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Thread: [Manual] Europa Perdita Gameplay Guides

  1. #1

    Default [Manual] Europa Perdita Gameplay Guides

    Some information to help players understand EP's features. Only a few things here for now, but they're important.

    Index
    I. Sanitation and Plagues
    II. The Economy
    III. Religion
    IV. Character Traits
    V. Miscellaneous
    Last edited by Augustusng; April 05, 2016 at 07:16 AM.

  2. #2

    Default Re: [Manual] Europa Perdita Gameplay Guides

    I. Sanitation and Plagues

    Sanitation and Plagues Overview

    1. Sanitation levels are lower in EP than vanilla. It's still important to keep them positive, but it's okay to dip into the negatives if you have to.
    2. The AI has no bonuses against plague outbreak, unlike vanilla. You will have to worry about plagues spreading outside your territories.
    3. Plagues are generally more common than vanilla, and some will spread regardless of your sanitation level. More on that below.
    4. However, there are more tools for you to combat plagues than in vanilla - new building effects and an edict.
    5. Sanitation is a representation of your cities' plumbing and sewage infrastructure. Positive sanitation levels will not prevent every type of plague.
    6. Squalor is a representation of the probability that an infectious disease spreads within your cities. Livestock and commercial buildings will increase levels of squalor. Hordes moving through your territory will also increase squalor.
    7. Some buildings (mostly industrial ones) instead have a growth penalty. This represents general hazards of heavy manual labor, and non-infectious conditions that can result from work in mines, etc.
    8. Each horde in a region will increase squalor by 1 or 2, depending on the size of the main horde building, and reduce public order by the same amount.

    Plague Types
    In-game, plagues can be classified in terms of severity, chance of infection, and lifetime.
    • Severity - Size of penalties once the plague breaks out
    • Chance of Infection - How easily the plague spreads to other cities and armies
    • Lifetime - How long an outbreak lasts

    In the grand campaign, there are 6 types of plague to worry about. Here's a simple overview of them, as far as gameplay purposes go. I won't go into any medical details.

    • Bubonic Plague - The most severe, but rarest plague. High chance of infection, medium lifetime. Can be prevented by sanitation.
    • Dysentery - Medium severity and infection chance, but short lifetime. Can be prevented by sanitation.
    • Measles - Low severity, medium infection chance and lifetime. Can break out even if your sanitation levels are positive.
    • Smallpox - Low severity, medium infection chance and lifetime. Can break out even if your sanitation levels are positive.
    • Consumption - Low severity, but high chance of infection and long lifetime. Can be prevented by sanitation.
    • Typhoid Fever - Medium severity, infection chance, and lifetime. Second-rarest, but still much more likely than bubonic outbreak. Can be prevented by sanitation.


    Tools to prevent and combat plagues
    Prevention - High sanitation levels will prevent most plagues. Most waterworks buildings (baths, aqueducts, sewers) will also reduce the chance of plague outbreak even at negative sanitation levels, as well as reducing infection chance, plague lifetime, and attrition suffered by infected armies.

    Medical Facilities and Food Storage - Some religious buildings act as proto-hospitals. These will reduce plague lifetime and chance of infection. Clean food storage buildings (barbarian granary, Sassanid windcatcher) will also reduce the chance of infection. Both will additionally reduce attrition suffered by infected armies.

    Quarantine Edict - The last resort - if you have no better options, you can issue a quarantine edict to affected provinces (provided you have a governor there). This will severely reduce the chance infection and lifetime of plagues, at the cost of provincial economic output and public order.
    Last edited by Augustusng; April 05, 2016 at 06:22 PM.

  3. #3

    Default Re: [Manual] Europa Perdita Gameplay Guides

    II. The Economy

    Economy Overview
    You'll probably notice that EP's economy is harder to manage than vanilla, at least at the start of your campaign. One thing to remember - in EP, garrisoned armies cost more upkeep. Move your starting armies out of cities to get a small income boost. Here are some important tips.

    1. Base income has been reduced. At lower imperium levels, you'll get some bonuses to mitigate this, but they'll disappear after imperium level 3.

    2. Fertility levels are more important than vanilla. All farm types except camels benefit more from higher fertility levels than in vanilla. Some sanitation buildings provide irrigation, increasing fertility levels within a province.

    3. Trade, commerce, and industry are the best sources of income. Exporting trade resources is more lucrative than in vanilla.

    4. More buildings have maintenance costs in EP than in vanilla. In fact, main city building chains no longer provide income, but give a range of bonuses (including garrison units) in exchange for the cost paid to maintain them.

    5. You are allowed more governors than vanilla at higher imperium levels. Some edicts have negative effects in EP though, so are only useful in certain situations.

    6. Corruption scales per region you control. At 75 regions, corruption will be at 50%. At 150 regions, it will reach 100%.
    Last edited by Augustusng; November 25, 2016 at 09:33 AM.

  4. #4

    Default Re: [Manual] Europa Perdita Gameplay Guides

    III. Religion

    Religion Overview
    Each religion in EP has more effects than in vanilla. These effects are determined by the character and values of that religion. Without going into too much detail, each religion is assigned a value in 6 categories:
    1. Growth - Is the religion is spreading quickly (Christian religions) or declining (Most pagan religions)?
    2. Wealth - Does this religion value wealth, or is it more frugal?
    3. Military - Does this religion value military conquest, or is it more peaceful?
    4. Infrastructure - Is this religion known for its building projects (massive temples, etc) or not?
    5. Public Order - Does this religion value an ordered society?
    6. Research - Does this religion emphasize learning?

    Additionally, religions in EP have different diplomatic and public order relations with each other. A more tolerant religion like Tengriism will have less diplomatic penalties towards others, and an easier time maintaining public order among followers of other religions. All Christian religions have bonuses with each other as well. Even if they may consider the others heretics, they're still better than pagans.

    Religions are also easier to convert to/from in EP. You only need 15% of your population to belong to a certain religion in order to convert.

    In EP, there are also religious traits that your characters can acquire. More on that in the traits post below.

    Religion Names and Other Changes
    We've decided to rename many religions in EP. For pagan religions, this simply means changing "Paganism" to "Polytheism." It has a less negative connotation, and is perhaps less anachronistic.

    The other important name changes concern the Christian religions. EP still has four versions of Christianity, but they represent different groups than vanilla. They are:

    • Arian Christianity - Largely unchanged from vanilla, but I figured I should list it anyway.
    • Nicene Christianity - The state religion of both Roman factions, and the main branch of Christianity.
    • Antiochene Christianity - This is the developing branch of Christianity based on the teachings of the Patriarch of Antioch, which would soon later become Nestorian, and develop into Syriac Christianity. It would not become officially separate from the main branch of Christianity until after the Council of Ephesus in 431, but we thought it would be interesting to include them as a separate group in the campaign.
    • Alexandrine Christianity - This is the developing branch of Christianity based on the teachings of the Patriarch of Alexandria, which would develop into Coptic Christianity. It would not become officially separate from the main branch of Christianity until after the Council of Chalcedon in 451, but we thought it would be interesting to include them as a separate group in the campaign.


    Our startpos changes to accommodate all this. Both Roman factions are Nicene for example, while the Arab Christian factions are Antiochene, and the African ones Alexandrine.
    Last edited by Augustusng; January 29, 2018 at 04:17 PM.

  5. #5

    Default Re: [Manual] Europa Perdita Gameplay Guides

    IV. Character Traits

    Guide by PrometheusTWC

    Houses/Tribes:
    We decided to use the in-game classification of generals in family- and non-family members to add a house/tribe system via character traits. It works like this: The generals in the family tree will get a "Royal bloodline" trait (House of Sasan for the Sassanids, Bucinobantes for the Alamans....) and your faction leader a "King" trait. The non-family members will come from different royal houses or tribes belonging to your faction. For the factions done so far it looks like this:

    Danes/Geats/Jutes:
    The Nordic factions consist of different tribes, with your non-family generals being a Karl from either a warlike, agricultural or ancient tribe. Depending on their tribe, those generals will play differently. Warlike Karls will be good leaders in battle, but bad for your economy and diplomatic standing, Karls from ancient tribes will be deeply rooted in the old ways and will bring religious conflict, and so on…
    When you establish your kingdom and conquer new lands, new tribes will slowly emerge and change your faction's composition. Whenever those generals rank up and gain fame, they have the chance to become the Jarl of their tribe, or even get crowned a rival king. If they become Jarl, it can be quite beneficial for you, but a rival king means serious problems.
    Small hint: Beware of the ancient tribes, they will not take a religious change lightly…
    Spoiler Alert, click show to read: 
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    The Sassanids:
    The Sassanids are ruled by the Shanhanshah from the House of Sasan, and your non-family generals will hail from one of the Seven Great Parthian Houses. Again, those can have different ranks in their respective House (1. Member 2. Shahrdar 3. Powerful Shahrdar). With each level your general gains, there is a chance for him to gain a new rank in his house.
    The politics for the Sassanids are different from the Danes; they are all about influence. A general with the highest level of his house gives strong bonuses, but he also gains influence really fast, so you have to make sure that your Shanhanshah has more influence. A weak king of kings can mean very serious trouble, because he will lose influence constantly, whereas his opponents build their power...
    Spoiler Alert, click show to read: 

    The Alamans:
    The changes to the Alamans accentuate that they are a confederacy of different tribes. Different reguli ("petty kings") rule over their smaller kingdoms (regna). The reges excelsiores ante alios ("paramount kings") are a kind of president of the confederacy. There can be more than one paramount king at a time, like Chnodomar and Westralp in 357.
    The Alamans are split into five tribes: the Brisgavi, Raetovari, Juthungi, Lentienses, and the player`s tribe, the Bucinobantes.
    The Bucinobantes replace the royal family from the other factions. The faction leader starts off as regulus of the Bucinobantes, and can become a rex excelsior ante alios; the rest of the family are simple tribal members.
    Generals from the other tribes start off as member of their tribe, and can become reguli and reges excelsiores ante alios by leveling up.
    So it can happen that a non-family member actually has a higher rank than your "faction leader." In the end, if you play the Alamans, it should play out in a way that you feel like the Bucinobantes are in the middle of the politics of the Alamannic confederacy.

    The Lakhmids:
    The Lakhmids are divided into five houses. The ruling part is the Banu Lakhm. The others include the Banu Asad, Banu Ma'add, Banu Madh'hij, and Banu Quda'ah. Lakhmid politics works in a similar way to the Sassanids. When a general gains a level, there is a chance for him to increase his rank in his house (1. Hakim 2. Shaykh 3. Amir). Each house offers different bonuses to armies and provinces, and leveling up your faction leader, you can increase his prestige. The ranks are: 1. Malik ("king") of the Lakhmids, 2. Malik al-Qawi ("powerful king"), 3. Malik al-'Azim ("great king"), and 4. Malik al-Arab ("king of the Arabs").

    What`s next?
    We plan on adding historic houses and tribes for every faction in the GC - the Picts and Himyar will be next.

    Religious traits and religious tension:
    At the moment, every character can pick up a religious trait depending on your state religion upon coming of age. Those traits are more detailed and religion-specific than the vanilla ones (which only say monotheistic or polytheistic). So if your state religion is Nicene Christianity, your general will get "Follower of Nicene Christianity" instead of "Monotheistic."

    Another new feature that those religious traits bring is religious tension. Religious people will not be happy after a change of state religion. They will turn into religious dissidents and lower public order, while still spreading their old beliefs.
    Last edited by Augustusng; April 05, 2016 at 07:09 AM.

  6. #6

    Default Re: [Manual] Europa Perdita Gameplay Guides

    V. Miscellaneous Tips and Guides

    Recruitment:
    You get a certain number of recruitment points in each province/horde, determining how many units you can recruit there each turn.

    Settled factions gain land recruitment points in their provinces in a few ways.
    • 1 point from the faction capital.
    • 1 point for each city. Level 4 major cities give 1 additional point.
    • 1 point for each military building. Level 4 barracks give 1 additional point.
    • 1 point from some other buildings. This may be reduced in the future.

    For hordes, it's a little different.
    • 1 point base.
    • 1 point from the main horde building. 1 additional point at level 4.
    • 1 point for each military building. Level 3 and 4 barracks give 1 additional point.

    Naval recruitment for settled factions also works a little differently.
    • 1 point base.
    • 1 point from each port. Level 3 and 4 military ports give 1 additional point.


    Horde Effects:
    Hordes in EP will inflict negative effects on the regions they are in. Each horde in a region will increase squalor by 1 or 2, depending on the size of the main horde building, and reduce public order by the same amount.
    Last edited by Augustusng; April 05, 2016 at 06:21 PM.

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