Thread #2369026
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ESTABLISH THE PERSIAN EMPIRE edition
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EU5 FAGS
THIS IS YOUR GAME
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Shouldn't it be the other way around?
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>>2369065
I like fun THOUGH.
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>>2369026
The worst part is I would actually put up with the broken systems (broken trade is the worst) if the performance was fixed. I have a 4050 and i7 and I'm not sure what they've fucked up but there's a huge performance drop with the shit looking 3d terrain enabled
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>>2369103
>Return to the game 6 months later
>Game runs worse than at release
How? How is this even possible?
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oh shit anglicanism actually fucking fired, this is the first time ive seen it without needing to do it via console
>its shit for me though because now i dont get tithes from england
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>>2369159
mods fix all the alt history bullshit paradox refuses to. ottomans get a special CB with -99% warscore cost vs mamluks during their crisis event.
>b-b-b-but railroads bad!
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>its a france and catholic ottomans team up against the pope episode
this is gonna be exhausting
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Which way do i go from this? Planning to annex Thrungia and the Gold mine province soon.
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Why is the culture system like this? How do i even manage to assimilate them later?
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I would like to play MP with some fellow based retards but it would need to be modded to get rid of a lot of the gay shit vanilla has. Is anyone down?
>>2369186
You can stack cabinets on the change culture provincial action. But vanilla conversion is super high anyways
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I don't have a heir?
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This game becomes so fucking tedious if you try to power through it even mildly. War is tedious because the AI will spam hundreds of forts, peacing out is tedious because you release 50 vassals after a single coalition war, through an interface that starts slowing down when there are too many potential releasable, and peace is tedious because every month you need to send another diplomat enforce culture/religion. You can't even choose to play inefficiently by stockpiling 20 of them to do it every 2 years, you're limited to 5 or so.
Oh and every other month you get 2 or 3 tiny colonial charter that completes, and you pick another 2 or 3 more right next to it, and it doesn't matters, but you can only start so many at once because colonial cost is exponential (because...just because, ok?). Same for exploration, except at least exploration areas englobe 2-5 colonization areas at once, so it's a bit less (instead you get event spam about dogs and river boats and explorers fucking local girls).
It's just so much tedious busywork for no actual benefit. You could make colonial charters 10x bigger and it would change nothing. You could allow 25 max diplomats instead of 5 and it would change nothing.
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>if you have 0 regular armies it counts all of your potential levies as "regulars" for great power and military hegemony status
Khmer Empire with 0 (zero) standing army is military hegemony and number one great power because it counts them as having 250,000 regulars
On the plus side it seems some nations are actually building regulars now.. 1633 and vij has 120,000 professional troops, France has 60,000
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>>2369257
I think so? I can just box ally mods and upload them anyways if it's an issue, not worried about it
I got into a rabbit hole of Eu5 MO and those retards seem to be having fun. I think with 10+ people playing euro majors it alleviates the AI being dog shit
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Remove cardinal doesn't work. It says "the designated location will lose the cardinal seat", but in reality the only effect this interaction has is -15% clerical satisfaction
How much did Paradox make from selling this unfinished piece of horse shit?
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>>2369321
My hungary had 120 professionals and 500k levies in 1750~ with about 1 fort per province.
I killed 600k of their troops and barely had 8% battle warscore. Got kicked out of the war because uncontested wargoal.
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is there a way to turn off dynamic province naming? My vassal have a location in the "landsberg" province, bavaria has locations in the "munchen" provinces, but if I didn't bother with checking the fucking map mode I had 0 indications they were the same province.
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Let’s not pretend like the game isn’t what paradox wanted it to be. All this shit had to go through testers and had to be approved by Johan. He saw all of this and gave his ok for release. We can spitball ideas all day every day, but it will not change the fact that paradox will not do a thing to somehow change the game’s formula
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Where do you improve cultural opinion now? Did they remove the option of doing that for prestige?
Previously you could click the masks to do that, but the UI changed a bit and I don't see an option to do that anymore.
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>>2369413
You need to be the head of your culture and then have 50 favor on the head of culture you're trying to improve.
If you're playing the knights you should conquer cyprus and culture switch to poitevin.
Then you either ally byz and increase favors to improve cultures or kill byz and create a subjet that will be majority greek and head of culture.
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>>2369026
>nothing ever happens: the game
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Forcing primary culture on a vassal should be locked behind a midgame tech (but forcing court language should be available at all times) and the capacity cost of new vassals should be very high, but go up slower the larger they are, and there should be a more active way to improve cultural opinion (ex. a cabinet action)
I just fixed EU5
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>>2369429
I find it baffling how the the "tolerant" value side is the side that lets you culturally assimilate easier, and not like increase culture cap, since the idea should be that you are more accepting of religion and differences, then again the clergy as an estate is just very contradictory in how they're built, they provide research buffs at high equilibrium, but then in their event and agenda's they're opposed to research and lower progress in various ways.
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>>2369438
For small one yes definitely but in my knight playthrough you had the entire levantine culture group that was owned by the mamluk so it was worth doing.
Same thing if you're the ottomans or want to blob all over the balkans and anatolia.
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>>2369478
If you actually bother to read events the stuff that provides "assimilation" reads more like the standard cultural genocide, not so much as the inclusive assimilation that makes locals seek to adapt cultural norms.
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>NOOOOOOOOOOOOOOOO THE OTTOMANS HAVE TO BE SUCCESSFUL!!!!!!!!!! THEY HAVE TO BE SPACE MARINES!!!!! MUH HECKIN GROSSPRUSSIANIUMS!!!!!!!! MUH BIG BLUE BLOB!!!!!!!!!!!!!! GIVE ME FREE CORESSSSSSSSSSS
this is your brain on eu4
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Alright so what the fuck is up with my rulers constantly dying for seemingly no reason? The reason for death isn't even written anywhere, all of a sudden my rulers and heirs die, usually within 2-3 years of starting to rule the country or entering the line of succession. Even when I enter a regency the regent dies for no reason within a few years. In my last campaign from 1350-1650 I had like over a hundred deaths and spent the whole game in fucking regencies. The fuck is this shit?
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>>2369556
And I really want to stress just how fucking PISSED OFF I am that my horde run started with my fucking ruler dying day1 to an indefinite regency forcing me to 9% crown power 40 horde unity, complete economic collapse and an utterly unavoidable civil war. All over a fucking meme bug.
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I'm sorry for ever doubting you, railroadchads.
I unironically prefer the game this way.
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>>2369582
>meaningful reward
satisfaction at accomplishing something is all the reward you need unless you're some tiktok dopamine addicted child that needs big flashing lights telling him he's a heckin big chungus blurple blob and the bestest ever with the biggest army and cores all over the world
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>>2369568
>heres your strong independent feminist-communist kurdish regent goy
Wow thank you Johan, I think a new terror attack is going to occur in Stockholm soon.
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>>2369586
>it's so immersive spamming OPM vassals that culture convert and get annxed without a fuzz, fighting an AI that's so braindead it'll ram all their units into you whilst sieging, all while seeing a green line up to infinity towards nothing as you click spam buildings
There is zero challenge in this game outside of keeping yourself awake.
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>>2369592
The people advocating for railroading wants to see the AI get the land to help create an actual rival, blobbing is easy as hell in this game, the game's system is about as gamey as EU4, so I don't understand why you're strawmanning that nudging the AI to help grow is somehow dumbing the game down.
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>>2369594
Bitch China sits uncontested as number 1 in every fucking session in EU5, nobody does anything, 4 at least had a toss up between France, Castile or Ottomans as the leading power, although 4's AI is also somewhat passive, there's at least nations that grow over the course of the game.
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>>2369595
Okay
Railroading still doesn't fix anything, it just moves the problem around slightly.
The game is still boring as fuck because (as I've said multiple times) nothing ever changes. You're just reading a book that says "and then castile cast a magic spell to instantly annex Aragon" or "the turkish sultan pressed the button that made his soldiers randomly gigachads that are stronger than everyone else for 100 years"
it's shit and doesn't fix the game at all.
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>>2369602
>In eu4 half the actions you did could be replaced with a very simple algorithm. In eu5 it is more like 90%
because the half of your actions in eu4 are army movement because that's the only time you'd doing anything except waiting for your mana to fill to cast obtain caravels and waiting for truces to expire so you can actually play the game again
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Cores are the biggest design flaw of eu5
They are much better than integrated so you have to become an ethnostate
To become an ethnostate you need court wizards to cast assimilation
To bypass the wizards guild restrictions on court wizards per country you have to use vassals
There is no alternative
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>>2369576
>Big horde
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Do i wanna just Integrate Mittelmark or do i wanna make it a Fiefdom? Will they rebel if i just use integration for them?
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>>2369575
Majority of burgers at market center location have to have a different language
Usually you are better off deleting market center and assimilating until at least 51% of burgers in your desired location are of your culture. The other way I found is assimilating peasants and making more jobs for burgers so that peasants of your culture promote and eventually overtake burgers of other culture. But you have to have to make a LOT of jobs for burgers and it's pretty unefficient
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>>2369595
I love to switch to ai nations mid game to see what's going on. China seems to be stuck in it's unique disaster that has marginal consequences. Ai is absolutely braindead and there is no time limit for this disaster so it can't resolve it.
And, since you can't have two disasters at once, China is stuck with it and can't get more disastrous(lol) disasters that can really shake it and give way to someone else.
I once made a super Manchu, gave they modifiers so they surely win against china and forced them to go to war. They occupied whole chinese mainland and peaced out for war reps. Didn't take a single province despite having warring states reform. So the fatness and cost of locations in China is also to be considered, since AI is either suicidal, getting 9999 ae with everyone or is too scared to take a single province in this game
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Something weird happens circa the age of absolutism. In 1550 I got 80 vassals and their liberty desire from collective strength relative to me starts spiraling out of control, so I consolidate and annex 30 or 40 of them. In 1650 I go on a conquest binge and spike to 200 vassals, and their liberty desire from collective strength is...0. My regular army has become huge, sure, but it's like, idk, the calculation assign a value to regular that explodes with age of absolutism units?
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>>2369594
>one location minor with no alliances declares on bohemia
>Coalition of small states with grand army of 354 german peasants declare of France
>Castille kills other christian Iberian states, andalus is still alive
>Naples kills the Papal States. If the player guarantees the Pope, Papal States kill the Naples. Tunis conquers half of Sicily and Sardinia. Christian kingdoms do nothing about it
>Kiev
> Golden horde assimilates half of steppes into mongolian, explodes into snakes of different culture states that aren't even hordes
>France conquers south England. Holding locations in the island that was impossible to invade since William I
>China colonizes Siberia, because it
>Africa becomes majority white by 1600s
>Mesoamerica and Incan kingdoms are never conquered
I can continue, but I hope you get my point.
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>>2369758
It's prime paradox incompetence that they didn't include shift and ctrl to put techs behind or in front of the current queue or something but at the same time there's no benefit in queuing techs so just don't do huge queues and stop being a sperg.
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>>2369663
The usual
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>>2369767
You only hate negroes because of policies of white colonial nations practicing slavery and economic colonialism, resulting in influx of negro population in americas and horrible condition for negroes in africa, while doing nothing to help them assimilate, only passing racist laws to make their integration in white society impossible, creating separate black sub-societies that are even harder to integrate
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>>2369771
Actually, I hate them for not achieving anything for thousands of years except larping as egyptians and berbers and omanis. Their createst feat is the sale of their own people as cattle to the long-term ruination of everyone else. Literally everything would stay the same or be changed for the better better if they hadn't existed at all.
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>>2369778
You can think how this would happen. Maybe they never had a huge state that borrowed almost all technological achievements from ancient states in near east, creating a single cultural and religious identity with network of markets exchanging goods and ideas. Maybe being so far from the cradle of civilization and not having any contact with it and being surrounded by savannah and jungles hindered their progress, being generally isolated and all. Maybe a hundred other reasons.
Or you can just blame it on them being inherently inferior. But I already know which one you will choose
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Not even the Less aggressive AI mod is enough to prevent shit like this.
Why would the AI think this is winnable?
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>can't upgrade my crusader knights to reformed crusader knights for some reason
>"huh that's weird, maybe it's a bug"
>google it
>find a bug report on their forum for that exact issue
>they've confirmed it back in november
over 4 fucking months on something that should be the easiest fix possible, what are those fucks doing?
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>>2369785
I am playing Austia rn and there is usually a war every year where some minor tag in hre declares on a free city so I am forced to defend them. I am not even doing anything, usually free city has enough levies to solo the war
Also, why the fuck am I forbidden from joining defensive wars of HRE members if I have a truce with attacker? I peace out French war in low counties just for french to declare on Savoy and easily gobble them and I can do fuckall?
>>2369787
Hellenism mechanics;) (they will be broken btw, like better half of features that will be introduced in the dlc)
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>>2369786
They somehow got a marriage union with France of all nations, and dragged the in the war as well lmao.
I had to console command out of this because I can't afford to have the emperor spit roasted before the Hussite wars.
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>painstakingly grind my way to have ALL 331 italian locations to make event fire, hoping its gonna rename my country or something neat
>it's just a nothingburger reform that does fuck all
I atleast wanted a new flag....
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>>2369803
>foreign powers can no longer control the college of cardinals
doesn't that mean you've got a permanent pope wihout the risk of any other country being elected? I haven't played the papal states yet, but sounds nice
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I didn't play since 1.0.4 and decided to see what is the state of the game. The AI is still brain dead, the economy is shit (infinite trade loops in mid late game), colonization is shit, there are still unresolved bugs from November... And they are working on magic god buffs? The absolute state.... I want to play a fresh gsg so bad but this is unbeatable.
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>>2369824
I really wanted to do a persia run but I'd have to cheese with 2 naval gov to spread enough control around the region.
You only get 3 local governors through the entire but that's not enough since the terrain is so ass.
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>>2369825 (me)
Or maybe I should somehow culture flip to tibetan for the -50% prox speed malus on plateaus and mountains...
Also some of you probably don't know but naval govs are stupid to cheese. Create a vassal to encircle the city you want to built the gov in so it becomes disconnected from your capital via sea, build it then annex. There's no check from the game to see if it's still valid after.
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>>2369826
Wait, fr? I remember in my byz campaign I've built naval governor in Antioch and then annexed Cilicia that was the only thing separating my mainland from syria and it destroyed the governor after a month tick
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>Can't form an empire because I am not a great power
>half of asia is girlbossing and gatekeeping great power status
It's tiresome. I just wanted one (1) local governor...
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So what kinda army composition do i go for my standing army? I build 3x Men at Arms, what do i wanan build now? How many cannons do i wanna build or cavalry?
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>emperor ally forced me to white peace a war I was effortlessly winning
Yeah I think I'm dropping this game.
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>>2369843
>but it's still exactly the same every game!!!
But the game *is* exactly the same every game already. Except instead of being a sligthly historical game, it's a completely ahistorical one.
If it takes railroading, MT, world-wide cores and permanent modifiers to achieve a game where sometimes, the ottomans are a threat to Austria, where Spain forms without gobbling up Portugal, where you don't have papal colonies in africa and where Russia and the UK forms, then so be it. Currently, it's an historical simulation that somehow NEVER ressemble history.
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Is there a way to combine my Markets?
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I'm in massive coalition war that's turning badly against us, I cant peace out of it. If the enemy rolls across all my lands how fucked am I? They've got a show superiority CB on us, so can I expect to simply be humiliated and pay tribute with most of my lands intact? Pretty new to the game and this is the first big playthough.
Wish you could signal to AI armies to join you, I've got 10k troops, all has 15k nearby and enemy is seiging a Fort with 20k. Instead of joining up with me they previously sent 30k troops on a one way trip though the middle of the HRE and got ground down.
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Is it better to have several markets or only one?
If anybody know any videos that go in-depth in the trade mechanics I'm interested. I struggle even to check what good are missing from my market.
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>>2369949
More markets = more market access = more demand and production of goods = more gooder.
If you have low market access areas with cities that have been developed or you wish to develop, prerably with some proximity too then you want markets there. However if the areas with currently low market access aren't making any advanced goods then it's better that they belong to a bigger market since RGO production happens regardless.
The downside of more markets is that you need to dedicate more resources into inter market trading and most importantly it makes the UI a nightmare to navigate.
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>>2369954
don't say that!
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Intended game's target audience btw.
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What logic does ai uses when to push for a peace deal? Most of the time it takes full occupation of the enemy for them to even consider peace, and even then it takes fully wiping out enemy forces and couple months for it to realize it can't push more warscore
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So do i wanna cap all Marketplaces for Towns or Cities or is there an limit how many i should have them?
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>>2369978
It's based on historically precedence, Orthodox essentially said if you're on you're forth marriage God has told you that you aren't meant marry, so don't, I also don't understand why you'd waste influence on divorce when consorts do nothing.
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>>2370002
I know that dynasties came and went, but it's still annoying how little you can do about it.
And here's another annoying thing I discovered:
>start a siege
>vassal with 100 men joins and snipes the leadership if the siege
>all art goes to vassal
I assume sieges are meritocratic and you can always manually take leadership, but its just another thing you need to keep eye for if you want to loot art.
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VGH..... the orthodox kingdom of the grikos in sicily.. what might have been...
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>>2370047
Eh, they already milked people with deluxe edition for at least a year. They can just shit out low effort dlc, but by the next year they should lock in to bring in new people for chapter 2, or whatever it's called for euv
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...
I think something is wrong with the swiss confederation organization.
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i hate byzzieboos who claim they were still roman so much
the main argument they have is that it was still roman because there was no definitive minute of a definitive day they became the empire of the greeks instead of the empire of the romans
but you don't get this shit with any other empire
when did the british empire fall? when the american economy eclipsed them? when they lost india? when they lost africa? when they lost hong kong? does it still exist because of the pitcairn islands? no, of course it doesn't
the fact is that by 750 you had a situation where the "roman empire"
>didn't hold rome
>official language was greek
>religion was conducted in greek
>exerted no real control outside of the immediate greek speaking area
this isn't just about the language switch, but the fact 90%+ of their territory was greek speaking, it's practically a 1:1 correlation, there could be no other scenario where a linguistic map and a political map were identical yet we had to pretend they weren't synonymous for the sensibilities of "well akshully" professors, most of them either greek themselves (reddit's beloved anthony kaldellis) or retarded women who saw the fact anne komnene was allowed to write her fanfiction of her father as "empowerment"
and their next argument is that if you won't call the empire of the greeks "roman" you must think the >h>r>e was the real rome, how does that logic follow? just because byzantium slowly transformed into a greek empire doesn't mean the pope crowning a german makes them roman
byzantium is a ship of theseus, the hre is a different ship altogether
i'm not using the name the basedfacing redditors demand i call them, they were GREEKS, i am not going through the farce of calling them "Ῥωμαῖοι", "romans", in fucking greek
and you may say "b-but they were epic", yeah, they did some pretty cool things culturally, artistically, architecturally, but how does that make them roman? the greeks accomplished these things, like the ancient greeks
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I concluded my Bulgarian Campaign, i learned few fun tricks. I only very later understood how to play with the big Vassals.
So can i spread my dynasty all around Vassal then force them to my culture and religion? I know its lengthy but then on the whole game is like this.
I think making custom Vassal so they stay as County tier is good?
Then stay on your Proximity area to pump Towns and Cities?
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>>2370107
You're still locked to a hard cap of culture influence, and you're way better of getting more primary culture pop, getting %Culture influence via Inno Value, Laws, privileges and buildings like Opera houses, but it mostly doesn't matter reaching culture hegemon is a joke because the AI is trash at maximizing influence, assimilate area is nice, but culture influence versus cultural tradition for higher assimilation is capped at 50% so getting more influence above culture heg is just number go up, which should be the maxim for this game.
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>>2370115
It's mostly offset by the lower stab reduction for embracing ideas, also if you're having trouble with your income ignore stab unless it's negative, high is a bonus, not something to prioritize unless your income is stable.
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>the pope gets no events for if they conquer byzantium, or dismantle the HRE
>No special CB for if the religious war ends in protestants forcing the HRE all into Lutheranism, just the generic religious war CB
>Can't even upgrade into an empire
>Can't even form any other nation
I'm tired, boss... Literally no reason to unite Italy as the pope. The ONLY benefit of the pope is you get to choose your successor from 3 options, which is incredibly OP, but otherwise why the fuck would you ever wanna be the papacy? Also you get spammed CONSTANTLY with divorce requests
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>>2370093
>Then stay on your Proximity area to pump Towns and Cities
I am not smart enough to explain this that well but build all burgher buildings with high profit goods in your most high control areas. Build governors in trade centers.
When you build a fin cloth guild outside your high control provinces you will get less of its income and it will bring the profits of silk guilds in your high control provinces down
Same with RGOs but they are more painful to stack.
Have you built bailiffs in your gold and silver provinces?
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>>2370168
I'd imagine shifting Latin would be powerful in the late game when cataphracts aren't a thing anymore. But I've never even seen anyone talk about meta men at arms for the late game since everyone gets bored by 1550.
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>120 years to create st peters basilica
>it's a regionally renowned piece of art, not even a unique building or modifier for rome
aw sweet, ten trillion dollars spent for .0000000001 more culture!
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total and complete berber humiliation
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>>2369783
I'll be honest, I was being hyperbolic and I don't actually think that they are inferior in the racist sense. I do know some of why and how it was difficult for sub-saharans to develop civilizations. Whay I hate tho is someone like you reducing everything about them to slavery and colonialism as if that was the one defining event for everyone on a whole continent, especially if you equate the american blacks with literally everyone in subsahara. How about the thousand years of events that happened before any european set foot on subsahara? Why can't we talk about that and have some opinions on that? What about the kongo wars of the post-colonial period? We are allowed have opinions on current wars and events for everyone else, but with subsaharans it's all like
>uhm, I already know what you are trying to say and that's racist due to slavery
Your virtue-signalling thought-policing is literally so patronizing and infantalizing towards the very people you think you are heroically protecting here on this zimbabwe dung-brick dyi house-building forum.
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>have the straight of gibraltar locked down since the war started
>somehow some ships from holland are in the fucking bosphorous
this game makes zero fucking sense. MAKE IT MAKE SENSEEEEEE
also why does it seem like blocking crossings just doesnt work? these niggers in anatolia can just go across willy nilly even when there was no combat happening
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Shame some nations are currently unplayable because how the Food mechanic works. You either play without food or your play with huge debts.
And no he Tributaries don't help anything because they give you like 0.50 a month. While Diplomatic cost to maintain them is like 1.92.
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Ethiopia is just a dogshit area to play in general. It's not fun, control is horrible, literally zero way to grow your economy, ten gorillion cultures and no way to accept them all or mitigate any negatives unless you afk for 200 years.
Yemen is the only worthwhile start in that area
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>>2370340
I think they have the worst proximity on the game on start date? Not only that They need to pump all the way to 50 to get Naval reform. I seriously think it's funny.
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>>2370346
Patch 1.2 "Steiner" will fix everything
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>>2370358
It wouldn't be bad for subsaharian tags to have different gameplay were control is not an issue, they are constantly warring, they empires collapse every time their kings die and repeat until they run out of pops or Europeans appear
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>>2370363
Is there a single other upside, or viable playstyle for a country which is tribal or has tribal pops? They seem like a placeholder for people who aren't operating with a social pyramid or contributing to the market economy
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it's like 1480 something and im struggling to see how i can form russia within the next century. it's a huge pain in the ass getting and integrating land it just takes forever. i have maybe 200 locations of the 534 i need and annex vassals takes decades :( even eating more of the golden horde would take decades to integrate
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>>2370410
Yeah no I'm not cancelling 20 markets and thousands of capacity in trade
>>2370393
I'm the 50 mods guy who's been playing pope recently, some of the mods kinda borked the AI and fucked their ability to properly do economics, so I nixed a few and added others. Gonna play test this new batch today but will be reporting back
The railroading stuff is essential though so Austria, polish Lithuanian commonwealth, Spain, Ottomans and Russia ascend though. Gonna try out a Lutheran sweden run
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>>2370428
make sure vassals you intend to integrate soon are just 1 province to maximize the "we are much larger" bonus
also make sure to crank up your cultural influence (build universities) so you get the full annexation bonus from your influence relative to their tradition
if you stack a lot of the "tolerance of the true faith" modifier through spiritualist value, laws, autocephalous patriarchate, etc, unintegrated orthodox provinces will be a lot less likely to revolt
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will it ever be possible to truly have trade flow from one node to another like in EU4?
so the goods don't just get absorbed into the next tradenode?
like, have a tradeflow of goods from south east asia all the way into europe around africa with my gay little empire or some other form
it's one of the things i want fixed before i play again
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>>2370473
>>2370474
i wish there was a better way to get goods to flow than by hand moving things like that
thanks for the answer anyways.
there should be some kind of "triangle trade" automated mode to extract raw or luxury goods from certain areas
even if you're doing some alt history stuff and getting raw materials out of europe as malacca the other way around
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>>2370482
that's nice but it's not really the same as what i'm seeking
i'm talking like, getting access to spices as europe and importing them and selling them to other europeans for big money and such
maybe i'm asking too much
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>faggot retard ally AI gets full occupied by austria in a coalition war
>you cant separate peace even as an independent nation
>he refuses to give up
>so now austria occupied me (also ignored my fleet blocking one straight, but not the other)
ebin. if they take land from me im just restarting. god i hate this fucking game sometimes(often)
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>>2370486
Yes but you need to have big dick trade capacity and probably have to set it all up by hand.
And it only works for something like Pepper where your own market isn't going to be able to absborb all the Supply by itself.
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>go to build spy network
>immediately get spy defector event
>.01 spy network construction
lol
this is fun!
>>2370510
my loan capacity is 115 gold total.
>>2370506
>>2370508
because the faggot ai who was the target shouldve capitulated a year ago instead of being like oh yeah im fully occupied and the attackers have 3x the last remaining defender's troops, but we can still win! don't excuse this fucking bullshit. i also didn't read the war reason because you get so much event spam anyways, but i need that dumb faggot on my side to fight sweden eventually, so i just accepted without noticing.
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>>2370515
to add to this seethe, there is not a single instance in history when a coalition was fought against x nation, where an independent nation joined on the defence, where they stuck it out after the main defender was fully and completely defeated. it's retarded. youre a sovreign nation, why the fuck can't you just say "hey sorry guys, my bad, here's my independent peace terms"?
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>>2370515
>because the faggot ai who was the target shouldve capitulated a year ago instead of being like oh yeah im fully occupied and the attackers have 3x the last remaining defender's troops
Sounds like they were right to fight on then, considering you're now fully occupied.
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>>2370524
Only banks, and hordes.
Builing based countries have a restriction on where they can build, there have to be no employed burgers of their culture in the location for them to build. Japanese clans are building based, so they can build only in provinces of Japan not belonging to their culture. Banks have unique culture because of this limitation (yes, really)
Hordes are army based and you, probably, will never disintegrate as AI needs to completely wipe out your army, levies included even when they aren't raised. And even then this sometimes doesn't work
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what do we think about this
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>>2370551
>>2370557
Basically you improve relations and build trade offices which in turn increase your diplomatic range.
Steal maps, discover europe in 15 years and then ask an italian country with a trade center (like venice) for fleet basing rights or mil access and tada. You get a flat modifier for institution spread.
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>800 trade income in 1433
yeah time to rape northern germany with my merch spam
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>>2370589
just improve opinions + spam buildings until you have the biggest trade advantage in every market
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God damn, knight orders are ridiculously easy. You don't even need land or anything, you just get free money and free manpower from everyone else. I had thought playing as Knights Hospitaller would be hard, since they only start with two shitty locations and like 30k population, but it's been piss easy. Conquered entire anatolia and formed the Latin Kingdom by 1400. How come the AI never does anything as them? They tend to just sit there and eventually get conquered by the ottomans or mamlukes.
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oh and dont forget to invite every country that has less than 5 provinces into the league
I'm getting like +125% trade capacity from the amount of subjects I have on every market I'm in
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I don't really like the difficulty options in paradox games, since they're usually just massive arbitrary bonuses for the AI and that's it, but I'm kind of thinking about trying a game on the hardest difficulty and highest AI aggression just to see how fucked it would be.
Anyone plays/played like that?
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>>2370610
i haven't tried the new aggression setting, but they're still pushovers even with all the bonuses from "very hard" ai difficulty (and "very hard" player difficulty is literally just -10% estate satisfaction equilibrium)
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>>2370610
high aggression setting just makes the AI do completely fucking retarded shit and causes them to get massive antagonism leading to never ending clusterfucks because the coalition leader will take a bunch of land then get coalitioned and it just keeps looping. normal is somewhat sane if you have the no cb wars mod
also dear johan: get fucked
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Nov 10, 2025
Add bookmark
#1
When unifying a culture group, you lose all cultural influence and tradition that you had acquired in your main culture. I will never be able to regain Cultural Hegemon within the timespan of the game after I decided we are Italian instead of Tuscan. Many provinces remained Tuscan or Neapolitan culture instead of converting. My Tuscan colonies, vassals, and fiefdoms also did not join the new culture group.
I propose the following:
The unified culture group should inherit the cultural tradition and influence of it's original primary culture. I would even argue it should inherit from all cultures within the group.
Fiefdoms and vassals should swap to to the united group.
Colonies shouldn't remain as my original culture and should slowly begin forming their own related culture (Brazilian, American, Mexican, etc). As that system does not seem to be implemented, they should convert to the unified culture group as well.
All cores and their population should immediately swap to the new group. I am now suddenly 100.23% over my cultural capacity and I am forced to lose stability and cores to demote Italian cultures from accepted to unaccepted.
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>play as Oda
>dynasty dead after hour of gameplay because of dogshit events and ck3 breeding RNG mechanics
Is it even possible to have any fun rp campaigns in this game?
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Is there anything interesting about actually playing a meme religion like Norse? Been thinking of flipping to it as Sweden and then converting Gotland and encouraging migration there while gutting the rest of the country and spamming RGOs in Gotland, then becoming the Victual Brothers in the event and raiding everyone, eventually forming Scandinavia.
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>>2370080
>when did the british empire fall? when the american economy eclipsed them? when they lost india? when they lost africa? when they lost hong kong? does it still exist because of the pitcairn islands? no, of course it doesn't
all of these are valid and the idea of the empire still being extant has merit and is debated to this day
also it ended after they lost india, suez crisis just made it obvious
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>>2370809
The British example is bad in any case because modern English do yearn for the days of the empire and they are still fundamentally the same people as the British Empire was just less powerful (though that's changing by the year with immigration) and if some quirk chungus reason the commonwealths suddenly decided to formally join UK everyone would in fact believe the British Empire was back baby. More appropriate version would be to compare the modern English to the larp French Brits. If we consider Roman empire to be destroyed in 476 then in in 1337 it's been 860 years since that time where Byzantines haven't really been Romans. Similarly it's been about the same amount of time from today to the times when the English kings could still realistically claim they were in fact temporarily embarrassed Frenchmen and it would be equally ridiculous to for modern England to seriously debate going "back" to how "they used to be" as in French, perhaps measured on some kind of cheese vs fish and chips meter that gave you bonuses to teeth health and surrender ability respectably.
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https://www.reddit.com/r/EU5/comments/1s57t9j/eu5_is_looking_for_beta_ testers_apply_here/
Somehow I completely missed r*ddit of all places clowning on devs for the closed beta announcement a few days ago.
It's sad how "Yeah we know it's unfinished and bugged, but it's Paradox so it's ok to wait years for games to be completed" is becoming a recurring excuse to justify this company's actions.
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>>2370812
Hey, it seems you have mistaken this place for reddit. It's no big deal happens a lot, but if you wish to comment on a reddit thread there's this place called reddit where you can updoot and downdoot and comment to your hearts content. Consider taking it there next time.
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I'm doing Poland practice run for the Decentralization-meta.
So how do i set up the Privileges for Estates? What i'm looking for? I already put the building Privileges.
So i see others than Nobles have like 5-7% Power. Is that good or bad? Do i wanna ramp it or reduce it?
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Also do i get Warszawa as Capital through event or something? Will it pump as City for free?
Seems to me i should make Poznan or something close by a City with Governor.
Should i make it a Town already and build roads to that direction?
I can see Warszawa being good later on when i move to Lithuanian lands.
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Will there be an event or something to PU Lithuania? I hope not eating them is faster.
Can i spare my Piast Dynasty how do i change the succession law?
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>>2370852
>Also do i get Warszawa as Capital through event or something?
yeah. requires you to be the PLC first though. but then it can fire with a 10% chance each month between 1600 and 1821. does not look like it boosts it to city though
>Will there be an event or something to PU Lithuania?
don't think there's one to directly force it like in EU4, but there is a chain beginning around 1370 to set it up to happen through normal means
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Is EU5 good now?
Did they fix colonization aka plantations and slaves?
Haven't played since November.
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Can I force my vassal to move their capital somehow?
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They should fix dynamic events. 1% chance is fine in theory if we remember that those events can fire anytime in 100 years, but in practice they can just not fire at and expire, sometimes cockblocking you from content, as some of them are prerequisite for other DHE.
Maybe make it so if no event fires each year chance of every 1% event rises by another 1% and once any fire chance resets?
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>My Union member is allied to my Rival
>Declare war on Rival
>Union end immediately
>Get new King and Heir
>They both better than old one
Haha..
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Timur's wrath (https://steamcommunity.com/sharedfiles/filedetails/?id=3604169106) or Ottomans and the holy league (https://steamcommunity.com/sharedf iles/filedetails/?id=3641466083)?
Which one railroads AI ottomans better?
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>>2371030
Your cabinet member can push to about +30-35 depending on his skill and your cabinet efficiency.
For the the missing 15 points you want to give out privileges to the burghers and remove the +aristocracy ones from the nobles
Then keep pushing with your cabinet member and you should be good
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tried that vassal spam meme and enforcing culture but they literally have 500 people of my culture after 5 years and 100 years to annex. sure it's not an OPM but still it's not a huge population. just gonna annex and force integration through console cuz there just isn't enough game time and cabinet members for this shit
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>>2371066
lmao just do it all on them when you spawn them in, though you should hold off one some at the start since they will likely independence war you with rivals but just occupy the rebelling vassal and white peace to resolve, or force them into a war to disband the league.
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>>2371070
>>2371071
then I'll try it when I start eating more of the golden horde. I also wanted to stick to a traditional economy and serfdom shit but you make absolutely no money unless you grow trade which is annoying. most of my provinces have very few people in them to continue upgrading RGOs and making towns
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This really is the type of game you have to spend tens of hours stumbling around in isn't it?
>survived a big war by etching out a white peace
>survived a coalition war by etching out a white peace
>negative balance
>debts
>coup attempt
>rebellion
Got though it all, only to realise I had lowered my navy maintenance years ago and forgot to put it up so maritime presence was shitty. But I'm making money again, borders are secure land is integrated and the age of renaissance is nearly over. Onto to next age of hurdles and fuck ups.
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>Sell default vassal away for big buck
>Conquer them back after 10 years
Hahaa..
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>>2371128
I've been doing this since game start... I don't understand why my income is so low.
Did I fuck up by annexing subjects and creating my own market in Milan?
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>>2371158
your culture investment and diplo spending are eating away your profits
Regarding the overall income, I dont know whether it's good or bad. Generally speaking, you want all your pops to be employed somewhere so they arent producing food at a really low ratio (substinence farming). If you have spare pops then build some more buildings and employ them, if you dont then you've pretty much hit the wall and need to get more pops through expansion if you want to expand your economy
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I concluded my Poland campaign. Finally i learned huge amounts about the game. I was supposed to go Vassal Swarm but there was a bazillion wars in Europe i forgot about that. Well it was my first Poland campaign and it was fun.
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>>2371192
I made a mistake... I didn't know Teutonics would join HRE so early so it kidna fucked it. I won but i fought the whole Empire like 5 times in that campaign. It took a toll.
I'm gonna pick Naples and now i kinda try go 1600's with them. I wanna try out a funny early game trick.
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Because it takes like 20-30 years to annex Albania and Achea it's just better to sell them off for while and probably will conquer them later. I could have tried to sell them to Venice or some one richer but i just went like this. I also wanna see how AI handles them.
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>>2371206
OOPS proper pic
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I guess I will just wait for sengoku jidai now...
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>>2371158
Don't annex subjects until all 3 conditions are true:
>the land is integrated
>the pops are majority your culture and religion
>you can project half-decent control into the land
All of those take time, and you get better at them the longer into a game you are. You need an economy that can spam roads from your capital and all governor cities, then unlock the next tier of roads and start building those for even more control. Boats too, eventually.
Making your own market is good, you always want your capital to be a market center. Turn off culture investment, it's an unfinished and 99% of the time useless mechanic. Keep cost of court at 100% all the time, work up to doing the same with diplo as you get richer. You have 5.5 years worth of income sitting around, spend it all on burgher buildings and RGOs. Get a wizard started changing your cultural values, that's the most important spell you have.
>>2371272
coinage laws have a strict hierarchy of better to worse, the only reason to not use the best law is because you don't have the precious metals for it. If you don't have the metals you need, you should go violently acquire some.
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Damm Provence bros............
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Got whole iberia and sicily in a union as castille and was halfway through integrating portugal when the game crashed
Hate when this happens, hope I can find out which mod is responsible but the campaign is ruined anyway
Also, why Iberian Wedding only triggers when Castille and Aragorn are already in the union, and doesn't trigger if their rulers are married
What did Johan mean by this?
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Provence is so strong holy moly.
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>>2371432
Yeah didn't realize that. I guess i will go havoc Italy instead. I can still swap to Italian or Greek or German or anything their starting location is so good the world is your oyster.
Wish i could get out of Naples Union soon.
Just have to look for good opportunities.
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>>2371573
>here we bring you muh zeus vs muh jupiter larp in a time period that doesn't make any sense
>wtf is this AHISTORICAL shit remove this cringe larp right NYOW!!!!!!
>ok based on community feedback we change it to make more sense in this time period
>wtf parakeks cant you just pick and stick to something already?!?!?!?!?!
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>>2371158
Culture investment is pretty much a meme, diplomatic spending is something you mainly keep at minimum and only turn up when you're going to interact with someone. With that changed and legitimacy at 100 you will keep 1/3 to 1/2 of your income.
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>>2371578
Unironically yes. The idea was bad but flip flopping on "community" suggestions is even worse even if it temporarily gets a better outcome on any given issue.
One of THE problems of the game right now is that there's almost no creative vision it's all just reactive coding.
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>>2371590
It's called agile development buddy
You look at most upvoted reddit post of the day and that's your daily work assignment
Doesn't matter if it's the opposite the next day, that's what our dear customers want
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Is this it? Can my tiny small Province dab on Áragoniggers 1vs1? Are im becoming finally a great power dabber?
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>>2371640
French ruined it. Castille started war with France.
I didn't fight a single battle.
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Can't wait to get Valos dynasty.
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What a shame my 8gb ram shitty laptop cant play this game without an incredible amount of lag (game doesnt even load lmfaoo)
I remember having alot of fun on EU4, hell I liked my big blobby russia that I formed once (I managed to junior kingdom hungary wich resulted in me getting the south balkans and annexing anatolia)
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fucking ridiculous they pandered to the redditors and changed the name of hellenismos to romanismos
they were fucking greek, there was nothing roman about them, rome died in the 7th century, byzantium was a greek nation state run by greeks for greeks
disgusting watching lambert and the rest of the idiots creaming their shorts because they get to continue their larp that the empire of the greeks had anything to do with the romans
first game will be venice, razing constantinople to the ground and deleting their food
https://www.youtube.com/watch?v=NH2KQjpT5nM
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>>2371703
>What makes you think that?
The fact they haven't even addressed it. A lot of the obvious bugs they've at least said "we've passed it on to the xyz department", but Euros colonizing Africa has been in every EU game so they probably view it as WAD.
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This could end my campaign, if they only bring 10k stacks with ships i might beat them.
Should i do it?
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>>2371710
i just build roads. This is 1vs1 scenario. I wanna see how good i can be. If i win i continue. If i lose i figure out what happens. If they do it like AI does i can easily beat their ship transported 5k stacks.
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>>2371703
another guy here but they can either allow extremely ahistorical colonization, make it impossible for any non african nations to colonize most of africa through the games entire timespan or remove a bunch of provinces in africa. neither of the last two are very popular options.
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>>2371714
Roads have no purpose if you don't actually have wealth at the place you're building roads to.
You should treat the first 50-100 years as a city builder for your capital, the only exception is if you have exceptional RGO like gold, in which case build a bailiff there.
I can't really advise you in military matters, I'm used to having an economy that can support a standing army and regulars still beat levies easily, even after they supposedly fixed the +100% advantage they have.
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>>2371716
I don't get why it's not popular to disallow the player the colonize Africa.
1. Who the fuck cares about colonizing Africa? Of all the posts of empires I've seen not one has "This is my epic Liberia colony!"
2. The game mechanics are designed around Africa NOT being colonized. Slave centers are an overseas building, i.e: not to be built in colonized provinces. Also, due to every colony being a settler colony it doesn't make any sense to make the slave coast 100% Castilian and thus un-enslavable.
Quinine exists as an age of revolutions tech, by all means allow Africa to be colonized then at the very end of the game, sort of like an easter egg for getting that far, but from every aspect, mechanically, historically, and from a roleplay perspective Africa being colonizable makes no sense.
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>>2371725
My brother in christ, in what game did you see africans expand outside of Africa? The only country that has SOME tax base to actually do something is Mali, everyone else is relegated to watching in a cuck chair
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I find it amusing that their main pitch with EU5 was that the base game would inherently have every system built in to it so the DLC wouldn't become bloated with side windows like EU4 did and yet the first DLC, a minor "flavor" pack already has an entire Bureaucracy UI and mechanics.
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Well that war was EASY!!
Gonna now play tall for year to integrate my new lands and maybe start colonization or somth.
>>2371718
Sometimes my Building upkeep jumps from 20 to 80. No idea what causes it.
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>>2371745
>Sometimes my Building upkeep jumps from 20 to 80. No idea what causes it.
What happens when you hover over it? Which buildings are causing the increase? I doubt it's to do with price, because input good prices wouldn't change that dramatically between months.
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They're adding new brown people GFX for Medoids.
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>>2371741
As opposed to... Spending legitimacy mana to allow your burghers to build roads? Or spending stability mana to reduce the power of nobility? Or spending money mana to increase your stability mana (with a slider, how exciting)? Or spending your prestige mana to accept a culture? Give me a break. The "eu4 is bad because mana" argument is so stupid it's unbelievable.
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>>2371805
>Spending legitimacy mana to allow your burghers to build roads?
Yes, delegating tasks that should belong to the state to private individuals reduces your legitimacy as the sole provider of services, the same way giving coinage rights to private banks does. How is this in any way unrealistic?
>Or spending stability mana to reduce the power of nobility?
Yes, disenfranchising a powerful estate makes them more likely to join revolts. Again, perfectly reasonable abstraction.
>Or spending money mana to increase your stability mana (with a slider, how exciting)?
"Money mana", lmao. Real life runs on that.
>Or spending your prestige mana to accept a culture?
Yes, accepting other cultures are legitimate and equal to yours reduces your own culture's significance. If I as a German say the French are just as good then the prestige of the German culture is reduced.
>Give me a break. The "eu4 is bad because mana" argument is so stupid it's unbelievable.
You people just willfully pretend you don't know what mana means when it makes you look bad. So what if I can make the Aouzou Strip have the same development as Rome overnight? EU5 has money mana!!!
I've had this conversation a hundred times, if you keep wanting to pretend fucking money and diplo points are the same thing then there's no point us having it again. If you actually want to defend mana then we can have a conversation, otherwise it's just going to be you playing dumb.
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Why are Privateers so powerful? They make more money in the diplo tree than anything else.
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>>2371816
You're a fucking clown. I could say the same about eu4 mana being a reasonable abstraction. Oh, I want more development in my land? I will spend some of my military resources (mil mana) to increase the training in that province and get more manpower output from there. What's more pathetic, you're such a stupid cultist that you're defending mana in eu5.
>Lmao, real life runs on money!
Yeah, sure. And how much stability can you buy in real life? Where's your monthly stability subscription, the one that also exists in eu5? Oh yeah, it's not real. You're full of shit, what a surprise. You worship this dogshit because you claim it's more "realistic" when it isn't. They call yellow mana "money" and all of a sudden you think it's not mana because money is a thing in real life. Cocksucking drone. Keep fellating eu5 even though it sucks ass and they dropped the ball hard.
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>>2371843
>I could say the same about eu4 mana being a reasonable abstraction. Oh, I want more development in my land? I will spend some of my military resources (mil mana) to increase the training in that province and get more manpower output from there.
That can't happen instantaneously. There's no reason people should go to sleep on December 31 in the most backwater shithole imaginable and wake up in a space age utopia on January 1st.
>how much stability can you buy in real life? Where's your monthly stability subscription, the one that also exists in eu5?
If you had enough money mana in real life you could buy medication so I wouldn't have to read your delusioinal ramblings.
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I have banned Precious Metals so i get Minting, but is it worth it to delete the town and upgrade the Silver? Specially now that i built a town on Mesben? I could also open it for regulated, or should i keep it banned?
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>>2371885
Def this place too because i just realized it has that blue buff on upper left so it makes 50% more Silver output than other places.
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>>2371922
How the fuck did they drop the ball so hard? The colour palette, the water, the textures, the assets, it all looks fucking shit. Look at the fucking trees.
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>the ai
>able to follow mission trees
lmao
the ai can only respond to things like being given claims, which you can do just as well through events as you can by mission trees
mission trees solely represent power creep, larp, and a guideline for content creators' videos, situations and dhe are inherently better systems
>b-but they're all broken and shit
doesn't mean they're not theoretically better, just because paradox are too incompetent to use them correctly.
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Mission trees, dhe that gives claims or something else is needed because parakeks can't make AI that actually works.
They could make it so AI has short medium and long term goals. Like, take Ottomans for example. Short term goal is consolidating western anatolia coast, medium is subjugating all other anatolian beyliks, and long is sussessfully resolving their situation. You can even make it so AI changes their goals if conditions are met. So, in ottoman's case, if they lose 1 one spot in their situation they change short or medium term goal to regaining it.
But paradox is, notoriously bad at AI, so they have to implement some sort of crunch to make AI do something, and not just sit around aimlessly or conquer random shit on their borders like a fucking slime getting into a crevasse
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I don't see often talked about how newer paradox games have major performance issues on what should be the least power-intensive part: displaying large lists. In CK3, open a crusade tab or a large family and your game freeze. In Vic3, you start getting massive lag when you try to build shit late game because the game tries to display a list of every provinces you own. In EU5, the major performance killer I've seen is releasing lategame custom vassals, because every province in my empire is a candidate and the UI tries to display...checking...1935 possible releasable.
Big lists, paradox's last frontier.
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I have truly never fought this event war, i really need Bohemia weakened to gain their Gold and Silver mines. Now if we lose is it possible Bohemia takes stuff from me? I think we could win if Poland nukes Bohemian armies. How does the event overall play out?
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>>2372083
We had 3 dev diaries for a dlc focusing on Roman Empire that will come out in not earlier than middle of a summer.
You want to whine than Roman DLC doesn't add anything to non Romans then post on reddit. Devs seem to love listening to what is posted there
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What the fuck did they do to colonization in 1.1? Used to be I could compete with the Iberians in Africa as the Netherlands. Now the whole fucking coastline is colonized by them by 1500 and I get zero chance to take anything.
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>lets double the province amount
>lets move the start date back by 100 years
>lets make everything use money which is extremely easy to get
>lets have levies and regulars, but the regulars are space marines and the AI is too retarded to make them
godhan is truly a genius, making the economy completely braindead and destroying the performance were the best idea from him yet and I can't wait what comes next
perhaps some EPIC roman larping?
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Is it normal for AI to be in a heavy deficit at the start of the game? France starts with -80 ducats per month, a month ticks and they still lose like 60 ducats per month while ruining both their stability and legitimacy. Same happens with other countries bigger then a shoe box.
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>>2372158
Most countries have ass income at the start, partially because they redid the calculations on how base tax works in proportion to size to reduce total income to prevent the runaway players had, it mostly stabilizes as you reach high legitmacy, trade settles, delete unnecessary forts, solidify crown power etc.
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>>2372166
Won't it make France and other big countries to go bankrupt at the start? They also lose, like, -0.5 legitimacy and stability per month due to culling their court spending down to 0.
>they redid the calculations on how base tax
Could you elaborate please? Came back after 1.0.4 and i notice that some things are different, like proximity cost is now proximity speed for some reason.
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>>2372173
>Could you elaborate please?
I don't know the specifics myself, just saw some videos that got posted here explaining it, although it wasn't base tax itself it was more how maintenance cost tied to base tax, basically you should close almost any unprofitable/unimportant buildings at the start when you're a big nation, ie. Castile, France, Mamluks and stablize your eco.
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>>2372114
How do people who play this game have such consistently retarded takes?
>peasant levies should be just as good as regular troops!
Okay so lets weigh it up:
Peasant levies
>other than a -20% production efficiency on rgo they're raised in are completely free
Professional troops
>requires researching armories
>requires paying to build armories
>requires paying to maintain armories
>requires paying for buildings to support the armories (tanneries, gunsmiths, paper guilds, spinners guilds, weaponsmiths)
>requires researching 6 different techs, 1 for each unit type
>requires spending hundreds of ducats on each unit, an army being at least a dozen of these, so at least thousands of ducat investment
>requires paying maintenence on the units
The game is already unbalanced as shit, and you want to make professional soldiers completely fucking worthless by having them offer no advantage against free troops you can spawn at any time. Professional troops allow tiny shitlet states to be able to beat states many times their size, like Prussia did historically.
I don't want to read a single reply of yours if it's going to be more "b-but levies could win some battles at the very start of the campaign if every single other factor like terrain, commanders, and weather was on their side! Look at crecy!" as if that matters for the other 9/10ths of the campaign. Yes, maybe regulars should be slightly toned down, but they should still be many times better than levies, especially past the age of renaissance.
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man it's hard to do a traditional economy since you dont make shit from trade and that's your biggest income source in any other game, but for RP purposes I must stick to it. the only problem is is that I cannot afford a big army and when going to war, I have a negative monthly balance due to maintenance
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Genius governor placement there, AI
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tried to start a jurchen to qing game
you can't declare war as a subject of the jianzhou confederacy
so i sat at speed 7 as the ai kept randomly switching laws of the confederacy with no reasoning behind
apparently it breaks apart eventually and then becomes a battle royale when the red turban rebellion happens
yuan got into a perpetual civil war where 90% of their territory was controlled by rebels at the start
eventually idk what happened, maybe the red turban rebellion happened but every jianzhou confederacy state was at war with me and yuan (still 90% controlled by rebels) and i got steamrolled
got to peace out by giving them war reps and humiliate
there was now me, still a yuan vassal, and the jianzhou confederacy of 40 different tribes, and at that point i just closed the game
don't know how it's supposed to work but this surely isn't it
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is there any time at all that I actually care about how fast my peasants upgrade into workers? the base rate is 100 per month so even if I over build 10 RGos in a province it will be less than 10 years before they're filled
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>get hit by smallpox at the same time as the black death
>lose 70% of pops
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Speaking of regulars, what's a good army composition for early 1400?
Should I go full heavy cavalry frontage and infantry in the middle? Artillery and Auxiliaries in reserves?
Should I even bother with units that are not basic infantry and cavalry like handgunners?
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>>2372578
Don't bother with regulars for the early game, they're way too expensive when you should be building your economy, their numbers are way too low to compete against levies, and waste a lot of research you could use better.
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>>2372650
One of the reasons Umayyad caliphate fell was because their policies made conversion harder, so that they could tax nonbelievers. Obviously, people would rather believe in different god than pay higher taxes, so they rose up
In EU5, nonbelievers would rather pay 100% of their income. Umayyad policies forbidding conversion actually work, and everyone is happy
What did Johan mean by this?
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Not sure if this game is comparable to a cookie clicker in how you keep pressing buttons to get more juice that you use to press more buttons (gold to buildings to more gold to build more buildings) or more like AoE in which you learn to follow a deterministic strategy really well but without the mp potential
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>>2372658
the way taxes work in this game is a travesty anyway. In the 18th century the austrians raised more taxes than the ottoman empire despite a smaller population. That wasn't because the austrians had a special reform that gave them a bonus governor but due to a far more developed state capacity.
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>>2370810
The British were never "French" you dopey "Guwallamie L' Conquerant was a Capetian!" Francophile retard.
Even by the early 1200s, the AngloNormans identified with their English holdings and saw their Norman holdings as external possessions. Every King from Edward 1 onwards spoke English as a second language. There are dozens of primary sources on this.
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>>2372578
Combined Arms bonus is absurdly powerful. Equal mix infantry and cav, then enough aux units to activate bonus. You're in the very early game still, so I'd recommend getting cavalry regulars and using levies as the infantry; stay on the default army balancing so the cav can kill in the center too. Keep your artillery out of fights entirely, they're manned by retards who run your guns onto the front line and then die. Have separate armies for cannons that only wheel in after your combined arms armies have killed the enemy - or better yet don't make cannons at all. For light cav vs heavy cav / infantry vs infantry (gun) I'd check the tech tree and see if you have any unique units in the future, do that type so you can upgrade into them eventually.
Mercenaries probably are more cost effective for you right now, but I don't know your economy. Regulars need goods for upkeep in addition to the demand your soldier buildings have. That's a positive though, more demands means your burgher buildings are more valuable, so you build more of them and get more income. Spamming armories everywhere is so good, you can never have enough leather and iron. Watch out though, once you start paying for regulars you'll be paying for them even in peace time: it's economically rational to start looking at all your neighbors as conquests because your army needs something productive to do.
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>>2372734
>Equal mix infantry and cav
Light cavalry is broken in how good it is, you should always build as much of that as possible.
In the extremely early game I'd just run levies + however many light cavalry you can before your manpower goes negative.
Combined arms gives a bonus if you have a unit type less than 50% and above 10%, so once you get armories here is the objective best stack you can build from a combat perspective:
>4 Light Cavalry (44%) 1,600, -64 monthly manpower
>1 Heavy Cavalry (11%) 400, -16 monthly manpower
>1 Light Infantry (11%) 1,000, -20 monthly manpower
>1 Heavy Infantry (11%) 1,000, -20 monthly manpower
>1 Artillery (11%) 200, -8 monthly manpower
>1 Supply Convoy (11%) 100, -2 monthly manpower
>Entire army, 4,300, -130 manpower
Each armory provides +10 manpower, so you need at least 14 to still have positive manpower with this.
This can easily beat levies 10 times its size.
Use the cavalry on the flanks preset, how it works is:
>battle starts with no one engaged
>cavalry engage on your flanks first due to high initiative, they also have much higher combat power than all other units by default, then that has the +15% bonus from combat efficiency
>enemy units slowly trickle in to their flanks, immediately swarmed by your cavalry and destroyed
>once enemy flanks are destroyed both of your flanks target the enemy center
>flanking attacks give ANOTHER bonus on top of all the other bonuses
The supply convoy and artillery don't help combat at all. If you want/have the money you can build a separate stack of 15 houfnices to provide the full +5 bonus to sieges and only attach that when you've destroyed all the enemy's armies.
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>>2373043
pretty much all artillery before age 5 is garbage in combat, and they love to somehow be the only ones engaged if you use too many of them, leading to disproportionate losses for them and fucking up your siege bonus.
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How does the "Died from disease" mechanic work?
There is no disease present in the location but my pops are dying at slightly above replacement levels. It is 1676, I have all the disease techs avaliable and this is in south africa. There is a Malaria icon but it has 0.00% presence and 100% resistance in all affected provinces.
HEELP
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>>2373222
See if there's a tooltip on 481, otherwise just look directly at each pops in the location, some of them are not resistant yet
I think disease resistance for location and pops are two separate things, not sure desu but malaria is always at 100% resistance everywhere
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>>2373238
Ah. I checked on the 481 and some of those pops had presence. Typical Johan game where I have to look into 3 nested tooltips to get any information and it also contradicts all other info.
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>>2373294
>it's too complicated
I don't get why people trying to defend EU5 try to fall back to the "it's just too complicated for u" argument, the game is probably easier than 4 ever was, the systems are constantly falling apart, and the most "complicated" parts (trade) are just tedious clicking that you automate away because it spams you for attention all the time.
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>>2373294
>>2373297
and the economy is you just building most profitable stuff in most high control provinces if raw goods OR most profitable stuff in most high control provinces with most trade market access if produced goods
and tech stuff is just doing the same choices every game since you'll never want +1 prestige or +10% citizen promotion before +1 court wizard or +1 central reform
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>>2373297
>the game is probably easier than 4 ever was
Yeah, the bing bing wahoo wars are easier because the militaries are unbalanced as fuck, economy scaling is also very unbalanced leading to it being far too easy to accumulate money.
My point is the game has too many interconnected and complex systems like prosperity, development, pop growth, and the whole market system.
For your average consumer who just wants to blooob the game is a failure because you just get a stack of regulars and you've won, you never have to give a shit about microing urbanization, burgher buildings, or generating demand.
This was already true in EU4 to an extent. How many posts of gross Ulms were "disaster saves" where if you unpaused the entire thing would fall to shit, but hey, at least the name and color were big for a couple of minutes before.
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>>2373298
>the economy is you just building most profitable stuff in most high control provinces if raw goods OR most profitable stuff in most high control provinces with most trade market access if produced goods
Actually if you solely build what the game tells you is profitable your buildings will make 0.02~ ducats for the entire game.
You have to create production chains and then export the finished product, the AI doesn't understand this so you'll be the only one doing it.
You should also create a military-industrial complex for yourself by creating armies that consume weapons and then buildings to feed into them.
It's highly anachronistic though, these sorts of economies didn't start until the very end of the timeline. Johan really wanted to create Victoria 3 just like Victoria 2, but the time period was taken.
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>>2371161
>>2371178
>>2371297
>>2371581
Thanks for the help anon, I'm doing much better now. I seriously underestimated how powerful spamming burgers buildings in your >80 control citied is.
>>2371188
How the hell do you tax nobles without angering them? Their privileges are shit and I barely give them any, their satisfaction equilibrium is always low.
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>>2373299
>give a shit about microing urbanization, burgher buildings, or generating demand
Why should you give a shit when the outcome doesn't produce anything, oh this group demands this good, if I give it they'll do nothing, regardless of whether or not I do it, it's fluff, you can pretend that you're RP'ing as much as you like about how you're doing this super complex ultra traditionalist run where you farm max, but at that point you're just playing with action men, fictitiously pretending there's complexity in your choices, 4 for it's fault at least had depths like modifier stacking, limiting idea choices that forced you to specialize depending on play style, estates that actually did something and impeded you if you undermined them rather than just be another money printer for your eco.
>How many posts of gross Ulms were "disaster saves" where if you unpaused the entire thing would fall to shit
That's just players speedrunning big name on the map, you could easily have reached that point "optimally" ensuring no fallout, max prosperity 3 stab high dev, but that wasn't their goal.
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>>2373315
>How the hell do you tax nobles without angering them?
Turn their slider off auto and just permanently tax the shit out of them. You can generally have them at 30% estate satisfaction without them trying to cause problems. If ever they start a rebellion just temporarily put them back up to 50% satisfaction.
Nobles being dissatisfied really doesn't matter at all.
When dissatisfied they give minus prestige, which doesn't matter, and a counterespionage malus, so other nations can spy on you easier, which again doesn't matter.
Clergy should ALWAYS be 0 tax, because it gives you a research buff. Catholics not being allowed to tax them actually helps them because of this.
Burghers give a production efficiency bonus, but it's that small that it's not worth losing the income, they're another group that should be taxed to around 30% satisfaction.
Commoners are interesting. Pop satisfaction is based on all pops in a province, and commoners usually make up 90%+ of provinces, so taxing them as little as possible increases population satisfaction, which increases prosperity and development gain, and also increases control (dissatisfaction gives a control malus) so once you can afford it you want to not tax peasants at all.
The ideal socio-economic setup in 1.1 is serfmaxxing, with 0% peasant enfranchisement, all the peasant wealth goes to the nobles who you max tax and your peasants who you technically don't tax at all are fully satisfied because you're not taxing them.
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>>2373319
>Why should you give a shit when the outcome doesn't produce anything, oh this group demands this good, if I give it they'll do nothing, regardless of whether or not I do it, it's fluff
Yeah, that's grand strategy games. Playing "wide" is making the biggest blob possible, playing "tall" is making the richest/highest developed state possible. None of these games have any higher goals than that. EU5 just has a lot more tools to play tall than EU4 and most other GSG (with the possible exception of Victoria).
These games were never meant to have actual points to them, they're power fantasies with different levers to represent that power fantasy.
>depths like modifier stacking
quote of the century
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>>2373323
>just has a lot more tools to play tall than EU4
It doesn't though, in 4 dev was something you could attain internally, in 5 pop size is something you can't grow without getting land and stealing pops from other countries, you can't get much higher pop growth than any other nation and the like 0.0001% more growth from high food storage and very rare modifiers from stuff like double sabbath or events is not going to make you some super sleek tall nation, building is the core of 5 and something you do regardless of whether or not you're France or Münster, in 4 buildings was something you usually disregarded if you were doing wide, not discouraged, but something you didn't prioritize because you needed the money for troops or avoiding bankruptcy, and if anything being bigger means you build better and more efficient once you get going because you have more money to build more, the game pretends to balance this by kneecapping income with stuff like scaling Cost of Court but losing 400 ducats when you gain 2000 is minuscule. And it doesn't matter how "tall" you build your 1mill pop country, because the 13mill pop France will out scale you in every parameter that matters.
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>>2373332
Did it ever occur to you that autists actually WANT miniscule nothing ever happens gameplay?
Completing the wowza free claims on half of europe mission in EU4 has no implicit meaning. Who fucking cares? It's blatantly apparent you're playing a board game and you just levelled up. How can you get dopamine from that?
By comparison in EU5 you build a farming village and now your pop growth goes from +1 a month to +2, woah momma that's good gameplay, vgh what could have been, why didn't they do this in real life?
It really boils down to what you play the game for and what you get out of them. I want to roleplay as an empire with a dynamically evolving state that I guide to a better but still historically plausible future. I just find EU4 immersion breaking. I need to complete the mission to get a city with 30 dev, so I pump it full of bird mana, I then get cores on some territory, with some tangibly related bullshit text about x resurgent or some shit. I take that territory, complete another mission, and get more claims on the next province.
And heaven forbid a tag doesn't have a mission tree telling you exactly what to do in your bastardized hybrid of a visual novel and risk, for that would be "a lack of flavor", not to worry though, because they'll shit out a $20 DLC for them which adds a new mission tree to conquer territory. That's engaging gameplay. That's flavor. And they'll watch their favorite content creator play the game for them, and if the content creator's video is particularly good they might even play the DLC they already fucking bought.
Coming up with your own goals? Using the mechanics of the game to create your own narrative? What the fuck is that? If I don't have my missions telling me exactly where to spend my monarch points and exactly which province to blob in the game has no content fr fr. Did you know EU5 doesn't even have a Teutonic horde government form? You can't even form the heckin' thunder dragon empire for crying out loud!
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>>2373340
>It really boils down to what you play the game for and what you get out of them. I want to roleplay as an empire with a dynamically evolving state that I guide to a better but still historically plausible future. I just find EU4 immersion breaking.
Well congrats you're about to experience the same heckin unrealistic scenario in EU5 because the DLC is leaning even more into alt his nonsense, why pretend 5 is better designed when it's just because paradox haven't had the time to fill in what's clearly their intended vision of nonsensical alt hist players pursue and clamor for.
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>>2373340
I actually have no idea what you're upset about or what you want based off your post. You say EU4 is too boardgamey and immersion breaking. But you also make fun of EU5's buildings not providing meaningful improvement. So what do you actually want?
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>>2373346
Yeah, the recent DD are extremely disheartening. They're leaning in to exactly the sort of shit I didn't want and hated about EU4. That doesn't change the fact that the base mechanics are significantly better than EU4 and it could be a better game if they don't end up making it a meme.
>>2373348
I'm not criticizing the EU5 buildings, this part:
>now your pop growth goes from +1 a month to +2, woah momma that's good gameplay, vgh what could have been, why didn't they do this in real life?
is entirely unironic. Buildings should have very little impact on the game. They should steer away from bullshit power creep like the conduct a census giving a random +0.50% pop growth and the damn cabinet members able to assimilate hundreds of people a month.
If I had my way I'd change the spiritualist vs humanist slider to a Homogeneity vs Multicultural slider. Homogeneity would increase both religious conversion AND cultural conversion where as fully multicultural would give something like +10 cultural capacity but -100% assimilation and conversion at 100.
Default assimilation/conversion speed would be increased, with the emphasis being on it happening passively over time and naturally, I'd probably remove the assimilate cabinet action from the game entirely, or at least make it a quarter as powerful as it is now.
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Look at “Western Mewar” fucking owning all of Mewar and still being a generic tag
Like every single nation tag should have a T1 formable. EU4 had this amount of effort in the game from the beginning
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>>2372650
this is true
you basically don't have to give a shit about their happiness and can keep them at max tax all the time, and they are pretty powerless AND they include the classes that actually make dosh like heathen burghers or nobles
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>>2373307
>Actually if you solely build what the game tells you is profitable your buildings will make 0.02~ ducats for the entire game. You have to create production chains and then export the finished product
This isn't true. If you build buildings with biggest green number then they increase demand for the goods they demand which increases the green number for those and AI trade automatically exports what ever is the most profitable. There's very little material difference between carefully planning your "production chains" and just slapping down the biggest green number because they both do in essence the exact same thing.
This is actually entirely opposite of how the game mechanically supports you as a player making decisions because of the way the trade and prices work. There's a natural antisynergy between deciding what building you make and profits. High profit buildings get a retroactive nerf to their profits after being built because they increase supply of the previously in profit good which decreases trade profits from imports while seemingly low profit buildings get a retroactive buff because it makes exports using those materials more profitable, both types also buff the rest of the industry more than themselves relatively speaking by upping the value of their demand goods. It's a dampening effect where no matter what choice you make you actually get a more similar outcome than you may have anticipated because both "good" and "bad" choices get pushed towards the hidden median. It's very difficult to make an excellent or terrible choice given several options with different green and perhaps even red numbers which is very unintuitive.
The only real planning is to place buildings in locations where they get the bonus to throughput for the correct RGO and making production loops (notably the iron/lumber) from scratch for strategic reasons. That's the full extent of carefully creating production chains.
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So this is why they all look so brown huh...
Anyways any recommendations on a persia formable tag? Can I turn shiite once I form it or do I gotta go shiite from the start? looking for some headache.
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>>2373467
Again, the game/UI/AI can't understand how production chains work, the recommended/green buildings only display how much profit the building would currently make, not the immense profits they would make if you built the chain.
To give you a practical example, the game will NOT recommend you build fiber crops because there's no demand from spinners guilds.
The game will NOT recommend you build spinners guilds because there's no supply from fiber crops OR demand from fine cloth.
Thd game will NOT recommend you build fine cloth guilds because there's no supply from spinners guilds.
So if you the player look at this and solely go off of green numbers/spam "mass build" you will hardly make any profit.
If instead you build fiber crops, then spinners guilds, then fine cloth, you will make more money than the game says at every single stage of the production chain, including exporting the fine cloth (because the AI doesn't understand what I've just said and doesn't build these).
Ironically Victoria 2 avoided this by having the capitalists build factories randomly, so they're build luxury clothes factories accidentally which naturally formed part of the cotton -> clothes -> luxury clothes chain. Introducing more AI "logic" in to the game actually made the AI dumber.
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for research maxxing it's probably ideal to set your court language to your liturgical language, because your primary culture pops are going to boost your liturgical language's power thus giving you a flat research bonus of a few procent
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>>2373500
>Only when your culture is powerful enough to overpower the current liturgical language
The point of setting your court language to your liturgical language is so that your liturgical language is going to get boosted by your primary pops. For example if you are playing as bengal you have a shitton of pops of your primary culture but bengal is actually weak overall but if you switch to arabic arabic would be twice as powerful as usual
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>>2373474
>go off of green numbers/spam "mass build" you will hardly make any profit.
Never built anything but max profit and infrastructure buildings, ie. bridges, ports etc., but please tell me where the complexity is.
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>>2373424
Is it bad that it took me about 30 hours to notice that button was there. So many icons and buttons you can't click on the meus then there's a tiny one that's really important. Same for the obsolete units button, didn't know it existed until someone mentioned it on here and I still had to really look for it.
>sieges
How does artillery work on siege phases? I had a houfnice unit in the army with 3 bombardment vs level 2 fort, but it doesn't seem to do anything, the values on the siege panel read at 0 and I never get a breech
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>>2373624
Arty in sieges works the same as it does in EU4, you need a certain amount of artilleries for it to do anything at which point you get +1 to siege rolls and then +2 when you reach the next point and so on. Bigger forts need more artillery.
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>emperor declares war on you
>barricade yourself behind forts
>retreat into unfavorable terrain
>grab a handful of regulars and mercs to destroy enemy troops sieging your forts
>easy 60-ish warscore without even occupying an inch of enemy land
It's that easy.
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All 3 of my games has ended with France as the emperor of the HRE just in time for the 30 years war.
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I just had an amazing "working as intended"™® feature happen in my France game. I was going about my business, integrating my subjects, as you do, when I noticed that I am not in catholic church IO
Investigating it further revealed that NOBODY except the Pope was in catholic church
Also, just as Johan and Tinto intended of course, newly released catholic stated don't automatically join catholic church io
I had to manually ask to join io by switching to every statelet in debug mode. Johan, I am sorry, your genius is too much for me and I clearly don't understand your design desisions, but please, I beg you, remove this feature from your game
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How do I make these fuckers loyal?
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This is the reason why the entire world catches up on tech in the mid to late game.
The AI uses the court wizard conjure institution action all the time.
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>>2374187
let me check my understanding here
as long as every province has 1) enough storage to hold food for the full winter and 2) enough production to fill the storage completely in the summer, then turning up the food slider actually just wastes a ton of money buying food when it's most expensive (winter) while selling your surplus when it's cheapest (summer)
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I don't get it. Where does that stability hit come from.
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>>2374227
It was neither. At first I suspected that their union with muscovy was bugging it somehow, but I just had military access with bulgaria.
Screenshot actually says it too, but I was focused on that co-belligerent part. Shit UI in my opinion.
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>>2374242
Religion doesn't really matter, pops being somewhat more dissatisfied isn't going to generate a rebellion unless you have a really large amount of said religion, culture is actually impactful and prevents you from getting cores.
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>>2374203
Copenhagen has 100,000 pops because I just have a wizard sitting on push migration to it. But now the upper 2/3rds of the mainland is below 500 pops. Means I can't even build 1 rgo in like 75% of my territory. This is why I say it feels like shit to play here, because I NEED to hold all this land to get to Scandinavia and then northern kindsom formables so I can get those useful advances they both have. It's retarded and feels gay
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>>2374287
Here's the code from sow_disloyalty.txt in Europa Universalis V\game\in_game\common\cabinet_actions
sow_disloyalty = {
ability = dip
potential = {
is_subject = yes
}
allow = {
subject_loyalty > 0
}
is_finished = {
is_subject = no
}
country_modifier = {
loyalty_to_overlord = -10
}
}
Seems like loyalty_to_overlord is the number to chase to fix that shit because I for sure never have seen normal vassals being so disloyal in the game compared to banks and TCs.
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>>2374345
Why the fuck didn't you rush down Sweden and Norway, Denmark starts way stronger, spawn the like 70 OPMs as vassals from all the provinces and prevent Sweden from colonizing the north and Finland, migrating via cabinet members past 30k for cites is such a waste of cabinet action, and food prices don't matter until like the 1600's unless you shoot yourself in the foot like you've clearly done.
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>>2374366
>>2374353
The point is, they are always starving even with market access and unless I pay 1/4 my yearly income to buy food, they never go positive. So it's more cost effective to move them to copenhagen/jylland because it's mostly all wheat farmland RGOs. Fish needs to get a huge boost of food production or a winter boost to production. They didn't just starve to death for 1/3 of the year in northern europe on the coast....
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>>2374578
are we reading different posts or something? the guy is mad that a fish RGO can't feed itself with the winter penalty, but he doesn't understand that the purpose of province storage is to save surplus production from the summer to eat during the winter
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>>2374603
Stockpiles don't fill up via trades because anything above 10% stocks is usually very unprofitable and auto-trading cancels everything.
You could move goods manually I guess but you might lose a ton of money doing it.
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So, what are the real bottlenecks in EU5?
-Diplomats, which limit how much you can manage and annex vassals.
-Improve relation, which impacts how many diplomats you need to spend to get your vassals to 150+ relation and how fast
-Diplomatic reputation, which grants you diplomatic hegemon, which in turns grants you both of the above
-Obviously manpower/regulars, after the first 150 years (and to keep vassals loyal).
That's really it, isnt it?
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>>2374581
North europe should have alot of fish RGOs replaced with "whaling" rgo which produces alot more food and a small bit of some other rare good, such as ivory, representing the walrus side of their expeditions.
https://www.danishnet.com/vikings/importance-norwegian-fishing-vikings /
>The Viking Age fishing equipment which has been found shows that nets, lines and harpoons were in use. Both Seal and walrus were caught in the northern seas. Ivory from walrus tusks was highly prized all over Europe at this time. It was not until the 13th century that elephant ivory began to replace walrus ivory. From that point onwards the trade of walrus ivory was in decline. Walrus hides were cut into strips and then twisted to make rope. Lakes and rivers supplied plenty of freshwater fish. Salmon was especially common in Finland, and regular fishing expeditions went north during the spawning season when the rivers would be swarming with fish.
>Fish and seafood played a major role in the Viking Age diet. There is a significant amount of archaeological evidence to support this. There have been large numbers of fish bones and shells found in waste heaps from Viking Age towns. Evidence at the Viking town of Birka, Sweden shows that plenty of fish were caught locally in the nearby rivers. However, it is also clear that many fish were transported to Birka from very far away. These transported fish would undoubtedly have had to have been salted in barrels to avoid spoiling during their long voyage to Birka. It is well known that a main staple food on Viking ships was salted fish. By preserving fish in salt the Vikings could guarantee some form of food for their long trading or raiding journeys.
Yet in eu5, in 1500 northern shores are starving to death because the fish RGO is total dogshit.
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>My Lord, we have dozens of thousands of paesants in our capital doing nothing and barely paying any taxes
<Have you upgraded all RGOs?
>Our nobles already did that, my Lord
<Well then, send the fuckers to a shitty unsettled island on the other side of the Atlantic so they can grow expensive crops
wtf colonialism makes sense now.
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>think I'll play as Poland today and attempt to regain Pomerania from Teutons
>1 year in
>Teutons instantly get BTFO by Lithuania
>randomly gain Pomerania with Gdansk out of nowhere
>only noticed because my income dropped from 3 to -3
woah, that was fun...
another successful playthrough
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>>2374224
I've multiple times not noticed the stab hit from declaring war with military access until I hit the declare button, and sometimes not until well after
>>2374227
Speaking of CBs I reckon the refused military access CB should carry a small stability hit. Also at launch that CB was broken and still caused full stab loss
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>>2375035
The Chinese had it at the start, issue is that if the Chinese have it then everyone in Asia will inevitably have it by 1400
There is also the fact the game can't handle the fact Europeans verifiably used printing presses much more than the Chinese did and achieved high literacy rates.
In game the Chinese have like 15% more literacy from the start
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What is the logic behind the game choosing who is the head of the dynasty? I regularly see 5 year olds and women get it while 100/100/100 50 year old men are delegated to sit in a cuck chair
What did Johan mean by this?
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>>2375344
>The Chinese had it at the start
I know, my point is more the notion of printing itself which drove mass literacy and created a new idea of political conciseness in Europe as a result in the 16th century which is what the printing institution implying both in the institution itself but also a lot of the tech dialogues, and that wasn't the function it took in China, which is why it's silly that China can spawn it, because it's not the press itself that matters.
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>this system is bad and we don't like it but now we're stuck with it because the heckin PLAYERS
Damn that's crazy. Maybe you should have tried making the game good before release!
>>2375465
tl;dr: we're redoing the economy. Again.
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>>2375465
Cost of court change looks decent if i'm understanding it right.
10% of tax base with scaling modifiers like aristocracy and all that and since tax base scales with control I think it means you can finally play wide with sub 60 control location without it being a detriment to your cunt
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>1694, Papal States
>want to fuck up the last remaining heretical states (mostly Boheemia)
>they're all in the HRE
>I can't declare war on any of them without all this shit being against me
what should I do, tank it or is there a way to not get them all against me?
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>>2375465
I kneel
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>Precious goods are now less dominant. Gold dropped from 10 to 8 ducats, silver from 8 to 6, and elephants from 10 to 5, these were simply too powerful as economic anchors, crowding out other trade goods.
>Glass now has a more meaningful role. Its base price rose from 2 to 3, and nobles, burghers, and clergy now actively demand it, making glassmaking a more viable industry rather than a niche luxury curiosity.
!!!
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>>2375471
The base problem is that if you couldn't make your vassals CC there's be no way to blob, and regardless of your own playstyle the majority of players want the ability to map paint so either they just acquiesce or completely revamp assimilation, which paradox is way too lazy to do.
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the idea of a "core" is still incredibly nebulous
is it based on your ability to administer the area?
then it shouldn't depend on the people present at all, if you pump enough bureaucrats in
is it based on international recognition that you own the land?
it also shouldn't depend on the people present at all, but rather your relations with everyone else and your ability to control it
is it based on local recognition of your right to rule?
then having it depend on the locals makes some amount of sense but it should be tied more to unrest than to acceptance of their specific cultural/religious ways of life (even if said unrest is, in turn, based upon cultural/religious differences)
this has been a problem ever since Paradox introduced the idea of "coring" and this game has not solved it
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>>2375510
Well in that case they should have used their Vic 3 culture similarities logic on top of religion. Have multiple tier of coring, recently conquered, territory, same religion, same culture, both.
Right now in the game you can conquer anglican cornwall as poland, press one button in the culture tab and badabing badaboom here's your full core.
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>>2375517
honestly, once you accept
>paper mana
as an abstraction of the government's entire administrative ability, no matter how well that is actually implemented, EU4 coring is probably the closest that they've ever come to making it make sense
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Why is Christian II of Denmark on the post game screen as one of the greatest rulers in history? Even the descriptor text says that he lost due to his own incompetence.
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>>2375515
>>2375517
>>2375519
>>2375520
Core should mean core territory, nothing more, nothing less.
Forming Britain should give you cores on all of Britain, regardless of whether the highlands are English, Scottish, or Gaelic.
Likewise, it should never be possible to make Normandy a "core" part of Britain, regardless of whether you accept Norman culture, replace them with English people (shouldn't even be possible without genocide, which isn't and never will be in the game)
Overseas locations SHOULD be able to become cores (Gibraltar, Malta, Hong Kong) but only through getting every single other nation to renounce their core on it.
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>>2375506
You can still blob but your land would be "integrated" instead of "core", suffering a control malus.
I see nothing wrong with that. It makes sense that Austria would exert less control over Hungary than Austria proper. And even then you could always accept the Hungarian culture.
They really need to get out of this gamified everything must be 100% assimilated mindset. I guess minmaxers will always be retarded no matter what the mechanics of the game allow, but they shouldn't feed into their playstyles.
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>>2375608
There are three levels, conquered, integrated, and core.
When you annex a vassal diplomatically it will always be at least integrated, and if the land is a majority of either your primary or an accepted culture a core.
Conquered is solely if you annex land and don't integrate it. It gives -50% satisfaction, so they're practically guaranteed to periodically revolt until you integrate it.
Keeping land as integrated but not cored is perfectly valid, the control malus is negligible, especially late game when you have modern roads and temples everywhere.
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>>2375607
Except the mass amount territorial conquest that took place in the time frame of EU V is currently impossible within the mechanics of the game as is without, I can get being annoyed at how gamey it can be, but the game is not actually supporting what it supposedly "simulates"
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>>2375465
Really hoped once they started talking about the custodian team they'd actually address the problems with the game instead of focusing on adding new shit.
Oh wow, now we get "urban rights" to give a marginal buff to certain goods' production and trade is slightly less obtuse to micro, cool, cool.
Meanwhile:
>japan is still unformable and the sengoku jidai can not be ended
>illkhanate still does nothing and iraq becomes 100% mongolian every game
>ottomans still stall out after taking anatolia
>mamluks still last until the victorian era DESPITE the supposedly groundbreaking complacency system
>europeans still colonize african interior, losing tens of thousands of pops to malaria
>everywhere that isn't europe or korea still has a chronic shortage of iron, so you can't build tools, and thus can't build anything else
>pope still gets eaten by naples every game and all of catholic europe just accepts this
I'm appreciative of the new flavor, the game starting with established industries is a good change that adds to the historical accuracy, but it really is looking more and more like we'll have to wait for the Japan DLC in 2027 to get them playable.
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>>2375628
Diplo-annexing becomes integrated for free. What I'm saying is the vassals should not be allowed to culture convert.
Current meta
>conquer land
>release vassal
>culture convert them
>they use cabinet to make it 100% your culture
>annex them and get free cores
What I'm proposing
>conquer land
>release vassal
>you can't culture convert them
>annex them and they become "integrated"
Cores should be an extremely rare thing and should solely represent your actual core territory. If you blob that territory should be "integrated", not cores. If I annex Poland as the Teutonic order, yeah, I should be able to make it an integrated part of my state, but unless I actually convert it to Prussian culture (which I maintain should not be possible) it would never be my core.
Basically the Victoria 2 approach to cores.
It would also incentivize actually using vassals as something other than a stepping stone to annexation. I COULD annex my Masovian puppet, but it would make more sense to keep them as a vassal as Poles ruling over Poles.
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>>2375633
Yeah, but the end of this one says:
>Stay tuned, next week we will be back with some discussions on improvements to the military system, logistics, and some new concepts we are bringing in for 1.2 and Fate of the Phoenix…
Every DD so far has been adding new shit instead of fixing what's already broken and next weeks is confirmed more of this.
New concepts are good, but make the concepts we already have work before you do them. There's ultimately nothing wrong with the military system currently, it's functional, where as major parts of the game AREN'T functional.
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>>2375636
>geographically too far away
>wrong culture
>wrong religion
>inability to project control to it
>completely removed from all extant traditions and rites of Prussia proper
Even if we look at something like the British Raj (which was outside of the timeline anyway) it was never and never could be considered a "core" part of Britain.
>>2375640
>+75 for 100% proximity
>+5 control for integrated
>+10 for city
>+5 for temple
>+5 for minting office
That's 100% control even without being a core.
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>>2375573
Wrong
Best way to play Denmark is to start as Norway and form Denmark in 30-40 years, you get free cores on all of Denmark by just coring Copenhagen and moving your capital there
Their Age 1 -0.5 proximity on sea advances stack well.
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>>2375643
Ottomans I can grant you can wait, they fundamentally work they just need AI tweaking.
Japan isn't a case of getting "tuned", They're not playable.
>early game clan gameplay doesn't work, AI clans can't war you because they can't understand where your clan based buildings are
>even if they did AI clans do not build troops
>buildings are entirely unbalanced, every shoen building gives +0.50 gold, you can easily have 100+ of these
>once sengoku starts all buildings disappear and you lose all manpower
>any clans that still remain unlanded can never be conquered (this is important for a later point)
>yamato court instantly gets annexed every game without fail, this removes a lot of important actions for the shinto faith and shogunate IO to function, for example you can never become the shogun because in order to get the CB you need to ask the emperor
>if the shogun gets annexed the shogunate just becomes vacant forever, without holding the shogunate title (which you can't resurrect) you can never form japan and will be locked at duchy rank all game (you also can't leave the IO to get around this)
>theoretically a non-shogun CAN form japan through becoming the only tag left in japan BUT as i mentioned earlier the unlanded clans which you CAN'T annex count, so there is no way to do it, even vassalizing all of them isn't enough
You could solve 90% of these problems by making it so the Yamato court tag can't be annexed, that would allow the player to get the claim shogunate CB. Ending the Sengoku Jidai as the Shogunate actually works, the problem is once Yamato dies there is no way to do it.
There's some other minor stuff that isn't working as intended but isn't actually gamebreaking. For example once the Sengoku Jidai starts the individual clans are supposed to slowly break off one by one to represent the gradual decline of the Shogun's authority, but they must have not been able to make it work prior to release because they just all pop out on January 1st 1400.
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>>2371703
They need to implement "Tse-Tse fly zone" and "endemic malaria zone". I know they have a little of the 2nd, but it could be better.
Tse-tse fly zone should hurt your ability to receive ideas, your productivity, actually it should hurt a lot of shit. But in return, outsider armies get daily 1% attrition or something equally horrific. It should eat colony attempts alive. After 1-2 attempts, colonizer AI should trip a "lol nope" flag and never attempts the zone again.
The endemic malaria zone should cover a lot outside Africa, and be a baby version of this. Both should mostly be limited to non-desert areas.
While I'm here: idea spread should be less important, AND severely retarded. Like for example the printing press should have massive problems spreading to Muslim countries, because the IRL issue was printing with Arabic script. Ditto Rennaisance because of prohibitions on depiction of people.
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>>2373152
You are not alone here.
Fortunately, I play with console on, so when the game does massively retarded shit like this, I vent my sperg rage by manually deleting or force retreating enemy armies. Fucking stupid magic don't-touch-me retreats. It's just as bad when your own armies go into an endless retreat for months and end up a quarter continent away.
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>>2375661
>It should eat colony attempts alive. After 1-2 attempts, colonizer AI should trip a "lol nope" flag and never attempts the zone again.
The problem is there is literally no way to code this to the AI.
For the AI "garden of eden" and "fucking death zone where everything that breathes dies instantly" are exactly the same. There's no way to count deaths from malaria and have them effect the AI's desire to colonize an area.
Ideally it would work exactly as you say, if: number of pops dead from malaria = >10,000 set flag: unable to colonize location if malaria = true, but those parameters don't exist in the game. The only way to do it is either a blanket acceptance of colonizing malaria-ridden areas or a blanket ban on it.
Personally I'd just ban it entirely. Create some overseas building you can set up in West Africa so you can extend your colonial range to South Africa which would still be colonizable, but there should be no reason West Africa should be colonizable.
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>>2375471
Are these "internal beta testers" just the same content creators who ruined the game before it was released?
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>>2375657
Look, man, I give a lot of shit to Johan and Tinto, but buckbreacking weebs aint one of them. They deserve to suffer
In all seriousness, Japan really isn’t what needs to be fixed first, there is a whole list of fundamental flaws with the game and fixing a gimmick campaign can wait
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>>2375706
Again, I'm not disputing that. What I'm saying is the military system is functional. Yes, there are problems (AI ping-ponging between provinces with 0 morale so you can't stack wipe them, AI making hopeless naval landings without food and having all their troops die of attrition) but it at least is serviceable. Japan is not even to that level. And I only highlight them because they're the only region I've played and have first hand experience of them being busted, I've heard other people say the Aztecs and Inca are equally if not more fucked than this. And I'm sure if anybody had ever played in India they'd have their fair share of problems too.
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I accepted a culture but their provinces are not getting cored. Can somebody tell me why?
Only thing I can think of is the culture absolutely hates my primary culture. Is that why it's not coring?
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>>2375465
Bros, do the devs read these threads?
>>2059957
>Every single "pop" is a peasant. When you build a building, say, an aristocrats manner, 100 peasants become nobles.
>If you delete these buildings these noble pops simply demote back to being peasants.
>In EU5 those 1,000 laborers (perfectly round number btw, they don't promote over the number of jobs) simply demote back to peasants if their factory is deleted.
Most recent dev diary:
>One of the most fundamental changes in this update is how populations grow and evolve in Europa Universalis V. Previously, all population growth was entirely on peasants, and getting other pop types was driven entirely by promotion, pops moving up the social ladder from one type to another. We've now given each pop type its own organic growth rate, meaning peasants, burghers, nobles, clergy, and tribespeople all reproduce and expand naturally over time, independent of promotion.
>>2284324
>every nation seems to suffer from the world starting on April the 1st 1337. The huge English wool trade that was the cornerstone of their medieval economy? Level 1 wool RGOs. The huge textile plants of Flanders that used this wool trade? One building. The burgeoning Italian paper trade representing their complete monopoly on the good in 14th century Italy? Doesn't exist.
Most recent dev diary:
>Starting a new game, major cities in the world now have a production profile reflecting what made them historically famous in the 14th century. Venice dominates glass and naval production, Florence is the cloth and dyeing capital of Europe, Damascus produces unrivalled weapons and fine silk, and Samarkand anchors the Silk Road with its paper and luxury textiles, to name just a few. Rather than every Italian or German city being identical, major trade hubs like Bruges, Lübeck, Córdoba, and Novgorod each have distinct economic identities that create real regional specialization from the start.
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>>2375465
I hope those printing rights slightly off screen can be used to boost institution growth around them
>At the start, only Constantinople, Cairo, and Beijing start at this rank
As an ottomans player this leaves me curious about how
>integrating newly conquered territory into their area is significantly slower
will affect me, but still i'm excited, I have been since they first teased this whole thing in an image a few months ago
>Expanding an RGO now costs more if the good it produces is highly valuable
Is this actually realistic though?
the updates to economic conditions in the start date are cool but that also means even more effort if they want to add an alternate start date at any point which makes them being added even less likely
then again
>When you load into your starting bookmark
Funny wording
>Unemployed peasants now contribute to raw material markets. Stone, clay, sand, and lumber each receive 0.01 base production per unemployed peasant
neat
>The demand for key trade goods now shifts meaningfully as history progresses
great change
>Slaves are the exception, they remain a coerced population whose numbers are determined entirely by the slave trade and forced migration
what if I want my slaves breeding
>Yes, clergy will grow as well for catholics...
oh my
>navies now contribute Maritime Presence upward to their overlord
neat
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>>2375657
Is japan still broken if you start in charge or only if you want to be one of the little guys?
I'm surprised Paradox haven't made a japan specific game yet, famously isolationist so you can just abstract everything from across the sea and make a game fine tuned to make japan fun in every age
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>>2375832
>>When you load into your starting bookmark
>Funny wording
I thought this.
Grammatically this definitely suggests there's multiple bookmarks (YOUR implies others) but then remembered Johan's an ESL who says phrases like "Cat's out of the box" to mean a situtation beyond his control when:
1. The phrase is cat's out of the bag.
2. It doesn't mean the situation is beyond your control, it means a secret has been revealed.
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>>2375836
See this point:
>once the Sengoku Jidai starts the individual clans are supposed to slowly break off one by one to represent the gradual decline of the Shogun's authority, but they must have not been able to make it work prior to release because they just all pop out on January 1st 1400.
There's supposed to be a series of checks to see whether or not/how the sengoku jidai should trigger, but they overrode it so it happens every game at the earliest possible opportunity no matter what.
I.E: You can do everything right as Ashikaga and on January 1st 1400 your country still bursts into confetti.
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>>2375832
>Stone, clay, sand, and lumber each receive 0.01 base production per unemployed peasant
Am I retarded or does this mean every 100 unemployed peasants gives 1 stone, clay, sand, and lumber? Every 1,000 gives 10, every 10,000 gives 100, in every province?
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>>2375657
>buildings are entirely unbalanced, every shoen building gives +0.50 gold, you can easily have 100+ of these
They sort of changed this one.
You can't build everywhere anymore. You can only build in the location you start in or any location in a province if you are the governor of that province. Shugo Daimyo or something like that.
Granted you can get 100 shoens by taking them from other clans.
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>>2375841
Found a video. At 2:45:30.
https://youtube.com/watch?v=IAPAZD4uOYs
Player has 86 stab, 100 legitimacy, best economy in the world, second rank great power, country still shits itself.
Sugoi jyan? Sasuga, Johan.
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>>2375932
>>2375944
Oh neverminded i'm retarded the screenshot shows it as being a penalty on that location, not even the whole province
that's way less of an issue than I thought, especially if as you say ottomans get it free which yeah I think they do
The countrywide effects are an extra bureaucracy slot which at present doesn't affect the ottommans as the mechanic is going to be byzantine only at first, so really it's less a bonus and more a penalty for byz losing the city, makes it twice as hard to move your capital and gives +2 to fort limit, the fort limit boost applies even if it's not your capital too
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>>2375946
>additional +2 fort limit to Constantinople
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>>2375959
I was trying to look at the starting situation for the ottomans in terms of the possibility of making your existing capital one before you take Constantinople but then on closer inspection it's not just the 400k people you need, you also need to be a market center, I don't fully understand the mechanics for the whole moving market centers thing but I am fairly confident you aren't stealing Constantinoples, or any setup for becoming one being worth it with the economic damage from forcing mass waves of immigration to Bursa
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>>2375964
I doubt there will be a button to force it but if you could manipulate the ai into having the resources to do it it might work, but the killer seems to be
>has to be a capital and a market center
There's your hard cap on how many megalopolises there can really be
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>>2375641
The Raj was the crown jewel of the Empire, and was the wrong culture, religion and geographically far away and yet the British still controlled and exploited it. The Prussian/German state could do that in Timbuktu.
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>>2375969
You could make dozens or hundreds of these in India I reckon. Just make a new market, trade the stuff into the market, make a vassal on it and gift it 10k cash or what ever it takes to make one of these and badabim there's your megazone.
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>>2375995
Every "unsiegable" place in history has been "sieged" by traitors just opening the gates. Constantinople wasn't cracked legitimately even with cannons. Same thing happened with the great wall of China and Qing, they didn't siege past it, Wu Sangui just let them in.
This is already represented somewhat by spy network decreasing siege tick times, but other things like low legitimacy and low stability should also lower it. Especially as AI fort spam seems to push them to defensive values.
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>>2376088
Bastions tech should mean fewer but much better forts, instead of how it is now where it just means many more and much better forts.
Castles shouldn't even exist once you have chambered cannons. Options for besieged people inside medieval castles when faced with modern cannons was either surrender or die.
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What is the supply map mode/province supply limit? It doesn't seem to matter now the game uses food instead of an arbitrary supply value.
Example, I move a 100k stack in to the Sahara desert, as long as they have enough supply carts they don't get attrition or anything because they're not out of food.
Equally, if I move 1,000 men there, even if they're in supply limit they still die if they don't have food.
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>>2376176
Just enable "present in country" in the game rules at start and you can flip to any religion that exists in your nation.
It's ironman compatible too so you can do shit like turn Sweden norse on day 1.
There's a separate AI setting as well so you can stop the AI being retarded.
I generally have it on present in country so I can convertJapantoCatholicism.
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400 hours in and I STILL haven't set up my map mode hotkeys and I refuse to do so until they finally add cyclable ones.
When they finally do I'm going to have them like this:
Q - Tactical, Forts, Winter
W - Terrain (Default), Control, Proximity to Capital, Rivers, Roads
E - Diplomacy, Antagonism, Truces
R - Location Culture, Location Religion, Integration
T - Provinces, Areas, Regions, Subcontinents, Continents
Y - Natural Harbor Suitability, Raw materials
U - Maritime Presence, Provinces
I - Institutions, literacy
O - Markets, Market Access
P - Population, Population Satisfaction
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>>2376190
I'm pretty sure you can assimilate any culture into any other. Case in point:
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think i'll just quit my russia game. only 100 years left and im only a bit past the urals as far as eastern borders. central asia wouldn't be too bad to conquer but the fucking faggot ukrainians seemingly have unlimited manpower to declare war on me every 5 years and every province has a fort so its such a fucking slog and it's too slow to conquer them so between those 3 fronts, 100 years isnt enough. and im sure the gay spanish will get to east siberia before i do so there's that. that was my first attempt at a big country and i think i wasn't aggressive enough for the first 200 or so years. also the game just gets more boring in the later years when you automate everything
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>>2376202
the secret to everything in this game is just spam towns everywhere
spamming towns creates demand for goods which is filled by building buildings in the towns which gives you money to make more towns ad infinitum
then you use that money to build infinite armories and infinite units so you can just keep btfoing countries that annoy you
every time you have a problem with not being powerful enough it's because you didn't spam towns hard enough
>b-but what about le heckin fooderino!
a single livestock or rice province with a fully upgraded farming village can province food for a dozen cities
then you spam granaries in every single town so your market will always have cheap food and high pop growth
show location rank map, i bet you hardly towned anything
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>>2376202
russia seems to be a very high-difficulty campaign
there's a wide variety of cultures and religions to deal with, many strong rivals, you have colonies dragging on your budget for the whole campaign, long distances and heavy winter penalties, a relatively low population
i've only done it with the merchant republic government from velikiy novgorod, it seems like it would be significantly harder without always being able to choose a perfect ruler and massive trade income from infinite foreign buildings
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>>2376209
yeah I was beginning to wonder if I needed more after I had all barracks in all towns and my manpower was too slow at recovering. but at this point, I just don't care anymore. hell i havent even built 1 ship yet because i can't afford it. when you're at war and it's winter, your balance is negative
>>2376213
it's not super hard, but yeah the culture stuff sucks since you have to fumble with subjects and getting them to core stuff for you, which extends the time you can expand. most provinces are empty and poor and too far to be worth anything. construction is halted for half the year too. trying to fight sweden, kiev, and smolensk at the same time is really annoying
also you don't really have anyone to ally and for some reason absolutely no one will marry your characters. my entire game is just inbreeding nobles because royal marriages with other countries just can't happen. maybe everyone in my diplo range hates me
at least there's an event where you get peter the great and he's 100/100/100 which was kinda cool.
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I'm about to attack France and they only have one ally, Trier.
However when I go to declare on them it says the whole HRE and some more will join them.
Is there something I'm not seeing? France is not on the HRE. Trier is literally the only ally they have.
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>>2376321
In real life money isn't infinitely generating based on what you build, stuff degrades and needs more money and eventually just breaks because of unforeseen factors, actual monarchies in Europe went bankrupt all the fucking time, like the king of Spain, probably the richest monarch in all of history.
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>>2376484
This is a video game. In video games, especially paradox video games, it is normal to have obtuse mechanics represent real life complexities
You want to learn something interesting? Both Bardi and Peruzzi banks, yes, those that exist at the start of the game, went bankrupt because Edward III and Philip VI said they will not pay them back. This happened just a year before the start game and this, in no way, is represented in the game. Both banks went full cope mode and even tried to overthrow Florentine government but ultimately just dissolved. Kings, in general, when they needed money, just took money from people in their kingdom. No they didn't pay interest and they could just say fuck you and forget about the debt. Yet in EU5 you HAVE to pay interest when you take loans, and if you go bankrupt you get massive penalties. And this is good, because otherwise you just would get free money, by clicking a button
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>>2376500
>Kings, in general, when they needed money, just took money from people in their kingdom. No they didn't pay interest and they could just say fuck you and forget about the debt. Yet in EU5 you HAVE to pay interest when you take loans, and if you go bankrupt you get massive penalties.
Like...taxation? You can do that. I concede you should be able to get the "additional taxation" modifier from parliament at any time, for a stab cost, but in fine, it's already in the game. And like history, it will cause a lot of people to get pissy at you.
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>>Kings, in general, when they needed money, just took money from people in their kingdom. No they didn't pay interest and they could just saAAAAAAAAAAAAAAAAACK
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>>2376542
You might get a blessed run where both Japan and China never get their shit together. You'll be the only big boy united from the start with great resources. Of course if China unifies you'll be put in the cuck chair.
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Havent played since xmas break
Has anything changed? Worth getting back into it or just /wait/
Also for the record i really enjoyed the game as it was i just got busy with the new year and saw the recent updates will have broken my old save. I put in over 100 hours in one campaign and thought it was probably the best strategy game ive ever played
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How the fuck do I mass remove local shrines and other shitty buildings that prevent some pop conversion?
-Going province by province is a pain in the ass and would take hours
-Opening the estate building option in the builder tab freeze the game for 5 minutes because displaying big lists is hard for paradox
-For some reason I never get the option to remove these estate buildings specifically during parliament.
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When I play this game I like to put on a video of the language of the country I'm playing, so I can at least pretend the hours I spend on this cookie clicker are productive.
So I started a game as Dai Viet (I refuse to google the abomination of diacritics they actually use) and get to work spamming my rice RGOs.
But what the fuck is this language?
https://www.youtube.com/watch?v=bhiz-TgMOJk&t=1998
Sounds like a cross between someone plucking a guitar and being punched in the gut. Are they in pain?
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>>2376701
Works on my machine. Mountains by default are -50% proximity speed, the -50% from Dorpka halves that to +25%.
You're probably imagining it as modifying the original number instead of modifying the modifier.
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>>2376707
would have to boot the game again but basically I went in debug mode, formed tibet as timur then went to persia and formed that too
had to reresearch the tech and do a bunch of culture flipping shit and when I inspected the prox cost it was like 38~ ish from the base 40 so extremely underwhelming
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>>2376767
No, centralization makes your subjects disloyal so you can never annex them. You should go decentralized for free loyalty.
But subjects themselves cause you to become decentralized so you don't have to do anything.
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>>2376767
Vassal spam is more important than ever, because now (as of 1.1.something) your ability to convert culture and religion is directly tied to that location's control. Tell a wizard to culture convert somewhere you have 37% control? He will only be 37% as good at it. Zero control? Go fuck yourself! Meanwhile if you turn that zero control province into an OPM they'll have like 90 average control and get their own wizards to culture convert it for you.
Having subjects directly pushes you towards to Decentralization, so if you're actively expanding and not completely retarded you'll be hard-stuck at 100 decentralization. Which is fine, decentralization is a good value for when you're vassal spamming. Centralized is good too, but you're only going to push towards it after you're done conquering, like if you're intentionally playing for historical borders instead of a world conquest.
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>Cabinet assimilation
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>>2376977
Injuids because they are the strongest iranian minor and have a decent amount of Zoroastrian pops. Looking back maybe the guys on the caspian sea would be a better start because that is much better land.
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glad they changed their mind on the turbo retarded legionary larp crap
the hellenism slop is cringe but at least they didn't make it just 400 bc hellenism and there's actually a real person in the game that's hellenic for once
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today i will remind them
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>>2377073
I don't want to bully people but Paradox keeps showing us that shitting on the devs whenever theyc come up with something stupid like that is the only way to keep them in line and produce a decent game.
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>>2377073
The idea of them switching back to Latin as a language of certainly diplomacy and maybe even governence isn't that far fetched if they were trying to ingratiate themselves with the west. All of Western Europe was still using Latin to conduct diplomacy at this time, and this even effected them because when they concluded treaties with the Venetians they would be in Latin, so they had people who could use the language if they needed to.
Fundamentally I see nothing wrong with the original "Latinitas vs Hellenismos" slider, provided they start at 90%+ Hellenismos. Basically the player should get options through events where they choose between getting help from the West in their civil wars and against the Turks in return for concessions like letting the Genoese and Venetians build trade offices, allowing Papal clergy to migrate to Constantinople, changing the liturgical language to Latin, changing the court language to Latin, converting the Basileus to Catholicism, and eventually converting the state to Catholicism.
The only thing that shouldn't be changable is the common language from Greek, as it never did, even in antiquity. This should be the easy mode, with this you can basically get the Pope to get Hungary, Venice, and Naples to bail you out and win the game for you.
Alternatively the hard mode (the way almost everyone will play them) would just be to keep it at full Hellenismos, refuse to give an inch, and just tank the civil wars and Turks yourself. With of course the end game goal of BTFOing the Pope, dissolving the HRE, mending the schism, and converting all of Europe to Orthodoxy.
The toga shit is full retard though, as for aesthetics of the Latinitas value I'd just reuse renaissance assets, especially considering the renaissance was essentially just the Latins copying Byzantine homework.
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>>2377142
They are being shat on for 90% of the game being a broken mess. Yet they chose to fix economy for a third time and "fix" an issue with dlc that is still in drawing board phase
>>2377153
From what we seen, latinitas corner soc value was straight up just ancient roman empire larping complete with legionaries
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>>2377164
>fix economy for a third time
you keep saying this but the other two "fixes" were
>x10ing maintenence on trade so every trade is profitable because people were spamming it
>reverting it
Those aren't reworks, they're literally one line of code. What they're doing now is the first actual rework, and hopefully it fixes shit like 90% of countries not being able to access goods like iron and tin they need.
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>>2377153
adopting Latin as a court language is one thing, adopting Latin as in "we are literally ancient rome now!" getting "legionaries" and heavy infantry buffs is another. Actual Italian influence is better represented in the current version, with humanism/innovative bonuses (Italian renaissance), selling bonuses, having Italian thinkers come to your lands, events regarding the merchant republics, etc.
I am hoping they do more with the Council of Florence, though. IRL Eastern Catholics are allowed to have cultural differences from Western Catholics so I'm hoping maybe a form of pseudo-orthodox Catholicism is possible for byz.
Them having an event to give the bishop of Rome primacy again after ending the schism is really fucking funny considering that's basically why the schism happened in the first place but I suppose it makes sense if you're rome larping and making it your new capital and conquering all the west
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>>2377173
The thing that annoys me is that if the schism is mended it shouldn't be "Orthodox" or "Catholic", both of which are politically charged terms with specific connotations, all Catholic and Orthodox pops should become "Orthodox Catholic". The way it works in every paradox game is all catholic pops "convert" to a new/different religion, with the underlying message that "the catholics got conquered", but the reality is that both religions would be combined, nobody would convert.
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>>2377167
If AI will be able to actually compete with player now, then I am all for it.
But I doubt they will actually make it build things good, and we will again see player with thousands of tax base in 1500 while France still has 600
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>>2377200
Well, yeah, that's an actual flaw with AI and how diplomacy is handled. This shit isn't how it is supposed to be, these statelets should still exist by the era of reformation. In ideal world paradox would make it so AI doesn't mindlessly eat it's neighbourghs because it can
So, what? You suggest they castrate ai because they can't figure out how to make ai make sence?
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>>2377208
>You suggest they castrate ai because they can't figure out how to make ai make sence?
Yes. Absolutely.
No point making a complex historical simulation if it just ends up being beeg france vs beeg Bohemia every game.
We already had the game as you're describing it, France eating Aragon every game, Castille eating Portugal every game, HRE being partitioned every game, it was fucking shit. I don't want to go back there or encourage any development trends that even lead us in that direction. The Netherlands should be a viable and reliable playthrough, not just eating shit from France and England for 50 years before you're annexed.
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>>2377217
Fucking bizarre how the only definitively proven way to effect change in the development is by whipping the redditors into a frenzy so they'll listen.
Europe colonizes the entirity of Africa by 1600? Who cares.
A heckin Arab triberino is misgendered? Bismillah, put the entire team on it.
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>>2377167
>you keep saying this but the other two "fixes" were
>>x10ing maintenance on trade so every trade is profitable because people were spamming it
>>reverting it
>Those aren't reworks, they're literally one line of code. What they're doing now is the first actual rework
Meanwhile, in the Tinto Talk about the latest fix
>We made a new level of urbanization that requires 10x the population of a city
>Cost of Court is now anchored at 10% of economic base
>Economy automatically produces 1 unit of stone, clay, sand, and lumber for each 100 unemployed peasants
>Pop growth is now 1/10th of what it used to be
I agree that there are some genuinely good idea in there (like actually giving countries starting buildings that reflect the economies and specialties they had established by the time of 1337), but let's not act like Tinto has stopped huffing paint and multiplying or dividing random shit by 10 and hoping it somehow fixes the entire simulation
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