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What are your expectations for the EU5 release?


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Okay now that I am getting a better handle on the game...

I hate my options for versions. What are you guys playing on until the update?
 
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I don't know why I gave HoI4 another chance.

Spend hours setting up the perfect USSR, only to have it be completely gang fucked ass raped because of front AI.

Why yes, genius, I absolutely wanted the entire front from Bialystok to Lwow (where I set you to defend) to be completely defenseless. Good job. Nice going.

How many years since release? How long is the flagship feature going to be broken?
 
I don't know why I gave HoI4 another chance.

Spend hours setting up the perfect USSR, only to have it be completely gang fucked ass raped because of front AI.

Why yes, genius, I absolutely wanted the entire front from Bialystok to Lwow (where I set you to defend) to be completely defenseless. Good job. Nice going.

How many years since release? How long is the flagship feature going to be broken?
I don't know what you're getting at, with my vanilla modset (Which massively contains most of the better mechanics mods, including production which ramps up equipment production rate and the various combat ones which rework combat in one way or another) I find the game to be too easy, as the USSR I set-up about 3 armies on the border for Barbarossa but the bulk of my army is behind the Dneiper on the Panther Wotan line, and the AI is never a serious threat. I'm not doing any meta or cheese, just standard 24 widths with 2 arty and the odd beefy medium or heavy tank division, I can't even do my Order 227 LARP by having to recover all the way from Mosocw so I have to deliberately wait until 1943-44 to actually push and when I do the Germans get absolutely decimated.

With Germany, I can end the Western Front in '40-41 by naval invading the Anglos but I choose to LARP instead and send heavy tanks over to the African front to secure the Middle East and Sudan before pushing onto the USSR and usually finishing them off by the end of '41, maybe even take all of Africa before Sealioning in '44-45.. Although this is all before NCNS so naval invasion cheese might be fixed now.

Also, if you don't notice that the frontline is unmanned despite the alert next to the theater tab and how it looks different from a battleplan with divisions assigned to it, that's on you.
 
Also, if you don't notice that the frontline is unmanned despite the alert next to the theater tab and how it looks different from a battleplan with divisions assigned to it, that's on you.
I'm talking about divisions being assigned and then, when I'm distracted on some part of the front microing, they decide to put everyone in Bialystok on a train to Odessa.

I will regularly get massive gaps that the enemy exploits because, despite having anywhere from 5-10 division per tile on the front, the AI decided they needed 50 in one place and 0 somewhere else.

There is no alert or any indication of this unless you are watching the fronts like a hawk, as far as the game is concerned it's working as intended.
 
I'm talking about divisions being assigned and then, when I'm distracted on some part of the front microing, they decide to put everyone in Bialystok on a train to Odessa.
Uh I'm assuming you're breaking up the western front into sections and not slopping all your divisions onto one general and setting one enormous front line from Kemel to Odessa.

What I'm guessing is happening is you are attempting a breakthrough with too many divisions. So the front line AI sees the front as unmanned, since you gave the order to move from those tiles. Idk it's been a while since I played.

To avoid this, I would have holding armies and breakthrough armies with all the armor and uber-rape divisions. Then just adjust how much of each front line I wanted to overlap.
 
What I'm guessing is happening is you are attempting a breakthrough with too many divisions.
I'm literally just talking about a standard front line with no offensive action, outside of micro. As in "please sit still".

The AI is obsessed with just moving people all around, with no comprehension that while it may think Odessa needs reinforcements, this does not mean emptying another area entirely.

This only ever occurs during actual warfare. Peace time borders it figures it out fine. It's an issue where the AI thinks it's too weak in one area but for whatever reason doesn't apply the same logic to a massive gaping hole.
 
Am I the only one who finds it amusing that due to the way doctrine bonuses are doled out and the combat mechanics work the meta way is to pick WW1 tactics, do meatwaves and have tanks crawl along with footslogger infantry which is a huge inversion from what was actually successful during the war. OTOH I played a game as Germany with Infiltration where the third tier gives you a 25% universal combat buff for half the day by halving the night penalty. Flowed pretty nicely.
 
There are cohesion settings that do not allow AI to move units too far. It's where the battleplan agressiveness is. Issue of skill
>not knowing how to use a poorly-explained system that intentionally dumbs down and removes gameplay is a skill issue

You don't hate HoI4 readers enough
 
I'm talking about divisions being assigned and then, when I'm distracted on some part of the front microing, they decide to put everyone in Bialystok on a train to Odessa.

I will regularly get massive gaps that the enemy exploits because, despite having anywhere from 5-10 division per tile on the front, the AI decided they needed 50 in one place and 0 somewhere else.

There is no alert or any indication of this unless you are watching the fronts like a hawk, as far as the game is concerned it's working as intended.
I've literally never had this happen. Are you making sure to draw and assign front lines on a per army basis instead of the field marshal? Cause if you don't do it with armies then it acts weird sometimes.
 
Tinto Talks returned this week to cover update 1.1 changes:
  • Privateering will now also steal money, can be blocked from doing so by the same buildings that block slave raiding
  • Will be adding bonus advancements for specific mountainous nations such as Austria buffing proximity impact reduction in mountains, hills, and plateaus
  • Small revolts will no longer spawn revolter tags, will just give you debuffs for a set amount of time. Currently planned to be a 5k pop threshold but might be made dynamic
  • Internal slave distribution inside each market, where any location which wants slaves can get up to 250 slaves from a location with a surplus in the same market.
  • Countries will now generate threat towards each other
  • Complacency: New mechanic to simulate empire decline, generated mostly from having a lack of threatening rivals. It can be reduced by having a coalition against you, threatening rivals, or losing a war. There has already been some feedback received and acknowledged by Johan, such as the proximity impact debuff not making much sense
    1767790640438.png
    jh1.jpg jh2.jpg jh3.jpg jh4.jpg
    Levy, mercenary and regulars rework:
  • Removed the levy specific special scaling abilities for damage dealt or damage taken.. It is now purely 0.5 * (1 + levy_combat_efficiency), capped at 1.0, which means that if you can stack up to +100% levy combat efficiency, your levies will be as good (except for the 10% discipline difference) for each soldier as regulars and mercenaries.
  • Levies no longer have a severe penalty to assaulting. Its now using the normal levy combat efficiency scale.
  • Levies no longer have a minimum size of 1,000 men, but instead have the same size on their regiments as regulars and mercenaries.
  • Regiments now scale from 500 infantry to 3000 infantry over the ages, and from 200 to 1200 cavalry, etc, throught the age advances instead of doubling each age. This will create less of a huge power spike each age, but instead get a more balanced progression, as well as making levies scale together.
  • Changed the merc contracting price from 150% of the unit construction to 25% of constructing a regular, and the cost for the leader is far cheaper as well.
  • Combat has gone from a 0-5 diceroll to have the 0-9 diceroll that EU4 had, which makes the defensive modifiers have less of an impact, making offense more interesting.
  • Secured Flanks for Infantry has been changed from 25% to 50%, and Left and Right Flanks now have 2 x secure flanks when they have the center secured. ie, infantry on flanks no longer sucks.
  • Artillery now takes 25% extra damage instead of 50% extra damage.
  • Some buildings and units have been adjusted for the regiments size changes.
    jh5.jpg
 
How did privateering even work in EU4?
Tied into the mutant abomination that is the trade tab of course, privateering is completely misrepresented, instead of what it's supposed to be (STEALING SHIT) it's a backend way to get more trade power via literal communism (privateering power is shared by all who partake, which is even dumber, since when do pirates share?) for some reason, because as we all know piracy is just another means of exchange.
1767900904793.png
The modifiers, what do they mean?
:thinking:
 
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How did privateering even work in EU4?
Tied into the mutant abomination that is the trade tab of course, privateering is completely misrepresented of course; instead of what it's supposed to be (STEALING SHIT) it's a backend way to get more trade power via literal communism (privateering power is shared by all who partake, which is even dumber, since when do pirates share?) for some reason, because as we all know piracy is just another means of exchange.
View attachment 8392277
The modifiers, what do they mean?
:thinking:

You could get money from privateering directly, but it was only from your privateers taking a slice out of treasure fleets from colonies (and the way treasure fleets work is that you get them from gold provinces in the colony, so even if you had a mega Cuba printing money from all the sugar it would create no treasure fleet)
 
Turns out all I needed to do was wait.
View attachment 8363407
View attachment 8363408
So, an update:
Right after I took this screenshot, I ended up being forced back into the PU. I tried to get seniority through the rest of the campaign, but Savoy was too strong and was centralizing the union to annex me. In the 1430s, Provence declared a throne CB war on me, and it was clear I couldn't win. So I decided to restart.

In this second try, I annexed Asti and the two other OPMs bordering them to the west in 1337. All this antagonism put me through two coalition wars which I managed to win. Fast forward 6 years, and I get an alliance with Genoa. I declared a pre-emptive no-cb war on Piedmont to annex them before Savoy could. Unfortunately, my antagonism is now in the triple digits, putting me in a third Coalition war which I just barely managed to snag a white peace out of. There's now a fourth coalition forming, which Milan will most likely join and start.
20260108124825_1.jpg

But I have another matter to discuss. How can I get this guy to make children? He's been ruler for 2 years now, and still no news of an heir. I don't want a repeat of my first run.
20260108123420_1.jpg
 
But I have another matter to discuss. How can I get this guy to make children? He's been ruler for 2 years now, and still no news of an heir. I don't want a repeat of my first run.
If you don't mind using commands, acquire a mod to activate debug mode with, and you can then see character ids, then use the impregnate command with your consorts id
 
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