Reman's Paradox have you ever prevented an institution from appearing? An interesting thing happened in my game - I was playing as Korea and had one province in the Beijing trade node. I used that Ming flows its trade in Beijing so I made it my main trade node and with 100 light ship and some trade Ideas I had 90% of the trade power with a single province (even not a trade center). I focused on colonising (weird to do with Korea but I gave it a try) and completely stopped conquering Asia countries after taking Japan out. So it was already 18th century, I was just conquering Ireland when i realized there is no global trade, manufacturies or enlightenment as institution - I was strangely still in the age of reformation! I then realized that one of the main reasons for this to happen is that the richest collector in the richest node (me) haven't got trade center in this node and the province in witch the global trade should spawn has to be such center. So 18th century reformation age, what do you think? :D
In the past, trade companies didn't spread Westernization. This feature was removed when institutions were added and is one of the reasons why the ridiculous Goa situation happens.
TBF, Europeans having a hard time into India is rather accurate. The EIC ruthlessly exploited the power-vacuum after the collapse of the Mughals, especially in the Bengal Area. In EU4 there is never such a drastic rise and fall of empires like there was in real life, usually the big boys slowly blob out while the small states slowly die out. This high political stability in the world leads to the rather uniform tech progression.
Yep. The British who finally conquered India didn't really do it by force, rather they just paid all the warring states to fight each other, ripped all the states off, and then marched in and swept up the mess afterwards.
ai Bahamians ends up with one or two or mabey 3 techs behind the west and a shit ton of troops which makes invading india impossible unless if you have a shit ton of cogs and a shit ton of troops.
Reman, your videos are fantastic. You are the most informative EU4 RUclipsr around, hands down. Your analysis is always very deep and inherently scientific - while at the same time providing good general guidelines for play. This is a very unique combination of giving players good "rules of thumb" to play more casually and min-maxing strategies to attempt to master the game. Thanks very much for doing this!
It feels like the rest of the world should be falling behind a lot more around the 18th and 19th century with the enligthenment, and not start to catch up around then. The institution system is a good improvement, but it should be tweaked to make it more historical. So that Sweden doesn't fall behind the rest of Western Europe while India can keep basically the same tech level through the late game. Maybe a modifier for provinces on the same continent that a institution appeared on, or one for countries in other religious groups.
I'd say have it under the options menu to try and make the tech spread more historical because I don't play eu4 to repeat history, I play it to break it. I'm also terrible at the game so if every where else in the world ends up super weak at the end game despite seamingly doing everything right that to me just rules out over half of the available starting areas.
Not really. The idea is to create a historical sandbox for you to play in. Obviously if you want you can form a Shia Kongolese Australian colonial nation if that's your cup of tea, but the AI shouldn't be capable of doing that. The idea is to create a historically realistic simulation where the player can transcend the bounds set for the AI.
It's actually a more historical situation. Recent work in global history has basically reduced the narrative of outright European technological advantage to shipbuilding, armies and the industrial revolution. 19th century China declined more from political problems (e.g. the Heavenly Kingdom - a rebel state which took twenty years to stop and resulted in 70 million deaths (as many as WW2) then technological. If the political will had been there nothing would have stopped China from being like Japan. Moreover the EIC's conquest of India occured before the industrial revolution, the main way it benefitted from technology is the destabilising cost of the new professional armies that the Indian states had adopted. The institution system is a better representation of the history of technology. Still not perfect, but there.
I think it is a very nice system, there are only a few points that could make it more dynamic. 1. If an institution is partially present in one of my provinces, it factors in neither in the min. 10% development required figure, nor the cost of embracing the institution. This can lead to all provinces having 90% of the institution, yet my country still can't embrace the institution because it's not present in 10% of my development. This mechanic might be intentional, but I think it would be also fun to try out how does it feel, if partial institution presence counted, but you had to have the institution in 20% of the country. Another situation is, where I already have the institution present in 10% of my development, and I have to pay the same amount no matter if in my other provinces the institution was present 0%, 50% or 90%. It might be nice that not only autonomy modified the development of the province, but missing institute presence too. This means that for a province that has 90% of an institution, I should be paying barely anything to embrace. 2. The tech costs are very same-y around the world. int 1580 there are the 100% tech cost nations, who adopted the printing press early, there are the 130% tech cost nations that are almost caught up, and there are the 180% nations who are behind a full institution, and almost nobody who have 230% tech cost. The issue is that tech cost increase in a static 1% per year no matter what, and disappear instantly once embraced. I would like to see at any time some 115% tech cost nations, some 125%, some 160%, some 165%, changing gradually depending on how well the country is doing. One possibility would be that in the same way tech costs tick up, it ticks down when an institution is embraced, or maybe it ticks down faster, or maybe the tech penalty only disappears when the institution is present in all your provinces, maybe each province the institution is present increases the rate that the tech penalty disappears. On a related note, maybe the tech penalty should tick up slower, the closer you are to embrace the institution, I think it's pretty one-dimensional, that no matter what, 50 years after the institution spawns I will have 50% penalty. Maybe if I make an effort to spread it to at least some part of my country, it would be only 35% after 50 years and 50% after like 70 or 80 years.
Excellent video, helpful and informative! It's clear you spent a lot of time and effort understanding these mechanics and presenting them in a way which is accessible for most people familiar with the game. So far, you are the only person I have found who creates in-depth EU4 content which is well produced and informative!
You've earned yourself another sub mate! Amazing analysis, even for a veteren EU4 player like me with just under 1300 hours into the game, this recent institutions technology change really threw me for a loop and I didn't quite understand how it all fit together and, more importantly, how to make it work in my advantage. I can really tell you put sooooo much time into researching and data collection in addition to the time you spent editing and creating this video, so you have my sincerest gratitude for your hard work you have put into this. And I know I'm not the only person who feels this way, so again thanks a lot for creating this content. I've been watching a few of your other videos and they all have the same quality of professional presentation and careful informative research invested. I really hope you will continue to make analysis videos like this about core game mechanics and other "exploitative" tricks like your Milan Republic and Overpowered Caddo for veterans like myself and newer players too. Cheers Reman!
Not sure if this has been changed yet, but if they had a -100% institution spread in trade company territory that would probably fix most of the problems you mentioned. Plus it would make the game work more historically.
I like the idea behind the mechanic, but it is just WAY too overpowered for the rest of the world. It doesn't make any sense that in 1750, Indonesian minors were at the same tech level as Great Britain. If anything, disparity should increase, not decrease, as it did historically. I definitely agree that Asia should get a chance to catch up in tech, but it should not be the standard outcome, and should be mostly player-exclusive, with it happening on occasion from the AI.
This is not a history simulator, but rather a game about alternate history. And the truth is that a philosophical movement ,such as the enlightenment, had an equal chance to happen anywhere in the world, including the jungle of Borneo or in the middle of Africa. Unless you are a white suprematist who thinks only white people can invent things....are you a racist???................................................................................................................................................................................................................................................................................................................................................................................... This is what many would say to you. I basically read this exact same thing on a reddit thread in response to something similar to what you just said and the comment got tons of likes........apparently the brainwashed masses want "progressiveness" in their video games and fuck historical accuracy or even plausibility.
Actually I would say EUIV is largely a history simulator and the OP is in the right that the discrepancy between Europe and the rest of the world should be greater. Civilization series is more on the speculative end of things.
EU4 is an alternate history Simulator that tries to simulate the mechanics that led to history as we know it today. The reality is that history is about many factors, thoughts, key decisions, battles, institutions and many more. The enlightenment surely had no Chance of taking place in the jungle somewhere as long as it stayed a jungle for 400 years. Because it has prerequisites. But it also had no chance to happen in Europe if it wasn't for the bloody religious conflicts that led to a degree of emancipation from religion. Had the catholic church reformed in time, the enlightenment might have been delayed by centuries. But it hasn't. And that is something that could have happened elsewhere and has happened elsewhere. In the golden age of Islam for example (the piety mechanic tries to reflect that). In fact states like the Ottoman empire were technologically and institutionally AHEAD of Europe and not behind for most of the time the game covers. Same goes for China who were culturally and technologically ahead at the start of the game. Things like gunpowder and paper money were invented in China, not Europe. They also had their own "Christopher Columbus" - the muslim eunuch Zheng He, sailing around and collecting tributes with a fleet bigger than any european state of the time had ever seen way ahead of european colonial ventures. That only stopped because of one superstitious monarch and a bit of bad luck when the Kamikaze - the heavenly wind - destroyed the chinese Invasion fleet headed for Japan. So as far as historical accuracy and plausibility goes, EU4 is VERY high up there. The fact that you lack the knowledge and imagination needed to identify turning points in history and ask "what if China had never abandoned their seafaring imperial efforts in the late 1400's?" doesn't mean anything in regards to the quality of the game and its mechanics.
Seems the main advantage Europe retains in that era is being ahead in ideas (they could dump 16th century monarch points into those rather than expensive tech) and better units from their tech groups. Maybe there should be a 1750 institution whose spread resembles that of Printing Press?
There are two types of EUIV players: Those that have fun And those that have it down to such a science it should be a course in college. . . EUIV Sciences and Studies
The main problem ist, that institutions stop at 1700, there should be at least one more at 1750, and actually I would like to see new institutions every 35 years, so the gap between Europe and the rest would be bigger.
Honestly, institutions and Common Sense development were so far the only things that worked out from bottom to the top in EU4. This was one of the most interesting and useful changes, as it allowed much more flexibility and paradoxically "historolication" of the game.
Very impressed with your videos. I'd love to see a let's play to see how some of these ideas talked about in your videos are put to in game use. Keep up the good work
+Reman's Paradox Hey man, great vid! Very scientifically executed analysis. It reminds me of a project I did for Dominions 4, in which I collected data on pretender creation and bonuses for the AI on different difficulty levels, which was a nice base for editing them to make the game more interesting. This video is also inspiring me to try and tweak institution spread variables. The goal would be a more interesting tech disparity between areas of the world. Some ideas: - Renaissance seems to spread to West Africa way to quickly. I'm thinking of a hefty malus for any province on the West-African continent, to delay the spread this way by an average of 20 years. - Colonialism seems to spread as desired. While you mention the influence of the single Portugese province in India, I think this makes for an interesting ripple-effect throughout south-east asia. In addition, if we look at the tech-curve, the disparity between East-West is still becoming larger when this institution hits and the spread has the desired effects. - Printing Press. Historically it does not make any sense that this spreads throughout the world, as adaption of the printing press outside of Europe was a slow process. For example, China and Japan only adopted their first European / Mechanical presses in the 19th century (en.wikipedia.org/wiki/History_of_printing_in_East_Asia). Not any explicit ideas about how to change this one for a more interesting game. - Global Trade. I feel like this one messes up big time. On the one hand, the 'Global' part of 'Global Trade' implies that it is omnipresent. On the other hand, the insitution seems to apply to countries that have come in contact with trade companies and mass import/export of goods. Thematically, it's fun if this institution spreads at a higher rate and has more independent spawns than the others. However, as of now, it is everywhere within ten years. I would have harsher requirements on the centers of trade and lower the spread rate of this one, to imply that many nations developed global trade institutions, but it's spread has less to do with proximity and more with actual trade activity. - Manufacturies. Like Global Trade, this tends to spawn all over the place. I think it's fitting. But again, these spread to fast from their sources, IMO. Manufacturies could provide a more local tech disparity between countries. My proposal: lower spread rates across the board. - Enlightenment. This one tends to spread quite slowly, but is easily spawnable if you have a University. Again, this is an opportunity for more tech-disparity. I would scrap the university bonus altogether, make the spread faster (it's quite slow inherently), and increase/add some other esotheric modifiers to make the institution more interesting. For example, right now, having a natural scientist or philosopher advisor drastically increases the spawn rate. Maybe there is more advisors or ideas that could increase spawn rate? Above changes would change the disparity between West and Rest. In addition, specific tweaks could be made to make to make some areas have an expected tech advantage over others for periods of time. I don't have much historical knowledge about these tech disparities, but many things can be implemented! I'm going to wait for the DLC right now and see how the next patch will change institutions, but maybe we could collaborate on a light-weight institution spread mod?
Great, well thought out comment. I agree with your point on West Africa. If you've ever played Vicky 2 you'd know that Sokoto starts as a lone uncivilized tribe in West Africa, because European contact with the region had mostly been limited to minor trading posts on the coasts. In EU4 however we have West Africa consistently being almost on-par with Western Europe, so that clearly needs tweaking. And yes, I think there needs to be a much bigger tech disparity later in the game. Some people have been talking about having another institution in 1750, but I think a simple intermediate step would be to delay universities, or have universities not spawn the enlightenment at all. Delaying universities would be interesting because a lot of times Asian countries would be down in admin tech much more than they were in military tech. If Paradox moved universities to a later tech it could allow Europeans to utilize them but prevent Asian countries from immediately getting the institution themselves. The biggest problem with institutions right now is how quickly the late-game institutions spread. There should be a bigger tech disparity between the West and the rest in 1700 and 1750; it shouldn't cap out in 1600 like it does now.
Really great video! And from my experiences, I totally agree with pretty much everything you said. I will say the spread of institutions feels waaaay too fast - as you said. I'm no game dev - but from my experience as a player I think there's a few 'experimental' solutions that could/should be tried out at least. (big rant ahead with many potentially stupid ideas ahead - you were warned) I honestly think 'negative' relations should mean no spread at all - or even lower still - but in contrast perhaps bordering a Nation with an institution you lack make development (or some other strategy) more viable with an increased rate of spread. As it is - it's basically just an AI stupidity thing (and would need to be adjusted in some cases) a player will always be smart enough to just improve relations for free and whatever else is needed to get it positive - I would go so far as unrivalling someone with an insition I want and bribing the heck out of them and it'd still be totally worth it presuming they're a neighbour. I also this spread from 'friendly' needs to be redefined totally - positive relations should make a very small difference - it's basically free to do and as it is there's no reason not to do it for a huge increase in spread rate. In an ideal world I think I'd say a whole new relationship type for 'trade partner' would be needed to give the same rate of spread as it was before - but since that'd be a whole new feature of its own I'd say the best solution is simple - open borders (I.E your troops are allowed to enter their borders - and yes the AI would need to adjust to try and do this). If they're open AND friendly it should be about maybe half as fast as 'friendly neighbor' is now. Moving on from there - alliances and vassals (since protectorates are being merged next patch - not that I -ever- really see them used by the AI or otherwise... ) this should be the -big- source of spread, this should be the one that spreads institutions in 4 years and should be what saves Eastern-Europe from being so weak institution wise (especially since I'm proposing nerfs to spread alongside this). On top of giving the hyper-fast spread from neighbor rate this should also mean that developing provinces should be far, far more effective - possibly even twice as fast in places like the capital. Both realistic, semi-historical (to my knowledge) and a good-gameplay feature that both AI and players can use reasonably easily. And finally the kicker I think many will hate - the last three institutions need a -hefty- nerf up the backside in terms of spread. Global trade is the worse culprit - I think can be fixed pretty easily without being too harsh - simply make it only spread to centres of trade that are -connected- to centres of trade with global trade embraced (or alternatively have it present) - this would mean it still spreads pretty quickly - but it follows trade routes slowly rather than just suddenly poofing all at once basically everywhere. Manufactories have a nice easy solution - reduce its natural spread rate significantly - since it's already mostly based on tech and buildings and are barely affected by 'intentional' spread. Those buildings (especially manufactories) should make their province have it present especially fast - but nearby provinces would be the only ones to get it at a reasonable pace - if a neighboring province doesn't have that building present it should be -very- slow to embrace. This gives incentives to effectively do what you do with development - except more spread out. It also becomes a 'snowball' insulation - I.E if you're already ahead and a 'tall' Nation - you should have almost no issues having this embraced quickly. But if you're an extremely vast Empire with lots of poor provinces (looking at you Russia who ate all of Lithuania and Finland) - you're gonna have to work hard to get it embraced cheaply. Enlightenment is probably fine as it is - with all the other nerfs I suggested it should remain fine as a 'hybrid' of spreading between buildings and neighbors. But if I had to nerf it on its own - probably just reducing the amount you get from buildings slightly would be fine.
One solution - provinces in trade companies do not get institution spread and are not counted in the cost of embracing institutions - only states are counted. This was similarly used back when westernization was a thing (you couldn't westernize off of provinces belonging to trade companies. No Indian westernization off of Goa!). Now with institutions, you can still adopt the old "tentacle of knowledge" method of touching a European state, but you also have the option of developing these institutions in-house via the development method.
I'd love to see an in-depth look at armies next. I've got a good handle on army composition and most, if not all, of the battle mechanics/modifiers, but a guide on how best to optimise these (without tanking your economy) would be great. That as well as a guide to advanced tactics and when to use them would be very helpful.
I really wish I had properly watched this before making my own video on Ryukyu Three Mountains using a Colonization strategy... This would've made it MUCH more efficient :( Fantastic video, Reman!
Unfortunately, i don't really like institutions, everything is too uniform. Really, the disparity should exponentially increase imo for historical and colonial reason. China, for example should be almody par at 1500, start falling behind a little by 1600 be rather far behind by 1700 and be primative relative to West europe by 1800.
Dat Ty I agree completely. The institutions take what happened historically and flips it on the head. India should absolutely not be able to keep up with Europe, at least not by default. The westernization made it so you have to make major sacrifices to get better tech. Now it just... happens.
They should make a mode similar to what is found in HOI4, non-historical. In the mode, it is much more frequent for institutions to spawn outside of Europe, or rather the conditions of an institution to be spawned are broadened.
Your guides are the most helpful on RUclips! I wanna thank you for the hard work and details you put into these videos, it has definitely made me a better player. Ps. We need a in-depth guide on colonialism or army composition. Hehe just a suggestion! Thank you again!
I had a game where I played as Majapahit and colonized most of the Indonesian Archipelago. I was nearly 2 institutions ahead of everyone outside of the archipelago, but Tidore got the spread from me, colonized Taiwan, allied Ming, and it spread from there. Funny how one tiny nation singlehandedly gave the Ming a huge advantage in tech.
You're amazing, very interesting. Thank you for doing this. I really like the institutions system but like you I feel it needs tweaking a little. I read on the Paradox forums a idea about 'when you embrace a institution, the tech cost decreases depending on how much of your total development has that institution'. For example if you embrace the printing press with only 20% of your total development having it, lets say 50 years after it first appeared so you have a 50% tech penalty, because you embraced it with only 20% of your land knowing about it, you'll have a 40% tech penalty that'll tick down as more of your Dev gets the printing press. you'll have a 40% penalty because 20% of you're development have embraced the printing press, 50 years after it first appeared. so before embracing you would have a 50% tech penalty but after you would have a 40% because 80% of your land doesn't have the Printing press, you'll have a tech penalty of 80% of whatever your pre-embracing tech malus was. This tech penalty ticks down the higher percentage of your development has the institution.
I think a good way to balance institutions in areas that historically lagged behind greatly in tech would be to have a modifier on their spread to be slower outside of the European region, maybe even base spread rates off the still-present tech groups so that each area is unique, although that would require that they rework a new form of westernization as well to balance it if a player or AI were really determined to get institutions fast, particularly for the late game.
An interesting note: in a grand campaign I played, Renaissance actually spawned in the middle of Ming. It made for an odd situation wherein Europe was behind Asia in tech.
Great Video. Institutions really halved the extra points East Asians have to sped for technology, before it could easily be 10-12k Monarch points extra untill you get to be westernized. now it is between 5 and 6k points depending on Ideas and investment starts so cheap (and northern Asians can scratch of 2k points by colonizing Alaska)
4 года назад+1
14:35 I did this kind of analysis many times. I used: * observe game with autosave every year or every 5 years * a script that just moved saves out of save folder so they don't get overwritten * my save game data extraction tools github.com/taw/paradox-tools It works quite well if data can easily be extracted from save (like institution or avg tech by tech group), but not everything can.
I'm currently playing as Great Britain and the printing press spawned somewhere in Italy, if I keep good relations with the papal state will it spread to me?
I still come here when I play in asia and I need to develop a institution. You provide so much details that it is unbelievable. It is a shame that you dont make eu4 videos anymore.
Development is honestly really underrated. Probably because people don't know if it's worth it or not. I wonder if it's possible to do a cost analysis on whether it's worth it to develop your provinces or if there's a point at which it isn't worth it anymore.
I generally think that Eu4 Could be a Bit more "historical". Also: FIX OPMS NAMED AFTER CITIES THAT OWN EVERYTHING EXCEPT THE CITY THEYRE NAMED AFTER gosh, an overpowered cologne owning whole of northern germany except for cologne... hate it.What do you think about this? EDIT Couldn't you just build in like a variable in the Tags that says "This naiton is a city state", and that variable automatically changes the name of the Country (like with custom or colonial nations) dynamically to the capital city? It works with random naitons, so why not also with historical Tags? I mean they could keep the falg and everything, and if the city state is a human player, they can do this with a decision or an event. Technically it would be possible, wouldn't it?
The way tags work in EU4 probably prevents this, much like how dynastic nation names (e.g. Ming) do not change when the ruling dynasty changes. Compare this to CK2 where you play as "a dynasty" and not "a nation", which allows things to be more dynamic.
There's nothing Paradox can do about that. If Cologne loses the city of Cologne, the nation's name will still be Cologne. Nation names are hardcoded to the tag.+
In my most recent game as germany, 2 or 3 institution started outside of Europe (tiles undiscovered for me) so there was a time when I was at the 50% tech malus
I can explain why the graph jumps around so much. If you start at 13, you develop 24 times (to 37). However, from 14, you develop to 38 (again 24 times), but each one of those 24 clicks is more expensive, so that's why 14 is more expensive than 13. However, 15 ALSO takes you 38, so it requires one fewer clicks (don't need to go from 14 to 15 since you're already AT 15), which is why 15 is cheaper than 14. Likewise, 16 gets to 38 and requires one fewer clicks than 15. 17, though, goes to 39, and each of those 22 clicks is more expensive than going from 16 to 38.
Historically, I think EU4 gets it right. Anglo-Mysore wars in 1780s and 90s; both sides use similar muskets, artillery, cavalry, formations, with no easy victories for East India Co. And most of India, Africa, East Asia, North America still unconquered by Europeans in 1820. Outside S. America, early colonial ventures were about trade, treaties and coastal settlement not large scale conquest; in-game this is trade companies and colonies.
Maybe the problems mentioned at 20:00 could be aleviated by tying the progress to cultures. Similar culture groups embrace faster. Alien cultures are slow. Westernization helps a lot.
Did you researched how institutions spawn, how does the game calculate it? It seems to be possible to spawn at least some of the institutions outside of europe, but what are the specifics?
I personally like everything about institutions save the fact that countries in areas like Africa, India's and the far East can get them so easily. I'd prefer to see the time period where, on average, the Indian and eastern nations are behind at least 3 mil tech's from Europe extended to around 1600-1725 This would give the game in it's default State a more likely outcome of repeating history (power house European nations sticking their greedy hands into the affairs of the others) of course, I'm fine with allowing players easier access to catching and even surpassing western nations as well so the game isn't as "grinding". But eh.
The ROTW outside of the Americas seem to be a bit too good at keeping up with tech now for the most part. How well do they do regarding idea groups, though?
Reman's Paradox have you ever prevented an institution from appearing?
An interesting thing happened in my game - I was playing as Korea and had one province in the Beijing trade node. I used that Ming flows its trade in Beijing so I made it my main trade node and with 100 light ship and some trade Ideas I had 90% of the trade power with a single province (even not a trade center). I focused on colonising (weird to do with Korea but I gave it a try) and completely stopped conquering Asia countries after taking Japan out. So it was already 18th century, I was just conquering Ireland when i realized there is no global trade, manufacturies or enlightenment as institution - I was strangely still in the age of reformation!
I then realized that one of the main reasons for this to happen is that the richest collector in the richest node (me) haven't got trade center in this node and the province in witch the global trade should spawn has to be such center. So 18th century reformation age, what do you think? :D
my dude stopped the industrial revolution (and it's consequences) just by not having a trade center
I think you're a fucking hero
@@b-1battledroid674 "just don't have industrial centers lmao"
pol pot, probably
In the past, trade companies didn't spread Westernization. This feature was removed when institutions were added and is one of the reasons why the ridiculous Goa situation happens.
TBF, Europeans having a hard time into India is rather accurate. The EIC ruthlessly exploited the power-vacuum after the collapse of the Mughals, especially in the Bengal Area. In EU4 there is never such a drastic rise and fall of empires like there was in real life, usually the big boys slowly blob out while the small states slowly die out. This high political stability in the world leads to the rather uniform tech progression.
Yep. The British who finally conquered India didn't really do it by force, rather they just paid all the warring states to fight each other, ripped all the states off, and then marched in and swept up the mess afterwards.
Yep. If anything, India (especially northern India) is too weak. It should not be Bahmanis/Viya dominating, but whoever wins on the Ganges.
Marcus Tullius Cicero india should be more like in the eu4 dev clash right now
Milesdondon
Don't forget, that England didn't conquer India in the time period of EU4.
ai Bahamians ends up with one or two or mabey 3 techs behind the west and a shit ton of troops which makes invading india impossible unless if you have a shit ton of cogs and a shit ton of troops.
Reman, your videos are fantastic. You are the most informative EU4 RUclipsr around, hands down. Your analysis is always very deep and inherently scientific - while at the same time providing good general guidelines for play. This is a very unique combination of giving players good "rules of thumb" to play more casually and min-maxing strategies to attempt to master the game.
Thanks very much for doing this!
YES!
Your EU4 videos are the best!!
Never stop :D
Little did Banana Bread know, Reman stopped.
@@MrMineHeads. :(((((((((((
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It feels like the rest of the world should be falling behind a lot more around the 18th and 19th century with the enligthenment, and not start to catch up around then. The institution system is a good improvement, but it should be tweaked to make it more historical. So that Sweden doesn't fall behind the rest of Western Europe while India can keep basically the same tech level through the late game. Maybe a modifier for provinces on the same continent that a institution appeared on, or one for countries in other religious groups.
I'd say have it under the options menu to try and make the tech spread more historical because I don't play eu4 to repeat history, I play it to break it. I'm also terrible at the game so if every where else in the world ends up super weak at the end game despite seamingly doing everything right that to me just rules out over half of the available starting areas.
Not really. The idea is to create a historical sandbox for you to play in. Obviously if you want you can form a Shia Kongolese Australian colonial nation if that's your cup of tea, but the AI shouldn't be capable of doing that. The idea is to create a historically realistic simulation where the player can transcend the bounds set for the AI.
MrSplodgeySplodge But Ming keeping up to date on every institution and never falling behind on tech is complete and utter nonsense.
No
It's actually a more historical situation. Recent work in global history has basically reduced the narrative of outright European technological advantage to shipbuilding, armies and the industrial revolution. 19th century China declined more from political problems (e.g. the Heavenly Kingdom - a rebel state which took twenty years to stop and resulted in 70 million deaths (as many as WW2) then technological. If the political will had been there nothing would have stopped China from being like Japan. Moreover the EIC's conquest of India occured before the industrial revolution, the main way it benefitted from technology is the destabilising cost of the new professional armies that the Indian states had adopted. The institution system is a better representation of the history of technology. Still not perfect, but there.
Wow, this must have taken ages to make. Thanks a lot, very insightful.
I think it is a very nice system, there are only a few points that could make it more dynamic.
1. If an institution is partially present in one of my provinces, it factors in neither in the min. 10% development required figure, nor the cost of embracing the institution.
This can lead to all provinces having 90% of the institution, yet my country still can't embrace the institution because it's not present in 10% of my development. This mechanic might be intentional, but I think it would be also fun to try out how does it feel, if partial institution presence counted, but you had to have the institution in 20% of the country.
Another situation is, where I already have the institution present in 10% of my development, and I have to pay the same amount no matter if in my other provinces the institution was present 0%, 50% or 90%. It might be nice that not only autonomy modified the development of the province, but missing institute presence too. This means that for a province that has 90% of an institution, I should be paying barely anything to embrace.
2. The tech costs are very same-y around the world. int 1580 there are the 100% tech cost nations, who adopted the printing press early, there are the 130% tech cost nations that are almost caught up, and there are the 180% nations who are behind a full institution, and almost nobody who have 230% tech cost.
The issue is that tech cost increase in a static 1% per year no matter what, and disappear instantly once embraced. I would like to see at any time some 115% tech cost nations, some 125%, some 160%, some 165%, changing gradually depending on how well the country is doing. One possibility would be that in the same way tech costs tick up, it ticks down when an institution is embraced, or maybe it ticks down faster, or maybe the tech penalty only disappears when the institution is present in all your provinces, maybe each province the institution is present increases the rate that the tech penalty disappears.
On a related note, maybe the tech penalty should tick up slower, the closer you are to embrace the institution, I think it's pretty one-dimensional, that no matter what, 50 years after the institution spawns I will have 50% penalty. Maybe if I make an effort to spread it to at least some part of my country, it would be only 35% after 50 years and 50% after like 70 or 80 years.
Excellent video, helpful and informative! It's clear you spent a lot of time and effort understanding these mechanics and presenting them in a way which is accessible for most people familiar with the game.
So far, you are the only person I have found who creates in-depth EU4 content which is well produced and informative!
You've earned yourself another sub mate! Amazing analysis, even for a veteren EU4 player like me with just under 1300 hours into the game, this recent institutions technology change really threw me for a loop and I didn't quite understand how it all fit together and, more importantly, how to make it work in my advantage. I can really tell you put sooooo much time into researching and data collection in addition to the time you spent editing and creating this video, so you have my sincerest gratitude for your hard work you have put into this. And I know I'm not the only person who feels this way, so again thanks a lot for creating this content. I've been watching a few of your other videos and they all have the same quality of professional presentation and careful informative research invested. I really hope you will continue to make analysis videos like this about core game mechanics and other "exploitative" tricks like your Milan Republic and Overpowered Caddo for veterans like myself and newer players too. Cheers Reman!
Unbelievably detailed and clearly crafted with love for both the game and community.
Keep up the great work!
You're good at this! I'm excited to see you're next project.
Not sure if this has been changed yet, but if they had a -100% institution spread in trade company territory that would probably fix most of the problems you mentioned. Plus it would make the game work more historically.
Good point
Wow. never ever I've seen so deep analysis of EU IV, keep up the good work!
Very insightful. thank you
I like the idea behind the mechanic, but it is just WAY too overpowered for the rest of the world. It doesn't make any sense that in 1750, Indonesian minors were at the same tech level as Great Britain. If anything, disparity should increase, not decrease, as it did historically.
I definitely agree that Asia should get a chance to catch up in tech, but it should not be the standard outcome, and should be mostly player-exclusive, with it happening on occasion from the AI.
This is not a history simulator, but rather a game about alternate history.
And the truth is that a philosophical movement ,such as the enlightenment, had an equal chance to happen anywhere in the world, including the jungle of Borneo or in the middle of Africa. Unless you are a white suprematist who thinks only white people can invent things....are you a racist???...................................................................................................................................................................................................................................................................................................................................................................................
This is what many would say to you. I basically read this exact same thing on a reddit thread in response to something similar to what you just said and the comment got tons of likes........apparently the brainwashed masses want "progressiveness" in their video games and fuck historical accuracy or even plausibility.
Actually I would say EUIV is largely a history simulator and the OP is in the right that the discrepancy between Europe and the rest of the world should be greater. Civilization series is more on the speculative end of things.
EU4 is an alternate history Simulator that tries to simulate the mechanics that led to history as we know it today. The reality is that history is about many factors, thoughts, key decisions, battles, institutions and many more. The enlightenment surely had no Chance of taking place in the jungle somewhere as long as it stayed a jungle for 400 years. Because it has prerequisites. But it also had no chance to happen in Europe if it wasn't for the bloody religious conflicts that led to a degree of emancipation from religion. Had the catholic church reformed in time, the enlightenment might have been delayed by centuries. But it hasn't. And that is something that could have happened elsewhere and has happened elsewhere. In the golden age of Islam for example (the piety mechanic tries to reflect that). In fact states like the Ottoman empire were technologically and institutionally AHEAD of Europe and not behind for most of the time the game covers. Same goes for China who were culturally and technologically ahead at the start of the game. Things like gunpowder and paper money were invented in China, not Europe. They also had their own "Christopher Columbus" - the muslim eunuch Zheng He, sailing around and collecting tributes with a fleet bigger than any european state of the time had ever seen way ahead of european colonial ventures. That only stopped because of one superstitious monarch and a bit of bad luck when the Kamikaze - the heavenly wind - destroyed the chinese Invasion fleet headed for Japan. So as far as historical accuracy and plausibility goes, EU4 is VERY high up there. The fact that you lack the knowledge and imagination needed to identify turning points in history and ask "what if China had never abandoned their seafaring imperial efforts in the late 1400's?" doesn't mean anything in regards to the quality of the game and its mechanics.
Seems the main advantage Europe retains in that era is being ahead in ideas (they could dump 16th century monarch points into those rather than expensive tech) and better units from their tech groups. Maybe there should be a 1750 institution whose spread resembles that of Printing Press?
Paradox is cucked to the nth power. Would not have high hopes anything will be done about this.
There are two types of EUIV players:
Those that have fun
And those that have it down to such a science it should be a course in college. . . EUIV Sciences and Studies
It is fun trying to optimize your game :) and it is frustrating for losing over and over again
But, the second one *is* fun...
The main problem ist, that institutions stop at 1700, there should be at least one more at 1750, and actually I would like to see new institutions every 35 years, so the gap between Europe and the rest would be bigger.
Zaptos Media i know this is late but happy now? Rip everyone thats not in Europe
Boi do I have news for you
Honestly, institutions and Common Sense development were so far the only things that worked out from bottom to the top in EU4. This was one of the most interesting and useful changes, as it allowed much more flexibility and paradoxically "historolication" of the game.
Very impressed with your videos. I'd love to see a let's play to see how some of these ideas talked about in your videos are put to in game use. Keep up the good work
As someone learning EUIV your videos have been *extremely* useful. Thanks for putting the time in to make them!
+Reman's Paradox Hey man, great vid! Very scientifically executed analysis. It reminds me of a project I did for Dominions 4, in which I collected data on pretender creation and bonuses for the AI on different difficulty levels, which was a nice base for editing them to make the game more interesting.
This video is also inspiring me to try and tweak institution spread variables. The goal would be a more interesting tech disparity between areas of the world. Some ideas:
- Renaissance seems to spread to West Africa way to quickly. I'm thinking of a hefty malus for any province on the West-African continent, to delay the spread this way by an average of 20 years.
- Colonialism seems to spread as desired. While you mention the influence of the single Portugese province in India, I think this makes for an interesting ripple-effect throughout south-east asia. In addition, if we look at the tech-curve, the disparity between East-West is still becoming larger when this institution hits and the spread has the desired effects.
- Printing Press. Historically it does not make any sense that this spreads throughout the world, as adaption of the printing press outside of Europe was a slow process. For example, China and Japan only adopted their first European / Mechanical presses in the 19th century (en.wikipedia.org/wiki/History_of_printing_in_East_Asia). Not any explicit ideas about how to change this one for a more interesting game.
- Global Trade. I feel like this one messes up big time. On the one hand, the 'Global' part of 'Global Trade' implies that it is omnipresent. On the other hand, the insitution seems to apply to countries that have come in contact with trade companies and mass import/export of goods. Thematically, it's fun if this institution spreads at a higher rate and has more independent spawns than the others. However, as of now, it is everywhere within ten years. I would have harsher requirements on the centers of trade and lower the spread rate of this one, to imply that many nations developed global trade institutions, but it's spread has less to do with proximity and more with actual trade activity.
- Manufacturies. Like Global Trade, this tends to spawn all over the place. I think it's fitting. But again, these spread to fast from their sources, IMO. Manufacturies could provide a more local tech disparity between countries. My proposal: lower spread rates across the board.
- Enlightenment. This one tends to spread quite slowly, but is easily spawnable if you have a University. Again, this is an opportunity for more tech-disparity. I would scrap the university bonus altogether, make the spread faster (it's quite slow inherently), and increase/add some other esotheric modifiers to make the institution more interesting. For example, right now, having a natural scientist or philosopher advisor drastically increases the spawn rate. Maybe there is more advisors or ideas that could increase spawn rate?
Above changes would change the disparity between West and Rest. In addition, specific tweaks could be made to make to make some areas have an expected tech advantage over others for periods of time. I don't have much historical knowledge about these tech disparities, but many things can be implemented!
I'm going to wait for the DLC right now and see how the next patch will change institutions, but maybe we could collaborate on a light-weight institution spread mod?
Great, well thought out comment.
I agree with your point on West Africa. If you've ever played Vicky 2 you'd know that Sokoto starts as a lone uncivilized tribe in West Africa, because European contact with the region had mostly been limited to minor trading posts on the coasts. In EU4 however we have West Africa consistently being almost on-par with Western Europe, so that clearly needs tweaking.
And yes, I think there needs to be a much bigger tech disparity later in the game. Some people have been talking about having another institution in 1750, but I think a simple intermediate step would be to delay universities, or have universities not spawn the enlightenment at all. Delaying universities would be interesting because a lot of times Asian countries would be down in admin tech much more than they were in military tech. If Paradox moved universities to a later tech it could allow Europeans to utilize them but prevent Asian countries from immediately getting the institution themselves.
The biggest problem with institutions right now is how quickly the late-game institutions spread. There should be a bigger tech disparity between the West and the rest in 1700 and 1750; it shouldn't cap out in 1600 like it does now.
I didnt actually think that I would learn much from this... I was wrong. Great video.
Really great video!
And from my experiences, I totally agree with pretty much everything you said.
I will say the spread of institutions feels waaaay too fast - as you said. I'm no game dev - but from my experience as a player I think there's a few 'experimental' solutions that could/should be tried out at least. (big rant ahead with many potentially stupid ideas ahead - you were warned)
I honestly think 'negative' relations should mean no spread at all - or even lower still - but in contrast perhaps bordering a Nation with an institution you lack make development (or some other strategy) more viable with an increased rate of spread. As it is - it's basically just an AI stupidity thing (and would need to be adjusted in some cases) a player will always be smart enough to just improve relations for free and whatever else is needed to get it positive - I would go so far as unrivalling someone with an insition I want and bribing the heck out of them and it'd still be totally worth it presuming they're a neighbour.
I also this spread from 'friendly' needs to be redefined totally - positive relations should make a very small difference - it's basically free to do and as it is there's no reason not to do it for a huge increase in spread rate. In an ideal world I think I'd say a whole new relationship type for 'trade partner' would be needed to give the same rate of spread as it was before - but since that'd be a whole new feature of its own I'd say the best solution is simple - open borders (I.E your troops are allowed to enter their borders - and yes the AI would need to adjust to try and do this). If they're open AND friendly it should be about maybe half as fast as 'friendly neighbor' is now.
Moving on from there - alliances and vassals (since protectorates are being merged next patch - not that I -ever- really see them used by the AI or otherwise... ) this should be the -big- source of spread, this should be the one that spreads institutions in 4 years and should be what saves Eastern-Europe from being so weak institution wise (especially since I'm proposing nerfs to spread alongside this).
On top of giving the hyper-fast spread from neighbor rate this should also mean that developing provinces should be far, far more effective - possibly even twice as fast in places like the capital. Both realistic, semi-historical (to my knowledge) and a good-gameplay feature that both AI and players can use reasonably easily.
And finally the kicker I think many will hate - the last three institutions need a -hefty- nerf up the backside in terms of spread.
Global trade is the worse culprit - I think can be fixed pretty easily without being too harsh - simply make it only spread to centres of trade that are -connected- to centres of trade with global trade embraced (or alternatively have it present) - this would mean it still spreads pretty quickly - but it follows trade routes slowly rather than just suddenly poofing all at once basically everywhere.
Manufactories have a nice easy solution - reduce its natural spread rate significantly - since it's already mostly based on tech and buildings and are barely affected by 'intentional' spread. Those buildings (especially manufactories) should make their province have it present especially fast - but nearby provinces would be the only ones to get it at a reasonable pace - if a neighboring province doesn't have that building present it should be -very- slow to embrace. This gives incentives to effectively do what you do with development - except more spread out.
It also becomes a 'snowball' insulation - I.E if you're already ahead and a 'tall' Nation - you should have almost no issues having this embraced quickly. But if you're an extremely vast Empire with lots of poor provinces (looking at you Russia who ate all of Lithuania and Finland) - you're gonna have to work hard to get it embraced cheaply.
Enlightenment is probably fine as it is - with all the other nerfs I suggested it should remain fine as a 'hybrid' of spreading between buildings and neighbors. But if I had to nerf it on its own - probably just reducing the amount you get from buildings slightly would be fine.
graveeking I totally agree, great ideas!
graveeking great rant m8! We need to blob some more in MP soon
Maybe it should work by share of trade power not in a trade company for coastal spread?
Very well done. Hooked on the math. 1400 hours in game and I'm always learning something new.
I love his voice. It calms me down so much. Thanks for being alive.
One solution - provinces in trade companies do not get institution spread and are not counted in the cost of embracing institutions - only states are counted. This was similarly used back when westernization was a thing (you couldn't westernize off of provinces belonging to trade companies. No Indian westernization off of Goa!). Now with institutions, you can still adopt the old "tentacle of knowledge" method of touching a European state, but you also have the option of developing these institutions in-house via the development method.
I'd love to see an in-depth look at armies next. I've got a good handle on army composition and most, if not all, of the battle mechanics/modifiers, but a guide on how best to optimise these (without tanking your economy) would be great. That as well as a guide to advanced tactics and when to use them would be very helpful.
Excellent explanation and agree this is probably the single most important (positive) change to Eu4
Great video as always! Glad that you included the code :3
I really wish I had properly watched this before making my own video on Ryukyu Three Mountains using a Colonization strategy... This would've made it MUCH more efficient :(
Fantastic video, Reman!
I love your videos, your logic is very easy to follow and don't miss anything important
Great analysis and man what an amount of hours you spend creating it. Thank you!
9K subs after just a few videos...impressive and well deserved.
Amazing analysis, very informative and entertaining. Thanks :)
Unfortunately, i don't really like institutions, everything is too uniform. Really, the disparity should exponentially increase imo for historical and colonial reason. China, for example should be almody par at 1500, start falling behind a little by 1600 be rather far behind by 1700 and be primative relative to West europe by 1800.
Edit :before i get hate i really think the system is good in principle, however, i have 2k hours and love the game anf want it improved
Dat Ty I agree completely. The institutions take what happened historically and flips it on the head. India should absolutely not be able to keep up with Europe, at least not by default. The westernization made it so you have to make major sacrifices to get better tech. Now it just... happens.
They should make a mode similar to what is found in HOI4, non-historical. In the mode, it is much more frequent for institutions to spawn outside of Europe, or rather the conditions of an institution to be spawned are broadened.
I think they plan on building on it with the Ages mechanic
gendalfff It was stable, realistic and made sense. The new system wasn't really needed, but now that it's here it should atleast work properly.
Finally I have something else to listen to from you other than your trading video! :D
20:06
I don't think I've ever heard such great philosophy in a video
I just love this sort of data. Tks a lot!
Well done
Your guides are the most helpful on RUclips! I wanna thank you for the hard work and details you put into these videos, it has definitely made me a better player.
Ps. We need a in-depth guide on colonialism or army composition. Hehe just a suggestion!
Thank you again!
I am pretty sad that one major so-called strategy is, basically, "have good rulers, and dump all excess mana into capital."
And that strategy depends on whether you have the DLC Common Sense as well.
These are amazing dude! Keep making these.
I had a game where I played as Majapahit and colonized most of the Indonesian Archipelago. I was nearly 2 institutions ahead of everyone outside of the archipelago, but Tidore got the spread from me, colonized Taiwan, allied Ming, and it spread from there. Funny how one tiny nation singlehandedly gave the Ming a huge advantage in tech.
Woo! More Reman! Best Monday ever.
wow im impressed . please continue giving us new material
please never stop making videos. your videos are awesome.
Just seing the first 18 seconds and i'm smarted. Science!
You're amazing, very interesting. Thank you for doing this. I really like the institutions system but like you I feel it needs tweaking a little. I read on the Paradox forums a idea about 'when you embrace a institution, the tech cost decreases depending on how much of your total development has that institution'. For example if you embrace the printing press with only 20% of your total development having it, lets say 50 years after it first appeared so you have a 50% tech penalty, because you embraced it with only 20% of your land knowing about it, you'll have a 40% tech penalty that'll tick down as more of your Dev gets the printing press.
you'll have a 40% penalty because 20% of you're development have embraced the printing press, 50 years after it first appeared. so before embracing you would have a 50% tech penalty but after you would have a 40% because 80% of your land doesn't have the Printing press, you'll have a tech penalty of 80% of whatever your pre-embracing tech malus was. This tech penalty ticks down the higher percentage of your development has the institution.
I think a good way to balance institutions in areas that historically lagged behind greatly in tech would be to have a modifier on their spread to be slower outside of the European region, maybe even base spread rates off the still-present tech groups so that each area is unique, although that would require that they rework a new form of westernization as well to balance it if a player or AI were really determined to get institutions fast, particularly for the late game.
An interesting note: in a grand campaign I played, Renaissance actually spawned in the middle of Ming. It made for an odd situation wherein Europe was behind Asia in tech.
Huh? I'm fairly certain the Renaissance *can't* spawn in Ming. It's been scripted to spawn in Northern Italy.
great channel - this game is more like a job than a game
Excellent content!
Great Video. Institutions really halved the extra points East Asians have to sped for technology, before it could easily be 10-12k Monarch points extra untill you get to be westernized. now it is between 5 and 6k points depending on Ideas and investment starts so cheap (and northern Asians can scratch of 2k points by colonizing Alaska)
14:35 I did this kind of analysis many times. I used:
* observe game with autosave every year or every 5 years
* a script that just moved saves out of save folder so they don't get overwritten
* my save game data extraction tools github.com/taw/paradox-tools
It works quite well if data can easily be extracted from save (like institution or avg tech by tech group), but not everything can.
Fantastic video! Great research here, man!
Mughals actually formed, insane stuff
I'm currently playing as Great Britain and the printing press spawned somewhere in Italy, if I keep good relations with the papal state will it spread to me?
only if you border them
I still have the provinces in France but they hate me.
Being Protestant is also a solution for this one, otherwise yeah, only friendly neighbors.
Italy? That's strange.
Brittany is still there and they don't hate me, so I might have a shot.
These videos are so good, keep it up!
How did you lower your border provinces institution spread?
I was collecting this data on excel, you made a great job!!
Are your data in the description?
Please share!
Non mi aspettavo di trovarti qua, o forse si?
In ogni caso sei un grande
Great video! Thanks for posting.
So why is 17th development the most optimal amount to increase Institution? over 3?
I still come here when I play in asia and I need to develop a institution. You provide so much details that it is unbelievable. It is a shame that you dont make eu4 videos anymore.
Holy shit this was an informative video! I can tell you put work into this lol.
What happens to the technology groups? Do you still have the malus aoutside of Western Europe or they removed it?
Tech groups only determine what units you get access to now.
Crater Thanks
Development is honestly really underrated. Probably because people don't know if it's worth it or not.
I wonder if it's possible to do a cost analysis on whether it's worth it to develop your provinces or if there's a point at which it isn't worth it anymore.
I generally think that Eu4 Could be a Bit more "historical". Also: FIX OPMS NAMED AFTER CITIES THAT OWN EVERYTHING EXCEPT THE CITY THEYRE NAMED AFTER gosh, an overpowered cologne owning whole of northern germany except for cologne... hate it.What do you think about this?
EDIT
Couldn't you just build in like a variable in the Tags that says "This naiton is a city state", and that variable automatically changes the name of the Country (like with custom or colonial nations) dynamically to the capital city? It works with random naitons, so why not also with historical Tags? I mean they could keep the falg and everything, and if the city state is a human player, they can do this with a decision or an event. Technically it would be possible, wouldn't it?
The way tags work in EU4 probably prevents this, much like how dynastic nation names (e.g. Ming) do not change when the ruling dynasty changes. Compare this to CK2 where you play as "a dynasty" and not "a nation", which allows things to be more dynamic.
There's nothing Paradox can do about that. If Cologne loses the city of Cologne, the nation's name will still be Cologne. Nation names are hardcoded to the tag.+
>implying cologne is a citystate
Wow, this was excellent....thank you.
Nice to have confirmation on my "printing press is an asshole" theory.
really nice vid, some details i didnt know!
you forgot that trade goods like cloth and cotton reduce dev cost by 10% in the local province
dude so much data , how do you have time for this?
I forgot to say it earlier. But there are events for printing press.
you got yourself a new subscriber my friend
This was a superb video. Thanks
As I started watching thos, was looking around and found a province with 90% renaissance in 1490 in India right next to me :)
Notification squad!
In my most recent game as germany, 2 or 3 institution started outside of Europe (tiles undiscovered for me) so there was a time when I was at the 50% tech malus
I can explain why the graph jumps around so much. If you start at 13, you develop 24 times (to 37). However, from 14, you develop to 38 (again 24 times), but each one of those 24 clicks is more expensive, so that's why 14 is more expensive than 13. However, 15 ALSO takes you 38, so it requires one fewer clicks (don't need to go from 14 to 15 since you're already AT 15), which is why 15 is cheaper than 14. Likewise, 16 gets to 38 and requires one fewer clicks than 15. 17, though, goes to 39, and each of those 22 clicks is more expensive than going from 16 to 38.
development mathematical sweet spot 6:30
Historically, I think EU4 gets it right. Anglo-Mysore wars in 1780s and 90s; both sides use similar muskets, artillery, cavalry, formations, with no easy victories for East India Co. And most of India, Africa, East Asia, North America still unconquered by Europeans in 1820. Outside S. America, early colonial ventures were about trade, treaties and coastal settlement not large scale conquest; in-game this is trade companies and colonies.
Maybe the problems mentioned at 20:00 could be aleviated by tying the progress to cultures. Similar culture groups embrace faster. Alien cultures are slow. Westernization helps a lot.
What had happened in Scotland/Ireland around the 21:30 mark?
Great analysis! Thanks.
Outstanding video!
Can you please make an analysis of Estates too? Your guides are great!
Have you seen the Third Odyssey mod? It's really cool, and it'd be neat to see one of your in-depth videos about that mod.
In most of my games Colonialism spawns in England, which can destroy the tech spread if you use the modifier to stop it spreading over seas.
What this sais to me: colonisation is a God send for natives
Awesome dude!
Thanks for the tech guide.
Did you researched how institutions spawn, how does the game calculate it?
It seems to be possible to spawn at least some of the institutions outside of europe, but what are the specifics?
In my last Byzantium game Manufacturies spawned in Delhi's capial Delhi
all info is on the wiki
Great and informative video!
wait, did the mughals form in one of your test games?
Thank you for this.
Arumba07 would love these numbers :P
I personally like everything about institutions save the fact that countries in areas like Africa, India's and the far East can get them so easily. I'd prefer to see the time period where, on average, the Indian and eastern nations are behind at least 3 mil tech's from Europe extended to around 1600-1725 This would give the game in it's default State a more likely outcome of repeating history (power house European nations sticking their greedy hands into the affairs of the others) of course, I'm fine with allowing players easier access to catching and even surpassing western nations as well so the game isn't as "grinding". But eh.
whenever i click on a province it doesnt show institutions. you guys know why?
Anybody got a link to those graphs? They're indispensable!!
The ROTW outside of the Americas seem to be a bit too good at keeping up with tech now for the most part. How well do they do regarding idea groups, though?