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Modifiers that lower land maintenance like the defense idea, but also a lowered maintenance slider and raising war taxes do in fact lower the maintenance of mercs. Why is this page telling me otherwise?--Nimrond (talk) 12:41, 12 September 2013 (CEST)
- Perhaps you could edit the page to correct the information? We aren't all-knowing... --• General Baker (Talk | Contribs) • 19:03, 12 September 2013 (CEST)
- I am new to this, so I thought it better to ask first. I have checked it ingame, so I'll change it here.--Nimrond (talk) 19:32, 12 September 2013 (CEST)
Might have misattributed a modifier when I originally wrote the page---perhaps didn't take into account modifiers being diluted by the tech modifier. Will retest when I get home. --Evil4Zerggin (talk) 23:01, 12 September 2013 (CEST)
- Wow, great catch! This changes everything! Btw: 'Other than this limit, mercenaries are recruited in provinces like regular forces.' Aren't they recruited unlike regular forces not along the development of the hiring country but the region they're hired from? Meaning possibly different mil tech units, no merc pool in new overseas provinces or only local troops from a different tech group - at least that's what I read, haven't tested it yet. Any info on that?--Nimrond (talk) 21:36, 28 September 2013 (CEST)
- Also, has any of that changed with the new patch?--Nimrond (talk) 21:37, 28 September 2013 (CEST)
Can someone verify that armies don't take attrition in battle? I had a battle that lasted more than a year, with ~250 Russians attacking ~120 Ottomans in mountainous terrain, so the width was tiny. Anyway, having 300-400 units in a tiny province would have burned away everything if there were attrition active.
Also, is the 25% bonus to attrition from improved foraging defensive idea multiplicative or additive? Is it 10% attrition *(1.00-.25) = 7.5% attrition
Or is it 10% attrition -25% attrition = minimum attrition?
- OK, I've added both of those statements to the page. Does anyone know whether reinforcements come to regiments that are in battle? Pookles (talk) 15:06, 21 November 2013 (CET)
While browsing this page, came the idea, that an overall table (including all nations with military quality ideas) maybe more useful than several smaller list-like tables. It's benefit is that one can better overview the overall quality of a country's ideas. The table should include infantry, cavarly, artillery quality, discipline, tactics and stuff like that. Maybe morale bonus too, as it severly increases the overall "quality" of the armies, even if it is not directly related to quality.
-It would become such a long list, that it would need to be put into a collapsing spoiler. Perhaps even a double-collapsing spoiler within the spoiler, in order to include national ideas and advisor bonuses. Have fun setting it up!
Bait & Switch tactic
Bait & Switch stated your Bait army can arrive the day *before* the enemy does. However, it *can't* arrive the day before the enemy completes its movement, because you'd need to perform the Bait&Switch 2 days before (=the day before your own army arrives). And a large force traveling 2 days is enough for the A.I. to change movement orders. So, it can only arrive on the *same* day or later, because A.I. can't change movement orders when arriving the next day. I made this mistake myself, so in order to prevent others from following this faulty advice: Edited. I also included a related trick to claim defensive bonuses in empty (=no army) provinces without causing the A.I. to stop moving.--Coineineagh (talk) 04:26, 5 February 2015 (CET)
1) shouldn't the "Attrition modifier" multiplier be added to the "attrition (%) =" formula in the supply weight section?
2) maybe move the formula to the attrition damage section?
3) In the Attrition modifiers section there's an example of attrition damage, but it doesn't follow the above mentioned formula, unlike the example in Attrition damage section.