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Thema: Europa Universalis IV

  1. #826
    Registrierter Benutzer Avatar von AmrodAegnor
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    Do higher coring costs influence the AI's decision to attack and take or at least desire provinces?

    So würde ich das übersetzen.

  2. #827
    Registrierter Benutzer
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    Ich verstehe zwar deine Frage noch nichtmal im Deutschen so wirklich aber erhöhte Kernkosten wirken sich auf das Verhalten der KI aus.

    Die Frage würde ich, ohne jetzt selbst ein Meister des Englischen zu sein wie folgt übersetzen:

    Do increased coring costs have an impact on the AI behaiviour ? Wobei ich den zweiten Teil der Frage nicht so ganz verstehe, meinst du damit, dass die KI aggressiver ist, wenn sie CLaims/Cores auf deinen Provinzen hat ? wenn ja wäre das dann noch , especially if the AI has a core/claim on any of my provinces.

    €: Amrods Version hört sich meiner Meinung nach besser an

  3. #828
    Feldmarschall Avatar von Knuddelbearli
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    ok danke

    und kleiner Tipp. vergesst ja nicht eurem verbündeten Provinzen zu geben bei Friedensschluss das gibt ganz schön Beziehungsmali wenn man das nicht tut ...
    Technologieoffenheit bedeutet Entscheidungsschwäche

    Glaubhafte Politik setzt voraus, dass man erstmal vor der eigenen Haustür kehrt!

    Kluge Köpfe sprechen über Ideen, mittelmäßige über Vorgänge und schwache über andere Leute.

  4. #829
    Feldmarschall Avatar von Knuddelbearli
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    Rom zum Islam zu konvertieren ist ja echt eine Mammutaufgabe Komme nur auf +10 mit max Pietät und entsprechendem Berater brauch aber über +11 ...

    ... hoffentlich ist Moskau dann einfacher
    Geändert von Knuddelbearli (01. Juni 2014 um 21:32 Uhr)
    Technologieoffenheit bedeutet Entscheidungsschwäche

    Glaubhafte Politik setzt voraus, dass man erstmal vor der eigenen Haustür kehrt!

    Kluge Köpfe sprechen über Ideen, mittelmäßige über Vorgänge und schwache über andere Leute.

  5. #830
    Feldmarschall Avatar von Knuddelbearli
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    Ok ganz durchdacht ist das neue Rivalensystem scheinbar noch nicht ... bin jetzt so groß das ich keinen gültigen Rivale mehr habe ... verliere also nur mehr Punkte
    Technologieoffenheit bedeutet Entscheidungsschwäche

    Glaubhafte Politik setzt voraus, dass man erstmal vor der eigenen Haustür kehrt!

    Kluge Köpfe sprechen über Ideen, mittelmäßige über Vorgänge und schwache über andere Leute.

  6. #831
    Ich spiele Civ 4 & 5! Avatar von Patrick12755
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    OMG das Spiel wird einfach nicht langweilig, immer weiterzocken haha
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    Beatles-Story (Chronologie): Inhaltsverzeichnis

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  7. #832
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Nächstes Addon angekündigt:

    Zitat Zitat von VeraPera
    STOCKHOLM — JUNE 17, 2014 — Paradox Interactive and Paradox Development Studio today revealed the third expansion for Europa Universalis IV, the award-winning grand strategy game of empire-building and global domination. The new mini expansion, entitled Res Publica, will introduce new systems of governance and trade to the game, including an all-new government type and several new Idea Groups for ambitious strategists to explore. The mini expansion is scheduled to release this summer for Windows, Mac, and Linux PCs.

    Res Publica, a Latin phrase meaning “Public Affairs,” expands upon the critically acclaimed strategy game Europa Universalis IV, providing players with even more ways to rewrite history and tell their unique stories of conquest. In Res Publica, dictators and diplomats will discover new ways to manage and govern their empires, including additional ways to influence growth, sway the balance of power, and maintain – or shatter – a nation’s stability.

    Res Publica adds the following features to the game’s affairs:

    Republic Affairs: Grow your influence with the Merchant Republic faction to create new trade posts and reap bonuses, or exploit the inner power struggles of the Dutch Republic and their unique election events
    Meet the New Boss: Try the all-new Republican Dictatorship government type, and decide between increases in power or Republic Tradition in new in-game opportunities and events
    Don’t Fight the Power: Retain power for the ruling family by backing heirs in Elective Monarchies; boost your growth with the National Focus bonus and spend your points on Administrative, Diplomatic, or Military Power

    Res Publica will provide grand strategy fans with their broadest set of choices and tactics yet when it releases this summer. However, if you want to see the expanded gameplay in action right now, check out livestream at http://www.twitch.tv/paradoxinteractive where we have 32 dev’s playing the latest beta build of the game today from 15:30cest to 17:30cest

    For more information on Europa Universalis IV Res Publica, please visit https://www.paradoxplaza.com/europa-...iv-res-publica.
    Link

  8. #833
    ein gewinner! Avatar von Jesus
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    Hört sich jetzt schon interessanter als WoN an. Das letzte Addon hat mich nämlich überhaupt nicht gereizt.
    avoir honte

  9. #834
    Ich spiele Civ 4 & 5! Avatar von Patrick12755
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    Top! ^^
    Mein Soundcloud-Kanal - Musik und mehr Aktuell: Twist and Shout (Live Rock 'n' Roll@Universal Hall)

    Beatles-Story (Chronologie): Inhaltsverzeichnis

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  10. #835
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Zitat Zitat von Wiz Beitrag anzeigen
    Europa Universalis IV: Res Publica - Dev diary 1: Merchant Republics/National Focus

    Welcome to the first developer diary for the Res Publica mini-expansion for Europa Universalis 4. In this diary we’ll be looking at the various ways in which Merchant Republics are expanded and fleshed out in both the expansion and the patch, as well as the new ‘National Focus’ mechanic.

    Trade Posts
    With the Res Publica expansion, Merchant Republics will now have the option to create a Trade Post in provinces they own. A Trade Post costs 50 administrative power and gives the province +15 trade power and +1 naval forcelimits. Each Merchant Republic can only have a single Trade Post in each node, and cannot create Trade Posts in their home node. This makes territorial control of outposts such as Venice’s Crete far more important to a Merchant Republic that wants to pull a large amount of trade home.

    National Focus
    With the Res Publica expansion, all nations will be able to set their National Focus. National Focus can be set to either Administrative Power, Diplomatic Power, Military Power, or unfocused. When set to a power, the National Focus increases the base gain to that power by +2 but reduces the base gain in other powers by -1, so a National Focus in Administrative gives the player a base power gain of +5 administrative, +2 diplomatic and +2 military instead of +3 to each when unfocused. This allows a country to focus power into a category where they have a need, for example due to a new idea group, being behind in technology, or having a monarch with poor abilities in that category. The National Focus can be changed every 25 years.



    Merchant Republic Factions
    Included for free in the 1.7 patch is a faction system for Merchant Republics similar to the one for Ming. Merchant Republics will have three factions, The Guilds, The Traders and The Aristocrats, and will be able to spend monarch points to increase the backing for the faction they prefer so that faction is in control. If The Guilds are in control, the republic gets +10% national goods produced and -10% build cost but -10% national manpower. If The Traders are in control, the republic gets +10% global trade power and -10% naval maintenance but -5% to tax income. If The Aristocrats are in control the republic gets +10% land morale and -10% land maintenance but -15% foreign trade power. For those that own the expansion there are also quite a few new events for the Merchant Republic faction system.



    Technology Changes
    Lastly in this dev diary, we’re making some tweaks to the neighbour bonus and technology groups that are included for free in the 1.7 patch. We felt that the reduction of the neighbour bonus in 1.6 was too harsh on nations that needed to catch up after Westernizing or from falling behind due to a poor monarch, so we’ve increased the neighbour bonus back to -5% for each technology level you are behind the tech leader in your tech group, with a maximum reduction of -75%. To encourage countries to stay on the cutting edge of administrative and diplomatic technology instead of waiting for the neighbour bonus, we’ve instead introduced bonuses for nations that are ahead of time in those technologies, with nations that are ahead of time in Administrative tech gaining +20% production efficiency and nations that are ahead of time in Diplomatic tech gaining +20% trade efficiency. No additional bonus was added for nations that are ahead of time in Military technology, as the military advantages are bonus enough.

    In addition to these changes, we’ve also made life a little easier for some of the slower tech groups by removing all monarch power penalties associated with technology groups, so Chinese nations will no longer gain -1 to all monarch powers, African nations will no longer gain -2, and so on.


    In the next dev diary we will talk about the Dutch Republic mechanics and new idea groups, so stay tuned!
    Quelle

  11. #836
    Ich spiele Civ 4 & 5! Avatar von Patrick12755
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    Wenn es jetzt mehr "Macht" umsonst gibt, wo werden dann die Kosten für bestimmte Aktionen erhöht oder kann man jetzt durch das DLC allgemein mehr machen?
    Mein Soundcloud-Kanal - Musik und mehr Aktuell: Twist and Shout (Live Rock 'n' Roll@Universal Hall)

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  12. #837
    Feldmarschall Avatar von Knuddelbearli
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    naja man braucht ja mehr punkte da annexieren jetzt kostet manr echt oft unterdrücken muss usw

    außerdem bekommen die anderen 2 ja -1
    Technologieoffenheit bedeutet Entscheidungsschwäche

    Glaubhafte Politik setzt voraus, dass man erstmal vor der eigenen Haustür kehrt!

    Kluge Köpfe sprechen über Ideen, mittelmäßige über Vorgänge und schwache über andere Leute.

  13. #838
    Ich spiele Civ 4 & 5! Avatar von Patrick12755
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    Hotfix heute rausgekommen (Patchnotes):

    Time to release this patch that has been in open beta for quite some time. The next patch will be the much bigger 1.7 patch released together with the Res Publica expansion where you will get much more fixes as well as new stuff to play a round with.

    Patchnotes:
    ---------------------
    - Restored AE Decay to intended levels.
    - Westernisation threshold is now 8 levels for all techgroups.
    - CTD Crashes when observing macrobuildinterface buildings and CountryIdeasView, while no country is selected.
    - Fixed a bug where the AI would continously move between two adjacent provinces while supporting a siege.
    - Fixed a bug where the AI would prioritize blockading straits it had no strategic reason to blockade.
    - Overlords of colonies and Protectorates can no longer transfer trade power.
    - Fixed an issue where AI would start and abandon sieges due to faulty attach logic.
    - AI: Will now help its vassals and war allies fight rebels, if there are no higher priority targets.
    - Fixed a bug where you could not cancel transfer trade power relations unless you had Wealth of Nations.
    - Fixed a bug where the AI would appear to accept joining a war but then dishonor when called from declare war screen.
    - Fixed a bug where you would get AE for declaring war while at negative stability, even if you had a CB.
    - Fixed a bug where the AI would disband mercenaries to replace them with regular troops when there was no financial need to do so.
    - Fixed a bug where the AI would refuse to make peace despite being offered all of its demands.
    - Culture triggers should no longer cause a CTD from incorrect culture
    - Launcher no longer borderlss (and can therefor be moved)
    - Now disabled ingame load for ironman
    - 'Pacta Conventa' and 'The Royal Struggle' modifiers will now be properly removed when the Struggle for Royal Power ends.
    - Removed unused code from DirectorySettings - Made debug memory info in CEU4Application::LoadDatabases available to modders
    - Removed old DirectorySettings stuff from files
    - Removed a lot of old DirectorySettings crap from main.cpp and eu4application.cpp * Debugging broken mods
    - CalculateChecksum now uses same code as checksum builder
    - Removed GetModFromCommandLine from main.cpp - Removed GetDebugFromCommandLine from main.cpp - Added g_bDebug which is now set like any other command line argument
    - Culture triggers should no longer cause a CTD from incorrect culture
    - Fixed tooltipcrash in subjectview
    - Fixed bug with checksums calculated badly when mods where used
    Mein Soundcloud-Kanal - Musik und mehr Aktuell: Twist and Shout (Live Rock 'n' Roll@Universal Hall)

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  14. #839
    Feldmarschall Avatar von Knuddelbearli
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    Grml übersehen das im letzten Minipatch die AE geändert wurde...
    mal gucken ob ich da rauskomme ^^
    Wäre schade drum war ein gutes Spiel 1450 per Event Ungarn geerbt

    Bild

    Wie erwartet kurz anch dem Screen gabs noch ein paar Beitritte zur Koalition und dann krieg :-/
    Angehängte Grafiken Angehängte Grafiken
    Geändert von Knuddelbearli (06. Juli 2014 um 14:37 Uhr)
    Technologieoffenheit bedeutet Entscheidungsschwäche

    Glaubhafte Politik setzt voraus, dass man erstmal vor der eigenen Haustür kehrt!

    Kluge Köpfe sprechen über Ideen, mittelmäßige über Vorgänge und schwache über andere Leute.

  15. #840
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Zitat Zitat von Balor Beitrag anzeigen
    Hi and welcome to the 3rd development diary for Res Publica.

    Elective Monarchy
    We added in the government form for Elective Monarchy in the 1.6 update, but we did not add any special or unique mechanics for it there. These come with the Res Publica expansion, and creates a unique experience. If you don’t have the expansion, they work like before, just as a flavor name.

    In an elective monarchy, you always have at least 1 heir. When your current monarch dies, you automatically get a new heir with 2+d4 in all stats, that is between 25-40 years old, from a local noble dynasty. He starts with low support, but is the preferred heir unless a foreign nation intervenes.

    All other monarchies of the same religion group, that are not elective themselves, gets a new diplomatic action called “Support Heir”. That creates a foreign heir in the elective monarchy with 1+d4 stats and the same dynasty as that nation has. Every month your diplomat is present you have a chance, depending on your diplomatic reputation and their opinion of you to get +1 support for that candidate.

    If your candidate wins the election in that elective monarchy, you get a nice boost of power, as well as prestige and legitimacy, while boosting the relations between your nations.

    If any heir happens to die, a new one is spawned, inheriting the support from the previous one of the same dynasty and backer.

    As a player in an elective monarchy, you sometimes really want your own local noble, as they tend to have better stats. You have a new button where you can spend l5 egitimacy for 5 backing on your local noble.

    There are also events that happen when you have a foreign heir as top candidate, and events that trigger when you have a foreign monarch on the throne.

    New Decisions
    If you are a country below ten provinces, and are western, easter, ottoman or muslim, you can now become a merchant republic if you have a weak heir, and are very trade focused.
    There are also decisions to move away from merchant republics to other type of republics.


    Poland
    1. Poland can now turn elective monarchy as soon as they are out of their regency, by event, as they start as a normal monarchy.
    2. Pacifying the Sejm will change the government away from Elective to Absolute Monarchy.
    3. Sejm complying to your policies will now happen 50% of the time instead of 5% of the time.

    Rival Changes
    1. Countries that are 50% or more apart in tech speed can no longer set each other as rivals.
    2. Countries that have chosen you as a rival are now always available to be set as a rival.
    3. You can no longer buy provinces from or sell provinces to rivals.
    4. Powerprojection added when vassalising rivals, or fully annexing them.

    Misc Fun Stuff
    1. Rebalanced and added decisions across religions to make sure they have similar chances to get high missionary strength. (AKA, Rejoice ROTW)
    2. Elections now use scaled republican tradition, so all republic forms are balanced against each other.
    3. Removed manpower impact from productionsize, to be tied to increased by 5% from each military tech, scaling basically the same as 1.5 and earlier.
    Quelle

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