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What are your expectations for the EU5 release?


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  • Poll closed .
I am really enjoying EUV. Obviously it has problems, but like many have said, the bones they have laid out are truly excellent.

In some ways, I enjoy the challenge that bugs provide. Playing as Two Sicilies, I took over the capital of Tunis. Malaria is extremely overtuned in North Africa. It cost me 20,000 men over the span of just a year to overcome the fort (I had already wiped their army). GIGA MALARIA.
 
I am really enjoying EUV. Obviously it has problems, but like many have said, the bones they have laid out are truly excellent.

In some ways, I enjoy the challenge that bugs provide. Playing as Two Sicilies, I took over the capital of Tunis. Malaria is extremely overtuned in North Africa. It cost me 20,000 men over the span of just a year to overcome the fort (I had already wiped their army). GIGA MALARIA.
Good news, they plan to fix that malaria bug in 1.10. So you should be able to conquer North Africa as god intended as soon as they're done breaking other things in the patch accidentally.
 
EU5 shouldn't of been released for a least another couple of months
It genuinely feels like just a paid open beta, not like a fully released product but this seems to be done on purpose, their cultivated paradrone audience is perfectly happy to pay for unfinished products and horse armor DLCs.
 
Playing as Two Sicilies, I took over the capital of Tunis. Malaria is extremely overtuned in North Africa. It cost me 20,000 men over the span of just a year to overcome the fort (I had already wiped their army). GIGA MALARIA.
I was helping Castille fight the moors and left a 5k stack of regulars in allied territory (Tangier), totally unaware of GIGA malaria. I check back after a bit, battle started between 12k moors and 1k remaining regulars. I retreat and evacuate by boat, the transport fleet also gets malaria and a bunch of sailors die. The best part? That army only had like ~20 malaria resistance after losing ~80% of the men.
I sent them back to see how bad the attrition was and it ended up being >1k per month while replenishing in friendly territory.

Total-War-Warhammer-3-Nurgle-Screenshot-1200x675.jpg
 
The beta's been updated again, in addition to some other stuff it reduces the North/South Africa malaria infection rates to 5% of what it was and does the following to the AI:
- Fixed an issue where AI would not declare war because of not wanting to spend stability even when the war would cost 0 stability to declare.
- AI is now less likely to attack neighbors of far away exclaved land
- AI will now further delay signing peace deals when they have a longlasting siege worth a lot of warscore
- Fixed an issue where enemy alliance occupation percentage wasn't being calculated correctly causing AI to not peace out
- Made AI much less likely to make peace deals in a way that split the conceding country into disconnected unreachable pieces by reviving a dead nation
- AI will now avoid annexing countries whose respective capitals are not within conquering distance
- AI will no longer add highly situational peace treaties like food access or fleet basing rights into every peace deal when possible
- Fixed an issue where AI would sometimes think they didn't have enough men to siege a fort due to checking combat power instead of raw number of men
- Made AI more likely to have bigger standing armies and professional navies
 
I've thought about it, and the Black Death situation should be greatly expanded on. Historically it was a time of great upheaval that reshaped society, allowing for the peasant class to gain privileges while the nobility was weakened. It should have more events related to this either during the situation or in its aftermath where you have all estates vying for more power. The nobility should be trying to grasp onto their reduced number of peasants while they try to acquire more liberties, the burghers should also be trying to fight for power after many urban locations were devasted. I've posted about it previously but Poland not being impacted by it that greatly resulted in the nobles staying entrenched in power and only getting more powerful over time and it would be good to have this modelled in the game.
 
Everyone upset at EU5 being buggy. Meanwhile I continue to force my way through a CK2 run with over 120 mods turned on as it chuggs along on pure hope and optimism. The way God intended.

Its actually pretty great.
 
Everyone upset at EU5 being buggy. Meanwhile I continue to force my way through a CK2 run with over 120 mods turned on as it chuggs along on pure hope and optimism. The way God intended.

Its actually pretty great.
Might I suggest starting a Germanic Norse run where you select pyramid construction as one of your doctrines? Bonus points if you have the customization DLC and rename the Scandanavia empire title to Hyperborea.
 
I've thought about it, and the Black Death situation should be greatly expanded on. Historically it was a time of great upheaval that reshaped society, allowing for the peasant class to gain privileges while the nobility was weakened. It should have more events related to this either during the situation or in its aftermath where you have all estates vying for more power. The nobility should be trying to grasp onto their reduced number of peasants while they try to acquire more liberties, the burghers should also be trying to fight for power after many urban locations were devasted. I've posted about it previously but Poland not being impacted by it that greatly resulted in the nobles staying entrenched in power and only getting more powerful over time and it would be good to have this modelled in the game.
Yeah right now the Black Death is a wet fart. You lose pops sure, but everyone else also does so it just sucks equally for everyone (and even more for the AI).

Most of the current events are just a middle finger to your stability too.
 
Might I suggest starting a Germanic Norse run where you select pyramid construction as one of your doctrines? Bonus points if you have the customization DLC and rename the Scandanavia empire title to Hyperborea.
Right now playing as Hakon and carving a slave-trading empire out in Scandinavia. Making mad stacks raiding Iberian muslims for "workers" and selling them to the rest of Europe.
 
Right now playing as Hakon and carving a slave-trading empire out in Scandinavia. Making mad stacks raiding Iberian muslims for "workers" and selling them to the rest of Europe.
It's pretty funny since slavery makes no appearance in CK2 outside of the leader of the Children's Crusade having a special death status called "sold into slavery", got a link to the mod?
 

Sinful's Slavery mod. This is the most recent version as far as I know.

Be aware that having slavery allows the non-slaver AIs to use an anti-slavery CB on you once every 20 years to change your laws, which seems fine until you realize the author didnt put a range on the CB, so its easy to wake up to early game empires on the other side of the map coming down on you. If I knew where the CB was in the files I would edit this, but I havent been able to locate it.

EDIT: Found it! Switched "allow_distant" to "no". If you want it, I've attached it. Just overwrite the file in Sinful Slavery\common\cb_types
 

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>spain
>martin luther
Something doesn't feel right here.

Sinful's Slavery mod. This is the most recent version as far as I know.

Be aware that having slavery allows the non-slaver AIs to use an anti-slavery CB on you once every 20 years to change your laws, which seems fine until you realize the author didnt put a range on the CB, so its easy to wake up to early game empires on the other side of the map coming down on you. If I knew where the CB was in the files I would edit this, but I havent been able to locate it.

EDIT: Found it! Switched "allow_distant" to "no". If you want it, I've attached it. Just overwrite the file in Sinful Slavery\common\cb_types
Nice, a bit of an ask but can you give me your full modlist?
I think you can just .zip up your whole CK2 mods folder and send it here and I'll have a go at building it myself.
 
Nice, a bit of an ask but can you give me your full modlist?
I think you can just .zip up your whole CK2 mods folder and send it here and I'll have a go at building it myself.
My whole mod folder is several gigs large and Im not looking to incur Jersh's wrath. I've attached a json of the modlist I use. All of the mods are listed there, but Ive posted a parsed, readable list at the bottom of this post. This Json works with the old Paradox Mod Manager, which I use to play modded CK2. Most of the mods in the list are on the steam workshop, but you'll have to find some elsewhere (HIP in particular).

This pack is mostly stable but you WILL get crashes once in a while. I usually have them every couple hours, but never had one I couldnt push through with a reload (And over 100 hours using this modpack). Just set autosave interval to quarterly and you should be fine. Also, MAKE SURE TO READ ALL OF THE RULES. Some rules need you to set the map to HIP/SWMH to function properly, and several mods are dependant on HIP/SWMH. There are a LOT of added decisions in this pack, to the point you may find them annoying. Dropping the Expanded Decisions mods will help with that. Finally, everything works, but there are some duplicated targeted decisions and laws in places. The rule of thumb I use is to always interact with the option that is listed first and ignore the others.

Some of the mods may not be things you're interested in (mages and such), so mix and match as needed. The only mods I consider ABSOLUTELY ESSENTIAL are the first five, add or subtract what you want from there. If I had time I would edit all the mods to remove the dupes, but I probably never will. So yeah, can confirm this pack works, but there are dupes and occasional weirdness. Still, its my preferred way to play a historic run. Hope you enjoy!

**Modlist: HIP w/ SWMH Experimental**

This Crusader Kings 2 modlist contains **117 mods** loaded in the following order:

```
0: HIP - Historical Immersion Project
1: -Les Trois Tours//The 3 Towers-
2: Flogi's Buildings & Technology Mod
3: Dark Ages v.1.2.51
4: VIET Events Reborn - A Flavor Event Mod
5: New Duel Engine
6: MTA - New Artifacts
7: MTA - Specific Punishments
8: MTA - Veneration Selection for HIP
9: MTA - Divine Bloodline
10: MTA - Vice and Virtue
11: Expanded Decisions: Advanced Tribe
12: Expanded Decisions: Block Legitimization
13: Expanded Decisions: Commander Training
14: Expanded Decisions: Custom Empire Formation
15: Expanded Decisions: Character Search Helper
16: Expanded Decisions: Delve into the Classics
17: Expanded Decisions: Gifts
18: Expanded Decisions: Grand Hunt
19: Expanded Decisions: Great Projects
20: Expanded Decisions: Hermetics
21: Expanded Decisions: Kingdom Formation
22: Expanded Decisions: Pillaging
23: Expanded Decisions: Pregnancy
24: Expanded Decisions: Prisoners
25: Expanded Decisions: Refuse Nomination
26: Expanded Decisions: Society Joining
27: Expanded Decisions: Targeted Vanilla
28: Expanded Decisions: Tributaries
29: [LMM] Councillor XP
30: [LMM] Immersive Army Leadership
31: [LMM] Immersive Title Grant
32: [LMM] Invite With Promises
33: [LMM] Powerful Vassals Factions
34: [LMM] Religious and Cultural Hatred
35: [LMM] Spouse Empowerment
36: Amalfi Immersion Pack: The Forgotten Republic
37: Dunhuang Immersion Pack: Gateway to the Silk Road
38: Harranian Immersion Pack: The Last Hellenic Pagans
39: Pamir Immersion Pack: Roof of the World
40: Peloponnesian Immersion Pack: Sparta's Legacy
41: Epic Medieval Music: Part I
42: Epic Medieval Music: Part II
43: Epic Medieval Music: Part III
44: Epic Medieval Music: Part IV
45: The Orders of Chivalry
46: The Sanhedrin Society
47: The Great Trade League
48: The Sufi Schools
49: The Tutor
50: The Imperial Court Societies
51: Warrior Societies (HIP)
52: Christian immersion for HIP
53: Nicknames+++
54: University
55: Artifact Acquisition and Overhaul
56: Chivalric Societies
57: Assassin's Guild : The Black Cat
58: Go to Tavern
59: Undesirables
60: Change Character
61: Crusader Amazons
62: Council Buffs
63: Cadet Dynasties
64: Cipher's Courtier Expansion - A Text-Based RPG (ALPHA version 1.5)
65: Chivalry and Knighthood
66: Co-Emperors and Symbasileis (HIP Only)
67: CPRplus - Cultures and Portraits Revamped Reupload
68: Cities of Wonders (HIP&SWMH)
69: Dreams of Adventure
70: Declare Vendetta
71: Defenders of Our Faith
72: Destroy & Convert Settlement Enhanced
73: Feudal Governments Expanded
74: Gold For Favors
75: HIP - Court Splendor and Autonomy (WIP)
76: HIP SWMH Cultural Bonus
77: Historical Events Pack HIP
78: House Motto
79: Languages and Linguistics [CK2RPG]
80: Legacy of Rome Expanded
81: Mages And Magical Potential [Update]
82: More Ambitions - Enact Legislative Reform
83: More Ambitions - Find Purpose
84: Oedipus/Elektra Complex
85: Playable (Dynastic) Theocracies
86: Playable Dynastic Theocracies - HIP Compatch
87: Playable Dynastic Theocracy become Court Chaplain
88: Puppet States
89: Narrow Flank Fix
90: Settlement Populations v2
91: Settlement Populations v2 - Bureaucracy
92: Send to the Varangian Guard
93: Three Doctrines Reformation
94: Twilight of Empires
95: Vasikle's Patrum Scuta for HIP
96: Battle captives
97: A Sensible New Family
98: Dynastic Damascus swords [DIY]
99: A More Navigable Rivers HIP/SWMH
100: Bloodline Fix
101: Bring Child to Court
102: Expanded Traits
103: Gift Troops
104: New Immersive Events
105: Rich Childhood
106: Sarc's Court Blacksmith Mod
107: Sketchy Traits
108: HIP - Supplementary Bugfix and Balance Patch
109: Warrior Kings
110: [BASE] Experienced Generals Battle Experience
111: Artificially intelligent council
112: Artificially intelligent guardianship
113: Better AI: Roleplaying Character Focus
114: Better AI: Roleplaying Education Focus
115: Sinful Slavery
116: Lost Content
 
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