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News:Check out our latest blog post about the Engineer/Sapper Class!Check out our latest blog post about buidling interiors!Check out our latest blog post about dynamic weather!Check out our latest blog post about the Melee System!Check out our latest blog post about the 20th Maine Part 2!Check out our latest blog post about the playable Musican class!Check out our latest blog post about the 20th Maine!Check out our blog post about artillery!It's finally here! Check out our blog post about the Shooting Mechancis! 1x NA Duel- Runner up 3x 3v3- 3rd place (Seadderol Deflatriots) (Ez Money) (71st Guards + Russian) 1x Duel League- 4th place 1x Regimental Groupfighting- 1st place (71st) l 1x 2v2- 3rd Place (Vortex/Theodin) TNWL Season 2 - 1st Place l 1x 2v2- 1st Place (Theodin/Elite) l 2x NANWL-71st, Nr8(LG) l 1x 4v4- 1st Place (RussianFury, Waste, NickCole, Theodin) l 1x Cav Joust- 2nd Place l 1x 4v4-3rd Place (Theodin, AsianP, Sleek, Godfried, Lurvy) l 1x 5v5 - 1st Place (RussianFury, Yoshie, Krastinov, Jorge, Theodin - Thanos and his children). 1x NA Duel- Runner up 3x 3v3- 3rd place (Seadderol Deflatriots) (Ez Money) (71st Guards + Russian) 1x Duel League- 4th place 1x Regimental Groupfighting- 1st place (71st) l 1x 2v2- 3rd Place (Vortex/Theodin) TNWL Season 2 - 1st Place l 1x 2v2- 1st Place (Theodin/Elite) l 2x NANWL-71st, Nr8(LG) l 1x 4v4- 1st Place (RussianFury, Waste, NickCole, Theodin) l 1x Cav Joust- 2nd Place l 1x 4v4-3rd Place (Theodin, AsianP, Sleek, Godfried, Lurvy) l 1x 5v5 - 1st Place (RussianFury, Yoshie, Krastinov, Jorge, Theodin - Thanos and his children). 1x NA Duel- Runner up 3x 3v3- 3rd place (Seadderol Deflatriots) (Ez Money) (71st Guards + Russian) 1x Duel League- 4th place 1x Regimental Groupfighting- 1st place (71st) l 1x 2v2- 3rd Place (Vortex/Theodin) TNWL Season 2 - 1st Place l 1x 2v2- 1st Place (Theodin/Elite) l 2x NANWL-71st, Nr8(LG) l 1x 4v4- 1st Place (RussianFury, Waste, NickCole, Theodin) l 1x Cav Joust- 2nd Place l 1x 4v4-3rd Place (Theodin, AsianP, Sleek, Godfried, Lurvy) l 1x 5v5 - 1st Place (RussianFury, Yoshie, Krastinov, Jorge, Theodin - Thanos and his children).
Welcome to EU4This is a sub-reddit for Europa Universalis IV. It is a general subreddit for the Grand Strategy Game from Paradox Interactive: Europa Universalis 4.Our Discord Address is:. Hover over any of the boxes below to view relevant informationRulesFor the full rules, click.Posts must be related to Europa Universalis. Just the title of the post being relevant does not qualify.No memes, image macros, reaction pictures, or similar.
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Please mark spoilers as spoilers.We may occasionally ban specific topics that have flooded the subreddit. For information on topics that are temporarily banned, please view our. BANNED TOPICS:.Content that breaks the spirit of these rules may be removed at moderator discretion. Coring cost reduction obviously, a requirement regardless of everything else, need to go -15 to -20% depending on point total.If you have 800 points, Land leader siege is amazing. Depends on what you want to be, a colonizer (in europe/africa or even america?), a trader (again, where?) or a total unstoppable militairy force (and yet here again, where?). Personally monthly autonomic change is damn good IMO, if you are at war often.
Tbh custom nations arent that fun as you can make your self massive and reform to other nation and get the better ideas. Great example in custom nation in the prussian region with prussian culture but in the size of 1/2 poland and 1/2 lith shity ideas and then the guy reforms to prussia and gets the op ideas. I would prefer a normal game.
Core reduction cost is a must for every nation that wants to expand anyhow. Moral, discipline or infantary combat ability is neat though, aswell as land leader shock +2. Reduced AE can be good if you start in the HRE or anywhere near it, though DR might get you a bit further than the reduction on AE. I recently did a game where I started in the Australian province of Eora as an Ingerman (an unused Culture) Norse (Unused Religion) Ambrosian Republic (rarely used government type). Took a colonist as one of the starting ideas, and made it a goal to reconquer Ingermanland and the Scandinavian peninsula.I've also wanted to do a tall game on the RNW tile with the Volcanic Island (it's got five provinces that are cordoned off except for one, which acts as a gate), and go High American and see if I can build up a cool Tall game till the Europeans arrive, and then Sunset Invade. Honestly, some ideas and attributes are just so superior to all others that, beyond a certain few, it doesn't matter what you take.Core cost reduction is the obvious one.
Aggressive expansion reduction is another for most scenarios. Siege ability/leader siege also help quicken expansion, which begets further expansion.In my opinion, these are the three most useful for most playthroughs. You can always seize colonies in war; you can get autonomy reduction from government rank and form; and you can simply outnumber tough opponents when trade starts to come online.
The speed and resource advantages that these three ideas give can't be matched, though.Beyond these, Discipline/infantry combat ability are useful. Applies applies to all units and will basically never be wasted; infantry ability applies to most of your units.
Both can help conserve manpower in the earlier portions of a game when you don't have an endless supply of mercs. Morale is not as important when you have numbers, and neither these nor any other ideas compare with core cost/AE reduction/siege bonuses and the speed advantages that they provide.Extra missionaries + strength rarely go to waste, though this will vary depending on what religion you play as. You will be taking tons of land later on and will inevitably fall behind in conversions. You get extra from certain conquests if you're not a pagan, so the need is lessened if you aren't one.
I mentioned these because most playthroughs will take religious over humanism, if for the CB only.After this, it barely matters. You will have the resources and ability to stabilize your realm and crush rebels-you won't need less revolt risk or separatism. You can afford all the light ships in the world, and can dominate trade without extra idea.War exhaustion reduction might be nice, but it is by no means mandatory. You can get tons of merchants with El Dorado-no need there.
Less yearly inflation is probably a good idea to have. Dip rep is pretty useful for some important tasks in-game.
It tapers off of a lot-pick for flavor at this point I would say. Go trade efficiency.
Superior military? Morale/arty combat ability/leader fire.Frankly, becoming a ) Dutch Republic with b) Western Tech is probably more useful than any ideas barring the first two that I mentioned. Dutch Republic's mechanics are quite awesome, and I personally believe that it generates better rulers than other government forms typically do. I tend to always have infantry combat ability as a starting idea, and somewhere down the line also cannon combat ability.Plus development cost if I am going to be stuck in a hard to expand place, or if not, coring cost.Discipline and morale.And army tradition.And since Norse is my go to region when I want to play 'alone versus the world' religiously, missionary strength. (Do any of the other unused in vanilla religions have cool mechanics like the norse parthenon? I know Jewish sucks). There's a reason that Coring Cost Reduction carries the Administrative idea group.
Eu4 Best Custom Ideas
I kinda enjoy playing Gyros (It's on EZ mode though)Western - Orthodox - Empire - Cores: Greek + Pontic + Gothic + Turkish CulturesCapital: ConstantinopleGyrosi IdeasCore Creation Cost & Aggressive Expansion Impact: -20%Missionary Strength +2.0%Culture Conversion Cost -20%Discipline +10%Morale of Navies +20%Siege Ability +20%Infantry Combat Ability +20%National Tax Modifier +20%Ambition: Goods Produced Modifier +20%Note: All your Emperors shall be Named Justinian JustinianRP aspect: You are the Greek Kebab and you're out for revenge!.