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** Unlike just about any other ''Total War'' game, agents in ''Empire'' are ''randomly'' generated by related buildings, rather than hired. Players can often spend turn after turn waiting for a badly needed missionary, only to end up with one that already starts with a negative trait and simple SaveScumming won't fix that, as reloading might lead to no missionary spawning at all. And agents can't be disbanded - they can only die of natural causes or get killed by enemy agents, so if you are stuck with six terrible agents of given type, tough luck. If that wasn't enough, they are extremely limited in their applications. Most notably rakes (a combo spy-assassin) are virtually useless, due to very low base chances of success, non-existing skill progression and zero ability to replace them, while giving a steep diplomatic penalty when detected.

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** Unlike just about any other ''Total War'' game, agents in ''Empire'' are ''randomly'' generated by related buildings, rather than hired. Players can often spend turn after turn waiting for a badly needed missionary, only to end up with one that already starts with a negative trait and simple SaveScumming won't fix that, as reloading might lead to no missionary spawning at all. And agents can't be disbanded - they can only die of natural causes or get killed by enemy agents, so if you are stuck with six terrible agents of given type, tough luck. If that wasn't enough, they are extremely limited in their applications. Most notably rakes (a combo spy-assassin) are virtually useless, due to very low base chances of success, non-existing skill progression and zero ability to replace them, while giving a steep diplomatic penalty when detected.
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** Unlike just about any other ''Total War'' game, agents in ''Empire'' are ''randomly'' generated by related buildings, rather than hired. Players can often spend turn after turn waiting for a badly needed missionary, only to end up with one that already starts with a negative trait and simple SaveScumming won't fix that, as reloading might lead to no missionary spawning at all. And agents can't be disbanded - they can only die of natural causes or get killed by enemy agents, so if you are stuck with six terrible agents of given type, tough luck. If that wasn't enough, they are extremely limited in their applications. Most notably, rakes, the spy-assassin combo, are virtually useless, due to very low base chances of success, non-existing skill progression and zero ability to replace them, while giving steep diplomatic penalty when detected.

to:

** Unlike just about any other ''Total War'' game, agents in ''Empire'' are ''randomly'' generated by related buildings, rather than hired. Players can often spend turn after turn waiting for a badly needed missionary, only to end up with one that already starts with a negative trait and simple SaveScumming won't fix that, as reloading might lead to no missionary spawning at all. And agents can't be disbanded - they can only die of natural causes or get killed by enemy agents, so if you are stuck with six terrible agents of given type, tough luck. If that wasn't enough, they are extremely limited in their applications. Most notably, rakes, the spy-assassin combo, notably rakes (a combo spy-assassin) are virtually useless, due to very low base chances of success, non-existing skill progression and zero ability to replace them, while giving a steep diplomatic penalty when detected.detected.
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** Unlike just about any other ''Total War'' game, agents in ''Empire'' are randomly generated by related buildings, rather than hired. Players can often spend turn after turn waiting for a badly needed missionary, only to end up with one that already starts with a negative trait and simple SaveScumming won't fix that, as reloading might lead to no missionary spawning at all. And agents can't be disbanded - they can only die of natural causes or get killed by enemy agents, so if you are stuck with six terrible agents of given type, tough luck. If that wasn't enough, they are extremely limited in their applications. Most notably, rakes, the spy-assassin combo, are virtually useless, due to very low base chances of success, non-existing skill progression and zero ability to replace them, while giving steep diplomatic penalty when detected.

to:

** Unlike just about any other ''Total War'' game, agents in ''Empire'' are randomly ''randomly'' generated by related buildings, rather than hired. Players can often spend turn after turn waiting for a badly needed missionary, only to end up with one that already starts with a negative trait and simple SaveScumming won't fix that, as reloading might lead to no missionary spawning at all. And agents can't be disbanded - they can only die of natural causes or get killed by enemy agents, so if you are stuck with six terrible agents of given type, tough luck. If that wasn't enough, they are extremely limited in their applications. Most notably, rakes, the spy-assassin combo, are virtually useless, due to very low base chances of success, non-existing skill progression and zero ability to replace them, while giving steep diplomatic penalty when detected.
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** Small armies, armies with left over troops and rebels. They come and damage your buildings and even if you have a big enough army to easily defeat them without too much loss, you're still forced to play what is a time-consuming sometimes tedious battle just to get them off your land. You could auto-resolve but this will probably lead to more loss on your side than if you play the battle yourself. This becomes repetitive if you fail to kill them all before they escape the field, forcing you into a rather unexciting "clean up" after every battle (which itself is difficult if you don't have enough cavalry). It is even more monotonous in a sea battle as it takes a long time to sail your ships to the enemy to engage.

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** Small armies, armies with left over troops and rebels. They come and damage your buildings and even if you have a big enough army to easily defeat them without too much loss, you're still forced to play what is a time-consuming sometimes tedious battle just to get them off your land. You could auto-resolve but this will probably lead to more loss on your side than if you play the battle yourself. This becomes repetitive if you fail to kill them all before they escape the field, forcing you into a rather unexciting "clean up" after every battle (which itself is difficult if you don't have enough cavalry). It is even more monotonous in a sea battle as it takes a long time to sail your ships to the enemy to engage. This is meant as a way to subtly encourage defense-in-depth -- rather than concentrating all your forces into one big army, posting troops inside towns will not only prevent the buildings they house from being damaged, but outright deny these small bands access past the town without provoking battle. It's generally considered good practice to post one sloop inside each dockyard or trading seaport to avoid pillaging -- a blockaded port can be freed on that turn, while damaged ports require one extra turn and money.

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Changed: 111

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* ArtificialStupidity: During battle, the A.I. will make numerous basic mistakes:
** Sending cavalry on their own before the bulk of the infantry to charge you. They are easily fended off reducing the A.I.'s army somewhat. The cavalry will often charge right into infantry squares.
** Ships will make no attempt to escape a battle even if they haven't a hope of winning. A single sloop will charge right into into your massive fleet.
** A.I. infantry will hide behind a wall even if that wall is nowhere near the main combat zone. This means the unit cannot help out for the A.I's attack, and can be easily mopped up when they are the only unit left.



** Small armies, armies with left over troops and rebels. They come and damage your buildings and even if you have a big enough army to easily defeat them without too much loss, you're still forced to play what is a time-consuming sometimes tedious battle just to get them off your land. You could auto-resolve but this will probably lead to more loss on your side than if you play the battle yourself. This becomes repetitive if you fail to kill them all before they escape the field, forcing you into a rather unexciting "clean up" after every battle (which itself is difficult if you don't have enough cavalry).

to:

** Small armies, armies with left over troops and rebels. They come and damage your buildings and even if you have a big enough army to easily defeat them without too much loss, you're still forced to play what is a time-consuming sometimes tedious battle just to get them off your land. You could auto-resolve but this will probably lead to more loss on your side than if you play the battle yourself. This becomes repetitive if you fail to kill them all before they escape the field, forcing you into a rather unexciting "clean up" after every battle (which itself is difficult if you don't have enough cavalry). It is even more monotonous in a sea battle as it takes a long time to sail your ships to the enemy to engage.
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Added DiffLines:

** Small armies, armies with left over troops and rebels. They come and damage your buildings and even if you have a big enough army to easily defeat them without too much loss, you're still forced to play what is a time-consuming sometimes tedious battle just to get them off your land. You could auto-resolve but this will probably lead to more loss on your side than if you play the battle yourself. This becomes repetitive if you fail to kill them all before they escape the field, forcing you into a rather unexciting "clean up" after every battle (which itself is difficult if you don't have enough cavalry).

Added: 4

Removed: 1475

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Not YMMV.


* FakeDifficulty: Ottoman opening situation is set up as a tough challenge, but it really isn't
** A whole lot of issues Ottomans face at the game start come from having a DecadentCourt - almost all ministers are corrupt ''and'' incompetent, creating all sorts of problems and sacking provinces for substantial value of wealth each turn. For AI, that's a disaster. But in hands of human players, it's a matter of replacing those ministers with the semi-competent alternatives that Ottomans have as candidates to the offices at the game start. Except for the lackluster ruler, the cabinet can be made functional and productive before even finishing first turn.
** Similarly, numerous provinces have juuuust enough Muslims in them already that a token effort of imams will push the percentages enough to decrease the religious unrest by a point.
** War with Russia? Simply let Peter take over Crimea, bleeding his initial army on it. This way you can reconquer it as your own province few turns later, rather than having an useless, underdeveloped and underpowered protectorate that everyone will try to conquer and will require non-stop saving.
** Barbary States are at war with pretty much everyone... which is great, because they are going to loot trade routes of just about every country that has ports in the Med, providing substantial income, percentage of which goes to your coffers. AI will need decades to deal with Barbary State and by then, you can easily muscle it out.



** Those traits themselves, unless starting with them, can only be gained when ''finishing'' a research in related field. And higher tiers require multiple technologies to research for the trait to increase. So by the time a trait is maxed-out, there are barely any related technologies left... assuming your gentleman didn't die out of old age by then.

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** Those traits themselves, unless starting with them, can only be gained when ''finishing'' a research in related field. And higher tiers require multiple technologies to research for the trait to increase. So by the time a trait is maxed-out, there are barely any related technologies left... assuming your gentleman didn't die out of old age by then.then.
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* ComplacentGamingSyndrome: It's hard to find a player that doesn't engineer a revolt from the very first turn when playing as Spain to change the government to republic. The reason is simple - you start with [[RoyallyScrewedUp Carlos II the Bewitched]] as your king. Republican government is so-so, especially for Spain, which as a monarchy gets handful of special units, but ''anything'' is better than having Carlos as your king.

to:

* ComplacentGamingSyndrome: It's hard to find a player that doesn't engineer a revolt from the very first turn when playing as Spain to change the government to republic. The reason is simple - you start with [[RoyallyScrewedUp Carlos II the Bewitched]] as your king. Republican government is so-so, especially for Spain, which as a monarchy gets a handful of special units, but ''anything'' is better than having Carlos as your king.
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* ComplacentGamingSyndrome: It's hard to find a player that doesn't engineer a revolt from the very first turn when playing as Spain to change the government to republic. The reason is simple - you start with [[RoyallyScrewedUp Carlos II the Bewitched]] as your king. Republican government is so-so, especially for Spain, which gets handful of special units only as a monarchy, but ''anything'' is better than having Carlos as your king.

to:

* ComplacentGamingSyndrome: It's hard to find a player that doesn't engineer a revolt from the very first turn when playing as Spain to change the government to republic. The reason is simple - you start with [[RoyallyScrewedUp Carlos II the Bewitched]] as your king. Republican government is so-so, especially for Spain, which as a monarchy gets handful of special units only as a monarchy, units, but ''anything'' is better than having Carlos as your king.
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Added DiffLines:

* ComplacentGamingSyndrome: It's hard to find a player that doesn't engineer a revolt from the very first turn when playing as Spain to change the government to republic. The reason is simple - you start with [[RoyallyScrewedUp Carlos II the Bewitched]] as your king. Republican government is so-so, especially for Spain, which gets handful of special units only as a monarchy, but ''anything'' is better than having Carlos as your king.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FakeDifficulty: Ottoman opening situation is set up as a tough challenge, but it really isn't
** A whole lot of issues Ottomans face at the game start come from having a DecadentCourt - almost all ministers are corrupt ''and'' incompetent, creating all sorts of problems and sacking provinces for substantial value of wealth each turn. For AI, that's a disaster. But in hands of human players, it's a matter of replacing those ministers with the semi-competent alternatives that Ottomans have as candidates to the offices at the game start. Except for the lackluster ruler, the cabinet can be made functional and productive before even finishing first turn.
** Similarly, numerous provinces have juuuust enough Muslims in them already that a token effort of imams will push the percentages enough to decrease the religious unrest by a point.
** War with Russia? Simply let Peter take over Crimea, bleeding his initial army on it. This way you can reconquer it as your own province few turns later, rather than having an useless, underdeveloped and underpowered protectorate that everyone will try to conquer and will require non-stop saving.
** Barbary States are at war with pretty much everyone... which is great, because they are going to loot trade routes of just about every country that has ports in the Med, providing substantial income, percentage of which goes to your coffers. AI will need decades to deal with Barbary State and by then, you can easily muscle it out.
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Never mind, that's republics problem


** You can only kick ministers from their offices, in a one-way process. Your current army minister would make instead fantastic colonial governor, while said governor in turn is a perfect material for fiscal minister? Too bad, you can only sack them.
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* GoddamnBats: The Pirates faction can quickly become a pain in the ass at the start of Grand Campaign because they already have Galleons and Fluyts at their disposal while everyone else only has access to weaker ships. They are by no means hard to handle (especially if you play as Spain and thus have access to galleons), but are extremely annoying.

Added: 353

Changed: 7

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** Gentlemen gain special traits related with specific type of research, each of them having three tiers. If you put two gentlemen that have the same ''tier'' of given trait, only one of those will provide bonus to research. Meanwhile, if they have the same trait, but on different tiers, you still gain bonus from both of them. This forces players to juggle their gentlemen around for maximum efficiency and often leads to situation where this or that researcher is deliberately kept under-levelled, because by gaining higher tier of his traits, he would stop providing bonus entirely. More importantly, modders found out none of this is bug-related, but instead a deliberate feature.
*** Similarly, if via save-editing an unique ancilliary is provided to two gentlemen and they are both present in the same school, only one of them will provide the bonus.

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** Gentlemen gain special traits related with specific type of research, each of them having three four tiers. If you put two gentlemen that have the same ''tier'' of given trait, only one of those will provide bonus to research. Meanwhile, if they have the same trait, but on different tiers, you still gain bonus from both of them. This forces players to juggle their gentlemen around for maximum efficiency and often leads to situation where this or that researcher is deliberately kept under-levelled, because by gaining higher tier of his traits, he would stop providing bonus entirely. More importantly, modders found out none of this is bug-related, but instead a deliberate feature.
*** Similarly, if via save-editing an unique ancilliary is provided to two gentlemen and they are both present in the same school, only one of them will provide the bonus.bonus.
** Those traits themselves, unless starting with them, can only be gained when ''finishing'' a research in related field. And higher tiers require multiple technologies to research for the trait to increase. So by the time a trait is maxed-out, there are barely any related technologies left... assuming your gentleman didn't die out of old age by then.
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Added DiffLines:

** You can only kick ministers from their offices, in a one-way process. Your current army minister would make instead fantastic colonial governor, while said governor in turn is a perfect material for fiscal minister? Too bad, you can only sack them.

Added: 856

Changed: 1454

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* ScrappyMechanic: Gentlemen gain special traits related with specific type of research, each of them having three tiers. If you put two gentlemen that have the same ''tier'' of given trait, only one of those will provide bonus to research. Meanwhile, if they have the same trait, but on different tiers, you still gain bonus from both of them. This forces players to juggle their gentlemen around for maximum efficiency and often leads to situation where this or that researcher is deliberately kept under-levelled, because by gaining higher tier of his traits, he would stop providing bonus entirely. More importantly, modders found out none of this is bug-related, but instead a deliberate feature.
** Similarly, if via save-editing an unique ancilliary is provided to two gentlemen and they are both present in the same school, only one of them will provide the bonus.

to:

* ScrappyMechanic: ScrappyMechanic:
** Unlike just about any other ''Total War'' game, agents in ''Empire'' are randomly generated by related buildings, rather than hired. Players can often spend turn after turn waiting for a badly needed missionary, only to end up with one that already starts with a negative trait and simple SaveScumming won't fix that, as reloading might lead to no missionary spawning at all. And agents can't be disbanded - they can only die of natural causes or get killed by enemy agents, so if you are stuck with six terrible agents of given type, tough luck. If that wasn't enough, they are extremely limited in their applications. Most notably, rakes, the spy-assassin combo, are virtually useless, due to very low base chances of success, non-existing skill progression and zero ability to replace them, while giving steep diplomatic penalty when detected.
**
Gentlemen gain special traits related with specific type of research, each of them having three tiers. If you put two gentlemen that have the same ''tier'' of given trait, only one of those will provide bonus to research. Meanwhile, if they have the same trait, but on different tiers, you still gain bonus from both of them. This forces players to juggle their gentlemen around for maximum efficiency and often leads to situation where this or that researcher is deliberately kept under-levelled, because by gaining higher tier of his traits, he would stop providing bonus entirely. More importantly, modders found out none of this is bug-related, but instead a deliberate feature.
** *** Similarly, if via save-editing an unique ancilliary is provided to two gentlemen and they are both present in the same school, only one of them will provide the bonus.
Is there an issue? Send a MessageReason:
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* ScrappyMechanic: Gentlemen gain special traits related with specific type of research, each of them having three tiers. If you put two gentlemen that have the same ''tier'' of given trait, only one of those will provide bonus to research. Meanwhile, if they have the same trait, but on different tiers, you still gain bonus from both of them. This forces players to juggle their gentlemen around for maximum efficiency and often leads to situation where this or that researcher is deliberately kept under-levelled, because by gaining higher tier of his traits, he would stop providing bonus entirely. More importantly, modders found out none of this is bug-related, but instead a deliberate feature.

to:

* ScrappyMechanic: Gentlemen gain special traits related with specific type of research, each of them having three tiers. If you put two gentlemen that have the same ''tier'' of given trait, only one of those will provide bonus to research. Meanwhile, if they have the same trait, but on different tiers, you still gain bonus from both of them. This forces players to juggle their gentlemen around for maximum efficiency and often leads to situation where this or that researcher is deliberately kept under-levelled, because by gaining higher tier of his traits, he would stop providing bonus entirely. More importantly, modders found out none of this is bug-related, but instead a deliberate feature.feature.
** Similarly, if via save-editing an unique ancilliary is provided to two gentlemen and they are both present in the same school, only one of them will provide the bonus.
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None

Added DiffLines:

* ScrappyMechanic: Gentlemen gain special traits related with specific type of research, each of them having three tiers. If you put two gentlemen that have the same ''tier'' of given trait, only one of those will provide bonus to research. Meanwhile, if they have the same trait, but on different tiers, you still gain bonus from both of them. This forces players to juggle their gentlemen around for maximum efficiency and often leads to situation where this or that researcher is deliberately kept under-levelled, because by gaining higher tier of his traits, he would stop providing bonus entirely. More importantly, modders found out none of this is bug-related, but instead a deliberate feature.

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