![]() Corruption, like overextension previously, makes everything worse, more expensive, more time consuming, etc. The corruption mechanic seemingly replaces the old overextension penalties and combines it with other things like being behind in technology and stability which is a positive change because I think it is always better in EU4 to give the user multiple ways out of a problem and cause them to have to think about how they want to go about addressing an issue rather than just having to wait for coring timers to go down as you did in the previous system. They’ve tied all espionage actions together and both expanded espionage, in that I rarely did more with espionage than fabricate claims, and simplified it in that there is now just a single level of “spy network” in the country which you can now spend to fabricate claims or for other purposes. The new Espionage system works just fine. The 1.16.3 Patch makes some systems more streamlined while expanding others. Being able to lease your armies out, buy Mercantilism, unconditionally surrender (when you know you’re going to lose a war utterly and just want to get it over with) and commit new espionage actions aren’t things that you’ll use every game, but it deepens the game and gives you more potential solutions to the problems that arise as you play. I also enjoyed the smaller elements in the DLC. There are now a bunch of messages that you will receive about leagues forming and disbanding but these are usually quite helpful and you can always adjust the message settings. I often find myself dealing with the complicated networks of alliances that bind these small nations together as well as things like the HRE and independence guarantees, having to figure out how to untie very complicated knots in order to absorb these small states which works well for both theme and gameplay. Groups of small non-monarchical states will band together for mutual defense. The trade league mechanic also works well and appears to function as intended. I didn’t detect any odd or ridiculous behavior from the AIs either you specify a mission (like blockade coasts or attack enemy fleets) and an area and let your ships sail. It is especially useful late in the game and during global conflicts in which you previously would have to do much pausing and unpausing to manage multiple naval conflicts simultaneously. No longer do you need to keep your ships in port while the AI players sail all over the place. ![]() Something rather confusing is that they didn’t add this to the navy micro AI, but it’s not that annoying. It’s kind of a simple mechanic (after you find the button) but works well, seems somewhat balanced and makes quite a bit of sense given the history. ![]() If you have solid control of the Mediterranean (perhaps with an Ottoman ally…), this will work out fabulously well for you or, especially if you lack said control, could cause coalitions and provoke strong nations like France and Spain to war. ![]() The gains from raiding are substantial and you’ll want to raid as much and as often as you can. This will majorly upset those countries and can only be done once so many years. Richer provinces will give you more gold and “sailors” (which will be discussed later). Coastal raiding involves sending a fleet to other countries’ coastlines and telling them to raid. The raiding mechanic gives one solid reasons to try out a game as Tunis or Morocco or even replay them if one already has. The 1.16.3 patch changes quite a few of EU4’s core mechanics including how claims are fabricated and how overextension works, and adds “sailors” (manpower for ships) and “states/territories” which checks expansion generally and encourages expansion within predefined adjoining areas. Mare Nostrum, the latest expansion for EU4, includes micromanagement AIs for navies, coastal raiding for north African States and “trade leagues,” a mechanic for small republics to band together against large monarchies. ![]()
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