tested it thoroughly and got the correct formula, ok?" Me: "Great job, and then you updated the wiki, right?" "..." "You did update the wiki, right?" Edit: thanks to Xule who updated it, it's a good base someone else might translate to a correct formula
What I really like about this channel is that it's not explaining basics or general gameplay mechanics, nor "OP strats" that will change the face of the game forever, but rather small edge cases, easily forgotten, some numbers shenanigans here and there that you don't *need* to know, but that make you sink deeper and deeper into the game's possibilities. When I see these videos, it's always "well yeah, I knew that ... Yeah pretty basic.. wait, wait, I can do THAT ?" Its a perfecting course, in short
Very useful info. Especially for the late game when everyone has lots of level 8 forts. I've spent a lot of time in this game and I'll admit I never pay attention to trade policy lol. Great video though, you and budgetmonk have some of the most useful videos for intermediate to advanced players.
Me: having over 200% deffensivenes (ideas, policies, edict, birth of new city, monument, mountain) AI: *I m about to end this Man's carrier in 70 days*
i like the offensive and spyonage combo, so is hard to IA fight against my 20 days sieges lol I had games where i did siege forts faster than provinces without forts
@@alexs2195 but you occupy non-fortified provinces in one siege iteration, which means that with siege speed you also occupy everything faster ps oh nevermind, you've probable meant you siege enemy forts faster then the enemy sieges your non-forts
+6 leader siege +8 artillery (2 forts at once since cannons contribute twice as much with divine-espionage policy) +3 from blockading impact on siege (naval + naval-maritime + naval-espionage) with +3 from wall breach with free naval barrage (only costal forts) = 20 flat bonus without dice rolls! It basically means one siege round = fort will surrander, no metter what... It is amazing, good job TheStudent and simply and clearly explained!
In that case you would need dice roll of at least 2, and if you cannot have 0 than you just have a 1 as a bad result (7% failure, or 93% success that in Age of Revolution, or as Portugal or Maharata via naval doctrine it turns into 100% success if I am not wrong). It Is still a huge bonus 😊
Had always noticed this one but wasn’t certain of how effective it was. Definitely helpful when translated to a percentage! There’s also that Divine+Espionage policy which gives 50% artillery levels vs forts which translates to 1 cannon = 2. Very helpful in mid-game to have max cannon bonus when you can’t afford lots of cannons.
It's even helpful late game when you CAN afford maximum cannons, because +1 from Inland and +3 from the age bonus sits you at a possible 9, which is going to hit the supply limit in most places even without any infantry to protect them. But, mostly, it means you can siege twice as many forts at maximum bonus.
so thats why some people gunning for policy "+2 artilery vs forts and 20% move speed" coming from offensive + infrastructure. its the points rolling fore siege. now it makes sense
Thanks for this insight into the siege mechanic man, good work on the video :D I've been utilizing pretty much everything to get siege ability, but this allowed me to understand the mechanic in more depth.
Even better actually, since you end up with higher rolls, which tend to give better events too. And that quickly snowballs: when you got an extra +1, that collective +2 now usually means you get the next tier of event. This is most notable in difficult sieges where you often get nothing: getting one extra progress from your roll then also means your next roll is more likely to give you progress. Of course, this is less relevant when you just barrage=assault anyway. Big flipside: it's only 'possible' cannons contributing. You'll need more cannons in that army, which could otherwise be sieging down a different castle.
Thanks alot. Gonna combine this knowlege with the ultimate fortcracker combo (innovative+espionage+divine+offencive) as Mzab->Morocco->Andalucia = super sieging, super reduced fire damage recieving low attrition army supported by super economy from TC-ed West Africa with +25% good produced (Ibadi, ideas and policy) and +10% heavy ship combat ability from Morocco missions...
Added info if it wasn’t mentioned prior. Building a spy network up to max before a war decreases seige time in some manner. Combining these two together could be very powerful early game when it’s hard to get a lot of seige bonuses..
I've used all the other ones. Never even looked at that one. Even when I take Embrace Free Trade, I didn't stop to consider the additional modifier. I just took it for the trading and because none of the other ones seemed that compelling either.
The 10% is definitely valuable, but I think by the time you get enough artillery to have plus five or plus six, you are already ordering a barrage every siege
You just need 12 Artillery for that... if you have 12 Artillery that doesn't mean that you have infinite Military points XD I don't think that there is any point in Time that you can actually have to many Mana points XD
@@thestudentYT I usually only have four artillery until tech 16, and by then you can afford level 5 advisors. Even then, it's not like there's anything else to really spend military mana on other than developing for institutions
Can't be bothered to make a formula for how many days walls breached save, but for an X chance to breach walls each phase, the chance to breach within 10 phases would be ∑ (n=0, 9) ((1-x)^n * x). (it's a pain to write formulas in a yt comment). For 5 cannon bonus we get 21% breach chance for a total 90,53% chance to breach within 10 turns. 6 cannon bonus gives 96,25% total chance -> 6pp increase. For 5 turns it's 69% vs 81% -> 12pp increase. So it's very useful on top of other modifiers
It is decent, however it requires having enough artillery to get the bonus. It isn't hard to achieve but usually I'll be sieging 3-4 forts at the same time in the 1550s and I usually won't have enough arty to hit the cap on each fort
Also getting 50% in a node is not that difficult past 1550 or so tbh. So even without the tier 8 reform this is very nice and 100% underused. I abused it in a Dithmarschen run, while going Inno-Offensive. Was fun to have 12-15 day siege phases on average and winning wars without major battles
I'm confused about a couple of things sorry guys. 1 you still need allot of artillery to fill up on this right? so 1 artillery piece for the level 1 bonus and then 10 artillery pieces for the to reach artillery levels available vs fort the 5 bonus and then x more to reach this new artillery level right. (and then this number of artillery pieces simply scales up with every single fort) Did i understand this correctly? 2 Would it be worth it to get infrastructure ideas for the +2 extra available bonus levels through policy w offensive? Not in terms of ducats obviously but in terms of an idea group. It seems like naval ideas would be better for the barrage
You need just 2k more artillery than normal... a very small Price for a 20% fster siege... and yes Infrastructure+Offensive is a strong Combination although it wouldn't be 40% faster sieges but more like 30% so imo not really worth it to take that JUST for this Policy (but if you want to take these Ideas anyways then it is strong as well) and then for the Naval Ideas: The best part of this Tactic in this video is that you don't need to waste an Idea slot or any kind of Monarch Power to get this Bonus on Sieges... Naval Ideas are not bad but they are way worse than most other ideas like Offensive, Quality or Quantity so it would simply be a complety waste of an idea slot just for some faster sieges AND that also only counts for Coastal forts! So, no: Naval Ideas is definetly not better than this Strategy here xd
@@thestudentYT Obviously picking this strategy is best in most cases as its basically free, but aside from that wouldnt it be better to build a strategy around getting breached walls instead of picking a bunch of idea groups to stack siege ability? Budget monk really sold me on stacking siege ability and even change government types for it such as: divine ideas, innovative espionage offensive etc (and now logically maybe infrastructure ideas included due to its policies such as the aforementioned +2 bonuses as well as +50 spy network construction. It seems like just taking the mil mana hit inland and getting naval ideas and mercs for the assaults is just a optimal way to go in my mind at least if money is not an issue but manpower is
TheStudent: "Ok, I found this error in the Wiki, tested it thoroughly and got the correct formula, ok?"
Me: "Great job, and then you updated the wiki, right?"
"..."
"You did update the wiki, right?"
Edit: thanks to Xule who updated it, it's a good base someone else might translate to a correct formula
Not as far as I know XD
@@thestudentYTyeah, he was suggesting that you, as someone who could edit the wiki (because anyone can edit the wiki), should update it to be correct.
Editing the wiki info boxes seems impossible i have no idea how it works
@@DethmourneSilvermane Yeah I understood what he wanted me to do... I just don't want to do it honestly XD
@@thestudentYT
BASED.
What I really like about this channel is that it's not explaining basics or general gameplay mechanics, nor "OP strats" that will change the face of the game forever, but rather small edge cases, easily forgotten, some numbers shenanigans here and there that you don't *need* to know, but that make you sink deeper and deeper into the game's possibilities.
When I see these videos, it's always "well yeah, I knew that ... Yeah pretty basic.. wait, wait, I can do THAT ?"
Its a perfecting course, in short
"It's not explaining OP strats"
The "How to INSTANTLY PU every christian nation" video: Am I a joke to you?
Very useful info. Especially for the late game when everyone has lots of level 8 forts. I've spent a lot of time in this game and I'll admit I never pay attention to trade policy lol. Great video though, you and budgetmonk have some of the most useful videos for intermediate to advanced players.
I don't even play eu4 since years ago but the videos are still interesting lol
Me: having over 200% deffensivenes (ideas, policies, edict, birth of new city, monument, mountain)
AI: *I m about to end this Man's carrier in 70 days*
i like the offensive and spyonage combo, so is hard to IA fight against my 20 days sieges lol I had games where i did siege forts faster than provinces without forts
@@alexs2195 but you occupy non-fortified provinces in one siege iteration, which means that with siege speed you also occupy everything faster
ps oh nevermind, you've probable meant you siege enemy forts faster then the enemy sieges your non-forts
+6 leader siege +8 artillery (2 forts at once since cannons contribute twice as much with divine-espionage policy) +3 from blockading impact on siege (naval + naval-maritime + naval-espionage) with +3 from wall breach with free naval barrage (only costal forts) = 20 flat bonus without dice rolls! It basically means one siege round = fort will surrander, no metter what... It is amazing, good job TheStudent and simply and clearly explained!
But there is also a -2 obsolete Fort Malus if you siege down a Fort on your same Level
In that case you would need dice roll of at least 2, and if you cannot have 0 than you just have a 1 as a bad result (7% failure, or 93% success that in Age of Revolution, or as Portugal or Maharata via naval doctrine it turns into 100% success if I am not wrong). It Is still a huge bonus 😊
One additional quirk the system has is that if your roll results in a water shortage it will override the walls breached.
sir! we've run out of water but the walls rebuilt themselves!
Had always noticed this one but wasn’t certain of how effective it was. Definitely helpful when translated to a percentage!
There’s also that Divine+Espionage policy which gives 50% artillery levels vs forts which translates to 1 cannon = 2. Very helpful in mid-game to have max cannon bonus when you can’t afford lots of cannons.
It's even helpful late game when you CAN afford maximum cannons, because +1 from Inland and +3 from the age bonus sits you at a possible 9, which is going to hit the supply limit in most places even without any infantry to protect them. But, mostly, it means you can siege twice as many forts at maximum bonus.
so thats why some people gunning for policy "+2 artilery vs forts and 20% move speed" coming from offensive + infrastructure. its the points rolling fore siege. now it makes sense
Great video, just wanted to learn, how sieges work
Thanks for this insight into the siege mechanic man, good work on the video :D
I've been utilizing pretty much everything to get siege ability, but this allowed me to understand the mechanic in more depth.
Even better actually, since you end up with higher rolls, which tend to give better events too. And that quickly snowballs: when you got an extra +1, that collective +2 now usually means you get the next tier of event.
This is most notable in difficult sieges where you often get nothing: getting one extra progress from your roll then also means your next roll is more likely to give you progress.
Of course, this is less relevant when you just barrage=assault anyway.
Big flipside: it's only 'possible' cannons contributing. You'll need more cannons in that army, which could otherwise be sieging down a different castle.
Thanks alot. Gonna combine this knowlege with the ultimate fortcracker combo (innovative+espionage+divine+offencive) as Mzab->Morocco->Andalucia = super sieging, super reduced fire damage recieving low attrition army supported by super economy from TC-ed West Africa with +25% good produced (Ibadi, ideas and policy) and +10% heavy ship combat ability from Morocco missions...
Super informative! Will have to use this trick.
Added info if it wasn’t mentioned prior. Building a spy network up to max before a war decreases seige time in some manner. Combining these two together could be very powerful early game when it’s hard to get a lot of seige bonuses..
I've used all the other ones. Never even looked at that one. Even when I take Embrace Free Trade, I didn't stop to consider the additional modifier. I just took it for the trading and because none of the other ones seemed that compelling either.
You can became the best eu4 yt channel. Gg
Didn't know about that government reform. Now I may actually find a use for the trading policy
The 10% is definitely valuable, but I think by the time you get enough artillery to have plus five or plus six, you are already ordering a barrage every siege
You just need 12 Artillery for that... if you have 12 Artillery that doesn't mean that you have infinite Military points XD
I don't think that there is any point in Time that you can actually have to many Mana points XD
@@thestudentYT I usually only have four artillery until tech 16, and by then you can afford level 5 advisors. Even then, it's not like there's anything else to really spend military mana on other than developing for institutions
@@CSDragon I would argue that 12k Artillery is a way more efficient Money Investment than lvl 5 Advisors :)
And here we go again, me and my 1600 hours is apparently still not enough to play this game even half correctly LOL
bro i love your vids, ty for all the advanced guides
I LOVE YOUR CHANNEL! Just found you for the first time and instantly subbed. Very good content!
Can't be bothered to make a formula for how many days walls breached save, but for an X chance to breach walls each phase, the chance to breach within 10 phases would be ∑ (n=0, 9) ((1-x)^n * x). (it's a pain to write formulas in a yt comment). For 5 cannon bonus we get 21% breach chance for a total 90,53% chance to breach within 10 turns. 6 cannon bonus gives 96,25% total chance -> 6pp increase. For 5 turns it's 69% vs 81% -> 12pp increase. So it's very useful on top of other modifiers
It is decent, however it requires having enough artillery to get the bonus. It isn't hard to achieve but usually I'll be sieging 3-4 forts at the same time in the 1550s and I usually won't have enough arty to hit the cap on each fort
It is just 12 Artillery... so not to much
And here I was thinking this would be an April Fools video...
Your too damn good at this game
I could’ve used this in my last run but i always forget about this
A tricky method, but it mast work. Ok, I'll try it in my games.
I actually use that trading policy occasionally during the mid game
Also getting 50% in a node is not that difficult past 1550 or so tbh. So even without the tier 8 reform this is very nice and 100% underused. I abused it in a Dithmarschen run, while going Inno-Offensive. Was fun to have 12-15 day siege phases on average and winning wars without major battles
Useful information, thanks
Woukd you consider lessening the graphics for the map makes it super hard to read a few things. Great vid thi
I honestly hate Domination: the big dogs didn't need boosting and that government reform is another example of something that is hidden behind it
But it's still there right? At least you can use interesting Mechanics like this even as a small generic nation
@@thestudentYT Actually you're right! I didn't go all the way down, after seeing so many tied behind the DLC...
Thank you for this video. Off topic, but what map mod do you use?
I’m sorry, I see it in the description now. All the best.
@@ttamdude ur too much sorry
I'm confused about a couple of things sorry guys.
1 you still need allot of artillery to fill up on this right? so 1 artillery piece for the level 1 bonus and then 10 artillery pieces for the to reach artillery levels available vs fort the 5 bonus and then x more to reach this new artillery level right. (and then this number of artillery pieces simply scales up with every single fort) Did i understand this correctly?
2 Would it be worth it to get infrastructure ideas for the +2 extra available bonus levels through policy w offensive? Not in terms of ducats obviously but in terms of an idea group. It seems like naval ideas would be better for the barrage
You need just 2k more artillery than normal... a very small Price for a 20% fster siege... and yes Infrastructure+Offensive is a strong Combination although it wouldn't be 40% faster sieges but more like 30% so imo not really worth it to take that JUST for this Policy (but if you want to take these Ideas anyways then it is strong as well) and then for the Naval Ideas: The best part of this Tactic in this video is that you don't need to waste an Idea slot or any kind of Monarch Power to get this Bonus on Sieges... Naval Ideas are not bad but they are way worse than most other ideas like Offensive, Quality or Quantity so it would simply be a complety waste of an idea slot just for some faster sieges AND that also only counts for Coastal forts!
So, no: Naval Ideas is definetly not better than this Strategy here xd
@@thestudentYT Obviously picking this strategy is best in most cases as its basically free, but aside from that wouldnt it be better to build a strategy around getting breached walls instead of picking a bunch of idea groups to stack siege ability?
Budget monk really sold me on stacking siege ability and even change government types for it such as: divine ideas, innovative espionage offensive etc (and now logically maybe infrastructure ideas included due to its policies such as the aforementioned +2 bonuses as well as +50 spy network construction.
It seems like just taking the mil mana hit inland and getting naval ideas and mercs for the assaults is just a optimal way to go in my mind at least if money is not an issue but manpower is
whats the music you're playing called? if you don't mind me asking
Jumbotron - Blue Steel
Is it that what you ment?
Nice video thanks
Which dlc add trade policies?
2k+ hours, i feel so dumb now
I have 6k hours... maybe that helps XD
@@thestudentYT im sending all my map nerds friends to this video. Thanks a lot for this video!
@@Einulf_ Haha, thanks I guess XD
I'm at 4.5K and I'm kicking myself because of the improved relations bonus as well. My goodness I love this game
Ai casually getting wall breaches every siege they do with no cannons 💀
I mean if they roll a 14 then it would be legit Xd
Okay?
Ok cool, but 50% trade power requirement in that specific region is cringe
? What do you mean ?
Have you seen the last part of my video?
You are very smart and clever I like it. I wish you would spend some time on improving your english I think it is worth the effort for you. Good luck.
So you cannot understand me?
Thanks, anyways
@@thestudentYT I think your english is fine. It would be nice though if you don't say ''okay'' in more or less end of every sentence.
@@somerandomyoutubeuser271 Good point XD
He’s easier to understand than that zlewikk guy
@@thestudentYTas a native English speaker myself, I have zero problem understanding you. Your English is great!