I think Sea "States" might be a feature they put in just in case they make any content that could use it, and they never did. It's a common thing in programming.
@@LemonCake101 The sea is called the Baltic sea. On land we have names for districts, cities, towns, provinces, areas, regions, subcontinents, superregions and continents. We have similar naming for waters. If you try zooming in and out you will sea for yourself how this just makes it a better experience as a player. Also some parts of the sea have purpose for naval missions, like hunting enemy fleets.
@@LemonCake101 I am somewhat inclined to doubt it. I haven't read Clausewitz's source code but I am working on a Clausewitz-ish engine and in it (where a Tile is equivalent to a Clausewitz Province and a Zone is equivalent to a Clausewitz State) a Tile is a Tile whether it's land or sea, and a Zone is a Zone whether it's land or sea, and the only added work is simply to add a bool is_land to each class and restrict adding land Tiles to sea Zones and vice versa. Which is dead simple. There's no separate class needed. Things which a sea tile wouldn't have, which a land tile would, like pops and factories, are just left empty in the sea tiles. I can't imagine Paradox would have done it in a less efficient manner. I don't know if Paradox has an in-engine editor (in mine you just drag the mouse on the map to "paint" Zone membership for Tiles) but even if they're sitting there manually typing province IDs into their sea states it probably didn't take long to fill it in.
9:28 Possible explanation for this could be the trade zone. As when you perform naval missions connected with trade it checks the sea state linked to the trade zone.
I was along the exploration line, where it gives the navy a random set of accessible sea tiles from the state that (ocean/sea) you want to explore. It's probably also useful for revealing coastal provinces in that sea tile
It could also be conmected to the naval mission hunt enemies which doesn't map to trade like hunt pirates and the ability to steal maps of a land area if you have a ship in the same sub region like if I have a ship in the channel I can steal maps of Britain
The Canaries/Azores used to be part of Europe, Iberia to be specific, and was very frustrating when you were gunning to form Rome and in your war with Spain or Portugal you'd forget to take those islands in the peace deal. Shunting them to the Maghreb, where you only needed to own Fez before the 1.36 update, was a relief.
Adding to this, in the old mission trees before modern ones, you couldn't get far away claims, only subjugating a neighboor, and it was really annoying as it only counted land provinces, so getting the province was even harder.
If I remember correctly there's is a fun little fact that Galapagos, Falklands, Bermuda and Greenland are only provinces that aren't part of either the colonial regions or trade company charters
4:45 If a country picks exploration it will take expansion even when it's a subject. In expansion condition for subject there is NOT = { has_idea_group = exploration_ideas } it's enough to wait for explo before PU
but i think they intended for something similar to state edicts, ie you press a button and suddenly your privateers get a buff to trade steering in that region
The ai will never form rome. but if they have the decision to form rome, then they will set all the provinces necessary to form rome as being of vital interest.
One comment for point 3: Subjects can take Expansion ideas just fine, provided they have either Exploration ideas unlocked, border an uncolonized province, or are a colonial nations.
My guess would be for sharing and stealing maps, like asking for the baltic sea or stealing the map of carribean sea. You need a clickable button with name of it in the diplomatic screen to do that.
I believe sea states are just a result of similar coding between land and sea provinces. Every province *needs* to belong to one areas, and each area to one region, or else game crashes can occur. I don't *think* sea areas are ever used for anything in vanilla (boats protecting trade just travel around sea tiles adjacent to that trade node iirc) but I might be wrong. Sea Regions are though, they're used for exploration and also for requesting/stealing maps.
It probably is a scripting issue. IIRC you can scope to area scope from any province scope, so every province needs to belong to some area, else ... undefined behavior things. Possibly a crash? Since they can't control what's done in scripts, they have to harden their data structure against it.
@@LemonCake101 I agree, but I just wanted to point out, that we already have this problem as humanity, because after 80 years of being sunk at the bottom of Baltic, they started leaking, and Baltic is a shallow sea with small water exchange with the ocean. ;p
My best guest for the sea states is that they were meaningful in some early build of EU4, the use case got removed at some point but the concept of "sea states" was already implemented in the engine, and removing it took more efford than simply adding provinces to sea statesm
@@LemonCake101 I have watched all your videos since day 1, and every new video you do is instantly suggested on my feed The achktualy joke got me, I am subbed now!
Naval missions use the sea regions, which are made up of the sea "states". Besides that, you can also see the sea areas on the area map mode, which i personally think is a neat addition that adds to all the other geography you can learn in EU4. In my opinion the whole thing is similar to wasteland provinces having a name. It doesn't add any functionality to the game, but also isn't a lot of work to add since province names (and grouping provinces into areas) are already a feature in the game, so it's just a bit of flavor for the map
The reason AI never forms Rome is that it is hardcoded that AI will go for all the formation decisions that are available and have high enough factor (As in, their potential condition is fulfilled so you can see them) and will put all the require provinces as "Vital importance". I've seen AI do that in Ante Bellum where it can form Rome, and Nickaea had a war with Venice where it conquered it, and then by 1821 proceeded to conquer the entirety of Papal States, Naples, got a PU on Bulgaria that had all of Greece, conquered Egypt and some parts of Levant, all that trying to restore Roman empire
Yeah it used to be common knowledge but in fairness I have been talking to a lot of people and the video was actually inspired by how many people didn’t know that one specifically: and then I just presented 4 others I knew that I thought where obscure
I think with the sea states, it might be because sea zones are technically provinces, so if whatever data type that provinces are require a state as part of their declaration.
4:03 Thay can get expansion if they have exploration being not a subject isn't a condition so you need to wait just to tech 5. I had both Castille and Portugal as unions before 1470 and both took expansion while having exploration pre union.
Last time i olayed castile i was so incredibly ,,lucky" that the bloody potrugal as first idea group took *drums* infrastructure ideas. I couldn't believe my eyes
Regarding the whole subject8ng nation after tech 7 to let them colonize, i'm not sure if aomething is changed in the code, but i have seen and done so myself a Portgual who only unlocked Exploration ideas, got subjected and still took Expansion as second i think i even have save files of a current mp game with friends where this also happened. Also another interesting thing about the Canary islands is that they're a part of the Sevilla trade node for some reason
3:51 there was a patch with bugged imperial authority/joining countries when AI was forming HRE. At a very distant past AI had fully deterministic idea groups and then it was changed to weighted. With mismatched areas, I think Paradox are just bad at it. It only makes sense to do with regions/trade nodes to encourage AI to expand (to consolidate 1 type then another and so on)
When I first started playing EU4 I was a Portugal main thanks to the video channel Call Me Ezekiel. As such, I figured out pretty quickly the Azores, Madeira, and the Canary Islands were technically in Europe. As such, by watching guides on Iberian nations and rules for colonizing, I also learned subject nations will not colonize unless they already have said ideas. A nice case study for this rule is Asturias which have a colonist embedded in their national ideas. Another example that does exist as a subject at the 1444 start date is Norway. Keep them around for long enough and they will start colonizing for you. What I did not know is why Subject nations do not take colonial ideas; thank you so much for showing me the source code showing how Paradox made this so.
For the canaries, wasn't there a thing EU4 had where tiles outside your home continent costed more in governing capacity? I either remember they had plans for that (maybe bundled with the score-cards) or I might be thinking of a mod
3:00 Rome isn't the only one, they did the same thing to Yuan, Byzantium and some countries a few years ago - I think 1.31 without any patch notes. I tried to get it removed a few times by starting threads on the forum or commenting in dev diaries but with no success :( For some time it was possible but when it was changed Mughal Diwan lost access to 5% discipline. In single-player AI forming such powerful nations could be done only with the aid of the player so why block it?
Only one I knew off hand was the "no colonial ideas taken by subjects" thing, since that was posted on pdoxplaza many years back and has been the case from the start or very close to it. When you full/annex release the nations usually have their "historical" ideas...usually :). You can get colonists out of some TAGs that have it in NI at least, though even that's more trivia than game-changing.
Fair enough. I think it used to be pretty common knowledge, but I am around the community more then I am willing to admit, and that one fact tends to be the most surprising I find, especially among new players.
I knew about the last 2. Specifically sea states I think are for trade because when protecting trade irc the ships will go to all the provinces in the state but I could be wrong
I think the sea states are there so that they could more easily add things using the scopes "all_neighbor_province" and "any_neighbor_province" (and/or other scopes). This way they could interact with all or random provinces on the coast of a given sea without having to add every province id every time.
I think the real reason for the sea classifications is the engine. I haven't done modding, but I wouldn't be surprised if the way they do things for provinces is simply having sea tiles marked with a flag that sets them as a sea tile.
I can't remember if the sea areas do anything directly, but areas are all assigned to regions, and sea regions are used for exploration and stealing maps, and the regions are all assigned to subcontinents, and the AI tries to keep at least one fleet in every sea subcontinent.
Regarding sea "states" - I think it's for naval missions, but not necessarily ones related to trade. More things like exploration, and also hunting/intercepting enemy fleets etc.
For me weirdest thing with Castile is their army movement. They do not move troops from New World either if their capital being sieged. The most hilarious example was Galicia being released after Castile lost war with Navarra, then conquering them and forming Spain, while Castile migrating to Morocco. Immediately after former Galicia becomes Spain our relations turned hostile from friendly and all wars in Europe stopped for glorious Galician Colonisation Program to began, with all three iberian nations competing for Oceania. It was very surprising experience, as Malacca, to fight back castilian and spanish and portugese simultaneously...
The AI priorities for armies are a mess, that I will conceed. It's a hard balancing act for Castille to both maintain a large enough presence in the new world to fight natives/rebellions and also maintain a decent army back home.
Maybe the sea states are for exploration? Like you set your explorer to explore the Baltic Sea and the ai explorer goes through all sea tiles in the Baltic Sea?
I think the sea states thing is just to make programming easier. Just reusing the same class. Wasteland are also probably “provinces” as well, even if they’re untraversable by land units
I would think that sea states exist for exploration. When you send a fleet to explore, you dont select the indovidual tiles, you select a "sea state". Baltic sea, north Atlantic, etc.
I knew the "Subjecst do not take exploration/expansion ideas" one, however do please look whether client states are exempt from it, since a few weeks ago, before this video came out I played Al Andalus and made a client state in Africa for better Borders and that client state went Exploration Ideas.
The sea tile thing is probably because it can get buggy if a province (which sea tiles are in code) is not assigned to an area. I’ve had bugs where a province I added didn’t have an area (or something like that) and it crashed the game
I could imagine that the sea states are actually related to trade nodes and define where ships go when you send them to protect trade, but I haven't checked whether that works out. Also I think I had a Portugal PU as Castile take Exploration in 1.36. I have not since tried to reproduce this behavior and I am not sure if it is intended, but I explicitly tried to prevent them from colonizing and it did not work. Maybe the domination DLC made an exception for Portugal?
@@doomdrake123 nope, its x1000 for Portugal (and Cas+Spain) but x1000 x x0 is 0 if they are a subject. I know I prevented it before myself, and well I checked the code literally for making the video.
@@LemonCake101 Well, I know for sure that if Portugal has Explo and you PU it it will take Expansion as well... if it was not changed in the recent patches :D Edit: I'll test it in console game Saturday to be sure.
(Im guessing here) but when repeatedly shift clicking the plus sign in the fleet window, adding boat loads of ships, they're only built in the provinces bordering the seatile state the navy is in.
i think the sea states things is because states are also areas, so the sea states are sea areas assigned to certain missions and naval mechanics, without being a proper state
To add to the "there is no hard limit for provinces in a state but it's usually no more than 5" part For the longest time I thought that the minimum for a state was 3 provinces until I tried to play as Ainu and saw that Sakhalin (in the Manchuria region) has only 2 provinces I haven't seen a state this small before, and I don't know if there are other 2 province states
There are actually a hanful of missions that refer to the sea areas. And other systems that use it also exist. Might be as simple as "every province needs to be assigned to an area" rule and instead of making whole separate system for sea tiles, they just used that. Might be something for AI. Or it could be part of scraped concept, maybe similar to what they are doing in EU5, I mean in Project Ceaser.
@BobbiusRossius I consider event holding an exploit personally but yeah that seems like a pretty comprehensive list. Aztecs are pseudo formable, in the sense you can get their missions/ideas but not a tag switch I believe.
In real life the canaries are very often classified as part of europe. Canarians themselves will usually self-id as european, and they are part of the EU. Geographically yes they are part of the african plate, but it’s one of those weird edge cases where it’s not 100% clear where one continent starts and the other begins
For the "AI will never form Rome" A youtuber playing as Mughals gave Ulm the provinces to form the Roman Empire. Then it conquered it. This spawned a "lost culture" in Ulm and gave a 5% discipline through the Diwan special mechanic. So maybe it did that for avoiding giving a extra 5% discipline to the player during a Mughals world conquest.
3:48 doesn't the ai always go for the decentralized hre path and therefore will not form the hre tag? I've tried it at one point and they simply click the decentralized one as soon as they can (since that one usually has higher support) and not wait for centralized
A few patches ago budgetmonk mentioned that the event where your heir falls ill and you either pray for their life or pay for a medic, lies to you. Both options have the same chance, so you should just pray for their life. Don't know if this has been patched, would be interested to find out.
Its not just viti that doesnt check for end-game tags, Hawaii also doesnt check for end-game tags. I always assumed its a leftover from Leviathan release.
Hawaii doesn't check, but its less unique since Hawaii is an endgame tag, while Fiji is not. Hence Fiji is the most unique being a super end tag while not being an end tag.
There are lots of estate privileges that the AI doesn't use(factor = 0), like interfaith dialogue from burghers, not even if the AI has "The Social Contract" government reform. There are lots of government reforms the AI doesn't care much about(factor = 1) that a player would use. The AI evaluates much less than you would think.
i think the AI weight for forming rome is 0, because AI is actually programmed to follow the Path to possible formables. This can mostly be seen on Brandenburg, which upon Age of Reformation will instantly mark all of Königsberg/Danzig as provinces of interest, since they are required provinces. I assume that there is no weight on the decision so AI isnt inspired to desire all roman provinces as soon as it takes rome (which shows the decision to form the empire).
On the topic of ai choosing ideas, the ai will never pick Mercenary Ideas. The idea set has an ai_will_do factor of 0. I'd guess that it's because the ai doesn't know how to handle mercenaries, either not using them enough, or using them too much. I think in 1.30 there was an issue with the ai debt spiraling because they bought too many mercs.
Ackchyually, comments can boost engagement, so I'll make pointless ones anyway. Also, IIRC, I think the Canary Islands being European was something to do with old castillian events around the reconquista that were long since replaced, back when we had the original release mission system. Side effects of this game being over 10 years old.
it was I think a pretty Reddit memed bug at the time - I remember watching Arumba form it to try and form into Mughals, but the endgame flag issue Viti has being there
Sth has changed recently? France surprisingly was not an end game tag, at least I remember very well using France temporary in Navarra, Savoy and some other games before switching to Spain Italy or whatever. If any of patches made France an end-game tag, it is great from balance perspective. It was very unfair having France not end-game and Mali end-game.
I checked on paradox wiki and didn't found anything prohibiting you forming new world end-tag as Viti or Hawai'i. Is it possible to form, for example, Brazil as France by becoming Viti?
Take a shot every time this guy says “well” in the middle of his sentences and you will die of alcohol poisoning (Ok don’t want to be too mean: this was a very interesting video and I’m subscribing now)
Come and say hi here: discord.gg/bSs2e9YsFv
I think Sea "States" might be a feature they put in just in case they make any content that could use it, and they never did. It's a common thing in programming.
It just... would have taken a decent chunk of work in fairness.
@@LemonCake101 The sea is called the Baltic sea.
On land we have names for districts, cities, towns, provinces, areas, regions, subcontinents, superregions and continents.
We have similar naming for waters. If you try zooming in and out you will sea for yourself how this just makes it a better experience as a player.
Also some parts of the sea have purpose for naval missions, like hunting enemy fleets.
@@IpostedaCoDvideoonce the naval missions are a popular suggestion in fairness
@@LemonCake101 I am somewhat inclined to doubt it. I haven't read Clausewitz's source code but I am working on a Clausewitz-ish engine and in it (where a Tile is equivalent to a Clausewitz Province and a Zone is equivalent to a Clausewitz State) a Tile is a Tile whether it's land or sea, and a Zone is a Zone whether it's land or sea, and the only added work is simply to add a bool is_land to each class and restrict adding land Tiles to sea Zones and vice versa. Which is dead simple. There's no separate class needed. Things which a sea tile wouldn't have, which a land tile would, like pops and factories, are just left empty in the sea tiles.
I can't imagine Paradox would have done it in a less efficient manner.
I don't know if Paradox has an in-engine editor (in mine you just drag the mouse on the map to "paint" Zone membership for Tiles) but even if they're sitting there manually typing province IDs into their sea states it probably didn't take long to fill it in.
@@ZahrDalsk from my understanding they mostly copied things like the Eu4 alert system to be clear, a lot was changed.
Canaries in Europe might be a hangover from the time before states where there was a min autonomy for oversees provinces
Oh god, that was a WHILE ago.
9:28 Possible explanation for this could be the trade zone. As when you perform naval missions connected with trade it checks the sea state linked to the trade zone.
Oh potentially...
I was along the exploration line, where it gives the navy a random set of accessible sea tiles from the state that (ocean/sea) you want to explore. It's probably also useful for revealing coastal provinces in that sea tile
@@D.AbyssMusic i was thinking this too! but trade makes a bit more sense imo
@@D.AbyssMusic Yeah I saw maybe your comment. It's quite possible with all changes to mechanics, and the spaghetti code that is EU4.
It could also be conmected to the naval mission hunt enemies which doesn't map to trade like hunt pirates and the ability to steal maps of a land area if you have a ship in the same sub region like if I have a ship in the channel I can steal maps of Britain
The Canaries/Azores used to be part of Europe, Iberia to be specific, and was very frustrating when you were gunning to form Rome and in your war with Spain or Portugal you'd forget to take those islands in the peace deal. Shunting them to the Maghreb, where you only needed to own Fez before the 1.36 update, was a relief.
Good point, I tend to be quite pedantic about peace deals in fairness and I like to think I don't miss stuff, but yeah I can see that being annoying.
Adding to this, in the old mission trees before modern ones, you couldn't get far away claims, only subjugating a neighboor, and it was really annoying as it only counted land provinces, so getting the province was even harder.
If I remember correctly there's is a fun little fact that Galapagos, Falklands, Bermuda and Greenland are only provinces that aren't part of either the colonial regions or trade company charters
Oh thats cool!
@@LemonCake101Bermuda is OP from that regard in terms of TOT
@@Speedster___ yeah its a classic place to move your capital into for an excodus
FIJI superpower 2020 confirmed
True
4:45 If a country picks exploration it will take expansion even when it's a subject. In expansion condition for subject there is NOT = { has_idea_group = exploration_ideas } it's enough to wait for explo before PU
Yes, so you have to do it quick if you want to prevent it.
the joke about having the dev edict, getting 20% more manpower, and having devestation on the baltic sea absolutely murdered me
thank you lmao
Glad you enjoyed!
but i think they intended for something similar to state edicts, ie you press a button and suddenly your privateers get a buff to trade steering in that region
I think the canaries are actually defined to be in Europe in the modern day, so it’s a weird irl moment rather than a weird paradox moment
Are they really? Fair enough!
No they aren't. The canaries and also Madeira are in Africa
@@LemonCake101 I've been to the canaries twice, and i would never claim to anyone that i have been to Africa. I guess its a cultural thing.
@@fws88 end of the day, they are arbitrary definitions, but yeah its more a province in 'Northern Africa' being in 'Europe'.
The ai will never form rome. but if they have the decision to form rome, then they will set all the provinces necessary to form rome as being of vital interest.
I was thinking that in fairness, but even then I find the AI doesn't tend to persue its goals with that much zeal when at weight = 0.
@@LemonCake101Vital interest has diplomatic consequences. This kind of stuff is how you (used to?) get the Mughals desiring >80% of the world.
One comment for point 3: Subjects can take Expansion ideas just fine, provided they have either Exploration ideas unlocked, border an uncolonized province, or are a colonial nations.
Yes: I should have been a lot more clear about that. This mainly applies to subjugating and stopping European colonizers.
@@LemonCake101 Let's hope people realize by themselves that they don't need to wait for admin lv7 before PUing Portugal, like claimed in the video.
@@klaaanh Its 5 in fairness, yeah I miss-spoke.
You can tell ships to hunt enemy ships in specific sea regions, I think that's why they exist
Yeah that does seem to be the most popular comment suggestion
My guess would be for sharing and stealing maps, like asking for the baltic sea or stealing the map of carribean sea. You need a clickable button with name of it in the diplomatic screen to do that.
Could be to be fair!
The issue is that uses regions and not areas.
I believe sea states are just a result of similar coding between land and sea provinces. Every province *needs* to belong to one areas, and each area to one region, or else game crashes can occur. I don't *think* sea areas are ever used for anything in vanilla (boats protecting trade just travel around sea tiles adjacent to that trade node iirc) but I might be wrong. Sea Regions are though, they're used for exploration and also for requesting/stealing maps.
That's an interesting point in fairness. I didn't know belonging to a state was a hard coded requirement!
It probably is a scripting issue. IIRC you can scope to area scope from any province scope, so every province needs to belong to some area, else ... undefined behavior things. Possibly a crash? Since they can't control what's done in scripts, they have to harden their data structure against it.
@@matthewgladback8905 an interesting theory!
if only we could put the -5 unrest edict on sea zones to calm down the waves.
True!
9:00 taking into consideration how many chemical weapons are sunk in Baltic Sea I think it already receives permanent devastation debuff. :D
I don't think those have been invented between 1444 and 1821 in fairness
@@LemonCake101 I agree, but I just wanted to point out, that we already have this problem as humanity, because after 80 years of being sunk at the bottom of Baltic, they started leaking, and Baltic is a shallow sea with small water exchange with the ocean. ;p
@@Hadar1991 I dunno pretty sure history ended in 1821 anyway :P
@LemonCake101 nah its 1789
Cool video and interesting facts, but something inside me died when you said Akores Islands to the Acores.
Sorry I am bad at pronouncing things
@@LemonCake101 Wasn't meant like that, sorry bro.
@@TheLibermania all good chief
@@LemonCake101 To be fair, in English, it is usually spelt with a "Azores" with a z instead of the ç
@@DylanSargesson I was going to say, Azores I would have pronounced normally, the c really threw me off... anyway that's my cope.
My best guest for the sea states is that they were meaningful in some early build of EU4, the use case got removed at some point but the concept of "sea states" was already implemented in the engine, and removing it took more efford than simply adding provinces to sea statesm
That's a fair shout!
No they were added later
The Canary islands still has native Berber population to this day.
Yeah its a cool place too!
@@LemonCake101 I'm probably your only Berber viewer
@@Mr_Valentin. ooh now I am curious let me check what google knows about you guys
@@Mr_Valentin. ah it does it as Spain/Morocco etc not any more specific
mmmm Ackthually leaving a comment helps the video, so mmmm Ackthually you should ask for comments like this, sorry to burst your achktual buble
* sniff *
oh no not facts and login!
@@LemonCake101 * snif *
@@BoberBeaber I have been defeated
@@LemonCake101 I have watched all your videos since day 1, and every new video you do is instantly suggested on my feed
The achktualy joke got me, I am subbed now!
Naval missions use the sea regions, which are made up of the sea "states". Besides that, you can also see the sea areas on the area map mode, which i personally think is a neat addition that adds to all the other geography you can learn in EU4.
In my opinion the whole thing is similar to wasteland provinces having a name. It doesn't add any functionality to the game, but also isn't a lot of work to add since province names (and grouping provinces into areas) are already a feature in the game, so it's just a bit of flavor for the map
The reason AI never forms Rome is that it is hardcoded that AI will go for all the formation decisions that are available and have high enough factor (As in, their potential condition is fulfilled so you can see them) and will put all the require provinces as "Vital importance". I've seen AI do that in Ante Bellum where it can form Rome, and Nickaea had a war with Venice where it conquered it, and then by 1821 proceeded to conquer the entirety of Papal States, Naples, got a PU on Bulgaria that had all of Greece, conquered Egypt and some parts of Levant, all that trying to restore Roman empire
I mean that would be cool to see, and AI going for Rome!
The subject explo thing is by far the most common of these facts.
Yeah it used to be common knowledge but in fairness I have been talking to a lot of people and the video was actually inspired by how many people didn’t know that one specifically: and then I just presented 4 others I knew that I thought where obscure
I found out that thing about the Canaries when I formed Rome the first time and had to Trucebreak one more time then I wanted to get it on time
Ah a classic way of finding out it seems!
I think with the sea states, it might be because sea zones are technically provinces, so if whatever data type that provinces are require a state as part of their declaration.
4:03 Thay can get expansion if they have exploration being not a subject isn't a condition so you need to wait just to tech 5. I had both Castille and Portugal as unions before 1470 and both took expansion while having exploration pre union.
Last time i olayed castile i was so incredibly ,,lucky" that the bloody potrugal as first idea group took *drums* infrastructure ideas. I couldn't believe my eyes
RIP, happens to the best of us. But hey, at least Portugal Proper will be... very developed?
@LemonCake101 ah yes this 40 dev madeira is exactly what my Spanish empire needs xD
Aren't the sea states what's used for exploring sea regions and/or sharing maps of the sea?
That's a good point actually, I will need to check that!
@@LemonCake101 probably has to do with the other naval missions like intercept or for ai purposes too
@@MangoInfinity1 that does seem to be a popular theory.
Regarding the whole subject8ng nation after tech 7 to let them colonize, i'm not sure if aomething is changed in the code, but i have seen and done so myself a Portgual who only unlocked Exploration ideas, got subjected and still took Expansion as second i think i even have save files of a current mp game with friends where this also happened.
Also another interesting thing about the Canary islands is that they're a part of the Sevilla trade node for some reason
If you already have explo taken, you can take expansion as a subject.
3:51 there was a patch with bugged imperial authority/joining countries when AI was forming HRE.
At a very distant past AI had fully deterministic idea groups and then it was changed to weighted.
With mismatched areas, I think Paradox are just bad at it. It only makes sense to do with regions/trade nodes to encourage AI to expand (to consolidate 1 type then another and so on)
Fair enough I guess, also the ideas are not predetermined for things like client states etc so there where always random selections for those.
When I first started playing EU4 I was a Portugal main thanks to the video channel Call Me Ezekiel. As such, I figured out pretty quickly the Azores, Madeira, and the Canary Islands were technically in Europe. As such, by watching guides on Iberian nations and rules for colonizing, I also learned subject nations will not colonize unless they already have said ideas. A nice case study for this rule is Asturias which have a colonist embedded in their national ideas. Another example that does exist as a subject at the 1444 start date is Norway. Keep them around for long enough and they will start colonizing for you. What I did not know is why Subject nations do not take colonial ideas; thank you so much for showing me the source code showing how Paradox made this so.
Ah fair enough, Portugal is a classic starting country
If they have the settler for national ideas, do they always take exploration? Or at least do they have the possibility as a subject nation?
@@cirokistermann7834 I believe they may get an extra weight for it, but not much beyond that.
For the canaries, wasn't there a thing EU4 had where tiles outside your home continent costed more in governing capacity? I either remember they had plans for that (maybe bundled with the score-cards) or I might be thinking of a mod
3:00 Rome isn't the only one, they did the same thing to Yuan, Byzantium and some countries a few years ago - I think 1.31 without any patch notes. I tried to get it removed a few times by starting threads on the forum or commenting in dev diaries but with no success :(
For some time it was possible but when it was changed Mughal Diwan lost access to 5% discipline.
In single-player AI forming such powerful nations could be done only with the aid of the player so why block it?
Yeah its a weird decision, and yes multiple countries are included, Rome is just the flashiest one and tied in with my previous fun fact
Only one I knew off hand was the "no colonial ideas taken by subjects" thing, since that was posted on pdoxplaza many years back and has been the case from the start or very close to it. When you full/annex release the nations usually have their "historical" ideas...usually :).
You can get colonists out of some TAGs that have it in NI at least, though even that's more trivia than game-changing.
Fair enough. I think it used to be pretty common knowledge, but I am around the community more then I am willing to admit, and that one fact tends to be the most surprising I find, especially among new players.
I knew about the last 2. Specifically sea states I think are for trade because when protecting trade irc the ships will go to all the provinces in the state but I could be wrong
Interesting theory for the protecting trade...
I think the sea states are there so that they could more easily add things using the scopes "all_neighbor_province" and "any_neighbor_province" (and/or other scopes). This way they could interact with all or random provinces on the coast of a given sea without having to add every province id every time.
See I was thinking that too, but I just didn't find an example of them actually doing that at any point.
5:00 if the AI takes exploration you can vassalize them, they will still pick expansion for the next idea
Yup, this. You don't need to wait until admin 7.
I think the real reason for the sea classifications is the engine. I haven't done modding, but I wouldn't be surprised if the way they do things for provinces is simply having sea tiles marked with a flag that sets them as a sea tile.
Sea states are used in war fleet missions like fleet hunting or automatic blockading
My Favourite relevancy gag.
On the Baltic Sea point I would argue that this is why we have seen more and more time Sweden take this exact province since recent updates.
Depends, could just be Sweden buffs/Denmark nerfs. I mean Sweden doesn't exactly have a lot of expansion options.
I'm not entirely sure if Aotearoa has been fixed but it used to let you break the end-tag restriction. Another relic of Leviathan
It can, but it is itself an endtag and hence less of a curiosity then fiji, which is a super end tag without being an endtag itself.
I can't remember if the sea areas do anything directly, but areas are all assigned to regions, and sea regions are used for exploration and stealing maps, and the regions are all assigned to subcontinents, and the AI tries to keep at least one fleet in every sea subcontinent.
The AI tries to keep 1 fleet per subcontinent? Really? Never heard of that before...
Regarding sea "states" - I think it's for naval missions, but not necessarily ones related to trade. More things like exploration, and also hunting/intercepting enemy fleets etc.
That is the most popular suggestion so far in fairness
For me weirdest thing with Castile is their army movement. They do not move troops from New World either if their capital being sieged. The most hilarious example was Galicia being released after Castile lost war with Navarra, then conquering them and forming Spain, while Castile migrating to Morocco. Immediately after former Galicia becomes Spain our relations turned hostile from friendly and all wars in Europe stopped for glorious Galician Colonisation Program to began, with all three iberian nations competing for Oceania. It was very surprising experience, as Malacca, to fight back castilian and spanish and portugese simultaneously...
The AI priorities for armies are a mess, that I will conceed. It's a hard balancing act for Castille to both maintain a large enough presence in the new world to fight natives/rebellions and also maintain a decent army back home.
If I remember from my modding days the only thing sea "states" are used for is Terra Incognita
Oh that could be a shout actually
Maybe the sea states are for exploration? Like you set your explorer to explore the Baltic Sea and the ai explorer goes through all sea tiles in the Baltic Sea?
That does seem to be a pretty popular suggestion for the reason
Byzantine AI should at least take the form Rome decision
I think the sea states thing is just to make programming easier. Just reusing the same class. Wasteland are also probably “provinces” as well, even if they’re untraversable by land units
I guess so, but then you have to define loads of provinces into sea 'states' which also seems like quite a bit of work.
I would think that sea states exist for exploration. When you send a fleet to explore, you dont select the indovidual tiles, you select a "sea state". Baltic sea, north Atlantic, etc.
That does seem to be the most popular comment for now!
I knew the "Subjecst do not take exploration/expansion ideas" one, however do please look whether client states are exempt from it, since a few weeks ago, before this video came out I played Al Andalus and made a client state in Africa for better Borders and that client state went Exploration Ideas.
They can take expansion if they can see uncolonized land in fairness
I think the sea states is just for selecting sea regions to explore with ur ships
Maybe sea states are a consequence of every province needing to be in a state? I wonder if wastelands also have states?
Could be an interesting idea to check the Wastelands actually
The sea tile thing is probably because it can get buggy if a province (which sea tiles are in code) is not assigned to an area. I’ve had bugs where a province I added didn’t have an area (or something like that) and it crashed the game
Could be a shout in fairness
I could imagine that the sea states are actually related to trade nodes and define where ships go when you send them to protect trade, but I haven't checked whether that works out. Also I think I had a Portugal PU as Castile take Exploration in 1.36. I have not since tried to reproduce this behavior and I am not sure if it is intended, but I explicitly tried to prevent them from colonizing and it did not work. Maybe the domination DLC made an exception for Portugal?
I don't think so: and they should not have done it, unless they already had the idea group selected.
@@LemonCake101 I think it's hard coded for Portugal to take Exploration and Expansion even when subject.
@@doomdrake123 nope, its x1000 for Portugal (and Cas+Spain) but x1000 x x0 is 0 if they are a subject. I know I prevented it before myself, and well I checked the code literally for making the video.
@@LemonCake101 Well, I know for sure that if Portugal has Explo and you PU it it will take Expansion as well... if it was not changed in the recent patches :D
Edit: I'll test it in console game Saturday to be sure.
@@doomdrake123 If it has already taken explo it can take expansion
(Im guessing here) but when repeatedly shift clicking the plus sign in the fleet window, adding boat loads of ships, they're only built in the provinces bordering the seatile state the navy is in.
I don't believe so, I remember as Mams doing that and getting boats on the wrong side of the canal...
@@LemonCake101I’m pretty sure that it’s because the sea tile is connected it’s just hidden akin to the tomatoes branching missions so to speak.
Fact 2.5: There is actually a lot of tags that AI cannot form. Other such tags include Jerusalem, Yuan an many others.
Yup, but Rome is Rome hence it makes the list as the example!
The sea states might have something to do with sea attrition. If you're in controlled waters or how many tiles your fleet is to your closest sea state
I think sea attrition is pretty linear in fairness
i think the sea states things is because states are also areas, so the sea states are sea areas assigned to certain missions and naval mechanics, without being a proper state
That does seem to be the most popular idea in fairness!
Sea states are used for ships to let them be on missions/tasks
That is the most popular suggestion in fairness!
To add to the "there is no hard limit for provinces in a state but it's usually no more than 5" part
For the longest time I thought that the minimum for a state was 3 provinces until I tried to play as Ainu and saw that Sakhalin (in the Manchuria region) has only 2 provinces
I haven't seen a state this small before, and I don't know if there are other 2 province states
Oh good point. Anbennar had a 1 province state back in the day, but never seen one in Vanilla.
Im pretty sure bermuda is a one province state
@@Gremph I believe its 3, with Tortuga and another province in the Caribbean.
Youre right. I had a mod installed that changed colonial regions
the only unsaid reason i can imagine canaries being europe is to prevent castile from getting super early triangle trade
The canaries being in Europe has no impact on that event, that event fires if you have a colonial nation with a capital in North/South America.
@@LemonCake101 weird. i was 99% sure you had to have an american colonial nation with your capital in europe or asia and a province in africa
@@jaeorcy not according to the game files I checked for this comment!
8:39 - I see that Sea "States" are only Inland Seas, so mby it is connected somehow? For the Galleys bonuses etc.
They are in all of them, I just didn't scroll down.
@@LemonCake101 okey, so like someone else pointed out it could be connected with trade
@@mateuszbaranski8609 potentially, the most popular and currently my going idea is it is tied to naval missions
There are actually a hanful of missions that refer to the sea areas. And other systems that use it also exist.
Might be as simple as "every province needs to be assigned to an area" rule and instead of making whole separate system for sea tiles, they just used that. Might be something for AI. Or it could be part of scraped concept, maybe similar to what they are doing in EU5, I mean in Project Ceaser.
I mean the mission use is my guess, but I can't remember any from the top of my head that actually do refer to sea tiles
Sea states are for Fleet missions (Hunt enemy fleet in X Sea region)
Good shout in fairness, although I have to admit I am yet to see anyone press it
Viti, the true gigachad empire. I wonder, is it a coding oversight that allows this or is it intentional to allow endgame tags to form this.
110% Leviathan moment
Sea states are probably for when you send your explorer on a mission
Good suggestion, but I believe those use a different metric (or could be wrong)
Now even if you pu Portugal they will take explo first
.. they should not. Portugal has x1000 weight for taking explo, and x0 for being a subject, and 1000 x 0 = 0.
@@LemonCake101 it not *1000 it + 1000
@@azopeopaz3059 its not + 1000, its AI factor effected by x1000. All of those factor effects are multiplicative.
@@LemonCake101 you free to not belive
@@azopeopaz3059 ... its not a belief: I looked into the game files...?
Fun fact: With the "colonize" cheat you can colonize sea tiles
it doesn't do anything except look weird in diplo view but you can do it
Huh, neat! I will go have some fun with that.
Explain please?
Haha knew about the Dulkadir fact to get the Master of India achievement by exodusing to India
Ah fair enough, yeah for some achievements you will learn the most random things!
Sea "states" exist for the purpose of assigning automatic taske for navies like protect trade and hunt enemy ships
That does seem to be a popular theory in fairness!
With console commands you can add cores on sea tiles and they turn green for some reason, it's very funny
That's cool!
Knew some of it but the Fiji one is really helpfull as I just tested you can form Fiji and Ming and then go Mughals, Minghals are so back with that
Pretty sure I tested that, I believe that doesn't work... right?
@BobbiusRossius I consider event holding an exploit personally but yeah that seems like a pretty comprehensive list. Aztecs are pseudo formable, in the sense you can get their missions/ideas but not a tag switch I believe.
I knew all but the first one, and i thought 2 and 3 were common knowledge. Atleast it used to be back in the day.
I thought so too, but people end up surprised when they hear it...
In real life the canaries are very often classified as part of europe. Canarians themselves will usually self-id as european, and they are part of the EU. Geographically yes they are part of the african plate, but it’s one of those weird edge cases where it’s not 100% clear where one continent starts and the other begins
For the "AI will never form Rome"
A youtuber playing as Mughals gave Ulm the provinces to form the Roman Empire.
Then it conquered it.
This spawned a "lost culture" in Ulm and gave a 5% discipline through the Diwan special mechanic.
So maybe it did that for avoiding giving a extra 5% discipline to the player during a Mughals world conquest.
Yeah, I was looking at that myself in the game code where I saw lost culture thing and was wondering about doing that
Knew all of these except the AI Rome one.
Oh damn fair, that's impressive!
3:48 doesn't the ai always go for the decentralized hre path and therefore will not form the hre tag? I've tried it at one point and they simply click the decentralized one as soon as they can (since that one usually has higher support) and not wait for centralized
That’s not consistent from my person experience, I find they tend to go centralized if they get that late
@@LemonCake101 hm, I'll retest it when I have some time and see if I can get them to go centralized
portugal picked exploration idea after i subjugated them o-o
They really should not have, in my experience they don't and in the game code I read they should not be doing that
A few patches ago budgetmonk mentioned that the event where your heir falls ill and you either pray for their life or pay for a medic, lies to you. Both options have the same chance, so you should just pray for their life. Don't know if this has been patched, would be interested to find out.
Oh interesting, I will need to check
Could sea states be related to naval attrition?
I don't believe so? They are tied to distance to your closest port, and time at sea (plus local things like naval instillations)
fact 3 is actktually useful info. Other are not so much but kudos for info i guess
Oh for sure, I mean I gave that disclaimer right away. This is literally just 'cool random things I found' a video.
Its not just viti that doesnt check for end-game tags, Hawaii also doesnt check for end-game tags. I always assumed its a leftover from Leviathan release.
Hawaii doesn't check, but its less unique since Hawaii is an endgame tag, while Fiji is not. Hence Fiji is the most unique being a super end tag while not being an end tag.
@@LemonCake101 Hawaii is afaik not an end-game tag
@@Penchh really? I was under the impression it was.
It is to see if you can or cannot make a claim across sea
There are lots of estate privileges that the AI doesn't use(factor = 0), like interfaith dialogue from burghers, not even if the AI has "The Social Contract" government reform. There are lots of government reforms the AI doesn't care much about(factor = 1) that a player would use. The AI evaluates much less than you would think.
No for sure, I just found that Rome of all of them is probably the most interesting one to talk about.
Probably someone has said it already but the Açores Portuguese islands are pronunced "Asores", ç makes an s sound
Yeah, the c threw me off, I know about the 'azores' but yeah I saw the name and thought it was something else :(
i think the AI weight for forming rome is 0, because AI is actually programmed to follow the Path to possible formables. This can mostly be seen on Brandenburg, which upon Age of Reformation will instantly mark all of Königsberg/Danzig as provinces of interest, since they are required provinces. I assume that there is no weight on the decision so AI isnt inspired to desire all roman provinces as soon as it takes rome (which shows the decision to form the empire).
That would make sense in fairness.
The sea states were created for the purpose of naval mission specificity
Could be in fairness, though things never get used though
@@LemonCake101 You've never ordered a fleet to "hunt down enemy fleets"? It uses the sea states, same with a lot of other orders
@@masonhales I actually asked around earlier, and well, no. Its really bad at doing that in fairness.
On the topic of ai choosing ideas, the ai will never pick Mercenary Ideas. The idea set has an ai_will_do factor of 0.
I'd guess that it's because the ai doesn't know how to handle mercenaries, either not using them enough, or using them too much. I think in 1.30 there was an issue with the ai debt spiraling because they bought too many mercs.
Ackchyually, comments can boost engagement, so I'll make pointless ones anyway. Also, IIRC, I think the Canary Islands being European was something to do with old castillian events around the reconquista that were long since replaced, back when we had the original release mission system. Side effects of this game being over 10 years old.
Yeah I guess that makes sense, still quite a weird setup we ended up with, since that mission is long gone.
Sea states may be used for exploration, I think.
Could be a shout!
I remember when Shan I think used to do the same thing as Viti. Pretty sure they patched that out just before the Golden Century DLC
Oh, that one must have slipped me.
it was I think a pretty Reddit memed bug at the time - I remember watching Arumba form it to try and form into Mughals, but the endgame flag issue Viti has being there
Another Canaries fun fact
It wasnt yet conquered in 1444.
Tenerife held until 1496
Yeah, Castile used to not start with it!
@@LemonCake101 tho once again... first mention of cossacks is 1489 and you can have them day one
@@Gray_ninja its going to be a lot worse for Eu5 though, since it starts so much earlier
@@LemonCake101 i know, they already butchered Ruthenia by calling it "Galicia Volhynia"
@@Gray_ninja could be worth, we could be seeing a return to square memel
Sth has changed recently? France surprisingly was not an end game tag, at least I remember very well using France temporary in Navarra, Savoy and some other games before switching to Spain Italy or whatever.
If any of patches made France an end-game tag, it is great from balance perspective. It was very unfair having France not end-game and Mali end-game.
France is an endtag now I believe Domination did that
Sea provinces in order to name them in maps?
Could be a shout
Im pretty sure paradox hardcoded so portugal always go colonial even after get pu'd, could be wrong.
.. they should not. Portugal has x1000 weight for taking explo, and x0 for being a subject, and 1000 x 0 = 0.
I feel like you mispronounced the Açores and Ceuta on purpose just to get a reaction...
I actually have no idea how to pronounce those places I will be honest, the Portuguese language eludes me.
I checked on paradox wiki and didn't found anything prohibiting you forming new world end-tag as Viti or Hawai'i. Is it possible to form, for example, Brazil as France by becoming Viti?
Potentially? I mean I never really look at those because why would you want to form Brazil?
Yeah, it only makes for longest possible formable sequence.
Take a shot every time this guy says “well” in the middle of his sentences and you will die of alcohol poisoning
(Ok don’t want to be too mean: this was a very interesting video and I’m subscribing now)
I have a particular way with words for sure!