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What are your expectations for the EU5 release?


  • Total voters
    83
  • Poll closed .
But has the most recent patch fixed the major issues?
I’ve played only one game so far into early 1600s so experience may vary. Fixed completely? No. Improved? Yes, but again there are some “buts” .

HRE is less crazy, more resilient and emperor actually passes some reforms.

AI aggressiveness does not result in crazy conquests as it did in previous patch but it’s achieved in a bit wonky way. Default AI is still aggressive as fuck. In my Brandenburg campaign Bohemia would declare on me every time truce timer expired and suicide into my regulars until I finally grew big enough for them to fuck off. AI will still declare war just because it can but coalitions can now clap back. Especially in HRE.

There are improvements to trade, economy, proximity, control which are in general steps in the right direction. Still, unintended consequence of the changes is that estates now swim in money from the taxes they pocket due to low control. This results in them spamming construction and collapsing tool/lumber/iron market. In my game I was aware of the issue and built my economy around these resources from the start. Still in mid 1400s I’ve experienced shortages which would often result in about 30-40% of buildings in que being halted and I wasn’t able to field heavy cavalry due to lack of resources. Situation improved with the invention of tool workshops. From the complaints I’ve seen from other people, issue can be bad enough to completely collapse European economy to the point countries can’t field navies or colonise new world. PDX tried to address problem with a hotfix on Friday by adjusting values but it persists.
 
Sounds like it's "wait till they fully iron the shit out in beta first before playing" tier. The changes I read were promising but I had a feeling the unintended changes would probably break the game. Lo and behold lol.

Estates spamming buildings all over sounds hilarious though.
 
Sounds like it's "wait till they fully iron the shit out in beta first before playing" tier. The changes I read were promising but I had a feeling the unintended changes would probably break the game. Lo and behold lol.

Estates spamming buildings all over sounds hilarious though.
They "Ironed" the shit out of the latest patch so hard that you literally cannot get any Iron :smug:
 
I think the funniest thing about the resource shortages bug is that it's an unintended consequence of them trying to meaningfully expand the interactivity of their systems instead of pure incompetence. If this were Stellaris they'd just break it for the fun of it.
 
https://forum.paradoxplaza.com/foru...me-from-lack-of-control-is-incorrect.1900725/
https://www.reddit.com/r/EU5/comments/1r0ow7q/estates_are_getting_all_the_controlled_tax_base/
Apparently the new mechanic of estates getting the previously "voided" income from lack of control in provinces was implemented incorrectly.

Integrity​

I have verified my game files (on Steam)​

Yes

I have disabled all mods​

Yes

Required​

Summary​

Calculation for Estate Income From Lack of Control is incorrect

Description​

Income from lack of control should be calculated as:
every_owned_location:
if local_control < 1:
add = location_wealth * (1-local_control) * estate_tax_share_percentage
Instead it is the following:
every_owned_location:
if local_control < 1:
add = location_wealth * local_control * estate_tax_share_percentage

Instead of getting the sum of missing control tax, you are getting the sum of controlled tax again. The result is that estate incomes grow as control increases even with no other changes, because both their taxable income, and non taxable income, are collected from the controlled percentage.

In the attached screenshots you can see that the "Tax Base due to Control of 66.26%" is 0.34 ducats. And you can see an estate breakdown of their Tax base, Nobles: 0.23, Clergy: 0.04, Burghers: 0.00, Commoners: 0.06 which sums to 0.33 which is probably just a decimal precision issue in the display. The sum of the tax bases correctly equals the Tax base due to control.

With location wealth of 0.54 and controlled tax base of 0.34, the sum of Income from lack of control should be 0.54-0.34 = 0.2. Each estate tooltip is provided demonstrating that "Income from lack of control" for each estate does not sum to that value. Those values are AGAIN Nobles: 0.23, Clergy: 0.04, Burghers: 0.00, Commoners: 0.06 which sums to 0.33. They are the tax base values repeated.

Issue Type​

Gameplay

Steps to reproduce​

Start a game as Osnabruck, or any 2 location nation. The capital has 100 control so this creates a good test environment. If estate income from lack of control were working then two things must be true
1: The estate tax bases in Bresenbruck, the non-capital location, should sum to location_wealth * local_control.
2: The country estate income breakdown should sum to location_wealth * (1-local_control)
If both of these are true, then wealth is all accounted for with no excess and there is no bug. However this is not the case. Instead 1 == 2 always.

Game Version​

1.1.1

Additional​

Bug Type​

  • Other
1770737642212.png1770737654355.png1770737665397.png1770737677064.png1770737687083.png

Estates are getting ALL the controlled tax base from locations with <100 control
1770737859891.png1770737868017.png1770737849719.png

I just ran a test game because the numbers weren't adding up. The calculation for estate income from lack of control is just wrong. Instead of doing

estate_tax_base * 1-control

We currently have

estate_tax_base * control

Estate income is inverted, that's why they have so much money
 
Apparently the new mechanic of estates getting the previously "voided" income from lack of control in provinces was implemented incorrectly.
Are there any Indians working at Paradox Tinto? How many high caste Brahmins has Spain imported?
 
Are there any Indians working at Paradox Tinto? How many high caste Brahmins has Spain imported?
After looking through their public page, none of their top-level management has been infested (yet)
Although globohomo AI says they have contracted Indians to work on the 3D models
1770753302068.png

Regardless, so far, it's just full of swedes still
 
Apparently the new mechanic of estates getting the previously "voided" income from lack of control in provinces was implemented incorrectly.
Tinto never ever escaping the allegations that their Spaniard coders just go on a siesta all day instead of doing the bare minimum of checking for basic logic mistakes like these.

Johan redemption arc is cancelled.
 
Foundry? It's been almost a year in EA and nothing yet.

On that tack, anybody try it out? I want to get into a factory builder but I'm also too retarded for Factorio or even Satisfactory.
I too thought I was too retarded for Factorio but I have finished Space Age. Even if my shit wasn't perfectly optimized I still spent hours and hours figuring out how I fucked myself to finally have that eureka moment. Setting up artillery trains to bring freedom to every corner of the map also scratched some sort of autism I had. No other factory builder I've played even came close to that feeling. The game even runs great on my Steam Deck. If you can push through to bots, you'll have an easier time.

tldr: I know this is a paradox thread but factorio is worth every penny
 
Playing the EU5 1.1 and so far very good. Yet to meet the iron meme shortage, maybe because I'm Portugal and home trade node is mine alone. Colonizing feels way better now that you are not forced into spawning colonial nation to get any semblance of control. AIs now expand somewhat like they used to in EU4, which is good.

Changes to era modifiers and wargoals made warring for land so much better now. And new rebel system too. Finally you can expand at a reasonable rate and not have to eat shit for the first 150 years.
 
Playing the EU5 1.1 and so far very good. Yet to meet the iron meme shortage, maybe because I'm Portugal and home trade node is mine alone. Colonizing feels way better now that you are not forced into spawning colonial nation to get any semblance of control. AIs now expand somewhat like they used to in EU4, which is good.

Changes to era modifiers and wargoals made warring for land so much better now. And new rebel system too. Finally you can expand at a reasonable rate and not have to eat shit for the first 150 years.
Iron/tool shortage were addressed indirectly on 1.1.2, so presumably you're on that. (Via fixing estates getting way too much wealth from your lack of control + allowing them to improve RGOs as well). IIRC some of the RGOs were also changed to not rely solely on tools.
 
Foundry? It's been almost a year in EA and nothing yet.

On that tack, anybody try it out? I want to get into a factory builder but I'm also too retarded for Factorio or even Satisfactory.
>forgetting to spell out EU5
yeah, that's on me

Factorio's really not my thing. EIther I'm not autistic enough or too retarded, and I'm pretty sure I'm very autistic.
 
Another EU5 beta update:
Here are the most significant changes

Government​

  • Reworked rebel growth to be less affected by investment, but more by the power of pops.
  • Rebalanced Serfdom vs. Free Subjects to make the former more attractive. Removed Levy Combat efficiency penalty from Serfdom, and added Peasant Levy Size +25%. Removed Prosperity and Levy Combat efficiency from Free Subjects, and added a -10% Nobility Satisfaction Equilibrium penalty.
  • Land Rights and Auxilium et Consilium Privileges now have a +0.10 push towards Serfdom, to make Serfdom a bit harder to move away from

Economy​

  • Fixed the incorrect calculation for estate income due to a lack of control.
  • Tribesmen no longer have a -50% penalty for getting none of the goods they have no demand for
  • Advances that increased the lumber output by 25% now increase it by 50%.
  • Sawmills can now also be built in all locations where lumbermills can be built, and they are now +20% lumber production instead of just 10%.
  • Control no longer has an impact on pop promotion speed.
  • In the market, bonuses/penalties are no longer applicable to rural buildings.
  • Estates will always prefer low control for RGO expansion if satisfaction is <50%
  • Estates will no longer build libraries, universities, or irrigations.
  • Estates will now think about the maximum population in the location, and how enfranchisement affects them, and how much is in the process of construction when expanding RGOs.

    Miscellaneous:
  • Improve performance for calculating possible colonial charters
  • Improve performance for AI evaluating 'Hire Advisor' action
  • Improved performance related to AI deciding the most optimal trades
  • Improved memory usage for pop levies.
  • Improved performance sorting in production view.
  • Improved performance for estate construction.
  • Improved performance for counting possible advisors.
 
1836. Montferrat has come a long, long way in these past 500 years. We were just a splintered duchy, governing nothing but farmlands and held captive in the Holy Roman Empire. Now, we an empire of our own; Ruling all of Italy from the Alps and the Adriatic coast and the shore of old Africa.
20260212122408_1.jpg

Tunis, Tripoli, and Cyrenaica are now integral holdings of the new Empire, just as Italian as Rome or Naples. Mohammedans have been mostly driven from the coast, retreating back into the great ocean of sand. Stragglers remain in Tunis, mostly inland, but their ranks grow thinner year-on-year.
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The ambition of Palaiologos has paid off.
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First Impressions of EUV:
Positive
- I love the granularity of the map. It feels so much bigger than HOI4's, and I think the extra real estate is put to great use. The size of the world is overwhelming, in a good way. It amplifies the size of your country, in that small countries feel cramped and constricted and big countries feel like mammoths. The China run will be quite the experience.
- I really like the pop system, and its granularity with so many cultures and religions.
- Fighting wars is pretty fun once all of your divisions armies are set up.
- Economy is pretty easy, in terms of at least making net profit. It seems easier to get an understanding, in comparison to Victoria 2.
- The flags all look very good, especially the one I got later on.

Flag_ITA_guelph.pngFlag_ITA_tricolor_palaiologos.png
Negative
- The AI is too aggressive in places where it has no business being in, and passive in places where it needs to go aggressive. See Bohemia and Russia.
- History as we know it basically stops in the late 1300s. Countries like Prussia, Austria, Russia and the Ottomans never get off the ground, some go blob out in places they never went, and situations on the ground become unrecognizable in comparison to IRL. There needs to be a gamerule to railroad the AI into properly following history, at minimum.
- Levy armies become really cumbersome the bigger you get, and doing a proper setup takes well ove 5 minutes, in my experience.
- Court and Country was a bitch to get through. This is just a skill issue on my part.
- Every war is a total war, as far as warscore goes. Having to conquer half of Hungary's entire Personal Union just to annex dalmatia was not fun.
- Total colonization in Africa, in the 1600s is bonkers.
- The HRE is an absolute pain in the ass to deal with, especially with its restrictions on country rank.
- Performance got noticeably worse 1700s onward. Not surprising, but not good.


Overall Conclusion:
EUV has a solid foundation and is quite fun, but still needs some work, especially with AI priorities and behavior. If PDX Tinto can find a way to keep the AI from blobbing where it shouldn't, and optimize the game properly, EU5 can go from Paradox's best game of the 2020s to Paradox's best game of all time.
 
Does CK3 still suck ass? I'm only interested in it having added Asia and redone Byzantium and the steppe. If it's good enough at those things to beat conversion mods/map expansions then it might be worth it.
It is worse then CK2 but as a novelty can be fun. Pirate it and see for yourself. Byz mechanics is fine, but AI doesn't do shit with them. I havent touched Asia.
 
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