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What are your expectations for the EU5 release?


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If VIC 3 fans are living in the shitty part of town with pot-holes everywhere, they sometimes get fixed if they complain hard enough, then those two titular March of the Eagle fans are living in the most demilitarized ghetto in the most dilapidated and abandoned factory that even vermin would think twice about living in at all.
I own a musket for home defense, since that's what Johan intended. Four Victoria 3 fans break into my house. "What the devil?" as I grab my shako and Modèle 1777. Blow a golf ball sized hole through the first man, he's dead on the spot. Draw my pistol on the second man, miss him entirely because it's smoothbore and nails the neighbors dog. I have to resort to the cannon mounted at the top of the stairs loaded with grape shot, "Mais pas d'oignons aux Autrichiens!". The grape shot shreds two men in the blast, the sound and extra shrapnel set off car alarms. Fix bayonet and charge the last terrified rapscallion. He bleeds out waiting on the police to arrive since triangular bayonet wounds are impossible to stitch up. Just as Johan intended.
 
https://steamcommunity.com/sharedfiles/filedetails/?id=3646644326
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Surprisingly, the comments are absolutely ruthless and based.
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There's gonna be a hell of a lot of fascist UK runs in the future, let me tell you.
 
EU5 1.0.11 has released, it's only 2 changes however it also announced that the 1.1 beta will release in early February followed by the full release around 2 weeks later.
 
Another Tinto Talks on 1.1 Changes

  • AI aggressiveness is now a game rule. In 1.0.10 the average time between wars for AI was 6 months, this will now be the high aggression option. 24 months will be the default option and 60 months will be the low option.
  • Update will be compatible with old campaigns
HRE:
  • AI no longer does no-CB wars, double the cost for player
  • AI emperor will not declare wars against members
  • Golden Bull price decreases yearly, until it's free by 1377
  • Antagonism for conquering fellow members lands increased to 125%
  • Antagonism for conquering HRE lands as an outsider increased to 200%

  • Can provoke rebellions now
  • New cabinet ability for increasing estate loyalty
  • Will get a combined arms bonus in combat if an army is varied and has less than 50% of the most common type of unit in it, is at 70% for steppe hordes so that they can have more cavalry and still get it. Additionally light cav and infantry is separate to heavy cav and regular infantry
  • Elaboration on how armies will be auto balanced, there are multiple templates that can be selected
  • Added peace treaty options for transferring subjects and stealing maps
  • Added transfer subject and transfer subject location diplomatic actions
  • Production methods can be locked
 
Another Tinto Talks on 1.1 Changes

  • AI aggressiveness is now a game rule. In 1.0.10 the average time between wars for AI was 6 months, this will now be the high aggression option. 24 months will be the default option and 60 months will be the low option.
  • Update will be compatible with old campaigns
HRE:
  • AI no longer does no-CB wars, double the cost for player
  • AI emperor will not declare wars against members
  • Golden Bull price decreases yearly, until it's free by 1377
  • Antagonism for conquering fellow members lands increased to 125%
  • Antagonism for conquering HRE lands as an outsider increased to 200%

  • Can provoke rebellions now
  • New cabinet ability for increasing estate loyalty
  • Will get a combined arms bonus in combat if an army is varied and has less than 50% of the most common type of unit in it, is at 70% for steppe hordes so that they can have more cavalry and still get it. Additionally light cav and infantry is separate to heavy cav and regular infantry
  • Elaboration on how armies will be auto balanced, there are multiple templates that can be selected
  • Added peace treaty options for transferring subjects and stealing maps
  • Added transfer subject and transfer subject location diplomatic actions
  • Production methods can be locked
I hope this is enough to slow down Bohemia and France. In my run, they are blobbing the fuck out in Silesia, Poland and Germany. Fuckers even took Slovenia.
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Anyways, an update on my Montferrat run:
As you can tell, it's been a very long time since my previous post. 173 years, and Montferrat has grown a lot in that time.
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I full annexed Milan, which put me through so many coalition wars that I don't remember them all. I took Nizza and the borderlands in my first war against Naples to throw them out of northern and central Italy. Savoy's mountains were taken thanks to them giving me an Insult CB, and the northern mountains in a war with Hungary (Tyrol and some others were in an alliance, while Reggio and Trieste were vassals of Hungary) that I had to abandon due to an imminent uprising of nobles and Emilians. Pisa was taken my most recent war with the Two Sicilies, who tried to blob out in northern Italy again.

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The Palaiologos dynasty is secured, and the economy is also doing very nicely. Build roads everywhere to get more control, control gives more tax base, and build buildings sorted by profit.

Unfortunately, going up to the new patch has messed up a few things.
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AI Tunis (presumably) formed Carthage, despite the game rule, and Georgia is now called Mingrelia. I think it's the formables mod I'm using that fucked up. Everything else seems to be okay, and I've already sunk a lot of time into this playthrough, so I'll just keep going.
 
Why is Open Beta 1.0.11 still listed under betas when the current version is 1.0.11 Lepanto?
 
I hope this is enough to slow down Bohemia and France
Well, Bohemia will no longer be able to declare wars on other members so that's a massive change (I haven't played in HRE yet so idk how the emperor demanding a return of land works) and France will cause larger coalitions/expand slower because of the higher AE
 
I don't know how much truth there is to this story, but it would make sense given it was done by a redditor and CK3 enjoyer atop of that. Apparently some retard serving on the nuclear sub decided to farm karma by posting himself playing CK3.
He did this on the same account he posted a lot of personal info from. People were able to trace the movement of the sub using this information. Now dude's account and his posting history has been deleted.
 
So, now that its been out for a hot second, was I right about EU V? Will it need a year of patches and 3 paid DLC to become playable just like CK 3?
 
So, now that its been out for a hot second, was I right about EU V? Will it need a year of patches and 3 paid DLC to become playable just like CK 3?
They've made some good fixes, mods have helped out a lot too, but the first major update is coming out in a couple weeks. It's way better than CK3 has ever been but there's still a lot of work that can be done on it. Still the best paradox game at launch imo.
 
So, now that its been out for a hot second, was I right about EU V? Will it need a year of patches and 3 paid DLC to become playable just like CK 3?
Every single CK3 dlc (maybe except for the viking one) made me hate the game and PDX vision for it more and more.

As to EU5 I've clocked 500 hours and am still enjoying it a lot. I had bit of burnout in December but started playing again two weeks ago and am having a blast. It is messy though. It might not be short on content per se, but a lot of content and base mechanics doesn't work as intended. Tinto's initial approach to game balance introducing extreme changes every few days didn't help either.

They've made some good fixes, mods have helped out a lot too, but the first major update is coming out in a couple weeks.
Speaking of. Additional Tinto talks about economy changes was released. I like all of it on paper. Especially changes to control - ability to have limited number of "mini-capitals" and the gold lost from low control going to the estates now rather than disappearing.
 
Every single CK3 dlc (maybe except for the viking one) made me hate the game and PDX vision for it more and more.
Their new administrative system is the worst thing ever. I just can't find any fun in Asia or ERE because of it.
And there's no content to make feudal or clans systems interesting. I guess they will ruin them with a new copy paste of the administrative system in their next DLC.
 
Speaking of. Additional Tinto talks about economy changes was released. I like all of it on paper. Especially changes to control - ability to have limited number of "mini-capitals" and the gold lost from low control going to the estates now rather than disappearing.
Really good changes.

Market changes:
  • Rebalanced goods, local production efficiency bonus/penalties depending on if there are enough input goods locally in the market or not. Rebalanced demand for goods such as salt, fur, and coal. Marketplaces now need salt. Wool cost halved and building demand doubled.
  • Price take twice as long to reach a new target price, imports impact prices less to differentiate markets more in value. Produced goods take less transport capacity and raw materials take more.
Estate and Wealth changes:
  • 'Potential tax base' renamed to wealth
  • All money lost from a lack of control in a location no longer goes into the void, but to the estates
  • Estates will have reduced satisfaction from high power
  • Estates save up money, wealth boosts their power even more and reduces maximum tax
  • Peasant enfranchisement is now a thing, representing the nobles oppressing the shit out of them and stealing their money and they will attempt to build buildings that oppress them even more
Control changes:
  • Nerfed rivers a bit from a 10 cost to a 12 cost for proximity, and marginally reduced a fair amount of sources for proximity reductions
  • Changed the Bailiffs from being a proximity source, but instead they give 20% local control in the location. There is now also a limit on them. Each town or city you have allows another Bailiff to be built
  • The game will now track if a location has a road network reaching your capital or not. This network takes straits into account
  • The old bonus for having a road in a location is now reduced in impact on the development growth to 1/5th of before and lost the growth to institutions. However, being on the capital-connected road network gives the former bonus, and also the local monthly control gain
  • Added two new buildings that will function as additional mini-capitals, adding an 80 proximity source to the location. Both are limited in amount by advances, country rank, privileges and reforms. The Local Governor can be built in any City that has a connected road network to the capital while the Naval Governor can be built in any Port City in the same continent or adjacent sub-continent that is on an isolated landmass.
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    Castille with local governors constructed in Toledo, Cordoba and Sevilla
Food changes:
  • Added in a system for food decay, which depends heavily on climate, and where winters or other types of bad weather increase the decay. Hostile armies in a province will increase the decay dramatically, while reducing production further
  • Doubled the population growth from stored food
  • Changed the logic to prioritise for starving provinces to buy food from the market before provinces just building up stockpiles, the buying price depends heavily on the size of the market stockpile and how much food is consumed in the market.
  • Removed the food production penalty from Towns and Cities, the limit to RGO levels is already limiting enough, and nobles, burghers and clergy eat far more than peasants do
 
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Added two new buildings that will function as additional mini-capitals, adding an 80 proximity to the location.
Not just 80 prox, but an 80 prox source. This was a sorely needed change, considering the largest empires in the game's timeframe utilized several capitals for just this effect. Including the changes to estates and goods, running a giant blob (Russia or colonial empires) should be less of a net negative now. Remains to be seen if the AI can even utilize the systems.
Looking to be a solid patch though, hopefully they decided to stop the "rebalancing hotfixes" from the massive pushback.
 
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Changed the Bailiffs from being a proximity source, but instead they give 20% local control in the location. There is now also a limit on them. Each town or city you have allows another Bailiff to be built
Another buff to gold and silver, minting is already insane in this game and this along with the new coin production law will just make it even better. Even without gold/silver/other high tier RGOs 20 control is just ridiculous.
Added two new buildings that will function as additional mini-capitals, adding an 80 proximity source to the location. Both are limited in amount by advances, country rank, privileges and reforms. The Local Governor can be built in any City that has a connected road network to the capital while the Naval Governor can be built in any Port City in the same continent or adjacent sub-continent that is on an isolated landmass.
Giga-buff to majors that definitely don't need them.
Removed the food production penalty from Towns and Cities, the limit to RGO levels is already limiting enough, and nobles, burghers and clergy eat far more than peasants do
Just makes town/city spamming even better, the only thing slowing down urbanization even slightly was food problems.

These changes are terrible and make an already easy game even easier.
 
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