Languish.org

General Category => Off the Record => Gaming HQ => Topic started by: Syt on February 28, 2024, 12:27:05 PM

Title: Europa Universalis V confirmed
Post by: Syt on February 28, 2024, 12:27:05 PM
https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-1-february-28th-2024.1625360/

QuoteTinto Talks #1 - February 28th 2024

Hello everyone and welcome to .. yeah, what is this really?

Is this a game called "Tinto Talks?" No.. not really.

First of all Tinto stands for "Paradox Tinto", the studio which we founded in Sitges in 2020, with a few people moving down with me from PDS to Spain. We have now grown to be almost 30 people. Now, that is out of the way, what about the "Talks" part? Well...

A long time ago, we started talking about a game as soon as we started working on it. Back in the long almost forgotten past we used to make games in about 8-9 months. I remember us announcing Vicky2 with just 2 mockup screenshots, and half a page of ideas.

This changed a bit over time, with first the rule of not announcing a game until it passed its alpha milestone, in case it would be canceled... as happened with Runemaster. And then when projects started going from an 18 month development cycle with games like EU4 to many years like our more recent games, the time from announcement to release became much closer to the release of the game.

Why does this matter?

Well, from a development perspective communicating with the players is extremely beneficial, as it provides us with feedback. But if it's so late in the development process that you can not adapt to the feedback, then a development diary is "just" a marketing tool. I think games like Imperator might have looked different if we had involved the community earlier and listened to the feedback.

If we look back at HoI4, this was from the first time we talked about Air Warfare, about 10 years ago, and it has not much in common with the release version..

However, talking about a game for a long long time is not great for building hype either, and to be able to make proper huge announcements is an important part as well.

So what is this then? Well, we call this sub-forum "Tinto Talks". We will be talking about design aspects of the game we are working on. We will not tell you which game it is, nor be able to tell you when it will be announced, nor when it will be released.

We will be talking with you here, almost every week, because we need your input to be able to shape this game into a masterpiece.

Without you, and your input, that will not be possible.

So what about Project Caesar then?

Project Caesar? Yeah.. At PDS, which Tinto is a "child" of, we tend to use roman emperor/leader names for our games. Augustus was Stellaris, Titus was CK3, Sulla was Imperator, Nero was Runemaster, Caligula was V3 etc.. We even named our internal "empty project for clausewitz & jomini", that we base every new game on Marius.

In Q2 2020, I started writing code on a new game, prototyping new systems that I wanted to try out. Adapting the lessons learned from what had worked well, and what had not worked well. Plus, recruiting for a completely new studio in Paradox Tinto, training people on how to make these types of games, while also making some expansions for EU4.

Today though, even though we are a fair bit away from announcing our new game, we want to start talking weekly about the things we have worked on, to get your feedback on it, and adapt some of it to become even better.

However, we'll start with the vision, which is not really something you do change at this stage.

Believable World

You should be able to play the game and feel like you are in a world that makes sense, and feels rich and realistic. While not making the gaming less accessible, features should be believable and plausible, and avoid abstraction unless necessary.

Setting Immersion

Our games thrive on player imagination and "what if" scenarios. We ensure both a high degree of faithfulness to the setting which will give a "special feel" to the game. We will strive to give this game the most in-depth feeling of flavor possible.

Replayability

There should be many ways to play different starts and reasons to replay them. Different mechanics in different parts of the world create a unique experience depending on what you choose to play. With a deep and complex game, there should be so many choices and paths that the player should feel they can always come back to get a new story with the same start.

Yeah, sounds ambitious right?

Which games do YOU think represent these pillars well?

Cheers, and next week, we'll talk about the most important things in the world.. Besides family, beer, friends, and the Great Lord of the Dark... MAPS!

(https://lh7-us.googleusercontent.com/75Gat6Ca0JARLF-eHpc0xp2z3YF0TVk52GfaumAeqLZ6P7oo6xgKIwUNNX9X39fYPtxhQEml5DbEwZNFnEb2S66M9BusrOI4iViiKiE8UzOx_TFSFyA4g2oWc2BC7bADhEKV1NPPQcwiFSchIt2z2mk)
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on February 28, 2024, 01:40:43 PM
I hope it is EU5.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 06, 2024, 11:36:31 AM
Today, Johan wrote about the map. It's global. Obviously not Victoria, so that leaves us with the EU time period or the 20th century, aka HoI. Let's see.
Title: Re: New Paradox Tinto Game? EU5?
Post by: garbon on March 06, 2024, 11:54:49 AM
How conversations are going and his level of participation, feels like it'd be PR blunder if not EU5.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Habbaku on March 06, 2024, 12:28:44 PM
Quote from: Zanza on February 28, 2024, 01:40:43 PMI hope it is EU5.

Don't give me hope...
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 06, 2024, 12:57:27 PM
Actually there is transoceanic travel, but it relies on currents and winds. So not 20th century. Must be EU5.

I'll buy it.  :lol:
Title: Re: New Paradox Tinto Game? EU5?
Post by: crazy canuck on March 06, 2024, 04:50:07 PM
I'm not sure what they could do with EU that would make me want to buy a version after all the DLC's I've bought for the current version.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josquius on March 06, 2024, 06:12:00 PM
Quote from: Zanza on March 06, 2024, 12:57:27 PMActually there is transoceanic travel, but it relies on currents and winds. So not 20th century. Must be EU5.

I'll buy it.  :lol:

That sounds potentially interesting. Though I expect its nothing more than a mild flavour thing in practice.

Still. Nice to imagine there could be an EU5 which breaks the mould and isn't just like the 3 to 4 step up.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josephus on March 06, 2024, 07:20:11 PM
Quote from: crazy canuck on March 06, 2024, 04:50:07 PMI'm not sure what they could do with EU that would make me want to buy a version after all the DLC's I've bought for the current version.

Yeah. I'm if two minds. I still play EU4 and have most of the DLCs. But it IS feeling old. That said EU5 will have to be overwhelming from the start. They've set a very high bar
Title: Re: New Paradox Tinto Game? EU5?
Post by: Tamas on March 07, 2024, 03:23:11 AM
Quote from: Josephus on March 06, 2024, 07:20:11 PM
Quote from: crazy canuck on March 06, 2024, 04:50:07 PMI'm not sure what they could do with EU that would make me want to buy a version after all the DLC's I've bought for the current version.

Yeah. I'm if two minds. I still play EU4 and have most of the DLCs. But it IS feeling old. That said EU5 will have to be overwhelming from the start. They've set a very high bar

Exactly my feelings.

Ibtemeber EU4 helped my new flatmate realise very fast the level of nerd he moved in with. :D

It came out about two weeks after I moved to England and resulted in me only leaving my bedroom for food for a couple of weeks especially since the room was an en suite.  :lol:
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josquius on March 07, 2024, 03:31:21 AM
Quote from: Tamas on March 07, 2024, 03:23:11 AM
Quote from: Josephus on March 06, 2024, 07:20:11 PM
Quote from: crazy canuck on March 06, 2024, 04:50:07 PMI'm not sure what they could do with EU that would make me want to buy a version after all the DLC's I've bought for the current version.

Yeah. I'm if two minds. I still play EU4 and have most of the DLCs. But it IS feeling old. That said EU5 will have to be overwhelming from the start. They've set a very high bar

Exactly my feelings.

Ibtemeber EU4 helped my new flatmate realise very fast the level of nerd he moved in with. :D

It came out about two weeks after I moved to England and resulted in me only leaving my bedroom for food for a couple of weeks especially since the room was an en suite.  :lol:

And by en suite you mean you had enough cola bottles? :p


I can't remember the last time I played eu4.
Honestly tend to actively avoid playing paradox games given how much of a time sink they are with a very unsatisfactory end.
I know Vic 3 is right up my alley but haven't even bought it yet.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Tamas on March 07, 2024, 05:06:30 AM
Yeah it's weird I have been unable to stick with EU4 lately. Objectively it is a great historical strategy game even if it has some silliness to enable people world conquest with Vietnam and that sort of stuff. I just... I don't know. Then again I was playing it on and off for 10 years, one is bound to burn out eventually.

Victoria 3 is suffering under its own weight. They partially succumbed to the "OMG NO MILITARY UNITS" crowd and added detail to the military which in my opinion is just now generating different sorts of problems and I think if I wanted to minmax my military stuff I'd be spending almost HOI-level time on it, which is ridiculous.

The economic and political models are fascinating though (bugs and inaccuracies notwithstanding) there there are two major issues: one is diplomacy being completely detached from those two but the upcoming expansion is bound to at least partially fix that, as I understand. The other, bigger one, is that the game's performance is atrocious. They just release a patch that was supposed to improve just that and early reports suggests it has made it worse.

My main gripe with the slowness is that my main enjoyment with the game is seeing different political and economical situations develop in my country. Any sort of bugs/inaccuracies I could be very forgiving with if I could run through a game fairly quickly and get on with a new game seeing an other alternate history unfold with interest groups rising and falling etc. But it is so. Slow.

Still, there's a great game in there and I have high hopes for the major DLC in May.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 07, 2024, 12:18:06 PM
I am still playing EU4, have all but a few of the graphics DLCs. It is a great game, but it has significant areas which need redesign.

Trade is too static with the fixed one-way flow from node to node. Colonization and exploration don't work very well as both are too easy and only being controlled by some very basic mechanics. Virtually everything being influenced by somewhat random monarch mana in three categories. No concept for limited colonial wars. Etc.
Title: Re: New Paradox Tinto Game? EU5?
Post by: crazy canuck on March 07, 2024, 01:22:33 PM
Yeah, if they had a dynamic trade system and a better exploration system, that would suck me into buying 5.

But the world trade system in Vic III does not give me a great deal of hope.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 09, 2024, 01:49:16 AM
Quote from: crazy canuck on March 07, 2024, 01:22:33 PMBut the world trade system in Vic III does not give me a great deal of hope.
On military there was already a clear statement that the new game would not follow the Victoria design. Let's see about the trade system. Unlikely to just be the same.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 13, 2024, 11:37:12 AM
I think you can safely rename this thread to EU5 @syt.


(https://lh7-us.googleusercontent.com/D4RGBO3N1xr8MhsfaTGT5DNNERZhnjijvnx4KgvFi0c2ZFBuMEvrfiht3yyayH6EloTJWJNKEh1VSCH_LsaJWUASqg1j0thITZivoIM3jtOzKM-IGlJFubDx6UZP-iMTRXmnCWAVsm5uKdmQD5F77i8)

It will have pops:

(https://lh7-us.googleusercontent.com/TX1paNgsYnH4SO0ZWP2NOrbtNa8O20QO9w-Ps-VwjSN8uhMZca-pxt0P2kND5gOnejQfklB6AQpb_C3XH2cB9hF_6sd6GSxbsgygmOmvnUbPCfgWS_BvIq7fPQzBYgy0mYwAccRxR-vFvYfL5jptBMs)
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 13, 2024, 12:08:03 PM
Might still be Victoria 4 Barbarossa. :P
Title: Re: New Paradox Tinto Game? EU5?
Post by: crazy canuck on March 13, 2024, 12:56:54 PM
Quote from: Zanza on March 13, 2024, 11:37:12 AMI think you can safely rename this thread to EU5 @syt.


(https://lh7-us.googleusercontent.com/D4RGBO3N1xr8MhsfaTGT5DNNERZhnjijvnx4KgvFi0c2ZFBuMEvrfiht3yyayH6EloTJWJNKEh1VSCH_LsaJWUASqg1j0thITZivoIM3jtOzKM-IGlJFubDx6UZP-iMTRXmnCWAVsm5uKdmQD5F77i8)

It will have pops:

(https://lh7-us.googleusercontent.com/TX1paNgsYnH4SO0ZWP2NOrbtNa8O20QO9w-Ps-VwjSN8uhMZca-pxt0P2kND5gOnejQfklB6AQpb_C3XH2cB9hF_6sd6GSxbsgygmOmvnUbPCfgWS_BvIq7fPQzBYgy0mYwAccRxR-vFvYfL5jptBMs)

The peasants are revolting
Title: Re: New Paradox Tinto Game? EU5?
Post by: Tamas on March 13, 2024, 01:34:39 PM
Actually I am not very happy about pops. Victoria 3 is crumbling under their weight, and that level of politics is less important in the EU era.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josquius on March 13, 2024, 02:29:57 PM
Pops though are the best way to handle lots of things going on at once in a province.
One of the big things that needs improving from the classic EU formula is colonisation and there basically just being this batch or 500 natives in a province you either kill or wait until your colony is big enough and have them join.
"Unincorporated pops" could help handle the situation a lot better.

Same too reformation. Rather than a absolute Catholic/protestant having a urban population one and harder to touch countryside another, maybe with a different language complicating matters....

I can see lots of good things to do with pops.

Though yeah. After skylines 2 hopefully they're testing on actual real world representative computers.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Tamas on March 13, 2024, 02:34:17 PM
Yeah good points, but I think pops work better with a turn based game.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josephus on March 13, 2024, 05:18:11 PM
Yeah, not happy about pops. We'll see.
Title: Re: New Paradox Tinto Game? EU5?
Post by: crazy canuck on March 13, 2024, 06:39:34 PM
Is Johan making a game with pops?
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josephus on March 14, 2024, 07:02:18 AM
I guess it's an EU Vickie hybrid. Throw in some CK too since start date seems earlier
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 14, 2024, 07:27:14 AM
Maybe a game to cover 500 BCE to 2000 CE? :P
Title: Re: New Paradox Tinto Game? EU5?
Post by: The Minsky Moment on March 14, 2024, 08:34:29 AM
Quote from: Tamas on March 13, 2024, 01:34:39 PMActually I am not very happy about pops. Victoria 3 is crumbling under their weight, and that level of politics is less important in the EU era.

It does not appear they are tracking professions and other details.  Just social class, culture and religion.  That should reduce the burden on the engine. It will allow more finely tuned conversion and migration.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josephus on March 14, 2024, 10:56:21 AM
Quote from: Syt on March 14, 2024, 07:27:14 AMMaybe a game to cover 500 BCE to 2000 CE? :P

They just did that with Millennia 😁
Title: Re: New Paradox Tinto Game? EU5?
Post by: Richard Hakluyt on March 21, 2024, 03:15:10 AM
It looks like they will go for an earlier start, c.1340. Which is fine, but we can expect little interesting play in the 17th and 18th centuries as a consequence.

I hope that one day they will announce a 1648-1815 or 1688-1815 game so that intersting period is covered properly.
Title: Re: New Paradox Tinto Game? EU5?
Post by: garbon on March 21, 2024, 03:25:34 AM
I'm not sure what to make of that level of detail on the map.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 21, 2024, 02:14:30 PM
Quote from: garbon on March 21, 2024, 03:25:34 AMI'm not sure what to make of that level of detail on the map.
The only mechanic that I can think of that might use that level of detail is army movement and combat/occupation.

But due to the whack-a-mole style of combat and the necessity to carpet siege this would be very tedious if they keep the general behaviour of armies from EU4.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 21, 2024, 02:16:07 PM
Quote from: Richard Hakluyt on March 21, 2024, 03:15:10 AMIt looks like they will go for an earlier start, c.1340. Which is fine, but we can expect little interesting play in the 17th and 18th centuries as a consequence.

I hope that one day they will announce a 1648-1815 or 1688-1815 game so that intersting period is covered properly.

An earlier start date means we never see some of the defining features of the current EU4 time period. It would be even more alt history.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Sheilbh on March 21, 2024, 02:18:53 PM
Quote from: Zanza on March 21, 2024, 02:16:07 PMAn earlier start date means we never see some of the defining features of the current EU4 time period. It would be even more alt history.
I can only blame the Byzantine lobby for this <_<
Title: Re: New Paradox Tinto Game? EU5?
Post by: garbon on March 21, 2024, 02:20:35 PM
Quote from: Zanza on March 21, 2024, 02:14:30 PM
Quote from: garbon on March 21, 2024, 03:25:34 AMI'm not sure what to make of that level of detail on the map.
The only mechanic that I can think of that might use that level of detail is army movement and combat/occupation.

But due to the whack-a-mole style of combat and the necessity to carpet siege this would be very tedious if they keep the general behaviour of armies from EU4.

Yeah, that's my thinking.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Tamas on March 21, 2024, 02:37:24 PM
I seem to remember Imperator having a comparable province scale but I can't remember how occupation and sieges work there.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Solmyr on March 22, 2024, 02:03:29 AM
IIRC in Imperator you only really need to occupy the capital of each area (and maybe any forts if they are not in the capital).
Title: Re: New Paradox Tinto Game? EU5?
Post by: Richard Hakluyt on March 22, 2024, 03:30:53 AM
Very few forts as well. IIRC there was a lot of devastation if an enemy moved through a territory.
Title: Re: New Paradox Tinto Game? EU5?
Post by: crazy canuck on March 22, 2024, 09:56:32 AM
Quote from: Zanza on March 21, 2024, 02:14:30 PM
Quote from: garbon on March 21, 2024, 03:25:34 AMI'm not sure what to make of that level of detail on the map.
The only mechanic that I can think of that might use that level of detail is army movement and combat/occupation.

But due to the whack-a-mole style of combat and the necessity to carpet siege this would be very tedious if they keep the general behaviour of armies from EU4.

The diaries indicate they have moved away from a province level abstraction to having a number of locations. Those locations imply that the things that you can build within the location will probably depend on a variety of factors.

But I hope that means is a more in-depth game for building, rather than having the same generic buildings in each province.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 23, 2024, 12:19:24 AM
Some promising comments on how population, estates and deliberative assemblies (both EU4 diet and parliament mechanics) will fit together. Also comments on laws and reforms (unclear what the difference is), society value sliders (instead of national ideas?) and cabinets (mix between the EU4 advisors and CK3 councils). The much asked for internal politics?
Title: Re: New Paradox Tinto Game? EU5?
Post by: The Minsky Moment on March 23, 2024, 07:46:06 PM
Start date is 1337: https://forum.paradoxplaza.com/forum/threads/why-did-we-pick-1337-for-the-start-year.1642258/

Which is fine, if the end date is mid/late 16th century and they are splitting up the old EU into two games.

Not so fine if the intent is to cover 17th and 18th centuries.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josquius on March 24, 2024, 12:03:50 AM
I read their reasons why and to me many of  these stand out more as challenges in such a start date and reasons why not to choose it.

Though Greenland...hmm...That they specifically mention this makes me wonder how they'll handle colonisation. I have a slim hope that maybe they're going to address the simple paint the map your colour approach of previous games?- Make it so colonies failing and dying is something that happens, money and ships are what you need not 'colonists', colonies aren't automatic profit makers and more usually lose you money (in exchange for prestige amongst nations that care about colonies?- at this star date none)

The HRE state too...really implies there might be a lot more of a political than map focussed angle?
Title: Re: New Paradox Tinto Game? EU5?
Post by: The Brain on March 24, 2024, 02:39:06 AM
Quote from: The Minsky Moment on March 23, 2024, 07:46:06 PMStart date is 1337: https://forum.paradoxplaza.com/forum/threads/why-did-we-pick-1337-for-the-start-year.1642258/

Which is fine, if the end date is mid/late 16th century and they are splitting up the old EU into two games.

Not so fine if the intent is to cover 17th and 18th centuries.

Picking 1337 is very Muskian.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 24, 2024, 04:42:17 AM
If the game design goal is more sandbox with random outcomes, I guess that start date is fine. Maybe have a second start date in 1492 or so for more historical outcomes in the second half of the game?
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 24, 2024, 04:56:27 AM
Johan also said on the forums that the goal is that the game is at release as rich in features and content as EU4 is with all its expansions.  :hmm:
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 24, 2024, 05:02:35 AM
Quote from: Syt on March 24, 2024, 04:56:27 AMJohan also said on the forums that the goal is that the game is at release as rich in features and content as EU4 is with all its expansions.  :hmm:
Most of the recent expansions were just mission trees, events and graphics assets. Maybe they have a way to migrate that content to the new game with little effort?
Title: Re: New Paradox Tinto Game? EU5?
Post by: garbon on March 24, 2024, 05:03:16 AM
Quote from: Syt on March 24, 2024, 04:56:27 AMJohan also said on the forums that the goal is that the game is at release as rich in features and content as EU4 is with all its expansions.  :hmm:

I do get vibes of Magna Mundi when I read through that forum and his posts. All like it will solve all the problems that have been baked into the series over time.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 24, 2024, 05:04:19 AM
Quote from: Zanza on March 24, 2024, 05:02:35 AM
Quote from: Syt on March 24, 2024, 04:56:27 AMJohan also said on the forums that the goal is that the game is at release as rich in features and content as EU4 is with all its expansions.  :hmm:
Most of the recent expansions were just mission trees, events and graphics assets. Maybe they have a way to migrate that content to the new game with little effort?

He said he doesn't like the EU4 mission trees and that they will handle that kind of thing differently.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 24, 2024, 05:05:07 AM
Quote from: garbon on March 24, 2024, 05:03:16 AM
Quote from: Syt on March 24, 2024, 04:56:27 AMJohan also said on the forums that the goal is that the game is at release as rich in features and content as EU4 is with all its expansions.  :hmm:

I do get vibes of Magna Mundi when I read through that forum and his posts. All like it will solve all the problems that have been baked into the series over time.

It feels like he's trying to make "the ultimate map game" - which, I guess, is fair enough. But maybe also have a look at stuff that can be *removed* :P
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josephus on March 24, 2024, 05:22:57 AM
I guess there's no "pick your own start date" either.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 24, 2024, 07:26:12 AM
Quote from: garbon on March 24, 2024, 05:03:16 AM
Quote from: Syt on March 24, 2024, 04:56:27 AMJohan also said on the forums that the goal is that the game is at release as rich in features and content as EU4 is with all its expansions.  :hmm:

I do get vibes of Magna Mundi when I read through that forum and his posts. All like it will solve all the problems that have been baked into the series over time.
Same. Enlarging the scope in every dimension will be tough to deliver.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josquius on March 24, 2024, 08:14:23 AM
Quote from: Syt on March 24, 2024, 04:56:27 AMJohan also said on the forums that the goal is that the game is at release as rich in features and content as EU4 is with all its expansions.  :hmm:

Are they stepping away from the continuous income flow DLC overload model?

Quote from: Josephus on March 24, 2024, 05:22:57 AMI guess there's no "pick your own start date" either.

Why?
Surely that shouldn't be too hard to code? Its basically a save with the world as it actually was at points in history no?
Title: Re: New Paradox Tinto Game? EU5?
Post by: garbon on March 24, 2024, 08:25:46 AM
Quote from: Josquius on March 24, 2024, 08:14:23 AM
Quote from: Josephus on March 24, 2024, 05:22:57 AMI guess there's no "pick your own start date" either.

Why?
Surely that shouldn't be too hard to code? Its basically a save with the world as it actually was at points in history no?

They moved away from that in games as it was a lot of work for limited gain (aka most people went to earliest start).
Title: Re: New Paradox Tinto Game? EU5?
Post by: Tamas on March 24, 2024, 09:11:47 AM
Have we considered one thing? Since this is a Tinto project, maybe it is considered a bit of a quirky hardcore project like Victoria 3 and it is not meant to become the next flagship game of Paradox.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 24, 2024, 10:08:34 AM
Well, Johan is certainly not one to design for mass market appeal. :P

Though I guess it's true that EU is no longer the flagship? Replaced by CK, HOI, Stellaris, all of which are a bit more approachable, I guess (maybe not HOI)?
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 24, 2024, 10:15:26 AM
Going by the peak of the last 24h, EU4 has 23k players, CK3 has 28k, Stellaris 21k, HoI4 has 65k, Victoria 3 has 11k players. Paradox considers the first four evergreens with continuous revenue potential. I am a bit surprised that Stellaris isn't higher to be honest.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josephus on March 25, 2024, 05:53:59 AM
Quote from: Zanza on March 24, 2024, 10:15:26 AMGoing by the peak of the last 24h, EU4 has 23k players, CK3 has 28k, Stellaris 21k, HoI4 has 65k, Victoria 3 has 11k players. Paradox considers the first four evergreens with continuous revenue potential. I am a bit surprised that Stellaris isn't higher to be honest.

where do you find this info?

What's surprising with EU4 is that we are , despite the DLCs, talking about a 10 year old game. That' s quite impressive.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Solmyr on March 25, 2024, 10:50:11 AM
Stellaris is getting fairly old too, about to turn 8 years. HoI4 is also the same age, though I guess there are enough tankies/wehraboos to keep the player numbers up? :D
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 25, 2024, 11:00:06 AM
Quote from: Josephus on March 25, 2024, 05:53:59 AM
Quote from: Zanza on March 24, 2024, 10:15:26 AMGoing by the peak of the last 24h, EU4 has 23k players, CK3 has 28k, Stellaris 21k, HoI4 has 65k, Victoria 3 has 11k players. Paradox considers the first four evergreens with continuous revenue potential. I am a bit surprised that Stellaris isn't higher to be honest.

where do you find this info?

What's surprising with EU4 is that we are , despite the DLCs, talking about a 10 year old game. That' s quite impressive.
My figures were from steamdb.info.
Title: Re: New Paradox Tinto Game? EU5?
Post by: crazy canuck on March 25, 2024, 11:40:25 AM
Quote from: Josquius on March 24, 2024, 08:14:23 AM
Quote from: Syt on March 24, 2024, 04:56:27 AMJohan also said on the forums that the goal is that the game is at release as rich in features and content as EU4 is with all its expansions.  :hmm:

Are they stepping away from the continuous income flow DLC overload model?

Quote from: Josephus on March 24, 2024, 05:22:57 AMI guess there's no "pick your own start date" either.

Why?
Surely that shouldn't be too hard to code? Its basically a save with the world as it actually was at points in history no?

It is actually a lot of work to ensure some form of historical start for each possible date.  That is why they are abandoning it.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 25, 2024, 12:08:40 PM
They should at least allow modders to define a different start date. That's work that modders can do very well.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 25, 2024, 12:58:31 PM
I hope it won't be just another map painter and attempt to focus more on the simulation aspect, but I doubt that's the audience these days. :P
Title: Re: New Paradox Tinto Game? EU5?
Post by: crazy canuck on March 25, 2024, 01:00:55 PM
Quote from: Syt on March 25, 2024, 12:58:31 PMI hope it won't be just another map painter and attempt to focus more on the simulation aspect, but I doubt that's the audience these days. :P

Based on what Johan has been saying, that is what they are attempting to do.   The fact that they have 2700+ locations in the game indicates they are moving away from the paint all provinces gameplay.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 25, 2024, 03:36:45 PM
Just means a world conquest with Ryukyu is even more tedious than before.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Sheilbh on March 25, 2024, 03:42:57 PM
All of this chat is just going to make me more disappointed in myself when I buy it on release :(
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 25, 2024, 04:02:52 PM
Well, I will probably get it, but I also expect I won't play it much. I put a lot of time into Vic3 and CK3, and even (by comparison) Stellaris.

Actually, going by Steam, I have played Age of Wonders 4 over three times as much as EU4 (280 vs. 85 hours). (CK3 has 600 hours, Stellaris 400 hours, and Victoria 3 800 hours - though in the latter case I'm guessing 100-200 were observer games to check performance, how mods affect game etc.). I still suck at all these games, though. :P
Title: Re: New Paradox Tinto Game? EU5?
Post by: Tamas on March 25, 2024, 04:47:02 PM
Quote from: crazy canuck on March 25, 2024, 01:00:55 PM
Quote from: Syt on March 25, 2024, 12:58:31 PMI hope it won't be just another map painter and attempt to focus more on the simulation aspect, but I doubt that's the audience these days. :P

Based on what Johan has been saying, that is what they are attempting to do.   The fact that they have 2700+ locations in the game indicates they are moving away from the paint all provinces gameplay.

That's what I am hoping for but if you look at Imperator it has an insane number of provinces yet it is absolutely a genuine map-painter, or at least was when released. The pre-release stream of it when Johan was playing Egypt just burned into my mind and I know I referenced it often. Johan totally got lost in the "gameplay loop" of clicking stuff so he can continue conquering which let him click stuff to resume conquering etc, the community guy next to him was desperately trying to introduce some historical or narrative context into the clickfest but Johan was too busy to oblige.

Then again I also remember many years ago Johan declaring that he hates the ancient era so hopefully it was the case of him not giving a damn about the era.
Title: Re: New Paradox Tinto Game? EU5?
Post by: The Minsky Moment on March 25, 2024, 06:09:35 PM
Quote from: crazy canuck on March 25, 2024, 01:00:55 PM
Quote from: Syt on March 25, 2024, 12:58:31 PMI hope it won't be just another map painter and attempt to focus more on the simulation aspect, but I doubt that's the audience these days. :P

Based on what Johan has been saying, that is what they are attempting to do.   

But if that's the goal, expanding the timeline isn't going to improve simulationism.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josquius on March 26, 2024, 02:39:28 AM
I dunno. I guess there's the question for the historians. Where were the big 'mindset' shifts in history where the people of one year wouldn't be able to comprehend those of another.
It certainly seems the early start date interferes with at least one of those. There's another later too.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 26, 2024, 10:43:22 AM
DOOM! DOOOOOOM! :P

Title: Re: New Paradox Tinto Game? EU5?
Post by: Valmy on March 26, 2024, 10:11:17 PM
The problem is CK2 was following CK and was much better than CK right at launch. CK3 on the other hand...I still prefer CK2.
Title: Re: New Paradox Tinto Game? EU5?
Post by: HVC on March 26, 2024, 10:21:49 PM
That's the problem with revenue by dlc. The new sequel of a game always has less features than the last iteration of the previous game.

In any regards I've been burned too many times, I finally learned my lesson. If I buy another PD game it'll be long after launch.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 27, 2024, 12:00:47 AM
Quote from: Valmy on March 26, 2024, 10:11:17 PMThe problem is CK2 was following CK and was much better than CK right at launch. CK3 on the other hand...I still prefer CK2.

I can't go back to CK2. The UI hasn't aged well, and call me shallow, but I miss the 3d rulers and more engaging map. (Not to mention kinda half baked systems that were introduced and then never really updated, like merchant republics, or OP systems like bloodlines and secret societies.) YMMV :)
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on March 27, 2024, 01:21:28 AM
That said, I think there's a reason why I play other games over EU4. (And keep in mind, that's personal preference, YMMV substantially :P )

- CK3: Sure, you can play it as a mappainter. But you can also lean more into the RP aspects. Or you can set your own goals. And it's a game where if you have a streak of bad luck and lose some of your lands you can often still make a comeback.
- Stellaris: Sure, at the end it's mostly a map painter with a sagging mid/late game. However, the customization options the game gives you in creating your faction and playing to its character keep me quite interested (incidentally, same reason why I got hooked on AoW4 when it came out).
- Victoria 3: Sure, it's a game about map painting (if not directly through conquest/subjects then at least through markets), but at least it's attempting to somewhat model the societal change of the 19th and early 20th century, giving you some freedom in what you want to do. Communist Britain? Theocratic American Monarchy? Progressive liberal Austria-Hungary? You're welcome to try. It's flawed, but I enjoy it.

EU4 doesn't click for me in nearly the same way.

If EU5 moves more towards that direction, then maybe I can get back into it?
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on March 27, 2024, 11:10:24 AM
I never really got into CK3, despite having played CK2/CK a lot. Not really sure why it does not click for me. Maybe I need to try again. The area which would interest me most, the HRE has no real own content though. Makes it a bit bland.

Stellaris is mainly about the early exploration phase for me and it is better there than the other games. But I think diplomacy in Stellaris sucks and the snowballing is too severe and that takes the fun in midgame.

Victoria with the never-ending construction cycle and strong bias towards liberal reforms feels repetitive to me.

EU4 has fairly different starts, quite a few sensible mechanics. I still play it more than the others.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Tamas on March 27, 2024, 11:22:00 AM
For what it's worth Victoria 3 is far less the "you CAN and definitely SHOULD build a 20th century Swedish social democracy ASAP, the game won't challenge it" thing that Vicky 2 was. Maybe the powergaming meta requires you to go full liberal but I found with some countries it's easier to keep uneducated apolitical masses rather than dealing with them being uppity. Or at the very least being slow and measured about lifting them up. You don't want to a starving pop having political ideas of its own.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Solmyr on March 27, 2024, 06:57:32 PM
OPB had a pretty successful Persia game keeping the unwashed masses uneducated. It's not the optimal playstyle, but very possible.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on April 03, 2024, 12:31:29 PM
Some promising new anti-blobbing mechanics based on control, proximity and maritime presence in the current dev diary. Let's see how it works.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on April 17, 2024, 03:03:40 PM
Current dev diary sounds like the economy and trade system is similar to Victoria 3.  Not convinced that fits for EU5.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on April 25, 2024, 01:01:57 AM
From the latest post. Maybe "a bit" too granular for a game supposed to span 500 years? :P

(https://lh7-us.googleusercontent.com/h_Uu_FZ1_xAAsG_36S0nz-4DEdR_gFQ7Jzd5wKCIMFcUW5YfQvEhN58LNAedWFUIXUb8OBl3_5U-tJD8w01KS4lHWkVdV1lQXn83jFDnEw-Cjc8nx16PRkhro6XrR79VqshTn8rvqc7zdcOc26VwRws)
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on April 25, 2024, 01:05:45 AM
QuoteFor example, building a light ship in the Age of Renaissance requires Naval Supplies, Lumber, Weaponry, Copper, Tin, and Metalworks, while moving your capital requires Paper, Books, Stone, Lumber, Marble, and gold.

QuoteBuildings are rather important in Project Caesar. There are hundreds of different types of buildings, some can only be built in rural locations, and some require a town or city. Some can only be built in ports, and some can only be built in other countries. Some you can only build when there is no owner of a location. Lots of buildings are unique to cultures, regions, religions, or even to specific tags.

Some buildings can only have 1 level, some have a fixed cap, and some have a cap that scales with the population or development, and so on.

Buildings can also be categorized into three different categories: buildings that can produce goods, buildings that only give effects, and buildings that can only be built by the estates. Those pure estates usually have a drawback to them as well, and it's not easy to remove them.

QuoteSo what about producing buildings then? This is where the truly fun parts of the economy start. Project Caesar has a large amount of different goods. We currently have about 70 different ones that have different needs, some are needed for the military, some are needed solely by pops, some are needed for buildings, and so on.

QuoteAs an example, a Castle does not produce any goods, but it still requires Stone, Metalworks, Weaponry, and Tar to function, and if it does not get those goods, then the Castle will not function properly. The effectiveness of a building is based on the lowest available percentage of goods present, and it will only purchase and use required materials in that percentage required. If the market cannot supply enough resources, then it will not work.

Plus, of course, pops to operate buildings. So basically the Vic3 economy heavily expanded? Call me skeptical re: balance, AI being able to handle it, performance ...
Title: Re: New Paradox Tinto Game? EU5?
Post by: garbon on April 25, 2024, 01:26:44 AM
I've mentally written this one off. I'll be pleasantly surprised if all this results in an enjoyable game..
Title: Re: New Paradox Tinto Game? EU5?
Post by: Syt on April 25, 2024, 01:27:46 AM
Worryingly, Johan said most players will be fine to just leave all that automated. :D
Title: Re: New Paradox Tinto Game? EU5?
Post by: Solmyr on April 25, 2024, 04:11:04 AM
Now we only need detailed characters and dynasties and we can have a single game spanning 867 to 1936!
Title: Re: New Paradox Tinto Game? EU5?
Post by: Tamas on April 25, 2024, 04:25:25 AM
Yeah, what's the point of detailed production chains in an EU game?

In Victoria 3, sure, the time period requires heavy internal focus. But the EU period? I guess Johan is going all-in on this one. If he manages to pull it off he'll be restored as one of the great strategy game creators, but if he creates another dud after Imperator 1.0, well I don't think there's coming back from that.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on April 25, 2024, 05:26:17 AM
Not convinced of the design. Anno and EU do not seem to mix well...
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josquius on April 25, 2024, 08:34:07 AM
Some limited goods production does make sense for trade. And making it so you can't build a navy if you've no access to wood is common sense.
But it does seem they've overdone it quite a bit.
Title: Re: New Paradox Tinto Game? EU5?
Post by: crazy canuck on April 25, 2024, 09:11:50 AM
I am all for more complex game. I just hope it works.
Title: Re: New Paradox Tinto Game? EU5?
Post by: The Minsky Moment on April 25, 2024, 02:09:33 PM
One of the challenges of EU era games is to reasonably model European colonization efforts and early modern trading networks, which involved exploiting and distributing key commodities. Past EU games struggled to get these dynamics rights, including things like the development of the early modern grain trade, the struggle to secure timber for shipbuilding, the development of the Asian spice and luxury trade, the economics of the triangle trade etc. So the general idea of more formally modelling production and trade dynamics is sound.  Why that requires formally modelling four distinct production methods for paper is less clear.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Zanza on April 25, 2024, 04:11:51 PM
Thinking about it a bit more, it might make sense. Two big complaints about EU4 is trade and not much to do in peacetime. This might solve both.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Valmy on April 25, 2024, 08:54:25 PM
Quote from: Syt on April 25, 2024, 01:01:57 AMFrom the latest post. Maybe "a bit" too granular for a game supposed to span 500 years? :P

(https://lh7-us.googleusercontent.com/h_Uu_FZ1_xAAsG_36S0nz-4DEdR_gFQ7Jzd5wKCIMFcUW5YfQvEhN58LNAedWFUIXUb8OBl3_5U-tJD8w01KS4lHWkVdV1lQXn83jFDnEw-Cjc8nx16PRkhro6XrR79VqshTn8rvqc7zdcOc26VwRws)

Finest rage paper...resistant to the passage of time. None of your modern wood pulp.

Ok that is kind of an obscure reference  :lol:

(https://tse1.mm.bing.net/th?id=OIP.yhXPRrToBfKP_PkmyD9f_wHaDM&pid=Api)
Title: Re: New Paradox Tinto Game? EU5?
Post by: The Brain on April 26, 2024, 12:00:37 AM
Don't write angry.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Josephus on April 27, 2024, 06:19:08 AM
Never mind EU5, this is basically Vickie IV (in an earlier, pre Vickie era).

Other important aspects
Every building requires employed pops to function as well, and those that require "upper class" pops like burghers, clergy, and nobles, also increase the potential for them in the location, making pops slowly promoted. This can be slightly awkward as powerful nobles or clergy construct more buildings that make them more numerous and powerful.


Producing buildings that are not profitable will be closed, and pops will work in other buildings, however, you can always subsidize a building if you require the goods or other benefits it gives.

Speaking of profit. The profit of a building is added to the Tax Base of a location, split among the power of the population in the location.

You can always close and open a building, if you want to manipulate prices, or if you want your pops to work with other things, and you don't want to destroy a building permanently.



Also this game seems like it's going to be super ambitious. I think it may be a couple years away from full development.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Valmy on April 29, 2024, 01:11:21 PM
Being so focused on production and manufacturing seems a little anachronistic. I mean I know that kind of thing did happen in that era but it was mostly crafts people and guilds and such not manufacturing buildings. A game in this era should be more focused on trade, as the EU series has historically been.

Not a fan so far.
Title: Re: New Paradox Tinto Game? EU5?
Post by: crazy canuck on April 29, 2024, 01:17:01 PM
It's a good point.  Will the model of how things are produced within buildings change with technology?  That would be cool.
Title: Re: New Paradox Tinto Game? EU5?
Post by: Sheilbh on April 29, 2024, 01:34:36 PM
Quote from: crazy canuck on April 29, 2024, 01:17:01 PMIt's a good point.  Will the model of how things are produced within buildings change with technology?  That would be cool.
I feel like it would need to - and to an extent also your control. But it's always the challenge of EU4 is that it covers late medieval to Napoleonic and I'm not sure you can really do both well. I solve this by almost always getting bored by/never playing past 1600 or so :lol: :ph34r:

Although again that goes to the wider point of there being a western/great divergence teleology to EU4.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on May 02, 2024, 12:32:31 AM
https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-10-1st-of-may-2024.1673745/

(https://forumcontent.paradoxplaza.com/data/thfeature/feature_backgrounds/3/3027.jpg)

(https://lh7-us.googleusercontent.com/IND8u3KEluhwiu85x22WKoYosHcca0_GsOSQ4X3fkAUkxE5HJCluAOPf7Ndp1AOWs3SVq7COQGwn1pqsALYsFUh-JlKW2BQotToqtBQxdVQ_8qTRUrqrkEuG-tpOFKXY3jY2HcqGPDmkFV9dvc6vECg)

(https://lh7-us.googleusercontent.com/DmG80vDbiHg8Lz7za7ZygAL03fx0xES5mMUIPqvzcxicW20awRNeO77099TOeRNkoYxwYrsaiRThpDn_XPNE_mq3uP_Zz8YA5JbLICIemjYwsGEPRf3de9P8CXNI1JGpztSAT1PAPYjSUzinUKaVEQQ)

(https://lh7-us.googleusercontent.com/J88wyLaCAImVXdvbW7e4YTks4qTitOU--vFt8_SKhlFVS3LRU8H1uSurnqo-L28kbzZXSFTBoz23S9TT49UkpqMVps6KBNUSfw1TCRW2Wh8UIurvvmkxz0ufWPA3ZRugdLJtv2cRUSbrmOkyJ2NdojE)

(https://lh7-us.googleusercontent.com/N_IzZLynmh-xb_S63dKE5-bOopZ1LQo18PP8xrozl4i5Dpt78lHd2Z0gmu1gKrXelHOvD0weruSAlJYpUfks5RKKNw-U3J-mxFMV1XX88ULIXpfadMP6VBcm3FU70pb9pbyNOCxC_ewWSFWkOQcm3As)

(https://lh7-us.googleusercontent.com/ZZti8FBtbpZfZ0U5VjmqbP2fguK-coTm8FO0nn0aMPPpb0wJThjX2_XmvKwD-rJ4ru22FZWqQgQ55P1QfzDdqjx5C_mknn5KpbaG_9TLc3RRBXLDsVz9Q6oUe3zZNSNmbb2OI6gk3JlumV6vPoukAWE)

QuoteLet's start with the markets themselves. These are dynamic and will change through the playthrough, as countries can create new markets and disband their old if they so desire.

Each market has a center in a location, and the owner of that location is in control over that market.

Every location and coastal seazone will belong to the most fitting market, which depends on the market attraction of the market, the distance between the location and the market center, diplomatic factors, and more.

A market has merchants, who have a power depending on buildings and maritime presence in the market, and a merchant capacity which depends on the infrastructure for trade that country has in that market. The Merchant Power impacts in which order exports from a market are executed, as there is not an endless supply of goods in a market. The Merchant Capacity impacts how much goods the merchants can ship.

As you can see in the market screenshot, every good has a local price, and a supply vs demand value as well, let's take a look at the beer price in the next tooltip.

Prices change every month towards the Target Price, which depends on the supply and demand of the goods in the market, and the current price stability. Price stability can change through the ages as well.

Supply & Demand
The supply of each good in a market depends on several factors.
The output from RGO's
The output from buildings
Base Production
Burgher Trades

So what is 'Base Production'? Some goods like clay, lumber, sand and stone are produced in every market, without the need for specific RGO's, even if an RGO with that raw material can produce much more, and there are buildings that can be built to provide these as well.

Also, your burghers will trade on their own, if they have the capacity for it. They will attempt to address needs within the market, and can trade in a slightly shorter range, thus enriching their estate. There are laws and privileges that impact them, like the "Trade Monopolies" estate privilege that the Hanseatic League has granted in the earlier screenshot, which reduces their own merchant capacity by 25% to increase the capacity of the burghers by 100%

So what about demand? This is primarily from the maintenance, input, and construction of buildings, recruiting and maintaining armies and navies, and the demands of the population, but there are more sources as well.

Of course, trades themselves impact supply and demand as well.

You can use your merchant capacity in a market to either export a good from that market, or import a good from another market. Of course that market needs to be within your trade range, which is not world-spanning in 1337.

A trade is a variable amount of goods shipped from one market to another market, purchasing it for the local price in the exporting market. The longer the distance between the markets, the more capacity each good will require to ship, and higher the maintenance costs will be.

Trades have an impact on the last land location they are in before leaving the market, and the first one they enter in the importing market, giving boosts in development to them over time. A trade always has to trace a path on the map.

There are also the Sound Tolls, if you pass through Öresund or the Bosphorus to consider.

Diplomacy and Trade
There are many diplomatic factors that impact the trade and market mechanics of Project Caesar.

First of all, you can "Deny Market Access" to a nation owning a market, which will reduce the attraction of their markets on your locations, but also make anyone with merchants in those markets upset with you.

You can also request and/or offer market access preference making it likelier for a country's locations to belong in a certain market.

If you dislike paying Sound Tolls, you can always try to ask for exemption for it through diplomacy with the country controlling the strait.

Some countries have isolated themselves completely, so you need to negotiate a specific exception to allow you to export or import from their markets.

There is also the possibility to embargo a country, which would block the merchants from that country to trade in your markets, and also to not be allowed to move through your country. Of course, this a legit casus belli, so use with care.

Other aspects to Trade
Each market can have specific goods banned for export or import, with one common example being that muslim markets will ban import and export of wine, beer and liquor.

We mentioned in an earlier Tinto Talks that Markets will have stockpiles, so that surplus can be stored for a rainy day. There are buildings that will increase the amount that can be stored.

There is also food in the markets, with prices adapting to the supply and demand of food as well.

There are also automation options where you can assign trading completely to the AI. You can also lock some trades so that the AI will not interfere with them.

Stay tuned, next week we'll be talking about mercenaries, levies and regulars!

Seeing the Hansa and the Riga market here this mostly makes me wish there was a modern version of Hanse or Patrician. :P :P
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on May 02, 2024, 03:36:11 AM
(https://i.postimg.cc/V6cWbcgd/image.png)
 :lmfao:
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Tamas on May 02, 2024, 05:03:03 AM
This will either be the greatest thing ever or a trainwreck that will make Imperator 1.0 look good.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on May 02, 2024, 05:27:54 AM
I'm a bit more optimistic. I think if it is heading down the trainwreck path it will have a tonne of stuff cut and be less than it promised but OK.

Quote from: Syt on May 02, 2024, 03:36:11 AM(https://i.postimg.cc/Vcgd/image.png)
 :lmfao:

Seems sensible to me, why else mention it there?
It could just be something as little as you get a bonus for trade in shared/similar language centres or ups the odds of provinces being included in them.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: garbon on May 02, 2024, 05:54:06 AM
Quote from: Josquius on May 02, 2024, 05:27:54 AMI'm a bit more optimistic. I think if it is heading down the trainwreck path it will have a tonne of stuff cut and be less than it promised but OK.

Quote from: Syt on May 02, 2024, 03:36:11 AM(https://i.postimg.cc/Vcgd/image.png)
 :lmfao:

Seems sensible to me, why else mention it there?
It could just be something as little as you get a bonus for trade in shared/similar language centres or ups the odds of provinces being included in them.

As I said earlier this is what Magna Mundi had promised. Endless set of features covering all of the minute details. One big plus this has going for it here is that Johan is a veteran game designer not just a motley crew of modders.

I wonder if this game will be fun. It certainly seems like it will be the most impenetrable game for people not familiar with paradox games.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on May 02, 2024, 07:07:28 AM
With all these systems they plan to implement it's either too complex to meaningfully manage yourself in a game that aims to span 500 years. Or you automate it and don't bother at which point - why bother and not abstract it?

Feels like a Johan dream project, and not sure whether I'm impressed or turned off by this kitchen sink approach.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: The Minsky Moment on May 02, 2024, 08:55:47 AM
My understanding is that idea is that production and distribution mostly run themselves, but the player can step in and try to grab lucrative trade opportunities.  E.g. assuming the spice trade goes into Alexandira, Venetian merchants would try to control those trades from Alexandria-Venice and then Venice to other European markets.  Similar to how it worked in prior EU games except that instead of a more abstracted system where trade centers are assigned an overall value and resources are expended to get a power percentage in the center, you send merchants to make specific trades in specific goods. I.e. something you would probably automate if you were playing a larger power where trade income is not a big proportion of total income but would micro if you are playing a city-state or trading republic.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on May 16, 2024, 11:11:52 AM
Preview of HRE map mode.

(https://i.imgur.com/APEZFVn.png)
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Valmy on May 16, 2024, 07:53:50 PM
Finally a Map of the HRE that makes sense.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on May 16, 2024, 11:31:13 PM
I look at that granularity and mostly think,"Ugh that looks tedious!" :lol:
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Crazy_Ivan80 on May 17, 2024, 12:53:33 AM
Quote from: Valmy on May 16, 2024, 07:53:50 PMFinally a Map of the HRE that makes sense.
I see what you did there :D
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Sheilbh on May 17, 2024, 09:06:08 AM
Good to know that I will continue to ignore Germany in any EU games :lol: :ph34r:
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on May 17, 2024, 10:49:15 AM
It would be nice to see a game that properly handles tall play.
Both of a Venice style dominant city state variety and more of a Swiss style, able to maintain their independence quite comfortably and prove a real thorn in the side of anything locally, but not a threat too far beyond their borders.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on May 17, 2024, 10:50:43 AM
Quote from: Josquius on May 17, 2024, 10:49:15 AMIt would be nice to see a game that properly handles tall play.
Both of a Venice style dominant city state variety and more of a Swiss style, able to maintain their independence quite comfortably and prove a real thorn in the side of anything locally, but not a threat too far beyond their borders.

Yes, I would love that.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on May 17, 2024, 11:47:34 AM
Definitely looking forward to play in the HRE. Brandenburg, Bavaria, Palatine, Hansa, Habsburg, Holland, Milan, Provence, Savoy, Bohemia, ... So many fun options.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on May 17, 2024, 01:08:22 PM
People are using the map screenshots to try piece together a world map.

(https://i.imgur.com/1IZ4ugb.png)
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on May 20, 2024, 11:24:51 AM
Were Castille, England or Hungary really so much more centralised than France, Italy or Germany?
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Tamas on May 20, 2024, 01:19:18 PM
Quote from: Zanza on May 20, 2024, 11:24:51 AMWere Castille, England or Hungary really so much more centralised than France, Italy or Germany?

You can argue against in the game's period, but in general I think yes. I remember reading (in a non-Hungarian source :P) that 1100-ish for example, only Hungary matched England's level of centralisation.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Sheilbh on May 20, 2024, 01:24:56 PM
Quote from: Zanza on May 20, 2024, 11:24:51 AMWere Castille, England or Hungary really so much more centralised than France, Italy or Germany?
I think so for England - but I'm aware that to an extent the historiographical frame for English history is the combination of parliament and centralisation (and the two go hand in hand reinforcing each other).

No idea for Hungary (although I suspect it's similar), but also striking that with England and Castille there's been relatively recent conquest. So you have more or less total replacement of the established social order with a new (pretty coherent) elite dividing up the land.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Valmy on May 20, 2024, 10:01:08 PM
Kind of interesting to see Wales as separate from England in 1337. What is the story behind that?
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on May 20, 2024, 11:56:33 PM
Quote from: Valmy on May 20, 2024, 10:01:08 PMKind of interesting to see Wales as separate from England in 1337. What is the story behind that?

Technically it was separate until the the Tudors.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Valmy on May 21, 2024, 12:12:41 AM
Quote from: crazy canuck on May 20, 2024, 11:56:33 PM
Quote from: Valmy on May 20, 2024, 10:01:08 PMKind of interesting to see Wales as separate from England in 1337. What is the story behind that?

Technically it was separate until the the Tudors.

Was it? Interesting. I thought Edward I's incorporation was thorough. Also: it had been divided between Welsh nobles and Norman/English Marcher Lords for awhile and at no point were those marcher lords considered to be part of some other Kingdom or Principality called "Wales" were they?

Huh. Well Medieval stuff was always weird.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Richard Hakluyt on May 21, 2024, 12:37:58 AM
The Act of Union between England and Wales was passed in 1536 https://www.bbc.co.uk/wales/history/sites/themes/periods/tudors_04.shtml

Which, in paradox terms, makes it a vassal of England in the 14th century.

England was a highly centralised state by 14th century standards. It had one system of weights and measures for the whole country, law was enforced and courts held by the justices of the peace and was the King's law, when parliament imposed taxes they were for the entire country. This is an important reason why the 4m English of the time were able to war succesfully with the 20m French.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Valmy on May 21, 2024, 01:15:11 AM
Quote from: Richard Hakluyt on May 21, 2024, 12:37:58 AMThe Act of Union between England and Wales was passed in 1536 https://www.bbc.co.uk/wales/history/sites/themes/periods/tudors_04.shtml

Which, in paradox terms, makes it a vassal of England in the 14th century.

England was a highly centralised state by 14th century standards. It had one system of weights and measures for the whole country, law was enforced and courts held by the justices of the peace and was the King's law, when parliament imposed taxes they were for the entire country. This is an important reason why the 4m English of the time were able to war succesfully with the 20m French.


Was there a separate system of law and a parliament for Wales prior to that point?
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on May 21, 2024, 01:25:19 AM
Quote from: Valmy on May 21, 2024, 01:15:11 AMWas there a separate system of law and a parliament for Wales prior to that point?

Welsh language being what it is I assume nobody knows. :P

(https://i.imgur.com/8vX0NN4.png)
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on May 21, 2024, 02:33:35 AM
Quote from: Valmy on May 21, 2024, 01:15:11 AM
Quote from: Richard Hakluyt on May 21, 2024, 12:37:58 AMThe Act of Union between England and Wales was passed in 1536 https://www.bbc.co.uk/wales/history/sites/themes/periods/tudors_04.shtml

Which, in paradox terms, makes it a vassal of England in the 14th century.

England was a highly centralised state by 14th century standards. It had one system of weights and measures for the whole country, law was enforced and courts held by the justices of the peace and was the King's law, when parliament imposed taxes they were for the entire country. This is an important reason why the 4m English of the time were able to war succesfully with the 20m French.


Was there a separate system of law and a parliament for Wales prior to that point?

Not only prior to
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on May 21, 2024, 02:55:25 AM
Wales and its situation does stand out as another area where paradox games tend to fail to properly handle small areas.
Maybe not being able to deal with mountains is part of the problem? Or making rebellious areas fun?

Looking at the map I'm most curious on what the deal is in Scotland.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Solmyr on May 21, 2024, 03:53:20 AM
Quote from: Josquius on May 21, 2024, 02:55:25 AMLooking at the map I'm most curious on what the deal is in Scotland.

Maybe the struggle between Bruce and Balliol?
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Tamas on May 21, 2024, 03:54:14 AM
EU4 has the province autonomy system, jacking that up way high feels a much better solution to Wales than having it as a vassal.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Richard Hakluyt on May 21, 2024, 04:09:06 AM
Second war of Scottish independence :
https://en.wikipedia.org/wiki/Second_War_of_Scottish_Independence

It appears that 14th century Wales was run by a ragbag of Marcher Lords, other lords and some native leaders. Each of them administered their own courts of law and the link with England appears to be fealty to the crown. Also worth bearing in mind that the population of Wales back then was only 200k so arguably the whole conquest was a bit of a waste of resources.

Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Sheilbh on May 21, 2024, 10:59:57 AM
Quote from: Valmy on May 21, 2024, 01:15:11 AMWas there a separate system of law and a parliament for Wales prior to that point?
There was a Welsh legal system until the Tudors. It's very different to the history of Ireland or Scotland.

Wales was basically conquered and run as a potentially unruly province and then legally, politically and ecclesiastically effectively merged into England by the Tudors (a Welsh origin dynasty). It's not and has never really been a "union".
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Sheilbh on May 21, 2024, 11:02:21 AM
Quote from: Richard Hakluyt on May 21, 2024, 04:09:06 AMSecond war of Scottish independence :
https://en.wikipedia.org/wiki/Second_War_of_Scottish_Independence

It appears that 14th century Wales was run by a ragbag of Marcher Lords, other lords and some native leaders. Each of them administered their own courts of law and the link with England appears to be fealty to the crown. Also worth bearing in mind that the population of Wales back then was only 200k so arguably the whole conquest was a bit of a waste of resources.

Fair - there may not be many people, but it could be a staging post for an invasion of England, which I think was ultimately part of the logic for invasions, unions etc.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: HVC on May 21, 2024, 11:02:33 AM
My favourite Wales tale is Edward promising to name a prince "born in Wales, who did not speak a word of English" to rule wales, and then naming his infant son :lol:
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: The Brain on May 21, 2024, 11:37:51 AM
I read a couple of books recently on the Marcher Lordships. They were interesting. :)
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on May 21, 2024, 11:43:23 AM
Quote from: HVC on May 21, 2024, 11:02:33 AMMy favourite Wales tale is Edward promising to name a prince "born in Wales, who did not speak a word of English" to rule wales, and then naming his infant son :lol:

To be fair Edward meant that it would be a Norman not an English noble.  And he was good to his word.

Remember Edward himself did not speak English as his primary language.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Sheilbh on May 22, 2024, 07:05:38 AM
Quote from: Richard Hakluyt on May 21, 2024, 12:37:58 AMEngland was a highly centralised state by 14th century standards. It had one system of weights and measures for the whole country, law was enforced and courts held by the justices of the peace and was the King's law, when parliament imposed taxes they were for the entire country. This is an important reason why the 4m English of the time were able to war succesfully with the 20m French.

I think this is also one of the points around France and England shaping and being shaped by each other.

Again I'm aware the framework for the early modern is state formation and centralisation. But I think in this period it is England's centralisation with an increasingly strong parliament that enables England to fight France; at the same time it provokes a French centralisation and state formation around the monarch that spurs the eventual French victory.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on May 23, 2024, 05:03:08 AM
Wales is another area where making small nations work will be the challenge. It isn't even "tall" play there so much as....surviving.
Why doesn't England just annex it and culture convert it?- tonnes of explanations for why reality didn't pan out that way but in games there's no obvious answer.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on May 25, 2024, 07:41:31 AM
Religion and international institutions sound fairly familiar, but very flexible also for modders.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on July 26, 2024, 03:16:09 PM
Political and province map of Germany.

(https://i.imgur.com/3tBTgKB.png)

(https://i.imgur.com/bSj98dg.png)
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: garbon on July 26, 2024, 03:20:52 PM
So again are they making a game that is supposed to be fun? :hmm:
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on July 26, 2024, 03:25:03 PM
There were a few things that were baffling about Imperator: Rome. To me, one of the weirdest decisions was that the game map represented my home turf of Schleswig-Holstein - which is basically the periphery of the periphery in the game's timeframe - with way more provinces than any other of their games, including CK3. 
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on July 26, 2024, 03:26:26 PM
Not convinced that having 300+ countries in the HRE is good for gameplay.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on July 26, 2024, 03:26:44 PM
Someone stitched together the European map known so far.

(https://i.imgur.com/AohPmV6.jpeg)

Full size: https://i.imgur.com/AohPmV6.jpeg
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Norgy on July 26, 2024, 04:22:01 PM
Too thick around the ankles.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Tamas on July 26, 2024, 04:47:47 PM
I suspect they haven't officially named it EU5 yet because they are not sure this will turn out as something they want to waste the brand on.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: grumbler on July 26, 2024, 09:00:31 PM
Quote from: Norgy on July 26, 2024, 04:22:01 PMToo thick around the ankles.

And elbows are too pointy.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: The Minsky Moment on July 26, 2024, 10:18:56 PM
I've been listening to too much Bach.  The first thing I think of when looking at the map is all the potential open kapellmeister positions.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Norgy on July 26, 2024, 11:28:59 PM
Quote from: The Minsky Moment on July 26, 2024, 10:18:56 PMI've been listening to too much Bach.  The first thing I think of when looking at the map is all the potential open kapellmeister positions.

That will probably come in the form of one flavour pack. priced at 6-10 Euros
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on July 27, 2024, 12:52:15 AM
Quote from: Zanza on July 26, 2024, 03:26:26 PMNot convinced that having 300+ countries in the HRE is good for gameplay.

Johan said on the forums that most of the realms in the HRE have partition on inheritance too :lol:
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on July 27, 2024, 02:44:20 AM
My history knowledge is insufficient, but were HRE princes really that much more independent than other feudal vassals of the time?
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Norgy on July 27, 2024, 05:20:32 AM
I hope they do some work on manpower and rather more or less overstate the importance of mercenaries.
But, I am sure that guy on YouTube will do a world conquest with Ulm with this one too, and that Polacks and Serbs will complain how underpowered their countries are.

The HRE was a mess of different laws, taxes, currencies and whatnot, Zanza. From what little I know, the prince-bishops were pretty powerful in their own right, with the church at their backs. The Hanseatic cities were pretty much independent.

Feudalism is a tricky concept to explain, as far as I know, because it varied so much. A lord swears fealty. On certain conditions. And those could vary rather a lot. Rather hard for a computer game to simulate, at least.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on July 27, 2024, 06:22:53 AM
Yeah, hard to code for the relationships within the HRE.  Let alone understand them all in sufficient detail to begin coding.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Norgy on July 27, 2024, 06:46:50 AM
I think Paradox did a fairly good job at adding flavour and charm to EU IV after a while with all the expansions. The mission trees sort of made the game come alive. But they took their sweet time.

My hope for this new game is that they make it feel you have to make hard choices just to stay alive, rather than another paint the map game. Not that it is not fun to paint the map, but one of the strengths of EU II was the events that made you go "Oh, dear god not now!".

Colonisation should also be reverted to building a trading post etc rather than the mundane "send colonist" of EU IV.

I think the princes of the HRE would agree that programming that kind of world order within the confines of mathematics would be a bit hard.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Sheilbh on July 27, 2024, 07:00:40 AM
Quote from: Zanza on July 27, 2024, 02:44:20 AMMy history knowledge is insufficient, but were HRE princes really that much more independent than other feudal vassals of the time?
I think to an extent. But also you maybe need to emphasise it in a game (if you want some degree resemblance to history) because even if there weren't huge differences between HRE and other bits of feudal Europe in the 15th century, by the 18th century there were and it was very distinctive.

Similarly the role HRE fragmentation plays in the Reformation and the Wars of Religion is really important and possible needs a little bit of hard-coding.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: The Minsky Moment on July 27, 2024, 01:03:55 PM
The 14th century emperors were weak, with competing claims in Germany and imperial interregnums, at a time when the French and English crowns were making (admittedly mixed) efforts to consolidate and expand royal jurisdiction. Erring the other way would make the emperors far too strong.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on October 03, 2024, 03:59:52 AM
Most of the dev diaries were fairly well received, but the current one basically says that the peace system from EU4 will be taken over mostly unchanged. The forum audience is unhappy.

Supposedly a two way peace were both sides may get something is too hard to calculate and too easy to exploit. Not sure I understand why. If the AI on the winning side knows what is beneficial for it, a similar logic should be applicable to the losing side. Or the AI just has no clue no matter whether it wins or looses...

The two-way peace deals in Victoria 3 don't really work that well. But it would have been nice to have those in EU V as they seem to be a common outcome of conflicts of the era.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Solmyr on October 04, 2024, 01:44:56 AM
Next they'll be telling us that the trade flow system from EU4 will remain unchanged. :P
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on October 04, 2024, 01:57:37 AM
The mask is slipping. Just call it eu5 already.

On peace for both sides - I can imagine where this causes trouble with the AI. But yes. Would be good to see. Maybe put heavy restrictions on it so you can't give away cores in this way, can only gain cores or minor colonial possessions, and so on?
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Tamas on October 04, 2024, 03:29:03 AM
I still think there is no confidence in Johan to spend the EU5 brand on this until he has proven it's actually a solid game.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: garbon on October 04, 2024, 03:52:57 AM
How does this accomplish that? We also all no it is that brand so ruse seems at best paper thin.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on October 04, 2024, 03:55:49 AM
I guess its all marketing people looking at EU4's sales figures.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Tamas on October 04, 2024, 05:54:26 AM
Quote from: garbon on October 04, 2024, 03:52:57 AMHow does this accomplish that? We also all no it is that brand so ruse seems at best paper thin.

It can still be called something else: Europa Imperiatoris or somesuch
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: garbon on October 04, 2024, 06:29:02 AM
Quote from: Tamas on October 04, 2024, 05:54:26 AM
Quote from: garbon on October 04, 2024, 03:52:57 AMHow does this accomplish that? We also all no it is that brand so ruse seems at best paper thin.

It can still be called something else: Europa Imperiatoris or somesuch

Maybe but would definitely cause confusion and dilute sales if EU5 separately comes out at some point.

Overall it just strikes me as really weird.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Tamas on October 04, 2024, 07:02:45 AM
Well I can't think of any other reason why this isn't yet branded as EU5.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: The Brain on October 04, 2024, 07:06:28 AM
Maybe moving away from a brand that can be seen as Eurocentric? And Crusader Kings 4 might not be called Crusader Kings 4.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: garbon on October 04, 2024, 07:11:24 AM
Quote from: The Brain on October 04, 2024, 07:06:28 AMMaybe moving away from a brand that can be seen as Eurocentric? And Crusader Kings 4 might not be called Crusader Kings 4.

Then just give it a new name already. This we have confidence but also don't have confidence in what is being designed is odd.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on October 10, 2024, 09:29:24 AM
We've all seen the recent paradox interview I suppose about how much of a cluster fuck things have been lately?

Quote from: The Brain on October 04, 2024, 07:06:28 AMMaybe moving away from a brand that can be seen as Eurocentric? And Crusader Kings 4 might not be called Crusader Kings 4.
Surprised they haven't done this already TBH. Its been clear for a while that CK has attracted a rather unsavoury element to its fanbase.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Tamas on October 10, 2024, 09:50:09 AM
Quote from: Josquius on October 10, 2024, 09:29:24 AMWe've all seen the recent paradox interview I suppose about how much of a cluster fuck things have been lately?

Quote from: The Brain on October 04, 2024, 07:06:28 AMMaybe moving away from a brand that can be seen as Eurocentric? And Crusader Kings 4 might not be called Crusader Kings 4.
Surprised they haven't done this already TBH. Its been clear for a while that CK has attracted a rather unsavoury element to its fanbase.

CK? It was HOI about twenty years ago.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Valmy on October 10, 2024, 10:39:47 AM
I was about to say. Before HoI the most we had was weird Euro nationalists trying to relive the quasi-legendary medieval history of the Kingdom of Serbia or whatever. The real nuts didn't show up until HoI came around.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on October 10, 2024, 12:23:24 PM
I dunno. Expected they'd be there with a Ww2 game. I guess Ww2 being such a well known and popular topic meant the scum there were pretty common already.
Also being pro actual nazis... Not much of an issue in the modern day. Most far right folk try to distance themselves from them as hard as they can as they know it's a bad look.
CK meanwhile really feeds the islamophobes. Far more of an active issue today.
Considering the middle ages weren't half so popular either....
 I do think that really brought something other games hadn't yet.
You never heard deus vult pre CK.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: garbon on October 10, 2024, 01:16:41 PM
The north is a crazy place
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on October 11, 2024, 04:20:08 PM
Everybody here probably already has it, but just in case - the starter pack for EUIV is 90% off on steam.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on October 14, 2024, 04:36:05 AM
The current big EU 4 sale does make me suspect a eu5 announcement is imminent
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on January 07, 2025, 02:08:32 AM
They've posted the world maps:

https://forum.paradoxplaza.com/forum/developer-diary/tinto-maps-special-edition-6th-of-january-2025-the-world.1724921/
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: The Minsky Moment on January 07, 2025, 12:41:12 PM
Mississippian culture not considered settled, it seems.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on January 07, 2025, 12:45:28 PM
I'm curious about the locations/provinces distinction. I'm guessing it will be similar to the baronies/counties system in CK3, combined with the "split state" mechanics of Vic 3. So generally, the locations will be part of a province and will always be part of the bundle, but at game start, some of the provinces may be split to reflect historical realities - over time the provinces will become consolidated.

(I find it slightly annoying that in Vic3 you can start with split states, but no new split states can be created later. I know it would probably be a nightmare to design and balance, but it irks me :P )
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on January 07, 2025, 01:34:33 PM
Quote from: Syt on January 07, 2025, 12:45:28 PMI'm curious about the locations/provinces distinction. I'm guessing it will be similar to the baronies/counties system in CK3, combined with the "split state" mechanics of Vic 3. So generally, the locations will be part of a province and will always be part of the bundle, but at game start, some of the provinces may be split to reflect historical realities - over time the provinces will become consolidated.
I doubt that. The provinces are slightly bigger than the current EU IV provinces. And most of the mechanics so far seem to be based on locations, e.g. buildings or pops, both of which seem core gameplay elements.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on January 07, 2025, 01:41:14 PM
Quote from: The Minsky Moment on January 07, 2025, 12:41:12 PMMississippian culture not considered settled, it seems.
Wasn't Cahokia in terminal decline by 1337?

I didn't get their design for Japanese daimyos or why they have a few Manchu vassals in an otherwise centralist Yuan.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on January 07, 2025, 01:55:28 PM
Quote from: The Minsky Moment on January 07, 2025, 12:41:12 PMMississippian culture not considered settled, it seems.

I think the Haida and Nisga'a, amongst others, would have an even stronger argument, with the benefit of still being around to make it.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on January 07, 2025, 02:09:28 PM
And I realize that the map can't be perfect, but it seems they have missed some important harbours that played a significant historical role - Victoria harbour, for one. It's the reason Victoria is our province's capital and not Vancouver.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: The Minsky Moment on January 07, 2025, 02:14:12 PM
Quote from: Zanza on January 07, 2025, 01:41:14 PM
Quote from: The Minsky Moment on January 07, 2025, 12:41:12 PMMississippian culture not considered settled, it seems.
Wasn't Cahokia in terminal decline by 1337?

Cahokia yes, but other settlements were growing as it declined.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Syt on January 07, 2025, 03:29:38 PM
This map "buildings based countries" caught my eyes - in Europe it's easy - Hanseatic contors (though there should be one in Bergen, I think?)

But Japan? Daimyo castles?

(Canada is a placeholder thing according to Johan)

(https://i.imgur.com/mMcctA1.png)
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on January 12, 2025, 12:48:03 PM
Yes, was described a bit in the Japan maps dev diary.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on May 02, 2025, 08:32:02 AM
Europa Universalis V will be officially announced on May 8th.

Looking forward to it, many of the weaknesses of EU4 seem to be addressed.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Sophie Scholl on May 02, 2025, 01:13:57 PM
Quote from: Zanza on May 02, 2025, 08:32:02 AMEuropa Universalis V will be officially announced on May 8th.

Looking forward to it, many of the weaknesses of EU4 seem to be addressed.
Is there a list with the changes/expected changes somewhere?
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on May 02, 2025, 01:32:07 PM
https://forum.paradoxplaza.com/forum/threads/megathread-links-to-all-tinto-developer-threads.1652130/
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on May 02, 2025, 05:43:12 PM
 :punk:
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Tamas on May 03, 2025, 01:38:50 AM
Thanks for the link, started reading the army one, read that basic tick won't be days but hours. This is mental. With all the other detail in the game there is no way this is going to work.

It is either going to be a broken mess or a new masterpiece, I don't think you can end up at anything else with this level of ambition.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Crazy_Ivan80 on May 03, 2025, 03:30:53 AM
Quote from: Tamas on May 03, 2025, 01:38:50 AMThanks for the link, started reading the army one, read that basic tick won't be days but hours. This is mental. With all the other detail in the game there is no way this is going to work.

It is either going to be a broken mess or a new masterpiece, I don't think you can end up at anything else with this level of ambition.

EU6 is going to be a demon of laplace at this rate
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on May 03, 2025, 03:39:01 AM
So they've announced they're going to announce it? :unsure:
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on May 03, 2025, 05:22:00 AM
Quote from: Tamas on May 03, 2025, 01:38:50 AMThanks for the link, started reading the army one, read that basic tick won't be days but hours. This is mental. With all the other detail in the game there is no way this is going to work.

It is either going to be a broken mess or a new masterpiece, I don't think you can end up at anything else with this level of ambition

I think you are right and I really like that Johan continues to be ambitious.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on May 03, 2025, 07:08:48 AM
Quote from: Tamas on May 03, 2025, 01:38:50 AMThanks for the link, started reading the army one, read that basic tick won't be days but hours. This is mental. With all the other detail in the game there is no way this is going to work.

It is either going to be a broken mess or a new masterpiece, I don't think you can end up at anything else with this level of ambition.
The economic and population simulation is also much more detailed and the map is crazy. 300+ countries in the HRE.

But I remain cautiously optimistic that it will be a masterpiece. Johan seems to have learned a lot from earlier failures based on his posts.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on May 03, 2025, 07:32:55 AM
With the amount of buildings and complex supply chains as well as the army time ticks, it sounds like the game has a different, slower pace than EU4.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Norgy on May 05, 2025, 12:50:53 AM
I read the Norway dev post. It made me drool a bit.

But the sheer complexity of the systems, it frightens me a bit.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Josquius on May 05, 2025, 07:53:21 AM
I guess it's a given they'll finally make use of multiple cores then. I've heard it's a frequent moan about other paradox games that they just don't do this.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: dist on May 08, 2025, 11:08:57 AM
Seems I caught the announcement stream by mistake/chance...

Johann aged for sure. Obviously we all did, number V is not making me younger since I played all since EU1, but it's weird to see him with all grey hair.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: crazy canuck on May 08, 2025, 11:32:41 AM
I had the same reaction - "Man he is getting old" - then I looked in the mirror  :D

I remember when Johan made a post telling people to stop being critical of Strategy First, because the publisher had given him enough money to make EU1 as a summer job.

Times were simpler then.
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Crazy_Ivan80 on May 08, 2025, 01:13:23 PM
not sure if i'll be going to buy this day 1, or even year 1. Haven't really played EU4 in years, and hoi, ck and vicky in over a year...
but it looks nice and interesting

a ERE play (of course)
https://www.youtube.com/watch?v=zu-LHdhixYQ&ab_channel=LudietHistoria
Title: Re: New Paradox Tinto Game - "Project Caesar"
Post by: Zanza on May 08, 2025, 03:28:10 PM
I will buy it on day one.
Title: Re: Europa Universalis V confirmed
Post by: Josquius on May 08, 2025, 03:35:30 PM
The talk of it being super complex....
It sounds like just the kind of game I wanted 15+ years ago.
But these days I just don't have the mindset to learn such a thing. I never did figure out HOI after 2   and Vic 2 leaves me cold.
I'm skeptical. But will keep an eye on it.
Title: Re: Europa Universalis V confirmed
Post by: Syt on May 08, 2025, 03:48:58 PM
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on May 08, 2025, 04:42:24 PM
People are hyping how complex and ambitious EU5 is, but the game contains many basic errors. For example, the map does not properly represent the extent and influence of Balkan Nationality X - it severely overcounts the presence of Balkan Nationalities Y & Z in insignificant Balkan provinces A, B, and C , not taking into account clear evidence from modern author of Balkan Nationality X demonstrating conclusively that the majority population of these areas was Balkan Nationality X ever since the 14th century mythic migration story of Balkan Nationality X with no supporting evidence .  Shockingly, the game contains no mention of the great folk hero obscure bandit and horse thief of Balkan Nationality X who so famously defeated the Turks at the Battle of Place No One Has Heard Of. The production and technology system also fails to take proper account of the well-known cultural influence of  Balkan Nationality X, who during this period introduced the rest of Europe to key cultural and scientific developments because of their leading position in metallurgy, optics, medicine, chemistry, philology, astronomy, speculative philosophy, military science, theology, sporting prowess, and astonishing physical attractiveness, and their early pioneering experiments in steam power, mechanical computing and space flight.

Because of these slights to the honor of Balkan Nationality X and the resulting gross historical inaccuracies I will be giving a one-star steam review to EU5.  Unless the Chinese troll farms beat me to it.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on May 08, 2025, 09:15:37 PM
 :lmfao:
Title: Re: Europa Universalis V confirmed
Post by: Josephus on May 08, 2025, 10:23:51 PM
Seems like they've taken aspects from CK3, VIC3 and HOI4 and merged them into a new EU.

Like those 3 games, I ll probably buy them on Day 1 and then realize I don't have the time or patience to learn how to play these games

We shall see

Title: Re: Europa Universalis V confirmed
Post by: Syt on May 08, 2025, 10:52:00 PM
A feature seems to be that you can automate aspects of running the country. Might ease learning a bit?

My initial impression is that the zoomed out map and the UI at this stage look quite bland.

I wonder how far along in development they are. I mean, Laith's video is him playing thw game.
Title: Re: Europa Universalis V confirmed
Post by: Crazy_Ivan80 on May 09, 2025, 05:12:15 AM
Minsky is on a roll this week   :cool:
Title: Re: Europa Universalis V confirmed
Post by: Caliga on May 09, 2025, 09:53:28 AM
Given how different it is from EUIV, it'll be buggy as hell upon release and I won't even consider touching it for 6 months or so. :hmm:
Title: Re: Europa Universalis V confirmed
Post by: Josephus on May 09, 2025, 09:56:53 AM
Quote from: Caliga on May 09, 2025, 09:53:28 AMGiven how different it is from EUIV, it'll be buggy as hell upon release and I won't even consider touching it for 6 months or so. :hmm:

Possibly. While the mechanics may be new to EU, a lot of them have been experimented with and improved upon in Paradox's other games. I do expect some glitches, but they haven't promised a timeline yet, and they have been working on it for a while. I really think Johan wants to get this one right.
Title: Re: Europa Universalis V confirmed
Post by: Syt on May 09, 2025, 10:11:35 AM
They certainly seem to take a kitchen sink approach with this a one. Laith said in his video that the game seems more geared towards simulation and less painting the map, though he has concerns about balance and whether all the systems will tie into each other meaningfully. He also commented that the game start seems slow. And he thinks that the game starts close to the Black Death to "teach" players that setbacks in the game are fine and you can recover from them (i.e., losing a war or having all your peasants drafted dying in battle doesn't mean having to start over).
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on May 09, 2025, 10:25:26 AM
Quote from: Crazy_Ivan80 on May 09, 2025, 05:12:15 AMMinsky is on a roll this week   :cool:

I just asked an AI to create a one paragraph summary of the entire Paradox board for the last 25 years and that's what I got back.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on May 09, 2025, 10:29:48 AM
Quote from: Caliga on May 09, 2025, 09:53:28 AMGiven how different it is from EUIV, it'll be buggy as hell upon release and I won't even consider touching it for 6 months or so. :hmm:

Maybe, but for some reason I enjoy EU games on release.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on May 09, 2025, 11:28:41 AM
Quote from: Crazy_Ivan80 on May 09, 2025, 05:12:15 AMMinsky is on a roll this week   :cool:

I remember back in the ancient times when we had "Post of the Month", Minsky would win just about every time.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on May 09, 2025, 11:54:39 AM
I watched some dude, Ludi et Historia, on YouTube play Byzantium, and it seems that this game already has a lot of flavour pre-release.

The sheer level of detail, from just having a peasant levy to professional soldiers, building roads to increase centralisation, it all makes me drool.

Getting it on day one, and no doubt.

And, of course, Minsky is right. One should never challenge the narrative of say, Albania, it being the culturally dominant power on the Balkans, nor should one ever say the Serbs lost at Kosovo Polje.

It also seems as a sign of our time that you can play as banking nations.

Title: Re: Europa Universalis V confirmed
Post by: Josquius on May 09, 2025, 03:31:24 PM
Quote from: Syt on May 09, 2025, 10:11:35 AMThey certainly seem to take a kitchen sink approach with this a one. Laith said in his video that the game seems more geared towards simulation and less painting the map, though he has concerns about balance and whether all the systems will tie into each other meaningfully. He also commented that the game start seems slow. And he thinks that the game starts close to the Black Death to "teach" players that setbacks in the game are fine and you can recover from them (i.e., losing a war or having all your peasants drafted dying in battle doesn't mean having to start over).

Sounds promising. Must say though I've never encountered a game which truly succeeds in making losing fun.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on May 09, 2025, 04:43:00 PM
Quote from: Valmy on May 09, 2025, 11:28:41 AM
Quote from: Crazy_Ivan80 on May 09, 2025, 05:12:15 AMMinsky is on a roll this week   :cool:

I remember back in the ancient times when we had "Post of the Month", Minsky would win just about every time.

Its why we stopped doing it.  The winner was already known.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on May 09, 2025, 05:36:19 PM
I enjoyed losing in CK2, which was good because I almost always eventually did. At least if I started at the early starting dates.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on May 09, 2025, 06:45:22 PM
Quote from: Valmy on May 09, 2025, 05:36:19 PMI enjoyed losing in CK2, which was good because I almost always eventually did. At least if I started at the early starting dates.

At least there you had a fighting chance
Title: Re: Europa Universalis V confirmed
Post by: Norgy on May 09, 2025, 08:51:59 PM
The earliest starting dates in CK2 were just myth-based, weren't they?

But I enjoyed both CK2 and CK3, even though all my decent sons always died before me, and when I, after having about 18 of them, died, the country was in a turmoil and my heir immediately was declared war upon by all and sundry.

"This is your inheritance son"
"What, the curtains?"
"Eh, no, your 14 brothers outside the shitty stronghold your father did not have coin to upgrade"
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on May 10, 2025, 02:58:18 AM
Quote from: Josquius on May 09, 2025, 03:31:24 PM
Quote from: Syt on May 09, 2025, 10:11:35 AMThey certainly seem to take a kitchen sink approach with this a one. Laith said in his video that the game seems more geared towards simulation and less painting the map, though he has concerns about balance and whether all the systems will tie into each other meaningfully. He also commented that the game start seems slow. And he thinks that the game starts close to the Black Death to "teach" players that setbacks in the game are fine and you can recover from them (i.e., losing a war or having all your peasants drafted dying in battle doesn't mean having to start over).

Sounds promising. Must say though I've never encountered a game which truly succeeds in making losing fun.

Dwarf Fortress. :contract:
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on May 10, 2025, 03:01:08 AM
I'm also thinking it's a day one purchase, though it tends to be that with most Paradox games for me. I watched Red Hawk's video, he does a good job of presenting the game's mechanics without using shenanigans or exploits or somesuch.

Title: Re: Europa Universalis V confirmed
Post by: Crazy_Ivan80 on May 10, 2025, 04:10:20 AM
Quote from: Solmyr on May 10, 2025, 02:58:18 AM
Quote from: Josquius on May 09, 2025, 03:31:24 PM
Quote from: Syt on May 09, 2025, 10:11:35 AMThey certainly seem to take a kitchen sink approach with this a one. Laith said in his video that the game seems more geared towards simulation and less painting the map, though he has concerns about balance and whether all the systems will tie into each other meaningfully. He also commented that the game start seems slow. And he thinks that the game starts close to the Black Death to "teach" players that setbacks in the game are fine and you can recover from them (i.e., losing a war or having all your peasants drafted dying in battle doesn't mean having to start over).

Sounds promising. Must say though I've never encountered a game which truly succeeds in making losing fun.

Dwarf Fortress. :contract:
rimworld. But yeah, Dwarf Fortress is the absolute chad in that regard
Title: Re: Europa Universalis V confirmed
Post by: Norgy on May 10, 2025, 10:08:08 AM
Dwarf Fortress is the only game I have had pleasure in losing at.
Well, and EU IV. Stackwiped by Ottomans 110k army as Russia? Well, let us see what they say about our all new infantry raised in Moscow.
Again? Well, fuck me.
Title: Re: Europa Universalis V confirmed
Post by: Syt on May 10, 2025, 03:02:52 PM
Laith going over the game mechanics (so far).

Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on May 10, 2025, 03:53:51 PM
 :mmm:
Title: Re: Europa Universalis V confirmed
Post by: DGuller on May 11, 2025, 12:05:24 AM
This definitely seems like an ambitious design.  I hope Paradox has the skills to execute on it.  I would definitely be interested in playing this soon after release if the consensus is that they didn't mess it up.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on May 11, 2025, 02:10:24 PM
Quote from: Syt on May 10, 2025, 03:02:52 PMLaith going over the game mechanics (so far).


Drastically more income from trade than taxes for the state seems very silly.
Title: Re: Europa Universalis V confirmed
Post by: Josquius on May 11, 2025, 03:09:56 PM
Quote from: Tamas on May 11, 2025, 02:10:24 PM
Quote from: Syt on May 10, 2025, 03:02:52 PMLaith going over the game mechanics (so far).


Drastically more income from trade than taxes for the state seems very silly.

Realistic I'd think?
It is a typical weird thing in strategy games that trade tends to be so unimportant and tax a  reliable, predictable steady source of income like in the modern world.

Though I imagine it's something that differs widely between countries.
Thinking about England in particular... Seems it'd be quite a gameplay challenge to represent how skint monarchs tended to be yet still managing to pull together armies and navies where needed.
Title: Re: Europa Universalis V confirmed
Post by: Syt on May 11, 2025, 04:30:41 PM
Quote from: Tamas on May 11, 2025, 02:10:24 PMDrastically more income from trade than taxes for the state seems very silly.

Hopefully something that will be balanced before launch.
Title: Re: Europa Universalis V confirmed
Post by: DGuller on May 11, 2025, 04:44:44 PM
All the videos make it look like a no-brainer that you should carpet your territories with market buildings.  That alone makes it look unbalanced.
Title: Re: Europa Universalis V confirmed
Post by: Syt on June 19, 2025, 11:22:51 AM
It's out! :o

The soundtrack, that is. :P

Title: Re: Europa Universalis V confirmed
Post by: Syt on June 19, 2025, 11:34:15 AM
Anyways, what can be glimpsed here just confirms that the (vanilla) CK3 soundtrack remains the worst of Paradox's music. :P

The DLCs add more flavor, but I constantly seem to be stuck on sleepy tracks like these (though thankfully you can just remove them from the playlist now).


 :zzz
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on June 19, 2025, 12:04:11 PM
Quote from: Syt on June 19, 2025, 11:22:51 AMIt's out! :o

You got me.  My heart jumped, for the split second it took to get to the next line.
Title: Re: Europa Universalis V confirmed
Post by: Josquius on June 23, 2025, 06:11:29 AM
Paradox games have always been games to play whilst listening to your own music or podcasts.
Title: Re: Europa Universalis V confirmed
Post by: Sophie Scholl on June 23, 2025, 07:08:18 AM
Yeah. I don't know the last time I listened to the game music in Europa. I tend to always seek out music from the location and time frame I'm playing in. 
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on June 29, 2025, 10:23:25 AM
Quote from: Syt on June 19, 2025, 11:22:51 AMIt's out! :o

The soundtrack, that is. :P


It's got a very 19th century sound or later.  Even Falalalan sounds like it was remixed by Hans Zimmer for Sony Pictures.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on July 23, 2025, 06:06:15 AM
 :lol:

I'll suffer through the EU V music. I really, really, really want this game now. NOW. Johan, I know you are here at times, so chop, chop.
Title: Re: Europa Universalis V confirmed
Post by: Syt on August 05, 2025, 02:02:13 AM
In the tradition of Paradox games, the feedback thread for Carpathia and Balkans has been locked. It lasted since November and hit over 100 pages, which is much longer than I'd expect.  :lmfao:

https://forum.paradoxplaza.com/forum/threads/tinto-maps-9-carpathia-and-balkans-feedback.1717613/
Title: Re: Europa Universalis V confirmed
Post by: Syt on August 05, 2025, 02:11:29 AM
Had a look at the last few pages to see what the trigger was, but it's an endless discussion of Albanian names (filtered through historical transcriptions by church/Ottomans) and what that means for the ethnic makeup of the area. :nerd:

I feel it's one of those things where you'll never find a reasonable compromise. Though maybe just creating a single "Balkan" ethnicity would solve that. :P
Title: Re: Europa Universalis V confirmed
Post by: Norgy on August 05, 2025, 06:47:43 AM
Albanian nationalists are fun.
Most "good" tavernas in Durrës has a map showing Kosovo and parts of Epirus as part of Albania.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on August 05, 2025, 12:23:23 PM
Quote from: Syt on August 05, 2025, 02:11:29 AMI feel it's one of those things where you'll never find a reasonable compromise. Though maybe just creating a single "Balkan" ethnicity would solve that. :P

 :lol:
Title: Re: Europa Universalis V confirmed
Post by: Syt on August 19, 2025, 02:18:09 PM
Release date: Nov 5th.

Remember, remember ... :P
Title: Re: Europa Universalis V confirmed
Post by: Habbaku on August 19, 2025, 03:45:49 PM
Does the map suck?
Title: Re: Europa Universalis V confirmed
Post by: Zanza on August 19, 2025, 04:49:26 PM
Quote from: Syt on August 19, 2025, 02:18:09 PMRelease date: Nov 5th.

Remember, remember ... :P
4th
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on August 19, 2025, 05:23:18 PM
Steam needs to fix their algorithm:

"This game doesn't look like other things you've played in the past. As such we don't have much information on whether or not you might be interested in it."

I have hundreds of hours on EUIV and Vic2+3.
Title: Re: Europa Universalis V confirmed
Post by: Syt on August 19, 2025, 11:34:18 PM
Quote from: Zanza on August 19, 2025, 04:49:26 PM
Quote from: Syt on August 19, 2025, 02:18:09 PMRelease date: Nov 5th.

Remember, remember ... :P
4th
Oops. :Embarrass:
Title: Re: Europa Universalis V confirmed
Post by: HVC on August 19, 2025, 11:41:13 PM
Quote from: Zanza on August 19, 2025, 04:49:26 PM
Quote from: Syt on August 19, 2025, 02:18:09 PMRelease date: Nov 5th.

Remember, remember ... :P
4th

No, I'm pretty sure the rhyme is about the 5th



:P
Title: Re: Europa Universalis V confirmed
Post by: Syt on August 19, 2025, 11:59:18 PM
System requirements:

(https://i.imgur.com/hQ9aBii.png)

Title: Re: Europa Universalis V confirmed
Post by: Syt on August 20, 2025, 12:08:14 AM
From the Steam page:

https://store.steampowered.com/app/3450310/Europa_Universalis_V/

QuoteAlmost five hundred years of history unfold before you in Europa Universalis V, the latest version of one of the greatest strategy games of all time. Guide the destiny of any of hundreds of nations and societies in a simulated living world of unparalleled depth and complexity.

Europa Universalis V builds on the franchise's core concept of developing and advancing nations from around a deeply researched historical world, adding more detailed diplomacy, a more sophisticated economic model, a revised military system and greater logistical depth that will challenge even the most experienced strategy gamers.

RULE a land of your choosing. Hundreds of nations are yours to command, as you guide the destiny of millions of people through the late Middle Ages up to the Age of Revolution - from the mighty Yuán Dynasty to the city-states of Italy, from the warring clans of feudal Japan to the Pope himself.

DECIDE which course your nation will take. Historical events and situations await as you chart a unique path through a new history written by your decisions. Experience The Hundred Years' War, the Protestant Reformation, the collapse of old dynasties and rise of new ones.

EXPLORE alternate histories as you shape the world to meet your ambitions. What if England succeeded in pressing its continental claims? What if China pursued an overseas empire? What if Mongol supremacy in Russia persisted? Every action opens the possibility for an original history.

IMPOSE domestic peace in a divided realm.  Keep your nation's factions in line as  Estates jockey for power in your nation. Offer privileges to one group of citizens while you limit the power of another, all in the service of keeping your population under control.

NEGOTIATE your way through an uneasy peace. Use diplomacy to entrench your dynasty across realms or build an invincible alliance. But remember that nations have no permanent friends - only permanent interests; so use your ambassadors carefully. Exact favors from friends, send threats to enemies, and keep an eye on everyone in-between.

CONQUER new lands to expand your borders. Wage War on those who impede your ambition in a completely new Europa Universalis military system. Start in the age of levies and mercenaries and, through social development, evolve to vast standing armies and impenetrable fortresses. Choose skilled commanders to oversee both land and naval forces.

BUILD a strong economic infrastructure in the most detailed trade system yet seen in a Europa Universalis game. Dozens of goods and crops are available for production and trade on a map filled with new riches to discover. Invest in feeding a growing population or trade your surplus to less bountiful societies.

MOLD your society to meet the historical moment. Choose your societal values, with new options opening as the ages move on. Centralize power at court or share it with your nobles. Pursue a tolerant policy for all faiths or condemn heretics. Emphasize massed armies or an elite cadre of quality soldiers.

GOVERN a nation composed of many cultures and faiths in a detailed simulation of the past. For the first time in Europa Universalis, populations are represented on the map in detail, so provinces may be divided by religion or culture. Your decisions will determine how these populations will fare under your leadership.

PREVAIL in the greatest strategic challenges of the past. Test your expertise in grand strategic planning on a worldscape larger and more detailed than seen in any previous Paradox Interactive game. Challenge yourself to outdo the most famous rulers of the past, eclipsing their grand accomplishments and building your own vision of a richly detailed globe.


Also, the contents of the premium pack:

(https://i.imgur.com/Pr8o0hN.png)

(https://i.imgur.com/kybIL24.jpeg)
Title: Re: Europa Universalis V confirmed
Post by: Syt on August 20, 2025, 01:26:40 AM
It feels a bit surreal to see Schleswig-Holstein in such detail in a game like this:

(https://i.imgur.com/qIUWtd0.png)

It actually has dethroned Imperator: Rome which previously depicted my old home state in the most detail (12 provinces ... because, you know, it was SO important in the timeframe of Imperator: Rome :P ).
Title: Re: Europa Universalis V confirmed
Post by: Syt on August 20, 2025, 02:29:54 AM
What makes me a bit concerned is that there seems to be little content about what later game looks like. There's the AAR video taking the game to 1444 as Flanders/Sicily respectively: https://youtu.be/cuScAwuaGcQ

But what about 16th, 17th, 18th century? Colonization, India, China, Religious Wars in Europe, Age of Revolutions ... ?

Though I guess they do promise more info:

(https://i.imgur.com/lBDW1bx.png)
Title: Re: Europa Universalis V confirmed
Post by: Tamas on August 20, 2025, 02:35:02 AM
There is just absolutely no way this stays balanced for centuries. :(
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on August 20, 2025, 02:52:20 AM
But we are still going to play the fuck out of it. Languish multiplayer grand campaign when? :P
Title: Re: Europa Universalis V confirmed
Post by: Crazy_Ivan80 on August 20, 2025, 03:39:55 AM
Haven't really played any of their games in years. Even vicky 3 is 2 years ago almost. So i guess I'll pass this one for now.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on August 20, 2025, 07:10:32 AM
have the minimum specs, not the recommended.

LOL, for decades now, I've been upgrading my PC whenever a new EU game comes out.
Title: Re: Europa Universalis V confirmed
Post by: Caliga on August 20, 2025, 09:00:43 AM
I have the recommended specs (and then some) but... what?  They seem ridiculous for this kind of game.
Title: Re: Europa Universalis V confirmed
Post by: Syt on August 20, 2025, 09:19:31 AM
I mean, Paradox games have always leaned heavy on CPU/RAM, but this is a bit much. :D (I did mean to get a new PC later this year, though, my current machine is 5 years old and starting to show signs of aging ... at least in 4k -_-  :blush: )
Title: Re: Europa Universalis V confirmed
Post by: Zanza on August 20, 2025, 10:17:26 AM
Quote from: Syt on August 19, 2025, 11:59:18 PMSystem requirements:

(https://i.imgur.com/hQ9aBii.png)


:wacko: Maybe I need a new PC.
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on August 20, 2025, 11:26:50 AM
I'm feeling less bad about buying a new PC since my old one would not support the latest version of windows. I went for 64GB of ram and a 4080? nvidia GPU.

BTW my old one did meet the minimum specs for Victoria 3 but regularly crashed; I wouldn't be at all surprised if EU5 is similar on near-minimum specs.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on August 21, 2025, 11:44:30 PM
It's coming out on my birthday.
And, it looks really, really good.

I think you can dump the settings to a minimum and run it, but November is usually cold in Norway, so when the smoke starts coming out of my rig, I will stay warm. :uffda:
Title: Re: Europa Universalis V confirmed
Post by: Syt on August 29, 2025, 01:35:43 PM
OPB seems to like it so far.

Title: Re: Europa Universalis V confirmed
Post by: Syt on August 30, 2025, 02:06:58 AM
Him being positive on this is a big one for me. He has similar preferences for what he likes in his Paradox games, so him saying this is moving away from the board game feel and more to a simulated living world is making me a lot more optimistic. He's also saying that the underlying systems are solid and robust, though balance (and UI) in his opinion require tweaking and bug fixing, which is another big plus for me.
Title: Re: Europa Universalis V confirmed
Post by: Crazy_Ivan80 on August 30, 2025, 04:36:31 AM
Quote from: Syt on August 30, 2025, 02:06:58 AMHim being positive on this is a big one for me. He has similar preferences for what he likes in his Paradox games, so him saying this is moving away from the board game feel and more to a simulated living world is making me a lot more optimistic. He's also saying that the underlying systems are solid and robust, though balance (and UI) in his opinion require tweaking and bug fixing, which is another big plus for me.

dammit, at this rate I'll end up with a preorder... don't wanna   :shutup:
Title: Re: Europa Universalis V confirmed
Post by: garbon on August 30, 2025, 05:21:05 AM
Quote from: Crazy_Ivan80 on August 30, 2025, 04:36:31 AM
Quote from: Syt on August 30, 2025, 02:06:58 AMHim being positive on this is a big one for me. He has similar preferences for what he likes in his Paradox games, so him saying this is moving away from the board game feel and more to a simulated living world is making me a lot more optimistic. He's also saying that the underlying systems are solid and robust, though balance (and UI) in his opinion require tweaking and bug fixing, which is another big plus for me.

dammit, at this rate I'll end up with a preorder... don't wanna   :shutup:

So just wait. :hug:
Title: Re: Europa Universalis V confirmed
Post by: Tamas on August 30, 2025, 06:05:05 AM
Quote from: Syt on August 30, 2025, 02:06:58 AMHim being positive on this is a big one for me. He has similar preferences for what he likes in his Paradox games, so him saying this is moving away from the board game feel and more to a simulated living world is making me a lot more optimistic. He's also saying that the underlying systems are solid and robust, though balance (and UI) in his opinion require tweaking and bug fixing, which is another big plus for me.

Indeed. Overall I trust his views, although he is prone to shrilling, still.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on August 30, 2025, 08:54:56 AM
But, but, but pre-order bonuses!!!! You might get better animated Swedish infantry bayonetting Russians!

I think this is going to be a great game, honestly, and like Queen once sang, I want it now.

Of course, there'll be DLC enough to empty your coffers, but fuck that, I am all in.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on August 31, 2025, 03:00:53 AM
The preorder bonus just seems to be the EU4 soundtrack? Which I doubt anyone really needs. :lol:
Title: Re: Europa Universalis V confirmed
Post by: Syt on September 09, 2025, 02:47:27 AM
Britain flavor: https://forum.paradoxplaza.com/forum/developer-diary/tinto-flavour-39-5th-of-september-2025-england-great-britain.1858048/
Title: Re: Europa Universalis V confirmed
Post by: garbon on September 29, 2025, 11:49:50 AM
I just saw that this is going to have language families, languages, dialects and court languages.

Why?
Title: Re: Europa Universalis V confirmed
Post by: Josquius on September 29, 2025, 02:07:01 PM
Northumbrian as a seperate culture to English :w00t:
Title: Re: Europa Universalis V confirmed
Post by: Norgy on September 29, 2025, 02:11:01 PM
They revealed the "final" map today. 28.000 plus provinces. There will be a lot of over-cooked computers in early November.

Title: Re: Europa Universalis V confirmed
Post by: Baron von Schtinkenbutt on September 29, 2025, 02:51:09 PM
It's Paradox's contribution to helping wean Europe off Russian gas for heating this winter.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on September 29, 2025, 03:20:16 PM
 :lmfao:
Title: Re: Europa Universalis V confirmed
Post by: Valmy on September 30, 2025, 06:35:08 PM
Quote from: Josquius on September 29, 2025, 02:07:01 PMNorthumbrian as a seperate culture to English :w00t:

Edward III? Are we doing the entire 100 years war in EUV?
Title: Re: Europa Universalis V confirmed
Post by: Norgy on October 01, 2025, 04:05:00 AM
Yes. Yes, we are.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on October 01, 2025, 04:12:58 PM
Quote from: Baron von Schtinkenbutt on September 29, 2025, 02:51:09 PMIt's Paradox's contribution to helping wean Europe off Russian gas for heating this winter.

🤣
Title: Re: Europa Universalis V confirmed
Post by: Norgy on October 02, 2025, 04:05:34 AM
Quote from: Baron von Schtinkenbutt on September 29, 2025, 02:51:09 PMIt's Paradox's contribution to helping wean Europe off Russian gas for heating this winter.

"I would like a radiator, please"
"Could I rather interest you in a computer from the early 2000s with two graphics cards and only air cooling? You can also use it as stove?"
Title: Re: Europa Universalis V confirmed
Post by: Valmy on October 02, 2025, 08:11:27 PM
Quote from: Norgy on October 01, 2025, 04:05:00 AMYes. Yes, we are.


Wild. I would have thought that would be more of CK's speed.

That should make the Byzanteens happy (though I guess they are all now Byzan30somthings.)
Title: Re: Europa Universalis V confirmed
Post by: Norgy on October 03, 2025, 02:04:33 AM
1337 is the starting date, and that means that for most countries catastrophe will strike within 8-10 years with the Black Death. So managing that will probably be the first hurdle.

I've been reading some dev diaries and watching a few vids, and there is little doubt that Paradox wants this to be a magnum opus of grand strategy.

I like that the further from the capital, the less control you have over a province. I am, however, scared by how many layers that the game will bring. I, for one, will sit confusedly and wonder what happened in the first 20 hours.

The player now needs the right resources available to build buildings (an inheritance from Vic3, I suppose), and with the new antagonism system, it is certainly not sure that you can manage to trade them.
Title: Re: Europa Universalis V confirmed
Post by: Syt on October 03, 2025, 02:09:22 AM
The devs also argued that having the Black Death hit early on is meant to teach the player that setbacks are fine and can be overcome.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on October 03, 2025, 03:14:18 AM
Quote from: Norgy on October 03, 2025, 02:04:33 AM1337 is the starting date, and that means that for most countries catastrophe will strike within 8-10 years with the Black Death. So managing that will probably be the first hurdle.

I've been reading some dev diaries and watching a few vids, and there is little doubt that Paradox wants this to be a magnum opus of grand strategy.

I like that the further from the capital, the less control you have over a province. I am, however, scared by how many layers that the game will bring. I, for one, will sit confusedly and wonder what happened in the first 20 hours.

The player now needs the right resources available to build buildings (an inheritance from Vic3, I suppose), and with the new antagonism system, it is certainly not sure that you can manage to trade them.


Yeah, it's either going to be a big flop or the next evolution in historical strategy games, like EU1 was.

I don't mind "vibe" playing games with barely understanding what's going on but there's a substantial subset of strategy game players who need to have a complete understanding of every variable at game start or they get freaked out. Those might have a problem with this game.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on October 03, 2025, 04:31:18 AM
Quote from: Tamas on October 03, 2025, 03:14:18 AM
Quote from: Norgy on October 03, 2025, 02:04:33 AM1337 is the starting date, and that means that for most countries catastrophe will strike within 8-10 years with the Black Death. So managing that will probably be the first hurdle.

I've been reading some dev diaries and watching a few vids, and there is little doubt that Paradox wants this to be a magnum opus of grand strategy.

I like that the further from the capital, the less control you have over a province. I am, however, scared by how many layers that the game will bring. I, for one, will sit confusedly and wonder what happened in the first 20 hours.

The player now needs the right resources available to build buildings (an inheritance from Vic3, I suppose), and with the new antagonism system, it is certainly not sure that you can manage to trade them.


Yeah, it's either going to be a big flop or the next evolution in historical strategy games, like EU1 was.

I don't mind "vibe" playing games with barely understanding what's going on but there's a substantial subset of strategy game players who need to have a complete understanding of every variable at game start or they get freaked out. Those might have a problem with this game.

They can play board games
Title: Re: Europa Universalis V confirmed
Post by: Tamas on October 03, 2025, 06:04:11 AM
Yeah I am not too bothered about dumbing down games for their sake.  :lol: But they sure can be loud.

BTW, although a minority, my "favourites" on the Paradox boards are the ones treating all of their games like they have to be a balanced option-fest like Stellaris. Just the other a guy opened a Victoria 3 thread complaining that slavery isn't really a viable option for a country in the game (as in, not balanced against non-slavery options).
Title: Re: Europa Universalis V confirmed
Post by: Josquius on October 03, 2025, 06:27:48 AM
I've heard about non-territory holding entities like samurai clans, banks (:Joos ) and the Hanseatic League being playable.
Really hope they can make this fun- I've heard in CK3 its not really- as that is seriously what the genre needs. A step away from paint the map means all.  :
Title: Re: Europa Universalis V confirmed
Post by: Tamas on October 03, 2025, 07:10:16 AM
Quote from: Josquius on October 03, 2025, 06:27:48 AMI've heard about non-territory holding entities like samurai clans, banks (:Joos ) and the Hanseatic League being playable.
Really hope they can make this fun- I've heard in CK3 its not really- as that is seriously what the genre needs. A step away from paint the map means all.  :

Yes that sounds very interesting but also I haven't spotted a single Youtuber playing them, so they are probably a hot mess.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on October 03, 2025, 10:11:23 AM
I feel like by starting in 1337, when important early modern states like the Ottomans and Muscovy and Austria are in a precarious early state we are basically just guaranteeing the game we play will be some bizarro fantasy land even more than your typical EU4 game. I do hope there is an option for a 1492 start just so we can see something dealing with the actual great powers of that era.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on October 03, 2025, 10:32:55 AM
Quote from: Valmy on October 03, 2025, 10:11:23 AMI feel like by starting in 1337, when important early modern states like the Ottomans and Muscovy and Austria are in a precarious early state we are basically just guaranteeing the game we play will be some bizarro fantasy land even more than your typical EU4 game. I do hope there is an option for a 1492 start just so we can see something dealing with the actual great powers of that era.

Yeah, I agree....I get that this, as the fanbois would say, is not a history book; but you do like to have the "feel" of history, particularly for a game that plays over 400 years. I get that the EU4 way of having any date open to play is too cumbersome; but I'd like to have several options. In ALL EUs that I've played I always preferred the 1492 start game.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on October 03, 2025, 10:45:03 AM
Quote from: Josephus on October 03, 2025, 10:32:55 AM
Quote from: Valmy on October 03, 2025, 10:11:23 AMI feel like by starting in 1337, when important early modern states like the Ottomans and Muscovy and Austria are in a precarious early state we are basically just guaranteeing the game we play will be some bizarro fantasy land even more than your typical EU4 game. I do hope there is an option for a 1492 start just so we can see something dealing with the actual great powers of that era.

Yeah, I agree....I get that this, as the fanbois would say, is not a history book; but you do like to have the "feel" of history, particularly for a game that plays over 400 years. I get that the EU4 way of having any date open to play is too cumbersome; but I'd like to have several options. In ALL EUs that I've played I always preferred the 1492 start game.

I have railed against this "history book" attitude from way back in the EU2 days. Sure the game is not just a replay of history but Paradox games have a HUGE role in teaching people about history. My son, for example. Virtually everything he knows about the 20th century and Europe and everywhere that is not the US and Texas is from Paradox games. Our Public Schools don't have the time or mandate to teach him about pre-colonial India...or even British controlled India...or even modern day India. So I would like to see some balance in their approach. Hell an embarrassing amount of what I know about India started from playing the EU series.

And granted they do this for the start dates. Having all 20,624 "sovereign" states of the HRE is a great thing...except for your computers ability to run the game.

And as much as I love the Byzanteens...er...Byzanretirees I don't think an EU game should have the Byzantine Empire in it. That is a medieval state. It is just some weird alt hist stuff to have the Balkans being ruled by the Byzantines and not the Ottomans. It is like a game where the Samnites won the war and now rule Rome and we are doing a game taking place during the time of Julius Caesar.
Title: Re: Europa Universalis V confirmed
Post by: Baron von Schtinkenbutt on October 03, 2025, 10:54:13 AM
They clearly chose 1337 to demonstrate the dev team is entirely composed of l33t hax0rz.  :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: Valmy on October 03, 2025, 11:21:02 AM
Quote from: Baron von Schtinkenbutt on October 03, 2025, 10:54:13 AMThey clearly chose 1337 to demonstrate the dev team is entirely composed of l33t hax0rz.  :ph34r:

 :lmfao:

Only 2000s kids will get this -_-
Title: Re: Europa Universalis V confirmed
Post by: Norgy on October 03, 2025, 11:56:28 AM
Quote from: Valmy on October 03, 2025, 10:11:23 AMI feel like by starting in 1337, when important early modern states like the Ottomans and Muscovy and Austria are in a precarious early state we are basically just guaranteeing the game we play will be some bizarro fantasy land even more than your typical EU4 game. I do hope there is an option for a 1492 start just so we can see something dealing with the actual great powers of that era.

I watched one YouTuber, Ludi et Historia, play Eastern Roman Empire. It looks rather railroaded towards failure through events.

There is a community AAR on P'dox's YouTube channel about how to form Russia as Muscovy. In 1337, Novgorod seems like the more viable option.
But yeah, on release, I am fairly certain you will see a lot of things that will make even alt-hist fans cringe.

From what I saw, Byzantium starts with a lot more land than in EU4 (as it was historically), but with at least three guaranteed civil wars already in the 14th century.

Title: Re: Europa Universalis V confirmed
Post by: Josephus on October 04, 2025, 10:19:42 AM
Quote from: Valmy on October 03, 2025, 11:21:02 AM
Quote from: Baron von Schtinkenbutt on October 03, 2025, 10:54:13 AMThey clearly chose 1337 to demonstrate the dev team is entirely composed of l33t hax0rz.  :ph34r:

 :lmfao:

Only 2000s kids will get this -_-
Yes. Explain to us old folk
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on October 04, 2025, 12:05:16 PM
Quote from: Josephus on October 04, 2025, 10:19:42 AM
Quote from: Valmy on October 03, 2025, 11:21:02 AM
Quote from: Baron von Schtinkenbutt on October 03, 2025, 10:54:13 AMThey clearly chose 1337 to demonstrate the dev team is entirely composed of l33t hax0rz.  :ph34r:

 :lmfao:

Only 2000s kids will get this -_-
Yes. Explain to us old folk

 :D
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on October 07, 2025, 09:35:49 AM
I have to admit, I have never finished an EU game
Title: Re: Europa Universalis V confirmed
Post by: Baron von Schtinkenbutt on October 07, 2025, 09:39:52 AM
Other than maybe one Stellaris game I don't think I have ever finished a Paradox grand strategy game.  I typically get bored after I either hit a local maxima where I can't do anything other than maintain my position and make numbers go up, or I get so powerful that nobody can stop me and growing just becomes a tedious chore.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on October 07, 2025, 11:00:43 AM
Quote from: crazy canuck on October 07, 2025, 09:35:49 AMI have to admit, I have never finished an EU game

I used to all the time in EU1 and EU2 but now it is just ridiculous how long it takes to get through a few years. That was my biggest complaint about EU3, the game goes too damn slow. I have thousands of hours of CK2 and I only played to the end date once...when I started in 1337.

And I was not alone either. AARs regularly ran to the end of the game back in the EU1 and EU2 era.
Title: Re: Europa Universalis V confirmed
Post by: Sophie Scholl on October 07, 2025, 12:15:40 PM
I don't think I have since EU2 either. Weird. I usually find the end game just... less interesting. Usually everything is blobbed up, ahistorical, and only kept vaguely in check by me playing time cop and keeping things even in that marginally viable level by taking out the worst blobbers.
Title: Re: Europa Universalis V confirmed
Post by: HVC on October 07, 2025, 12:35:11 PM
I usually play with a goal in mind and once I reach that goal* I lose interest and start again.


*or mess up so badly my goal in unattainable :P
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on October 07, 2025, 01:34:21 PM
Quote from: Valmy on October 07, 2025, 11:00:43 AM
Quote from: crazy canuck on October 07, 2025, 09:35:49 AMI have to admit, I have never finished an EU game

I used to all the time in EU1 and EU2 but now it is just ridiculous how long it takes to get through a few years. That was my biggest complaint about EU3, the game goes too damn slow. I have thousands of hours of CK2 and I only played to the end date once...when I started in 1337.

And I was not alone either. AARs regularly ran to the end of the game back in the EU1 and EU2 era.

I can't remember the EU I games I played  :Embarrass: The main thing I remember is how happy I was that a game like that had been created.
Title: Re: Europa Universalis V confirmed
Post by: garbon on October 07, 2025, 01:50:11 PM
Quote from: Sophie Scholl on October 07, 2025, 12:15:40 PMI don't think I have since EU2 either. Weird. I usually find the end game just... less interesting. Usually everything is blobbed up, ahistorical, and only kept vaguely in check by me playing time cop and keeping things even in that marginally viable level by taking out the worst blobbers.

Yeah. It is funny because they are always like we don't invest a lot in the end game as no one ever plays it and on the other hand, no one generally plays that as they've never succeeded in preventing endless blobbing.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on October 07, 2025, 01:57:39 PM
I've finished a couple of grand campaigns in EUIV. I did it more often in EUII. I may have had more time on my hands, or just been more patient.

Title: Re: Europa Universalis V confirmed
Post by: Norgy on October 07, 2025, 01:58:59 PM
Absolutely no-one has fond memories of neither HoI3 or EUIII, I think.  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Tamas on October 07, 2025, 02:29:06 PM
I liked our EU3 MP games.
Title: Re: Europa Universalis V confirmed
Post by: Josquius on October 07, 2025, 02:54:57 PM
I'm sure I remember eu3 well. Though stands out less than 2 of course

Hoi though I've not been able to enjoy any since 2
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on October 08, 2025, 12:48:29 AM
Quote from: Tamas on October 07, 2025, 02:29:06 PMI liked our EU3 MP games.

Same. :D

I've finished more than a few EU4 games, too. Usually my goal is to finish the mission tree of the nation I play, which in some cases takes me to the late 1700s at least.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on October 08, 2025, 12:16:00 PM
which is why this early start date does nothing for me. Probably be quitting in the 16th century or earlier now
Title: Re: Europa Universalis V confirmed
Post by: Josephus on October 08, 2025, 12:18:56 PM
I'm going to buy this game, no doubt about it. But I think after 25 years of Paradox gaming, this will be the defining one for me. I didn't like CK3, don't like Vicky 3 and haven't enjoyed HOI in years. There are various reasons for all those games I won't get into but primarily they've removed the fun factor for me.
So if I find I'm not getting into EU5 then obviously they're not making games for me anymore as the were in their early days.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on October 08, 2025, 01:11:07 PM
Quote from: Josephus on October 08, 2025, 12:18:56 PMI'm going to buy this game, no doubt about it. But I think after 25 years of Paradox gaming, this will be the defining one for me. I didn't like CK3, don't like Vicky 3 and haven't enjoyed HOI in years. There are various reasons for all those games I won't get into but primarily they've removed the fun factor for me.
So if I find I'm not getting into EU5 then obviously they're not making games for me anymore as the were in their early days.

I thought IV would be the last one for me.  But this seems like the Magnum Opus of the series, so I feel compelled to complete the set. It was EU I that first really got me into playing games on a computer so I think I need to see it through.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on October 08, 2025, 03:53:52 PM
Quote from: crazy canuck on October 08, 2025, 01:11:07 PM
Quote from: Josephus on October 08, 2025, 12:18:56 PMI'm going to buy this game, no doubt about it. But I think after 25 years of Paradox gaming, this will be the defining one for me. I didn't like CK3, don't like Vicky 3 and haven't enjoyed HOI in years. There are various reasons for all those games I won't get into but primarily they've removed the fun factor for me.
So if I find I'm not getting into EU5 then obviously they're not making games for me anymore as the were in their early days.

I thought IV would be the last one for me.  But this seems like the Magnum Opus of the series, so I feel compelled to complete the set. It was EU I that first really got me into playing games on a computer so I think I need to see it through.

Yeah, CC, same here. Sometime in early 2001 I walked into an Electronics Boutique (EB) store and saw this game that just screamed out at me...it was called Europa Universalis. The rest is history.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on October 09, 2025, 09:08:26 AM
I never really got into IV so I guess I will give V a chance. It has been a long time now for me, time for some new EU.
Title: Re: Europa Universalis V confirmed
Post by: mongers on October 09, 2025, 10:22:59 AM
Maybe for some it's a physical media thing? As with EU1/2 and HOI 1/2 I played the hell out of those disks.

Now with steam dominance, I have to boot-up a more powerful PC than this to play, and do the steam login etc.

So not so immediate for me if I just want to play for the occasional half-hour. 

Didn't even know what of the more modern paradox games I owned!


Steam tells me this:
Europa Universalis III
5.1 hours
LAST PLAYED
30 Mar 2018

Europa Universalis IV
2.6 hours
1 Feb
Achievements
0/373

Hearts of Iron III
7.1 hours
14 Aug 2019

Stellaris
2.5 hours
14 Oct 2022
0/204

Victoria II
5.9 hours
31 Jan

Victoria: Revolutions
76 minutes
28 Dec 2016

Arsenal of Democracy
67.8 hours
29 Nov 2016

Darkest Hour: A Hearts of Iron Game
27.8 hours
26 Feb 2019

Crusader Kings II
5.9 hours
1 Feb
0/161
 :blush:


Title: Re: Europa Universalis V confirmed
Post by: Josquius on October 09, 2025, 10:53:36 AM
Most of the older games weren't on steam for me so I don't know my hour count.... I fear I would have caused an integer overrun if they were.
Title: Re: Europa Universalis V confirmed
Post by: mongers on October 09, 2025, 11:08:14 AM
Quote from: Josquius on October 09, 2025, 10:53:36 AMMost of the older games weren't on steam for me so I don't know my hour count.... I fear I would have caused an integer overrun if they were.

Life is a rounding error?
Title: Re: Europa Universalis V confirmed
Post by: Zanza on October 09, 2025, 03:50:24 PM
I played EU IV for 1000+ hours (same for Stellaris) and never finished a game. Whatever, I will buy this and hope it is not a disappointment like Civ 7.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on October 09, 2025, 11:54:39 PM
Quote from: Josephus on October 08, 2025, 03:53:52 PM
Quote from: crazy canuck on October 08, 2025, 01:11:07 PM
Quote from: Josephus on October 08, 2025, 12:18:56 PMI'm going to buy this game, no doubt about it. But I think after 25 years of Paradox gaming, this will be the defining one for me. I didn't like CK3, don't like Vicky 3 and haven't enjoyed HOI in years. There are various reasons for all those games I won't get into but primarily they've removed the fun factor for me.
So if I find I'm not getting into EU5 then obviously they're not making games for me anymore as the were in their early days.

I thought IV would be the last one for me.  But this seems like the Magnum Opus of the series, so I feel compelled to complete the set. It was EU I that first really got me into playing games on a computer so I think I need to see it through.

Yeah, CC, same here. Sometime in early 2001 I walked into an Electronics Boutique (EB) store and saw this game that just screamed out at me...it was called Europa Universalis. The rest is history.

Strange. I picked it up the same year at a discount rack at a bookstore/gamestore.
And immediately I started complaining about where Norway was on the forums of Paradox, hence the nick Norgesvenn.

It was a good game, and ran relatively smoothly on my rather under-powered IBM.

I have hundreds of hours in EUIV, restoring Byzantium, making Norway a colonial power, keeping the Kalmar Union intact as Denmark and uniting France and Great Britain, or taking the Timurids into India. All have been fun, but usually there is a point when you either see that this is not going to work or it is working too well and you are over-powered and it gets to be a chore to continue.

HoI4 was enjoyable for a long time, but recent updates and DLC has made it needlessly complicated. Why should I be the one to design airplanes and decide how many machine guns it should have? It gets a bit tiresome when you are at your fourth Spitfire model and still get blown out of the air by the Luftwaffe.

I like Paradox games, I have played every single one except "Tre Kronor". There is, however, a tendency to have very complicated game mechanics based on RNG, so that you as a player either just give up or lose. Victoria III is a good example of that, despite it being very good at most times.

Even in my job, I use spreadsheets most days for keeping tabs on various stuff locally, and I don't want my games to be just spreadsheets from Excel.
Title: Re: Europa Universalis V confirmed
Post by: Syt on October 14, 2025, 04:18:41 AM
Lemon Cake's appraisal of the game so far:

Title: Re: Europa Universalis V confirmed
Post by: Syt on October 16, 2025, 03:36:24 AM
For Tamas :P

https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-84-15th-of-october-2025-onboarding-systems.1863138/post-30803167

Quote
QuoteHungary getting picked as an economy tutorial feels weird. I mean, it was a rather rich kingdom, don't get me wrong. It's just that the other two picks feel even more fitting, especially in this time period. A dynastic deal about to happen with Poland, dynastic claims *cough* ties to Naples, domineering the Balkans, staking a claim on the Kingdom of Galicia–Volhynia, the anti-Habsburg alliance at Visegrad, a little bit later the first Hungarian-Ottoman War. The most well-known major achievements and developments of Hungary at this specific time just ooze politics, with a dash of expansionism.

Something that is not very well known is that, around these years, Hungary was the third richest country in Europe in tax revenues, just behind France and England. And the reign of Charles Robert was probably the apogee of royal power in the kingdom, leaving behind a wealthy country and a healthy treasury to his son and successor, Louis 'the Great'.

In EUV, it's a really cozy country to learn about the economy, as there's plenty of cash in hand to kick off the economic development, in several fronts: RGOs, buildings, roads, etc.
Title: Re: Europa Universalis V confirmed
Post by: Josquius on October 16, 2025, 04:16:34 AM
Quote from: Syt on October 14, 2025, 04:18:41 AMLemon Cake's appraisal of the game so far:



So good but you need a thousand free hours.
Yes. Probably not for me :(
Title: Re: Europa Universalis V confirmed
Post by: Syt on October 16, 2025, 05:15:15 AM
It's still funny to me that EU5 and FM26, both series known for having players sink 1000s of hours into, release (officially) the same day (yes, FM has the Advance Access from 23rd Oct or so, but official date is 4th November). :D

It's a bit of a Barbenheimer thing. :D
Title: Re: Europa Universalis V confirmed
Post by: Tamas on October 16, 2025, 07:47:09 AM
Quote from: Syt on October 16, 2025, 03:36:24 AMFor Tamas :P

https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-84-15th-of-october-2025-onboarding-systems.1863138/post-30803167

Quote
QuoteHungary getting picked as an economy tutorial feels weird. I mean, it was a rather rich kingdom, don't get me wrong. It's just that the other two picks feel even more fitting, especially in this time period. A dynastic deal about to happen with Poland, dynastic claims *cough* ties to Naples, domineering the Balkans, staking a claim on the Kingdom of Galicia–Volhynia, the anti-Habsburg alliance at Visegrad, a little bit later the first Hungarian-Ottoman War. The most well-known major achievements and developments of Hungary at this specific time just ooze politics, with a dash of expansionism.

Something that is not very well known is that, around these years, Hungary was the third richest country in Europe in tax revenues, just behind France and England. And the reign of Charles Robert was probably the apogee of royal power in the kingdom, leaving behind a wealthy country and a healthy treasury to his son and successor, Louis 'the Great'.

In EUV, it's a really cozy country to learn about the economy, as there's plenty of cash in hand to kick off the economic development, in several fronts: RGOs, buildings, roads, etc.


Noice.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on October 25, 2025, 09:17:12 AM
There's an interview on pcgamer.com with old Languish alumni Johan. It's mostly about the history of the EU series
Title: Re: Europa Universalis V confirmed
Post by: The Brain on October 25, 2025, 09:22:27 AM
Quote from: Josephus on October 25, 2025, 09:17:12 AMThere's an interview on pcgamer.com with old Languish alumni Johan. It's mostly about the history of the EU series

Nothing on the exodus?
Title: Re: Europa Universalis V confirmed
Post by: Josephus on October 29, 2025, 10:18:54 PM
So we buying this on Day One or waiting? What's the Languish consensus?
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on October 29, 2025, 10:58:56 PM
Already preordered
Title: Re: Europa Universalis V confirmed
Post by: Norgy on October 30, 2025, 01:31:09 AM
Yeah, pre-ordered and ready to get more grey hairs.  :)
Title: Re: Europa Universalis V confirmed
Post by: Sophie Scholl on October 30, 2025, 02:53:22 AM
Waiting to get a new pc to be able to handle it. I'm looking forward to it, though!
Title: Re: Europa Universalis V confirmed
Post by: Syt on October 30, 2025, 04:07:47 AM
There was a live stream yesterday (didn't watch): https://youtu.be/fahVi7d3NR8
Title: Re: Europa Universalis V confirmed
Post by: Tamas on October 30, 2025, 04:11:07 AM
Quote from: Syt on October 30, 2025, 04:07:47 AMThere was a live stream yesterday (didn't watch): https://youtu.be/fahVi7d3NR8

Is that old grandpa Johan? God damn we have grown old. I was only a starry-eyed 20 years old when EU1 came out.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on October 30, 2025, 09:31:17 AM
Quote from: Sophie Scholl on October 30, 2025, 02:53:22 AMWaiting to get a new pc to be able to handle it. I'm looking forward to it, though!

Yeah, bit worried about that. I do meet the minimum specs, but not the recommended.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on October 30, 2025, 10:15:43 AM
Quote from: Tamas on October 30, 2025, 04:11:07 AM
Quote from: Syt on October 30, 2025, 04:07:47 AMThere was a live stream yesterday (didn't watch): https://youtu.be/fahVi7d3NR8

Is that old grandpa Johan? God damn we have grown old. I was only a starry-eyed 20 years old when EU1 came out.

I was 24. And I got the board game and started to unsuccessfully play it in 1996 when I was 19. So freaking old now.

My son is really fired up for EUV. I am going to try to play it with him, but he just has so much more time for games than I do  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Syt on October 31, 2025, 05:54:21 AM
Overview of the UI.

Title: Re: Europa Universalis V confirmed
Post by: Syt on October 31, 2025, 11:02:14 AM
In previews there appears to be a bit of a lack of AI forming countries (Spain, Russia, ...). Johan says it's because the AI is "too good", making sure they have enough allies so they're not gobbled up.  :hmm:

Alternatively, maybe it's too easy to get alliances? I guess we'll know on Tuesday or so. :P
Title: Re: Europa Universalis V confirmed
Post by: Norgy on October 31, 2025, 11:06:10 AM
The spec demands are scary.

I have a processor and card that runs RDR2, KCD2, Dishonored 2 and most games in 4k with no issue, but EUV apparently demands a lot of CPU power.

Oh, well.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on October 31, 2025, 11:16:00 AM
Quote from: Norgy on October 31, 2025, 11:06:10 AMThe spec demands are scary.

I have a processor and card that runs RDR2, KCD2, Dishonored 2 and most games in 4k with no issue, but EUV apparently demands a lot of CPU power.

Oh, well.


This Romanian Youtuber guy was claiming that if you switch to the 2D map mode, you shant' have any problems as long as you are above minimum spec. Will see, I never bother to look at the 3D map in any of the Paradox games so it's an easy choice to turn it off.

I think my specs are reasonably well above minimum but my CPU is well below recommended
Title: Re: Europa Universalis V confirmed
Post by: Syt on October 31, 2025, 11:18:25 AM
Quote from: Tamas on October 31, 2025, 11:16:00 AMI never bother to look at the 3D map in any of the Paradox games

But they can be so pretty. :wub: I love my little cities in Victoria 3 :D  :blush:
Title: Re: Europa Universalis V confirmed
Post by: viper37 on October 31, 2025, 04:33:03 PM
Quote from: Josephus on October 29, 2025, 10:18:54 PMSo we buying this on Day One or waiting? What's the Languish consensus?
https://www.pcgamer.com/games/strategy/europa-universalis-5-review/

A review, if you are interested.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on October 31, 2025, 08:14:32 PM
Lots of content creators on YouTube have come out with new AARs today, ranging from Norway, The Eastern Roman Empire to the Teutonic Order, where you can actually see some gameplay.

I think there is no consensus on whether early expansion is good or bad, but for, say, the Greek empire it seems like you will have to, but will have huge issues with constant internal strife and some really bad privileges that need revoking at some point.

Keeping some control and crown power along with stability seems key. I am really looking forward to this now.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 01, 2025, 05:37:36 AM
There's also our favorite pedant's first impressions: https://acoup.blog/2025/10/31/miscellania-europa-universalis-v-confirmed-first-impressions/
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 01, 2025, 09:19:43 AM
Obligatory Spiffing Brit video (as Hanseatic League ... which I wanted to pick as my first :D )

Title: Re: Europa Universalis V confirmed
Post by: Crazy_Ivan80 on November 01, 2025, 09:40:20 AM
That one was funny.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 01, 2025, 10:01:21 AM
Love the comments, though:

Quote
Quote@mossneck4030
21 hours ago
Spiff doesn't post for a month
Me "weird"
Spiff "So EU5 is a thing"
Me "well that explains it"

Quote@thespiffingbrit
21 hours ago
Unironically yes. This + CK3 + Anno have basically destroyed my social life... I already have over 300 hours in EU5 and 100 in anno 117... I love video games
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 01, 2025, 11:57:02 AM
Watching OPB's Teuton playthrough, and one of the event popups brought back an "old friend" of mine, Valdemar IV of Denmark.

I look forward to continuing a relationship that started over 30 years ago on C64 ....  :ph34r:

(https://i.ibb.co/DPvsjKP1/E8-F75-BD7-7-D1-C-4521-A9-DA-DDF7-A50-AB115.png)

(https://i.ibb.co/zhNzXh1G/E131-E229-3320-47-A2-BF6-D-959-FF32-F4-F85.png)
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 01, 2025, 12:24:38 PM
Fine!

I have preordered.  :mad:
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 01, 2025, 03:42:10 PM
Same.  :P
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 02, 2025, 04:07:07 AM
The main worrying this is currently late game screenshots where Russia never formed (but Golden Horde is still around) or similar. Though hopefully that's more of an AI balance adjustment and not a structural or systemic issue. :P
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 02, 2025, 05:08:23 AM
There is a genuine historical question there, how contingent is the formation of Russia? Is it inevitable or a freak result or sonething in between? Those "Russian" principalities spent several centuries in a balkanised state after all  :hmm:

I think for gameplay I would like it to form 1/2 or maybe 2/3 of the time. As regards how inevitable it was irl I'm really not at all sure.



Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 02, 2025, 05:21:44 AM
One can imagine an alternative reality where "It is 1836 and Germany and Italy have still not formed!!!!"
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 02, 2025, 06:44:43 AM
Quote from: Richard Hakluyt on November 02, 2025, 05:08:23 AMThere is a genuine historical question there, how contingent is the formation of Russia? Is it inevitable or a freak result or sonething in between? Those "Russian" principalities spent several centuries in a balkanised state after all  :hmm:

I think for gameplay I would like it to form 1/2 or maybe 2/3 of the time. As regards how inevitable it was irl I'm really not at all sure.





Good question, I am happy its formation is uncertain.

Quote from: Richard Hakluyt on November 02, 2025, 05:21:44 AMOne can imagine an alternative reality where "It is 1836 and Germany and Italy have still not formed!!!!"


Bismarck and Garibaldi are not born.
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 02, 2025, 07:21:20 AM
My point is that, in an alternate reality, a gamer could find it unbelievable that Italy and Germany had not formed by 1836.

Now, if we take China, we actually have a number of observations. China collapses every now and then but then reforms into a single state. So the developers can code for that. But Russia, Italy and Germany (or the Iberian peninsula for that matter)...who knows?
Title: Re: Europa Universalis V confirmed
Post by: garbon on November 02, 2025, 07:26:19 AM
It feels like we have never resolved how to approximate some historical happenings without it being on the rails. One challenge has often been that even to apporcimate the conditions that lead to improbable historical results seem to really need changing rulesets for the game as time goes on.

I wonder if EUV will advance anything anything in that department.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 02, 2025, 07:54:06 AM
Quote from: Richard Hakluyt on November 02, 2025, 05:08:23 AMThere is a genuine historical question there, how contingent is the formation of Russia? Is it inevitable or a freak result or sonething in between? Those "Russian" principalities spent several centuries in a balkanised state after all  :hmm:

I think for gameplay I would like it to form 1/2 or maybe 2/3 of the time. As regards how inevitable it was irl I'm really not at all sure.





From the AARs I have seen, so far, and with beta versions, Russia is a bit tricky. The strongest state is obviously Novgorod at the beginning, but Muscovy has potential. Taking on the Golden Horde at the beginning, it seems a bit like asking to be stack-wiped. It has been promised that the Russian states will be among those with a lot of events and special flavour, but if the AI can do that, I do not know.

I think I will break from tradition and try England first. Then, obviously, Norway.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 02, 2025, 11:28:23 AM
Quote from: garbon on November 02, 2025, 07:26:19 AMIt feels like we have never resolved how to approximate some historical happenings without it being on the rails. One challenge has often been that even to apporcimate the conditions that lead to improbable historical results seem to really need changing rulesets for the game as time goes on.

I wonder if EUV will advance anything anything in that department.

I guess it comes down to how much you think an event or outcome was very likely to occur, even if a few factors that led to it fall away, or if it was a huge fluke. Formation of Russia, Burgundian Inheritance, England turning Anglican, etc.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 02, 2025, 11:41:50 AM
Quote from: Tamas on November 01, 2025, 12:24:38 PMFine!

I have preordered.  :mad:

I don't think you need to preoder Hanse.  You can probably just download it from an abandonware site.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 02, 2025, 12:07:07 PM
 :D
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 02, 2025, 12:28:31 PM
I've read reviews which basically say that most major nations (Spain, Russia, etc) don't form. I think this is a byproduct of the early start date. I really, really wish they include later start dates in a later patch/DLC. I've always played the 1492 start date in previous itinerations, because there's a better chance of something akin to history playing out.
Anyways, I've preordered.  :lmfao:
Title: Re: Europa Universalis V confirmed
Post by: garbon on November 02, 2025, 01:22:32 PM
Quote from: Syt on November 02, 2025, 11:28:23 AM
Quote from: garbon on November 02, 2025, 07:26:19 AMIt feels like we have never resolved how to approximate some historical happenings without it being on the rails. One challenge has often been that even to apporcimate the conditions that lead to improbable historical results seem to really need changing rulesets for the game as time goes on.

I wonder if EUV will advance anything anything in that department.

I guess it comes down to how much you think an event or outcome was very likely to occur, even if a few factors that led to it fall away, or if it was a huge fluke. Formation of Russia, Burgundian Inheritance, England turning Anglican, etc.

Yes, but I also think important that the game can simulate other things if not the historical ones. Like I felt eu3 pretty barren as it didn't generate enough cool alt history moments.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 02, 2025, 02:58:42 PM

QuoteThis is an early access timelapse of EU5! It runs from 1337 (the start of EUV) to 1830! Let me know what you thought of the late middle ages into the early modern period with Europa Universalis 5 in this timelapse! Also what do you think of the EU5 ages, EU5 Map and the EU5 AI in this video! Btw the game will release to the public on 11/4/25 so there certainly will be some changes by then!

FYI this was made on the release patch (November 1st) for EU5 and took me over 30 hours, compared to just under 13 hours for the October 16th patch 🫥. Also my laptop is a MSI Raider GE78HX 13VG-020US laptop (I9 13950 HX and 4070 Mobile) with 32 gigs of DDR5 Ram 🫡.
Title: Re: Europa Universalis V confirmed
Post by: Sheilbh on November 02, 2025, 03:49:00 PM
Quote from: Richard Hakluyt on November 02, 2025, 07:21:20 AMMy point is that, in an alternate reality, a gamer could find it unbelievable that Italy and Germany had not formed by 1836.

Now, if we take China, we actually have a number of observations. China collapses every now and then but then reforms into a single state. So the developers can code for that. But Russia, Italy and Germany (or the Iberian peninsula for that matter)...who knows?
Yeah and I think those questions to an extent then also become the hermeneutic. So with China as the example - it's literally the opening line of the Romance of the Three Kingdoms: "empires long united, must divide; long divided, must unite."

And I think the Western hermeneutic for this entire period is (in different ways) state construction, centralisation and modernisation - which possibly overdetermines things like unification?
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 02, 2025, 04:06:36 PM
Agreed that the 1337 start date never made much sense to me. Europa Universalis the board game and the original computer conversion was about the emergence of large centralizing states and Europe and the impact of overseas exploration and trade.  But starting from 1337 and going a hundred years out, neither of those trends look like they are in play. If you had to bet on the future in Europe during that period, one would not bet on the large monarchical states.  France was dysfunctional and disintegrating and England would shortly follow.  The Spanish monarchies experienced their own serious problems.  The HRE appeared in slow decline to terminal status.  The state models that looked the most promising were strong city states like Venice or city leagues like the Hanse. 
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 02, 2025, 05:02:26 PM
Sure but the Ottomans not expanding is a problem
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 03, 2025, 03:37:43 AM
https://youtu.be/rkzCLt2_miE?si=7S4pTJrbx-VeXBGv

OPB says it is great if you like history and complex systems, what I liked most is he saying he ended up learning stuff from playing (EU1 and 2 taught a lot of history for me) but he also says it is the LEAST polished Paradox release he has ever played. I hope he didn't play CK1 :D

I don't mind the bugs but if basic stuff past the reformation is bugged to hell it means the devs haven't had time to properly test ergo there will be no semblence of balance.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 03, 2025, 08:22:50 AM

 :lmfao: :uffda:

Looks like Norway may be a little over-powered if you can do this so quickly.

In 1337, this country was in deep crisis, with people dying of starvation. We still find the small remnants of subsistence farming near what we call the "tree boundary", in reality where nothing but moss grows. Some still have surnames hinting at their roots were at some little hellhole like this: <main farm><sub-farm><that shithole in the marshy mountain regions>.

Norway's never been self-sufficient with food, despite the fisheries, since the population reached above 100.000 around the end of the Roman Empire in the west.

And there really was no Norway before the 1040s.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 03, 2025, 08:28:26 AM
As a sidenote, I am so tired of attention-grabbing Youtube thumbnails. As I started watching EU5 videos these started popping up and goddamit, it's terribly annoying.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 03, 2025, 08:34:09 AM
Sorry for lobbing one more at you.  :hug:
Title: Re: Europa Universalis V confirmed
Post by: garbon on November 03, 2025, 08:35:35 AM
Quote from: Tamas on November 03, 2025, 08:28:26 AMAs a sidenote, I am so tired of attention-grabbing Youtube thumbnails. As I started watching EU5 videos these started popping up and goddamit, it's terribly annoying.


100%
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 03, 2025, 08:48:26 AM
Quote from: Norgy on November 03, 2025, 08:34:09 AMSorry for lobbing one more at you.  :hug:


There is no way of avoiding them. :hug:

What makes them worse, I guess, is that I do now usually lack the patience to read text reviews. I can listen to a Youtuber's opinion while, say, working in the garden, or, heck, playing a game. I can't read a text review while doing either of those things. So it's much more efficient time-wise (a resource most, most precious), to listen to one of these thumbnail people. Because many of them are actually decent, it's just that they feel obliged to join the thumbnail race.

Title: Re: Europa Universalis V confirmed
Post by: Syt on November 03, 2025, 08:50:50 AM
I only partly blame YouTubers. They are all trying to get the algorithm to put their videos in front of you, and if clickbait titles (seem to) work, it's what they'll do, even if they'd prefer not to.

A channel I'm subscribed to did two videos on FM26. One with everything he likes, one with everything he doesn't like. YouTube only served me the negative one (I had to go to his channel to watch the other), and it had more than twice the views as the positive one had.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 03, 2025, 08:52:28 AM
Quote from: Syt on November 03, 2025, 08:50:50 AMI only partly blame YouTubers. They are all trying to get the algorithm to put their videos in front of you, and if clickbait titles (seem to) work, it's what they'll do, even if they'd prefer not to.

A channel I'm subscribed to did two videos on FM26. One with everything he likes, one with everything he doesn't like. YouTube only served me the negative one (I had to go to his channel to watch the other), and it had more than twice the views as the positive one had.

That's grim.
Title: Re: Europa Universalis V confirmed
Post by: Baron von Schtinkenbutt on November 03, 2025, 10:08:09 AM
Quote from: Tamas on November 03, 2025, 08:48:26 AMWhat makes them worse, I guess, is that I do now usually lack the patience to read text reviews. I can listen to a Youtuber's opinion while, say, working in the garden, or, heck, playing a game. I can't read a text review while doing either of those things. So it's much more efficient time-wise (a resource most, most precious), to listen to one of these thumbnail people. Because many of them are actually decent, it's just that they feel obliged to join the thumbnail race.

Tangentially, this is an interesting perspective.  I've become very annoyed at the move from text-based reviews, tutorials, and game guides to video-based ones.  There are several reasons I prefer text to audio/video, but specifically to your post I can't do what you do.  I can't listen to anything I need to pay attention to while doing something else.  I will inevitably either stop doing the something else in order to pay attention, or I'll miss parts of what is being said.  There are cases where, when I really need to focus on the thing I'm doing, I can't even listen to music with lyrics.

My wife, on the other hand, listens to audiobooks all the time while doing other things.  Maybe I need to give something like that another shot, because I'm missing out on a lot of content that is only available via podcast or YouTube.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 03, 2025, 10:17:01 AM
Quote from: Baron von Schtinkenbutt on November 03, 2025, 10:08:09 AM
Quote from: Tamas on November 03, 2025, 08:48:26 AMWhat makes them worse, I guess, is that I do now usually lack the patience to read text reviews. I can listen to a Youtuber's opinion while, say, working in the garden, or, heck, playing a game. I can't read a text review while doing either of those things. So it's much more efficient time-wise (a resource most, most precious), to listen to one of these thumbnail people. Because many of them are actually decent, it's just that they feel obliged to join the thumbnail race.

Tangentially, this is an interesting perspective.  I've become very annoyed at the move from text-based reviews, tutorials, and game guides to video-based ones.  There are several reasons I prefer text to audio/video, but specifically to your post I can't do what you do.  I can't listen to anything I need to pay attention to while doing something else.  I will inevitably either stop doing the something else in order to pay attention, or I'll miss parts of what is being said.  There are cases where, when I really need to focus on the thing I'm doing, I can't even listen to music with lyrics.

My wife, on the other hand, listens to audiobooks all the time while doing other things.  Maybe I need to give something like that another shot, because I'm missing out on a lot of content that is only available via podcast or YouTube.

Same, also it is far more efficient to read text. We read more quickly than a person reading the text they prepared. 

And, as you point out, when reading comprehension increases.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 03, 2025, 11:35:00 AM
I won't debate the efficiency of reading text for comprehension - easier to skim over fluff, for sure.

And I should caveat that I "multitask" podcasts/videos with things that don't really compete for the same kind of brain attention, such lawn-mowing, furniture-assembling, playing Elite Dangerous/American Truck Simulator. For example I wouldn't do it with some FPS or something that requires more concentration, or while learning to play a boardgame.

And also, I do it with material I am not overly fussed about if I miss half a sentence here and there. So a novel? Rarely. A political podcast, game review, or some history book that goes into more detail than I care about? Yeah why not.

And yes, I was annoyed by the switch away from text-based reviews when it was happening, but I have tried to utilise the new world, as you can see. :)
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 03, 2025, 12:26:42 PM
Clickbait video titles just drive me nuts. There will be some ridiculous title like "THIS SCANDAL WILL END PARADOX FOREVA!!!" and then the video is just some normal stuff that isn't controversial at all.
Title: Re: Europa Universalis V confirmed
Post by: Baron von Schtinkenbutt on November 03, 2025, 12:35:48 PM
> "THIS SCANDAL WILL END PARADOX FOREVA!!!"

> 45 minute rant on how the border between Serbia and Hungary is off by one pixel
Title: Re: Europa Universalis V confirmed
Post by: Zanza on November 03, 2025, 12:41:23 PM
175 Euro spent in preordering EU V and Anno 117.  :sleep:

Now I just need to buy a PC that can run them at an acceptable speed as my current machine might be a bit slow.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 03, 2025, 12:45:36 PM
I preordered for both myself and my son. He will be counting down the seconds tomorrow.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 03, 2025, 01:38:52 PM
Quote from: Valmy on November 03, 2025, 12:45:36 PMI preordered for both myself and my son. He will be counting down the seconds tomorrow.

 :thumbsup:
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 03, 2025, 01:42:32 PM
Quote from: Tamas on November 03, 2025, 08:52:28 AMThat's grim.

Yeah. He specifically did it as an experiment (esp. with the "volatile" initial reaction to FM26's new UI); he's usually pretty laid back and has a more relaxed approach to FM games and their drama. But it is annoying. Unless I click the bell thingy for a channel or go to my subscriptions page it's become harder than it should be to keep up with channels I follow.

And podcasts like Three Moves Ahead or Single Malt Strategy have become very sporadic in their episode output.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 03, 2025, 01:45:28 PM
Quote from: Zanza on November 03, 2025, 12:41:23 PM175 Euro spent in preordering EU V and Anno 117.  :sleep:

Now I just need to buy a PC that can run them at an acceptable speed as my current machine might be a bit slow.

I admit my Ryzen 7 7800X3D has been a significant upgrade in speed (previously had an Intel chip that was by now 5 years old) for Victoria 3 or CK3 (which I didn't think ran particularly slow previously).
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 03, 2025, 01:46:23 PM
Oh my, a preload is available :D
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 03, 2025, 01:57:47 PM
Excellent
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 03, 2025, 02:41:25 PM
45 minute video about population.


Quote🔹 The Population Engine: How every "pop" represents real people with needs, jobs, and beliefs.
🔹 Culture & Religion: Managing diverse populations to maintain stability and fuel expansion.
🔹 Language & Geopolitics: How communication and regional ties influence diplomacy and rebellion.
🔹 Disease: Navigating plagues and health crises that can devastate your populace.
🔹 Pop Needs & Jobs: Balancing employment, goods consumption, and social mobility.
Title: Re: Europa Universalis V confirmed
Post by: Zanza on November 03, 2025, 04:03:44 PM
Quote from: Syt on November 03, 2025, 01:45:28 PMI admit my Ryzen 7 7800X3D has been a significant upgrade in speed (previously had an Intel chip that was by now 5 years old) for Victoria 3 or CK3 (which I didn't think ran particularly slow previously).
That's the CPU I am looking at too. Seems to be the sweet spot of affordable and powerful.
Title: Re: Europa Universalis V confirmed
Post by: Sheilbh on November 03, 2025, 04:38:19 PM
Quote from: The Minsky Moment on November 02, 2025, 04:06:36 PMAgreed that the 1337 start date never made much sense to me. Europa Universalis the board game and the original computer conversion was about the emergence of large centralizing states and Europe and the impact of overseas exploration and trade.  But starting from 1337 and going a hundred years out, neither of those trends look like they are in play. If you had to bet on the future in Europe during that period, one would not bet on the large monarchical states.  France was dysfunctional and disintegrating and England would shortly follow.  The Spanish monarchies experienced their own serious problems.  The HRE appeared in slow decline to terminal status.  The state models that looked the most promising were strong city states like Venice or city leagues like the Hanse. 
Yeah - which as you say is also a mode that works in Europe. If you look at Asia during this period there are still Central Asian conquerors and - again actually that looks like an effective social model until the very end of the period with the Qianlong Emperor and Russia. But I think it struggles with the forces that create the Mughals, the Qing, Nader Shah.
Title: Re: Europa Universalis V confirmed
Post by: The Brain on November 03, 2025, 04:50:29 PM
...Chaka Khan.
Title: Re: Europa Universalis V confirmed
Post by: Zanza on November 03, 2025, 04:59:52 PM
Preload finished. On my old machine, let's see if it works.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 03, 2025, 07:22:31 PM
I'm also a text guy. I have little patience for You Tube reviews and tutorials. I hate watching others play. In the past I would read manuals or strategy guides as I lay in bed or sat on the throne. Plus it was always a handy reference. I certainly can't do gardening and listen to a game review at the same time.

To each their own, but [again cue Grandpa Simpson] in my time there was nothing like digging out a fresh 200 page manual from the box and reading it ... it's just not the same anymore.

Anyways, I'm gonna spend my evening now watching Quill play as Strasbourg.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 03, 2025, 07:48:27 PM
I never did any of those things  :lol:

I just played the game. Trial by fire.
Title: Re: Europa Universalis V confirmed
Post by: viper37 on November 03, 2025, 07:59:01 PM
Quote from: Tamas on November 03, 2025, 08:48:26 AM
Quote from: Norgy on November 03, 2025, 08:34:09 AMSorry for lobbing one more at you.  :hug:


There is no way of avoiding them. :hug:

What makes them worse, I guess, is that I do now usually lack the patience to read text reviews. I can listen to a Youtuber's opinion while, say, working in the garden, or, heck, playing a game. I can't read a text review while doing either of those things. So it's much more efficient time-wise (a resource most, most precious), to listen to one of these thumbnail people. Because many of them are actually decent, it's just that they feel obliged to join the thumbnail race.


I can't listen to a video without seeing the image.  I can't remember anything that was said unless I see the people speaking to me.  :Embarrass:

Radio and other podcasts are okay, but video content just doesn't work for me.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 03, 2025, 11:21:14 PM
Quote from: The Brain on November 03, 2025, 04:50:29 PM...Chaka Khan.

The forces that created Chaka Khan?  The Queen of Soul, the Prince of Darkness, the Duke of Ellington.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 03, 2025, 11:59:16 PM
I miss big thick manuals, too, but within a year they'll be woefully put of date. :P

Imagine trying to keep a manual for Vic3 up to date. :D (Though I guess that's wikis are for now.)
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 04, 2025, 03:25:15 AM
Was listening to the 3MA podcast this morning. They lament that it's hard to review this because it's so huge and Paradox kept patching it all the time. :D

But, like most reviewers, their take is: mostly sound mechanics, very complex and huge, very fun, but needs balancing/AI tweaks.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 04, 2025, 04:06:14 AM
I have uninstalled EU4. Felt weird, even though I haven't played in quite a well.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 04, 2025, 04:12:40 AM
I haven't yet, because I suspect I'm gonna miss the mission trees and may yet play some interesting flavorful countries in EU4.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 04, 2025, 04:27:42 AM
Quote from: Solmyr on November 04, 2025, 04:12:40 AMI haven't yet, because I suspect I'm gonna miss the mission trees and may yet play some interesting flavorful countries in EU4.


Mission trees I was sometimes in the mood for but I think they were a mistake, and are lame.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 04, 2025, 05:21:31 AM
Quote from: Tamas on November 04, 2025, 04:27:42 AM
Quote from: Solmyr on November 04, 2025, 04:12:40 AMI haven't yet, because I suspect I'm gonna miss the mission trees and may yet play some interesting flavorful countries in EU4.


Mission trees I was sometimes in the mood for but I think they were a mistake, and are lame.

They brought a lot of flavor IMO. And by giving out claims they encouraged AI to expand more.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 04, 2025, 05:49:43 AM
But they were also acting as a railroading, because if you didn't do your tree you were handicapping yourself.
Title: Re: Europa Universalis V confirmed
Post by: Sophie Scholl on November 04, 2025, 07:22:15 AM
It felt like the prerequisites were often a little too random or punishing, too. Especially when they closed off long chains of events.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 04, 2025, 10:25:23 AM
Quote from: Sophie Scholl on November 04, 2025, 07:22:15 AMIt felt like the prerequisites were often a little too random or punishing, too. Especially when they closed off long chains of events.

Agreed, this was the biggest downside.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 04, 2025, 10:52:23 AM
But Mission Trees, at least, forced the AI into some sort of historical path...which I'm worried this game won't.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 04, 2025, 10:53:30 AM
Quote from: Sophie Scholl on November 04, 2025, 07:22:15 AMIt felt like the prerequisites were often a little too random or punishing, too. Especially when they closed off long chains of events.

One of the things where it would be nicer if Paradox would lean into partial successes - it's either you completely fulfill it, or you don't, even if you reach 98% of the requirements. "Do or do not. There is no try."
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 04, 2025, 11:02:02 AM
Quote from: Josephus on November 04, 2025, 10:52:23 AMBut Mission Trees, at least, forced the AI into some sort of historical path...which I'm worried this game won't.

In Victoria 3 you can have country-specific strategies, surely that's doable here as well.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 04, 2025, 01:38:26 PM
Holy shit there are a ton of little tiny countries and not just in the Holy Roman Empire.
Title: Re: Europa Universalis V confirmed
Post by: Zanza on November 04, 2025, 01:44:53 PM
Starting my first game as Castile now.

Edit: I got Falalan to play first. :D
Title: Re: Europa Universalis V confirmed
Post by: Sheilbh on November 04, 2025, 01:49:24 PM
Yeah I'm also pro-mission tree.

I'm also a reading person. I don't think I've watched any YouTube video of someone ever :lol:

I will listen to podcasts in the background - and I can have some sorts of TV on in the background but that's not my attention type.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 04, 2025, 01:54:13 PM
I am intrigued by Pagan Lithuania. Probably a pretty short game if I don't convert but I do enjoy getting my ass kicked in Paradox games.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 04, 2025, 02:13:07 PM
First crash while hovering over a tool tip. :lol:

Been spending the last two hours mostly looking at the map during country selection, then finally going with Holstein-Rendsburg (Go home team!) and making my way through screens to see what's what.

There's a lot. :lol: (The count of Holstein-Rendsburg is also the regent of Denmark - though I haven't check what if anything it lets me do. That said, marrying my heir to the female direct heir of Slesvig seems like a good opening move? :unsure:

That said, H-R starts with 0 trade capacity.  :hmm:


Also, isn't this the cutest little "International Organization"? :wub: :lol:

(https://i.ibb.co/fGqwz2YN/70-C844-DC-A284-400-D-AE15-0471492974-A6.png)

Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 04, 2025, 02:22:44 PM
I am utterly overwhelmed.

 :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 04, 2025, 02:30:45 PM
Quote from: Norgy on November 04, 2025, 02:22:44 PMI am utterly overwhelmed.

 :ph34r:

Same.  :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: Zanza on November 04, 2025, 03:10:23 PM
Same. Tough to get into it mentally after a full day at work.  :sleep:
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 04, 2025, 03:15:06 PM
I haven't really played EU seriously since EU2 so I am completely baffled by everything I am seeing  :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 04, 2025, 03:23:33 PM
Quote from: Zanza on November 04, 2025, 03:10:23 PMSame. Tough to get into it mentally after a full day at work.  :sleep:

I hear you. :D

I managed to get through three years (not exactly all that much to do when playing a rural count on the fringes of the HRE :P ), but yeah .... there's A LOT to take in and filtering through what is and isn't important in a situation. :lol:

I'll give it a rest for tonight and give it a fresh look again tomorrow, though probably with an entity that has a bit more to do. :P

I think I will try to stay away from too many discussions of the game. I kinda want to figure things out myself for now and enjoy the discovery phase of this. :)
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 04, 2025, 03:33:14 PM
The use of gratuitus Lithuanian for various things for flavor just makes things more confusing  :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: HVC on November 04, 2025, 03:41:05 PM
Ive been burned too many times, I'll let you guys power through the bugs and balancing :P
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 04, 2025, 03:42:07 PM
On a different note, my computer runs this more smoothly than Vic3.  :lol:

I have no idea what I am doing, and no plan. Leaving the Kingdom of Norway in my hands was a bad idea.

(Since Norway was one of the recommended starts, well, why not)

We're integrating a few Sapmis in the north and trying hard to bring more control to the silver-producing Kongsberg mines by using a cabinet slot and building some roads.

One would like to do a little minting. We are cash-strapped, you see. I invested all my starting cash in the mine, roads, wheat and livestock RGOs.

Supposedly I am pushed towards humiliating a rival to increase prestige. With... what army? Some peasant levies? I think we will be better off keeping those peasants tilling the land right now.

I have no fleet, and the nobility is pissed off with me for some reason or another. A rebellion is brewing, and I might just let it happen, as it might rid me of that useless king.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 04, 2025, 03:57:27 PM
Quote from: HVC on November 04, 2025, 03:41:05 PMIve been burned too many times, I'll let you guys power through the bugs and balancing :P

This is the first Paradox game I have bought on release since 2012 so I am fresh and innocent again -_-

And I really enjoyed CK2 on release. Granted I only had CK1 to compare it to at that point.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 04, 2025, 09:37:56 PM
Wow, 40 minutes in and I have not yet unpaused, just looking at all the info - love this  :wub:
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 05, 2025, 01:30:15 AM
Sleeping on it for a night, I feel that the game has tons of detail, I think the gameplay itself is fairly straightforward (in a mechanical sense) - you have your politics (council, parliament/assembly/diet, laws, reforms, privileges), your economy (infrastructure, buildings, trade, budget) and your diplomacy (the usual). It all ties together of course and there's a lot of differentiation (cultural content, country content etc.) but a lot of it feels for lack of a better word fairly intuitive at first glance? I guess I mean there's less abstraction than what EU4 was.

Much of learning will come down to what modifiers to go for when, what actions synergize best and (the most immediate one) building the muscle memory of which menu has which options/actions. :P
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 05, 2025, 05:17:14 AM
Started as the Ottomans (lol can I be). They start with 200 professional troops which seem to carry them through fighting the other beyliks. Antagonism can get pretty dangerous though - so far I had two coalition wars declared on me: first one against Byzantium, Bulgaria, and Genoa, second one Byzantium, Bulgaria, and Trebizond. I lost the first war as they managed to kill most of my troops, but made it with just a humiliation and releasing one vassal. I won the second coalition war, taking all Byzantine possessions in Anatolia.

Still getting used to control mechanics - a bunch of my locations have zero control. I created some vassals, but the Ottomans apparently need to own 100 locations in Anatolia directly before 1400 in order not to fail the Rise of the Turks situation, so presumably I need some way to increase control myself. Still trying to figure out how to do it.

Oh, and after play for many hours, I reached... the year 1363. It's SLOOOOOOOOW.
Title: Re: Europa Universalis V confirmed
Post by: Crazy_Ivan80 on November 05, 2025, 05:29:40 AM
It's a real time simulation then?  ;)
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 05, 2025, 06:26:13 AM
Yeah. No way this is even remotely balanced after the first 100 years or so, how could it be?

Still excited to learn it, though.

One nice aspect of the detail, that Victoria 3 has as well is that with a big country I just... don't have the urge to conquer? Like, Hungary. It's huge and fairly rich but at the start my capital has pretty much no buildings (a fact I only realised watching a youtube video), and my control radiates as if it was a dim little candle. So seems like plenty of opportunity to figure out development within the borders.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 05, 2025, 06:30:23 AM
One silliness I have noticed already though: Hungary has a union with Croatia and Naples, this is like an "international organisation" in game terms. Which ends up giving a -60 malus to marriage acceptance. In other words, my heir (and later king) has NOBODY of noble blood in diplo range (on that massive map) who is willing to marry him, the ruler of one of the biggest countries on the map. And marrying a commoner is a massive prestige hit
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 05, 2025, 07:41:10 AM
Quote from: Tamas on November 05, 2025, 06:26:13 AMYeah. No way this is even remotely balanced after the first 100 years or so, how could it be?

Still excited to learn it, though.

One nice aspect of the detail, that Victoria 3 has as well is that with a big country I just... don't have the urge to conquer? Like, Hungary. It's huge and fairly rich but at the start my capital has pretty much no buildings (a fact I only realised watching a youtube video), and my control radiates as if it was a dim little candle. So seems like plenty of opportunity to figure out development within the borders.


Yeah, I really like the control mechanic. A solution to blobbing that provides the player with a fun alternative.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 05, 2025, 10:37:34 AM
It annoys me I cannot just get some local noble to marry. Why is it either marry some middle class slob or a royal marriage? If there is no Anne of Cleves, surely I can just marry Catherine Howard right?

I like how many things I can automate. So many systems to learn.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 05, 2025, 10:45:25 AM
So how am I supposed to enable mods then without a launcher?
Title: Re: Europa Universalis V confirmed
Post by: Razgovory on November 05, 2025, 11:19:23 AM
Is there a start date other than 1337?
Title: Re: Europa Universalis V confirmed
Post by: Zanza on November 05, 2025, 11:28:38 AM
Quote from: Razgovory on November 05, 2025, 11:19:23 AMIs there a start date other than 1337?
no
Title: Re: Europa Universalis V confirmed
Post by: Razgovory on November 05, 2025, 11:31:46 AM
Ugh.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 05, 2025, 11:48:03 AM
Quote from: Tamas on November 05, 2025, 10:45:25 AMSo how am I supposed to enable mods then without a launcher?

Found it, top-right of the main menu
Title: Re: Europa Universalis V confirmed
Post by: Crazy_Ivan80 on November 05, 2025, 12:14:29 PM
Quote from: Tamas on November 05, 2025, 10:45:25 AMSo how am I supposed to enable mods then without a launcher?

steam workshop of their own little mod playground?
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 05, 2025, 12:14:36 PM
I predict I will only occasionally reach the start date of EU1 when playing this game  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 05, 2025, 12:22:05 PM
Well, if anyone is doing well in this game, please tell me.  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 05, 2025, 12:26:19 PM
Quote from: Norgy on November 05, 2025, 12:22:05 PMWell, if anyone is doing well in this game, please tell me.  :lol:

I kicked some Teutonic ass as Lithuania before realizing that might have been counterproductive. I don't really understand how anything works except for fighting wars. Just remembering where pieces of information exist is a problem.

I hope it makes more sense with time.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 05, 2025, 12:42:12 PM
Quote from: Razgovory on November 05, 2025, 11:19:23 AMIs there a start date other than 1337?

As I said earlier, I hope they add a 1492 era start sometime
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 05, 2025, 12:48:31 PM
I am thinking of automating everything except for one thing and just focus on that for awhile.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 05, 2025, 01:13:04 PM
Quote from: Norgy on November 05, 2025, 12:22:05 PMWell, if anyone is doing well in this game, please tell me.  :lol:

I did very well reading through all the tabs last night.  Oh, you meant playing the game - nope made the mistake of building too many roads at the start and decided to abandon all hope and try again another time.  :D
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 05, 2025, 01:21:35 PM
Quote from: Valmy on November 05, 2025, 12:26:19 PM
Quote from: Norgy on November 05, 2025, 12:22:05 PMWell, if anyone is doing well in this game, please tell me.  :lol:

I kicked some Teutonic ass as Lithuania before realizing that might have been counterproductive. I don't really understand how anything works except for fighting wars. Just remembering where pieces of information exist is a problem.

I hope it makes more sense with time.

If your soldiers were levies from peasantry then that might hamper your development. I recall a streamer mentioning during a preview that they stopped a war because they needed their levies back home for the harvest as their food stockpiles had run low.

And I've seen folks scratch their heads how to supply their army from Spain sieging castles in Morocco with their navy. :D
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 05, 2025, 01:42:01 PM
I prefer good land based combat for the time being -_-

I even figured out how to spawn soldier pops and make regulars :smarty: I figured Lithuania needed a core of professional mounted warriors.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 05, 2025, 01:51:08 PM
Quote from: Crazy_Ivan80 on November 05, 2025, 12:14:29 PM
Quote from: Tamas on November 05, 2025, 10:45:25 AMSo how am I supposed to enable mods then without a launcher?

steam workshop of their own little mod playground?

Steam, but yeah found it.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 05, 2025, 01:53:58 PM
Quote from: crazy canuck on November 05, 2025, 01:13:04 PM
Quote from: Norgy on November 05, 2025, 12:22:05 PMWell, if anyone is doing well in this game, please tell me.  :lol:

I did very well reading through all the tabs last night.  Oh, you meant playing the game - nope made the mistake of building too many roads at the start and decided to abandon all hope and try again another time.  :D

Do roads have building maintenance cost?

I have restarted as Hungary, trying to improve things this time rather than sitting and scratching my head. Things are going noticeably worse than when I didn't touch anything.  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 05, 2025, 02:17:41 PM
Quote from: crazy canuck on November 05, 2025, 01:13:04 PM
Quote from: Norgy on November 05, 2025, 12:22:05 PMWell, if anyone is doing well in this game, please tell me.  :lol:

I did very well reading through all the tabs last night.  Oh, you meant playing the game - nope made the mistake of building too many roads at the start and decided to abandon all hope and try again another time.  :D

Why? Roads expensive to maintain?
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 05, 2025, 02:52:17 PM
Tried the one AI mod available as they are trying to up AI aggressiveness and if I understood correctly trying to make the AI focus on getting stronger allies rather than a lot of them.

Well, Anatolia and the Balkans are much more lively in the mid 1340s but there are ridiculous war declarations. Count of Cili (sp?) DoW me, Hungary, who is allied to Poland and having Croatia and Bosnia as vassals. Something like 300 levies against almost 20k. And now Venice is trying only something slightly less mad against Croatia. Yeah, maybe I'll turn off the mod for now
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 05, 2025, 03:40:34 PM
Sorry, not going to mess with gameplay mods in the next few weeks while they keep patching this. :P
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 05, 2025, 03:43:27 PM
I been playing as Naples...following the tutorial missions and doing my own stuff...like attacking Sicily.

Some interesting stuff, lots to keep track of. After I conquered a bunch of provinces in Sicily, I couldn't tell if they were cored or not. I can't seem to find the right mapmode, where I can tell like in EUIV which provinces I have claims on, are my cores, etc.

There's tons of stuff here, trying to find what I want can be hard for now.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 05, 2025, 04:18:01 PM
Quote from: Josephus on November 05, 2025, 03:43:27 PMI been playing as Naples...following the tutorial missions and doing my own stuff...like attacking Sicily.

Some interesting stuff, lots to keep track of. After I conquered a bunch of provinces in Sicily, I couldn't tell if they were cored or not. I can't seem to find the right mapmode, where I can tell like in EUIV which provinces I have claims on, are my cores, etc.

There's tons of stuff here, trying to find what I want can be hard for now.

I think the official EU5 YouTube channel's population tutorial (Syt linked it earlier) has a short section where they cover that map mode.
Title: Re: Europa Universalis V confirmed
Post by: DGuller on November 05, 2025, 04:56:27 PM
Played the Ottomans for a couple of months before crashing to desktop.  Not the most auspicious of starts.  :hmm:
Title: Re: Europa Universalis V confirmed
Post by: The Brain on November 05, 2025, 05:21:05 PM
Quote from: DGuller on November 05, 2025, 04:56:27 PMPlayed the Ottomans for a couple of months before crashing to desktop.  Not the most auspicious of starts.  :hmm:

Remember to eat and sleep.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 05, 2025, 05:48:15 PM
Quote from: Syt on November 05, 2025, 03:40:34 PMSorry, not going to mess with gameplay mods in the next few weeks while they keep patching this. :P

Yeah it was a mistake.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 05, 2025, 05:48:59 PM
Weekly patches with first coming tomorrow while a separate team works on the longer term stuff. Nice.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 05, 2025, 05:50:38 PM
Lost about 1.3 million people in Naples due to the plague.  :(

So the latest thing I'm confused with is Institutions and Ages.

How do I advance ages? The Second age (Renaissance, I think) has started but I haven't reached it yet. Do I have to embrace the three Insitutions of the first age first? I have two, but the third one, Meritocracy, is nowhere near me and none of my provinces are close to embracing it.

Can I aid it's spread? How?
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 05, 2025, 06:41:39 PM
Quote from: Tamas on November 05, 2025, 01:53:58 PM
Quote from: crazy canuck on November 05, 2025, 01:13:04 PM
Quote from: Norgy on November 05, 2025, 12:22:05 PMWell, if anyone is doing well in this game, please tell me.  :lol:

I did very well reading through all the tabs last night.  Oh, you meant playing the game - nope made the mistake of building too many roads at the start and decided to abandon all hope and try again another time.  :D

Do roads have building maintenance cost?

I have restarted as Hungary, trying to improve things this time rather than sitting and scratching my head. Things are going noticeably worse than when I didn't touch anything.  :lol:

I just put too many resources into building them and so I didn't have enough resources to build other buildings and all the other things that gold is needed for in the early game.

On the next play through, I'm going to concentrate more on building up the economy of the areas that are in decent control and then work out from there.  No idea if that will work better but sounds good on paper.
Title: Re: Europa Universalis V confirmed
Post by: Legbiter on November 05, 2025, 10:21:27 PM
The peasants are revolting!

(https://pbs.twimg.com/media/G48G2npaMAA93NG?format=png&name=small)

 :lol:
Title: Re: Europa Universalis V confirmed
Post by: DGuller on November 05, 2025, 11:31:49 PM
Here are some counts for my first day of owning EU5:

Crashes to desktop:  4
Total PC freezes: 1
Crashes while sending crash report after CtD: 1
Refunds requested: 1
Refunds approved: TBD
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 06, 2025, 12:51:18 AM
One CTD in 11 hours of play. I was looking at tooltips when the end of the month and an autosave happened.

I don't seem to understand how to build a strong economy, in fact it seems to get worse with me at the helm  :lol:

It might be that I'm in too much of a hurry, this is a big long game.

Conversely, wars seem to go well for me. This is a reversal of my EU4 experience where I invariably built up a strong economy but messed up the wars.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 06, 2025, 01:29:54 AM
Quote from: DGuller on November 05, 2025, 11:31:49 PMHere are some counts for my first day of owning EU5:

Crashes to desktop:  4
Total PC freezes: 1
Crashes while sending crash report after CtD: 1
Refunds requested: 1
Refunds approved: TBD

That sucks. What's yor specs? It runs pretty smooth for me except that one CTD on a tooltip.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 06, 2025, 01:48:33 AM
Quote from: Tamas on November 05, 2025, 05:48:15 PM
Quote from: Syt on November 05, 2025, 03:40:34 PMSorry, not going to mess with gameplay mods in the next few weeks while they keep patching this. :P

Yeah it was a mistake.

Partially it's also that I don't trust any AI patch coming out within a day (week? month?) of release considering the scope of the game - how balanced can it be. I wary of Victoria AI "patches" the same way - often they throw balance out the window or implement railroading that makes the game less interesting for me.

Any attempt at AI patching - at least IMHO, I may be way off base here - would be experimentation at best, and that's not a bad thing. Seeing what file/script changes which behavior or affects other scripts/areas. That's useful and necessary in the long run.

But for now I'm busy enough learning where all the levers and buttons are. :lol:

I started the Holland tutorial yesterday; only had an hour or so time. But I thought it was not too bad in explaining the interface, some basics, and heavily pointing players to tooltips and the hints system and that e.g. map modes can be activated from popups, windows, right-clicks etc., and not just from the map widget at the bottom. I approve. Also liked how it slowly added the UI bits, and had a :lmfao: moment when at the end it goes, "Oh, and there's alerts!" *drops a dozen or more notifications at the top*

Only thing had me stumped was it told me to mouse over the tax base of a province, and highlighted the big thingie in the provice window ... except it wanted me to mouse over the smaller button further up that gives the same tooltip. Otherwise quite liked the onboarding, though it probably helps if you already know many concepts.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 06, 2025, 02:08:17 AM
Quote from: Richard Hakluyt on November 06, 2025, 12:51:18 AMI don't seem to understand how to build a strong economy, in fact it seems to get worse with me at the helm  :lol:


We should start a club. Norway's running on loans. Somehow. Keynesian deficit spending is apparently not viable in the 14th century.

"Just you wait, nobles, in the 1920s I will be proven right!".
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 06, 2025, 03:02:08 AM
Perhaps we can be inducted into the Liz Truss Institute for Economic Affairs.

Oh well, at least its just bytes and pixels suffering.

Title: Re: Europa Universalis V confirmed
Post by: Josquius on November 06, 2025, 03:02:35 AM
So is it very Victoria 3 like?

As much as I loved Vic 2, 3 just never clicked with me. It was just so... I don't know. Too many options with vague outcomes. So much to micromanage.

Quote from: Valmy on November 05, 2025, 12:26:19 PM
Quote from: Norgy on November 05, 2025, 12:22:05 PMWell, if anyone is doing well in this game, please tell me.  :lol:

I kicked some Teutonic ass as Lithuania before realizing that might have been counterproductive. I don't really understand how anything works except for fighting wars. Just remembering where pieces of information exist is a problem.

I hope it makes more sense with time.

Sounds like trying to do ux on the cheap has bit them in the arse.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 06, 2025, 03:26:34 AM
Quote from: Richard Hakluyt on November 06, 2025, 12:51:18 AMOne CTD in 11 hours of play. I was looking at tooltips when the end of the month and an autosave happened.

I don't seem to understand how to build a strong economy, in fact it seems to get worse with me at the helm  :lol:

It might be that I'm in too much of a hurry, this is a big long game.

Conversely, wars seem to go well for me. This is a reversal of my EU4 experience where I invariably built up a strong economy but messed up the wars.


Same. Except for ctds. I had them when booting it up because at the time my C drive ran out of space completely. :p But since I have solved that it's been fine.

It does seem to be less junky on fast speeds with the 3d map off though so I think I am going to stick with that.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 06, 2025, 05:06:05 AM
Quote from: Syt on November 06, 2025, 01:29:54 AM
Quote from: DGuller on November 05, 2025, 11:31:49 PMHere are some counts for my first day of owning EU5:

Crashes to desktop:  4
Total PC freezes: 1
Crashes while sending crash report after CtD: 1
Refunds requested: 1
Refunds approved: TBD

That sucks. What's yor specs? It runs pretty smooth for me except that one CTD on a tooltip.

Runs smoothly for me, sounds like a DG problem
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 06, 2025, 05:27:11 AM
Quote from: Valmy on November 05, 2025, 10:37:34 AMIt annoys me I cannot just get some local noble to marry. Why is it either marry some middle class slob or a royal marriage? If there is no Anne of Cleves, surely I can just marry Catherine Howard right?

There's already a mod for that. :lol:
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 06, 2025, 05:28:26 AM
Quote from: Josephus on November 05, 2025, 05:50:38 PMLost about 1.3 million people in Naples due to the plague.  :(

So the latest thing I'm confused with is Institutions and Ages.

How do I advance ages? The Second age (Renaissance, I think) has started but I haven't reached it yet. Do I have to embrace the three Insitutions of the first age first? I have two, but the third one, Meritocracy, is nowhere near me and none of my provinces are close to embracing it.

Can I aid it's spread? How?

You don't "advance" ages - they just happen, and you embrace the institutions when you have them spread enough in your country. So far I haven't found any way to speed up their spread.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 06, 2025, 05:30:01 AM
Anyway, my first attempt at the Ottomans crashed and burned as I concentrated too much on conquest and didn't develop my economy enough. I went bankrupt in the 1440s while fighting the Mamluks and after that it was a bankruptcy every couple of months - it seems impossible to prevent it once it happens to you once. So now I'm trying again from the beginning. Still need to figure out how to best improve the economy to create a solid base.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 06, 2025, 06:18:19 AM
Quote from: Richard Hakluyt on November 06, 2025, 12:51:18 AMOne CTD in 11 hours of play. I was looking at tooltips when the end of the month and an autosave happened.

I don't seem to understand how to build a strong economy, in fact it seems to get worse with me at the helm  :lol:

It might be that I'm in too much of a hurry, this is a big long game.

Conversely, wars seem to go well for me. This is a reversal of my EU4 experience where I invariably built up a strong economy but messed up the wars.


the guy I watch on YT, Quill, had a CtD when he was hovering over a tool tip too.
Title: Re: Europa Universalis V confirmed
Post by: DGuller on November 06, 2025, 07:42:08 AM
Quote from: Syt on November 06, 2025, 01:29:54 AM
Quote from: DGuller on November 05, 2025, 11:31:49 PMHere are some counts for my first day of owning EU5:

Crashes to desktop:  4
Total PC freezes: 1
Crashes while sending crash report after CtD: 1
Refunds requested: 1
Refunds approved: TBD

That sucks. What's yor specs? It runs pretty smooth for me except that one CTD on a tooltip.
Oh, it runs pretty smoothly before crashing, no complaints there.  I have a 128 GB RAM and i9 processor machine.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 06, 2025, 10:27:28 AM
Quote from: Josquius on November 06, 2025, 03:02:35 AMSounds like trying to do ux on the cheap has bit them in the arse.

I think part of the problem is I just haven't played one of these games for awhile. What seems obvious to people with loads of Vic 3 or EU4 experience is very opaque to me.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 06, 2025, 11:02:26 AM
This is a very interesting video to me: https://www.youtube.com/watch?v=ulhAw43umO4

Kind of blows my mind. Legitimacy and stability and prestige?  :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 06, 2025, 12:08:25 PM
Quote from: Solmyr on November 06, 2025, 05:30:01 AMSo now I'm trying again from the beginning. Still need to figure out how to best improve the economy to create a solid base.


I think I have the early economy, at least partly, figured out now.

Concentrate on building within high control areas

Pump up your rgos first to get the food and industrial inputs you need to build your buildings (that will reduce the construction price) and once built to supply the building's production - timber, Lumber, stone, sand, wheat, and clay are good things to think about early on.

Gradually build roads to increase the radius of control

And, importantly, increase your crown power at the expense of the nobles.

Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 06, 2025, 12:24:11 PM
Quote from: Valmy on November 06, 2025, 10:27:28 AM
Quote from: Josquius on November 06, 2025, 03:02:35 AMSounds like trying to do ux on the cheap has bit them in the arse.

I think part of the problem is I just haven't played one of these games for awhile. What seems obvious to people with loads of Vic 3 or EU4 experience is very opaque to me.

I would say this opaque at best for everyone. It is a soup of CK3, Vic3 and with a sprinkling of EU4.

Trying the Eastern Roman Empire was a harrowing experience. Much like a Diddy party, it was being effed hard.
I will no longer be welcome in Greece after that.  :lol:
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 06, 2025, 12:31:46 PM
Quote from: Norgy on November 06, 2025, 12:24:11 PMI would say this opaque at best for everyone. It is a soup of CK3, Vic3 and with a sprinkling of EU4.

Yeah, there is a lot going on and it is all inter related
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 06, 2025, 01:06:18 PM
Another interesting video: https://www.youtube.com/watch?v=RV3INBb5sCY

Damn. I feel like I need several pages of checklists to play this game.

Quote from: Norgy on November 06, 2025, 12:24:11 PM
Quote from: Valmy on November 06, 2025, 10:27:28 AM
Quote from: Josquius on November 06, 2025, 03:02:35 AMSounds like trying to do ux on the cheap has bit them in the arse.

I think part of the problem is I just haven't played one of these games for awhile. What seems obvious to people with loads of Vic 3 or EU4 experience is very opaque to me.

I would say this opaque at best for everyone. It is a soup of CK3, Vic3 and with a sprinkling of EU4.

Trying the Eastern Roman Empire was a harrowing experience. Much like a Diddy party, it was being effed hard.
I will no longer be welcome in Greece after that.  :lol:

I like how instantly a ton of disasters pop up. A true Andronikus experience.

The problem is at this point I have only the loosest grasp on what is good and what I should be doing. Control percentage of provinces is important. Centralization is important. Prestige. Stability. Fucking hell.

I miss just getting my stability to +3.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 06, 2025, 02:02:15 PM
Quote from: Valmy on November 06, 2025, 01:06:18 PMI miss just getting my stability to +3.

 :D
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 06, 2025, 02:33:23 PM
Quote from: crazy canuck on November 06, 2025, 12:08:25 PM
Quote from: Solmyr on November 06, 2025, 05:30:01 AMSo now I'm trying again from the beginning. Still need to figure out how to best improve the economy to create a solid base.


I think I have the early economy, at least partly, figured out now.

Concentrate on building within high control areas

Pump up your rgos first to get the food and industrial inputs you need to build your buildings (that will reduce the construction price) and once built to supply the building's production - timber, Lumber, stone, sand, wheat, and clay are good things to think about early on.

Gradually build roads to increase the radius of control

And, importantly, increase your crown power at the expense of the nobles.



:thumbsup:
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 06, 2025, 03:21:54 PM
Yeah, this is muito bonito.

Don't go all in on roads at first. Use some cabinet members to increase a bit of control. When it hits around 30, it is good enough. At the start.

Never ever have a food shortage in the market. While you might want to invest in a mine, having a food deficit is rather punishing.

You actually have missions in EUV.
I would say there is room for improvement in that regard.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 06, 2025, 03:36:12 PM
Yeah thanks to CCs tips I am crawling up my central area's RGOs. I mean right now I am waiting for the plague to end.

Bulgaria and Venice took big chunks of Serbia in two separate war (well Venice took small parts). I have made myself a casus belli to join in but feels unwise to burn population on something I don't actually need
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 06, 2025, 05:15:38 PM
I've reached 1370 now. Having fun.
Still learning, of course, and I have automated some tasks, primarily trade ones. I'm not really paying attention to the values too much either.

The world is interesting, to say the least. Poor, poor Ottomans. That whole area is one big mess.
And just like CK, there's no Scotland but Alba is pretty large.

I was doing pretty well (Naples) for the most part but have suffered some setbacks. My stab took a big hit at one point, not really sure why. Yes, I just want it to go up to +3,  :P but I haven't come across to many positive stab events. My prestige is also pretty low.

I also took out a loan, which surprised me because I thought I was doing pretty well financially. So I'm convinced at one point I must have done something that dropped my stab and lowered my treasury.  So I'm trying to climb out of this fine mess right now.

I've never been DOW'd at all in the game. Not sure if that's common or not. I am in a 5-way defensive pact, and have some pretty large -ish allies.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 06, 2025, 10:51:16 PM
So as Lithuania my high maintenance BFF Poland wants some of my land. Probably fine. I have tons of worthless land. But nowhere can I find what land those kielbasa eating bastards want. I am completely at a loss. It's so frustrating.
Title: Re: Europa Universalis V confirmed
Post by: DGuller on November 06, 2025, 11:36:00 PM
After three failed attempts, I finally got a refund (for Steam wallet credit, but still).  :w00t: That still works better than this game.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 07, 2025, 12:11:11 AM
Quote from: DGuller on November 06, 2025, 11:36:00 PMAfter three failed attempts, I finally got a refund (for Steam wallet credit, but still).  :w00t: That still works better than this game.

Game works fine for me. :hmm:

Except for the baffling interface.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 07, 2025, 05:15:47 AM
On my second attempt as the Ottomans, my economy is doing much better since I babysit everything. Even got my regular army going, up to 800 soldiers in 1390. At one point Byzantium collapsed into bankruptcy and rebellion, so I entered the Balkans via Gallipoli and now just conquered Constantinople. It was originally taken by a Byzantine pretender rebel, who apparently deleted the fort and Theodosian Walls, making the conquest easy. :nelson: And here I was recruiting cannons and stuff, didn't end up needing them after all. At least they'll be useful against the Mamluks later, I suppose.
Title: Re: Europa Universalis V confirmed
Post by: DGuller on November 07, 2025, 09:31:16 AM
Quote from: Valmy on November 07, 2025, 12:11:11 AM
Quote from: DGuller on November 06, 2025, 11:36:00 PMAfter three failed attempts, I finally got a refund (for Steam wallet credit, but still).  :w00t: That still works better than this game.

Game works fine for me. :hmm:

Except for the baffling interface.
It's possible that my frequent crashing has to do with something on my system, but lots of people reported crashes to desktop after looking at tooltips or the like.  In 2025, if you can't contain a problem without crashing to desktop or freezing the entire PC, you're just not a technically competent software developer.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 07, 2025, 09:42:44 AM
How much space you have on your C drive?
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 07, 2025, 10:50:02 AM
By default vassals are just a blend of their master's map colour, not matching it. I thought this wasn't a big deal but turning colour-matchin on actually helps understand whats going on with the world. Like made me realise Ottomans are already overlords of half of Anatolia
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 07, 2025, 11:02:13 AM
Anyone know if there will be a hotfix today? Seems there's a bug where AI keeps dissolving their alliance with you, even though you can immediately enter it again.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 07, 2025, 11:07:58 AM
Quote from: Syt on November 07, 2025, 11:02:13 AMAnyone know if there will be a hotfix today? Seems there's a bug where AI keeps dissolving their alliance with you, even though you can immediately enter it again.

I only had that when I made a defensive alliance with my rival. Removing the rivalry then re-allying removed the problem
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 07, 2025, 12:02:57 PM
Ok so diplomatic capacity is really important. Go over it and you are seriously boned.

And it doesn't take much man. I have one ally but I struggle to stay under the limit.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 07, 2025, 12:05:04 PM
Quote from: Valmy on November 07, 2025, 12:02:57 PMOk so diplomatic capacity is really important. Go over it and you are seriously boned.

And it doesn't take much man. I have one ally but I struggle to stay under the limit.

Yep, a lot of care has to be taken deciding how to spend those meagre resources.  No more marriage/increase relations/alliance spam
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 07, 2025, 12:05:53 PM
Quote from: Valmy on November 06, 2025, 10:51:16 PMSo as Lithuania my high maintenance BFF Poland wants some of my land. Probably fine. I have tons of worthless land. But nowhere can I find what land those kielbasa eating bastards want. I am completely at a loss. It's so frustrating.

So I took this to the Paradox forums. It was crazy to see my ancient account right there waiting for me.

Anyway nobody has an answer to this so I guess...you just have to put up with the diplomacy hit. The interface currently doesn't seem to tell you what land your neighbors want from you. I miss being able to see who considered my land a core in EU2.

Also as much fun as I am having the game still...progresses....so slowly. Like I doubt I will make it to 1500 in most of my games. That remains my biggest problem in post-EU2 Paradox games. I miss just being able to breeze along if not much is happening.

And give me a 1492 start please. Or even a 1454 one. As fun as all the chaos this 1337 start is, I doubt the Ottomans, and Muscovites are going to emerge consistently as great powers from their wimpy starts. Even Austria has a long hill to climb. While I don't know how things are going out in Xanadu, I have a feeling that the Ming are also not going to consistently overcome the Yuan. And the Mughals? LOL. Timur has yet to be born, much less become lame. It is just going to be a weird alt history world each time. Only France, Spain, and England are likely to consistently emerge as great powers.
Title: Re: Europa Universalis V confirmed
Post by: DGuller on November 07, 2025, 12:06:06 PM
Quote from: Tamas on November 07, 2025, 09:42:44 AMHow much space you have on your C drive?
I have 300 GB free.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 07, 2025, 01:13:49 PM
Quote from: DGuller on November 07, 2025, 12:06:06 PM
Quote from: Tamas on November 07, 2025, 09:42:44 AMHow much space you have on your C drive?
I have 300 GB free.

I give up then.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 07, 2025, 01:16:26 PM
Valmy, I agree, I think th early start date is by far the weakest point of the game.

Let's say that after the very land-based Hungary game I want to explore the new world. Sure, I just need to build up Portugal for a 100 years and then I can go. I have passed like 40 years in my current game, took me a couple of days.
Title: Re: Europa Universalis V confirmed
Post by: DGuller on November 07, 2025, 01:19:35 PM
Quote from: Tamas on November 07, 2025, 01:13:49 PM
Quote from: DGuller on November 07, 2025, 12:06:06 PM
Quote from: Tamas on November 07, 2025, 09:42:44 AMHow much space you have on your C drive?
I have 300 GB free.

I give up then.
That's what I said.  :)   Not my job to make Paradox games work.  HOI4 and EU5 are the only ones I recall crashing to desktop in the last 10 years or so.
Title: Re: Europa Universalis V confirmed
Post by: HVC on November 07, 2025, 01:27:52 PM
Someone was having issues on another forum.  They said they updated their bios and it fixed the issue. Why, no idea. But too late now.
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 07, 2025, 03:27:14 PM
Quote from: DGuller on November 07, 2025, 01:19:35 PM
Quote from: Tamas on November 07, 2025, 01:13:49 PM
Quote from: DGuller on November 07, 2025, 12:06:06 PM
Quote from: Tamas on November 07, 2025, 09:42:44 AMHow much space you have on your C drive?
I have 300 GB free.

I give up then.
That's what I said.  :)   Not my job to make Paradox games work.  HOI4 and EU5 are the only ones I recall crashing to desktop in the last 10 years or so.

I had similar problems with Victoria 3 , but left it on my pc and when I came back, some months later it was fine. HOI4 was always fine though  :hmm:
 EU5 I'm on 32 hours now and just that one crash, possibly I have a similar pc to Johan's  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Zanza on November 07, 2025, 04:15:51 PM
Finally found some time to play. Started as Holland. It's daunting. So many different things going on. I guess I will have to learn system by system.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 07, 2025, 04:46:42 PM
Get high control in provinces. Keep crown power over 25%. Nepotism is good. Build roads and patrol coasts. Stay under your diplomat capacity.

Um...yeah there are some tips.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 07, 2025, 04:53:03 PM
In EU5 you need to promote family values...and by values I mean members.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 07, 2025, 05:57:02 PM
Quote from: Valmy on November 07, 2025, 04:53:03 PMIn EU5 you need to promote family values...and by values I mean members.

Why?
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 07, 2025, 06:27:33 PM
Quote from: Josephus on November 07, 2025, 05:57:02 PM
Quote from: Valmy on November 07, 2025, 04:53:03 PMIn EU5 you need to promote family values...and by values I mean members.

Why?

Because you get massive bonuses to the Crown Estate for doing so.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 07, 2025, 06:51:30 PM
Quote from: Valmy on November 07, 2025, 06:27:33 PM
Quote from: Josephus on November 07, 2025, 05:57:02 PM
Quote from: Valmy on November 07, 2025, 04:53:03 PMIn EU5 you need to promote family values...and by values I mean members.

Why?

Because you get massive bonuses to the Crown Estate for doing so.

:o
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 07, 2025, 07:34:22 PM
Quote from: Valmy on November 07, 2025, 06:27:33 PM
Quote from: Josephus on November 07, 2025, 05:57:02 PM
Quote from: Valmy on November 07, 2025, 04:53:03 PMIn EU5 you need to promote family values...and by values I mean members.

Why?

Because you get massive bonuses to the Crown Estate for doing so.

Good to know. So you're saying make family members generals, cabinet ministers etc, right?
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 07, 2025, 08:32:59 PM
Quote from: Josephus on November 07, 2025, 07:34:22 PM
Quote from: Valmy on November 07, 2025, 06:27:33 PM
Quote from: Josephus on November 07, 2025, 05:57:02 PM
Quote from: Valmy on November 07, 2025, 04:53:03 PMIn EU5 you need to promote family values...and by values I mean members.

Why?

Because you get massive bonuses to the Crown Estate for doing so.

Good to know. So you're saying make family members generals, cabinet ministers etc, right?

Exactly!
Title: Re: Europa Universalis V confirmed
Post by: Legbiter on November 08, 2025, 07:24:48 AM
(https://pbs.twimg.com/media/G5N2QlDa8AIFWx0?format=jpg&name=small)

Just blame the Serbs!
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 09, 2025, 08:14:56 AM
I wonder if I ran into a bug. I started a parliament session and then added as an additional agenda a law change request. This tanked the success chance of parliament, like to 5% and it failed eventually. But still, the implementation of the law has triggered, without the 99 stability hit that you'd get trying to push it through without parliamentary approval. I am pretty sure this isn't how it is supposed to work.
Title: Re: Europa Universalis V confirmed
Post by: DGuller on November 09, 2025, 09:09:30 AM
Quote from: Tamas on November 09, 2025, 08:14:56 AMI wonder if I ran into a bug. I started a parliament session and then added as an additional agenda a law change request. This tanked the success chance of parliament, like to 5% and it failed eventually. But still, the implementation of the law has triggered, without the 99 stability hit that you'd get trying to push it through without parliamentary approval. I am pretty sure this isn't how it is supposed to work.
I think that's how it's supposed to work.  You use up your political capital on changing the law, and not enough was left for the original agenda item.  The additional items are not tied to the original agenda.  That was one of the few things I figured out in my 7 hours of playing.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 09, 2025, 09:27:34 AM
Quote from: DGuller on November 09, 2025, 09:09:30 AM
Quote from: Tamas on November 09, 2025, 08:14:56 AMI wonder if I ran into a bug. I started a parliament session and then added as an additional agenda a law change request. This tanked the success chance of parliament, like to 5% and it failed eventually. But still, the implementation of the law has triggered, without the 99 stability hit that you'd get trying to push it through without parliamentary approval. I am pretty sure this isn't how it is supposed to work.
I think that's how it's supposed to work.  You use up your political capital on changing the law, and not enough was left for the original agenda item.  The additional items are not tied to the original agenda.  That was one of the few things I figured out in my 7 hours of playing.

Ah, makes more sense, thanks.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 09, 2025, 10:41:01 AM
Can I raise all my levies and move them directly to one spot; like I think you could do in CK?
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 09, 2025, 12:04:53 PM
Quote from: Josephus on November 09, 2025, 10:41:01 AMCan I raise all my levies and move them directly to one spot; like I think you could do in CK?

Yeah there is a button called gather to strongest army or something and all your levies will go to the same place and merge into one army.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 10, 2025, 12:12:02 PM
So I finally made it to the 1450s. This game is great, you always feel like you are just on the verge of doing something really cool. But holy shit it plays slow. I feel like I played those 120 years in real time.

Also the Renaissance ENDS right now? Dang I thounght it had barely gotten going by then.

So while I think this game is really good it seems unlikely I am going to really be able to explore its possibilities. It seems like EU2 was the last game you could really experiment and try different regions and game play styles. In EU5  the time commitment is just too crushing.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 10, 2025, 12:33:02 PM
It really should come with a meal plan and an unemployment benefit, yes.

Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 10, 2025, 01:14:16 PM
I've got 24 hours of playtime (in six days---sigh)...I'm at 1430 now. So yeah, game moves slowly.
I really, really, wish they will include a later start in a future DLC.

So I am learning most of the mechanics (though I'm playing with automated trade), although not up on most of the strategy (ie. no idea why I do things,I just do.).

Had no crashes or anything so far, but I do find little niggly things annoying. Stuff that's hard to find for instance, without clicking several maps or tabs; and stuff that isn't properly explained.

For instance:
I am playing as Naples and want to form an alliance with Hungary.
There is a green check mark, my positives are higher than my negatives.
But there is a red X in a box for "our diplomatic status allows the creation of an alliance with Hungary"
I don't know why this is. we are in a royal marriage , not sure if that matters. Also i have plenty Dip capacity
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 10, 2025, 01:29:53 PM
26 hours, I am in 1447,my first game where I went past 1350, although a couple of hours was just me leaving the game on, paused.

Maybe it's a good thing. Paradox games were always the best before you figured them out. This one is going to take a LONG time to figure out.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 10, 2025, 02:21:15 PM
Quote from: Josephus on November 10, 2025, 01:14:16 PMI've got 24 hours of playtime (in six days---sigh)...I'm at 1430 now. So yeah, game moves slowly.
I really, really, wish they will include a later start in a future DLC.

So I am learning most of the mechanics (though I'm playing with automated trade), although not up on most of the strategy (ie. no idea why I do things,I just do.).

Had no crashes or anything so far, but I do find little niggly things annoying. Stuff that's hard to find for instance, without clicking several maps or tabs; and stuff that isn't properly explained.

For instance:
I am playing as Naples and want to form an alliance with Hungary.
There is a green check mark, my positives are higher than my negatives.
But there is a red X in a box for "our diplomatic status allows the creation of an alliance with Hungary"
I don't know why this is. we are in a royal marriage , not sure if that matters. Also i have plenty Dip capacity

Yeah. The lack of tool tips for reasons you cannot do things drives me insane.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 10, 2025, 03:19:01 PM
I'm about 20 hours in. I've done 20 years as Kyiv, trying to build my economy. I tried to expand via war, but overlooked that in the peace deal some of the lands went to my allies, creating unseemly bordergore. -_-

I've tried Brandenburg, but man, what a mess. You hardly have any money, plus many divers cultures who don't like each other. My first attempt ended after a short while because I had mismanaged both my diplomacy and internal politics and it went up in flames. I tried to be more conservative the second time around, but while trying to build something resembling an economy,  I ended up being the junior partner in a union with the fellow Wittelsbachers in Bavaria. :lol:
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 11, 2025, 01:42:53 PM
Navalbattles....sigh.

I select a navy and choose the "hunt enemy navies" option. But for some reason it already has 50 locations pre selected, which I don't want. I don't know any other way to change this but to go through the list and manuaally unclick them.

Then I decide to select the seazone I want to send them out, but if I hover over the map, it doesn't tell me what seazone a particular area belongs to; so unless I'm really good at geography, it's all hit and miss.

Annoying.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 11, 2025, 02:22:17 PM
Same if you want to set an army to "hunt armies" - also goes be regions that are difficult to discern on map (maybe if switching to regions map mode first?).
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 11, 2025, 09:41:31 PM
Yes, there is a region map mode you can toggle. It's worth taking a look at that, and the tactical map mode before starting a war.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 12, 2025, 01:35:46 AM
Biggest conundrum for me to wrap my head around at the moment is diplomacy. Glancing at the map it appears to be covered with teeny tiny entities, begging to be conquered.

But then you look at it and they're vassals or fiefdoms of someone who has a personal union with someone and is also allied with someone else who has vassals etc. and it quickly becomes a crazy game of Jenga where you have to figure out which block you (i.e. your country and army) you can safely remove. That list is longer if you're, say, France, less so if you're Holstein-Rendsburg or Meissen or other midsized country.

It's also confusing how some interactions work in personal unions or regencies. The countries are separate entities, so when I was playing Brandenburg and the ruler of Lower Bavaria died, it created a personal union, but while I initially had leadership, Lower Bavaria took it over within months (since they are much stronger in 1337 start).

Which feels weird; it's a bit hard for my brain to internalize that I'm running the country, and its ruler is one factor of many in that - and just because they are also ruling another country, it doesn't mean I can do whatever towards them. I am not playing as the ruling dynasty.

Similar with Holstein-Rendsburg. Your count starts is also the regent of Denmark at game start. But at least at first glance I couldn't see many direct benefits (it was my first game, so didn't look into diplo bonuses etc. that it might give).
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 12, 2025, 12:52:25 PM
My advice is stop thinking about blobbing like you did in the EU I-IV.  You need to think through your expansion carefully and consider all the cultural, religious, economic, political and tactical reasons for expanding or you will end up with a bunch of useless territory. Or worse, territory you cannot hold. 
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 12, 2025, 12:56:45 PM
I haven't had to worry much about the dynastic angle being the only dirty pagans left in Europe. But I can see how  it could be baffling doing it while trying to remember you are playing the country and not the dynasty you are also controlling.

Inching towards 1500. It is so crazy how far Vilnius feels from the coast as I desperately try to get enough control to build fleets and establish strong trade in the Baltic. I am only 300 km from the coast but it might as well be 1,000,000 km as far as 15th century tech is concerned.

But the thing about this game is...everything feels like you are so close to achieving your goal. Just one more month and you will have enough research or ducats or whatever. Very addicting and fun.

The diplomacy thing is very true. Countries blob without blobing. Declaring war on any country will start a coalition war. And your diplo strength is limited so you can only make your club so large. I usually end up annexing vassals not because I want to, but because I have to.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 12, 2025, 12:57:23 PM
Quote from: crazy canuck on November 12, 2025, 12:52:25 PMMy advice is stop thinking about blobbing like you did in the EU I-IV.  You need to think through your expansion carefully and consider all the cultural, religious, economic, political and tactical reasons for expanding or you will end up with a bunch of useless territory. Or worse, territory you cannot hold. 

And man...territory is very useless without control. I think I get zero tax or anything from some of my largest cities. The most they contribute is a few hundred levies for wars.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 12, 2025, 01:04:23 PM
Quote from: Valmy on November 12, 2025, 12:57:23 PM
Quote from: crazy canuck on November 12, 2025, 12:52:25 PMMy advice is stop thinking about blobbing like you did in the EU I-IV.  You need to think through your expansion carefully and consider all the cultural, religious, economic, political and tactical reasons for expanding or you will end up with a bunch of useless territory. Or worse, territory you cannot hold. 

And man...territory is very useless without control. I think I get zero tax or anything from some of my largest cities. The most they contribute is a few hundred levies for wars.

Yep, and when you consider the cost of suppressing rebels when those Cabinet positions could be used for far better purposes, and just the cost in manpower of putting down rebellions.  It's just not worth it.

I love how the game has created real constraints on expansion beyond just an arbitrary Bad Boy modifier.  Also, if you have a country with a strong economy and can trade for or produce what you want/need.  There is no need to go expansionist.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 12, 2025, 01:10:00 PM
Quote from: crazy canuck on November 12, 2025, 01:04:23 PM
Quote from: Valmy on November 12, 2025, 12:57:23 PM
Quote from: crazy canuck on November 12, 2025, 12:52:25 PMMy advice is stop thinking about blobbing like you did in the EU I-IV.  You need to think through your expansion carefully and consider all the cultural, religious, economic, political and tactical reasons for expanding or you will end up with a bunch of useless territory. Or worse, territory you cannot hold. 

And man...territory is very useless without control. I think I get zero tax or anything from some of my largest cities. The most they contribute is a few hundred levies for wars.

Yep, and when you consider the cost of suppressing rebels when those Cabinet positions could be used for far better purposes, and just the cost in manpower of putting down rebellions.  It's just not worth it.

I love how the game has created real constraints on expansion beyond just an arbitrary Bad Boy modifier.  Also, if you have a country with a strong economy and can trade for or produce what you want/need.  There is no need to go expansionist.

There are important reasons though that I, much like historical Lithuania, are compelled to hold that territory anyway. For one thing, they are all cores. But I sure don't feel the need to get any more  :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: Sophie Scholl on November 12, 2025, 02:47:43 PM
Event/Mission trees are gone I believe someone said earlier. How are things like... historical events or missions or whatever? Is there some actual flavor you're seeing in the game popping up throughout the years?
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 12, 2025, 02:52:05 PM
Quote from: Sophie Scholl on November 12, 2025, 02:47:43 PMEvent/Mission trees are gone I believe someone said earlier. How are things like... historical events or missions or whatever? Is there some actual flavor you're seeing in the game popping up throughout the years?

Well I am still only in the 15th century but there are things like Poland and Lithuania getting a bonus to relations because of historical flavor.

During a brief goofing off game with Byzantium just to check it out I saw many events of doom threatening to fire if I didn't take dramatic steps.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 12, 2025, 03:09:28 PM
During country selection you can see somewhere how many custom events they have.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 12, 2025, 03:25:40 PM
Also,you get custom techs/laws etc. based on culture, government type, religion ...
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 12, 2025, 03:36:14 PM
Yep. I got a special Tech just for my Lithuanianness.
Title: Re: Europa Universalis V confirmed
Post by: Zanza on November 12, 2025, 03:41:55 PM
I have a new machine now, but EU V does something that causes the GPU or CPU fans to rotate at maximum speed. No other game I tried (Stellaris, Civ 7, Victoria) does this. It's super annoying as my computer is then very loud.  :ultra:
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 12, 2025, 07:16:09 PM
Quote from: Sophie Scholl on November 12, 2025, 02:47:43 PMEvent/Mission trees are gone I believe someone said earlier. How are things like... historical events or missions or whatever? Is there some actual flavor you're seeing in the game popping up throughout the years?

Playing as Castille there are a lot of historical event choices that are popping up.  As Tamas says the number varies by country, and you can see that in the country selection phase.
Title: Re: Europa Universalis V confirmed
Post by: Sophie Scholl on November 12, 2025, 09:17:26 PM
Anyone mind sharing a picture or the numbers for Poland? I'm curious.  :goodboy:
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 13, 2025, 02:31:29 AM
Quote from: Zanza on November 12, 2025, 03:41:55 PMI have a new machine now, but EU V does something that causes the GPU or CPU fans to rotate at maximum speed. No other game I tried (Stellaris, Civ 7, Victoria) does this. It's super annoying as my computer is then very loud.  :ultra:

I wonder if you have frames per second capped? I have vsync turned on (60fps) to avoid that. In other games i have experienced what you describe and discover ludicrous rates like 217fps are flogging the GPU to death and providing no useful performance for me.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 13, 2025, 04:06:32 AM
Pretty cool story here: https://www.reddit.com/r/EU5/s/9TLQrns0nl

As I understand the guy built a super powerful Venice, having his market control Italy and Central Europe, to the degree that the AI Italian small states all turned themselves into cities and specialising into what sold on the market, importing food from the other parts of the Venetian market. Which worked swimmingly until Austria and Bohemia started some huge war devastating food stockpiles to the degree that Venice was paying like 800 a month for food imports at some point, going from being absolute awash in cash to almost going bankrupt.

Pretty cool.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 13, 2025, 05:20:48 AM
Quote from: Sophie Scholl on November 12, 2025, 09:17:26 PMAnyone mind sharing a picture or the numbers for Poland? I'm curious.  :goodboy:

Here's Poland. 70 dynamic historical events and 21 unique things (advances/units/etc).

(https://i.imgur.com/LSYDeHt.jpeg)

For comparison, the most content-rich countries (England, France, Castile, Ottomans) can can a number of historical events approaching 200. The number of unique things is pretty typical.
Title: Re: Europa Universalis V confirmed
Post by: Sophie Scholl on November 13, 2025, 06:52:04 AM
Awesome. Thank you!  :)
Title: Re: Europa Universalis V confirmed
Post by: Baron von Schtinkenbutt on November 13, 2025, 09:57:41 AM
How many thousand does Sweden have?
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 13, 2025, 10:37:13 AM
Quote from: Baron von Schtinkenbutt on November 13, 2025, 09:57:41 AMHow many thousand does Sweden have?

 :D

One other tip is don't forget to build the non revenue producing buildings. Libraries, hospitals, and bridges are important in the early game.

Marketplaces are also important because they generate revenue indirectly by boosting trade but that is not obvious if you are just looking at gold production tab.
Title: Re: Europa Universalis V confirmed
Post by: Razgovory on November 13, 2025, 10:41:20 AM
Quote from: Tamas on November 13, 2025, 04:06:32 AMPretty cool story here: https://www.reddit.com/r/EU5/s/9TLQrns0nl

As I understand the guy built a super powerful Venice, having his market control Italy and Central Europe, to the degree that the AI Italian small states all turned themselves into cities and specialising into what sold on the market, importing food from the other parts of the Venetian market. Which worked swimmingly until Austria and Bohemia started some huge war devastating food stockpiles to the degree that Venice was paying like 800 a month for food imports at some point, going from being absolute awash in cash to almost going bankrupt.

Pretty cool.
That is really awesome.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 13, 2025, 01:33:34 PM
Quote from: Baron von Schtinkenbutt on November 13, 2025, 09:57:41 AMHow many thousand does Sweden have?

Only 63 events and 16 country bonuses. Denmark actually has more events. :P
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 13, 2025, 02:11:08 PM
Quote from: Solmyr on November 13, 2025, 01:33:34 PM
Quote from: Baron von Schtinkenbutt on November 13, 2025, 09:57:41 AMHow many thousand does Sweden have?

Only 63 events and 16 country bonuses. Denmark actually has more events. :P

Mainly events about how Denmark sucks and is not as cool as Sweden.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 13, 2025, 02:13:31 PM
Quote from: Valmy on November 12, 2025, 12:57:23 PM
Quote from: crazy canuck on November 12, 2025, 12:52:25 PMMy advice is stop thinking about blobbing like you did in the EU I-IV.  You need to think through your expansion carefully and consider all the cultural, religious, economic, political and tactical reasons for expanding or you will end up with a bunch of useless territory. Or worse, territory you cannot hold. 

And man...territory is very useless without control. I think I get zero tax or anything from some of my largest cities. The most they contribute is a few hundred levies for wars.

In my current Naples game, I own a lot of territory in Serbia. I am making .1 ducats a month from them. :lol:
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 13, 2025, 02:15:48 PM
Quote from: crazy canuck on November 13, 2025, 10:37:13 AM
Quote from: Baron von Schtinkenbutt on November 13, 2025, 09:57:41 AMHow many thousand does Sweden have?

 :D

One other tip is don't forget to build the non revenue producing buildings. Libraries, hospitals, and bridges are important in the early game.

Marketplaces are also important because they generate revenue indirectly by boosting trade but that is not obvious if you are just looking at gold production tab.

This.

While I'm slowly grasping the mechanics, I'm having a hard time with strategy. Do I build this? Do I upgrade that? Should I turn my towns into cities? etc....it's all trial and error, I guess, for now.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 13, 2025, 02:41:53 PM
I tried Venice, hoping that this periode before the decline would be, well, some fun.

It was not.  :ph34r:

The Ghuelphs and the Gibelins event really makes a difference in Italy, while in Eastern Rome or Norway, who gives a toss.

So I found myself at war with Verona
They did not control Ancona
Whatever we did
It all went to shit
I felt I was all alon-a.
Title: Re: Europa Universalis V confirmed
Post by: Zanza on November 13, 2025, 04:04:49 PM
Quote from: Richard Hakluyt on November 13, 2025, 02:31:29 AM
Quote from: Zanza on November 12, 2025, 03:41:55 PMI have a new machine now, but EU V does something that causes the GPU or CPU fans to rotate at maximum speed. No other game I tried (Stellaris, Civ 7, Victoria) does this. It's super annoying as my computer is then very loud.  :ultra:

I wonder if you have frames per second capped? I have vsync turned on (60fps) to avoid that. In other games i have experienced what you describe and discover ludicrous rates like 217fps are flogging the GPU to death and providing no useful performance for me.

I figured it out: one setting was indeed Vsync as I ran at like 300 FPS. The other, bigger one was to reduce my screen resolution to 1080p. I have my PC connected to my 65" TV but have to scale by 3 anyway as otherwise nothing is readable. Reducing the resolution instead of scaling did the trick.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 13, 2025, 04:50:18 PM
I wish the AI was better at war though. It's 1502, my Hungary is surrounded by small vassals I created. Ottos are nowhere near their historical size, I just roflstomped Venice's Balkán holdings with zero trouble. When the bigger patch lands next week I will probably start a new game.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 13, 2025, 04:53:27 PM
I noticed the Ottomans were called "The Kingdom of the Ottomans." I found this very confusing. Then I clicked on them. They had converted to Orthodoxy  :wacko:

Not even the most deranged alt-hist freak would talk about what would happen if the Ottomans had embraced Orthodoxy. Paradox has make sure totally deranged things like that would ever happen.

Now maybe Bulgaria just really kicked their ass and forced converted them during a war but I don't think so.

Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 13, 2025, 05:31:20 PM
So I finally hit 1492, the year I would really wish Paradox would bookmark

As it stands for the Original 7 majors:

England is normal, even owning a couple provinces in Calais.
France is also normal
As is Sweden


But Iberia is a bit of a mess, and no Spain


Austria is smaller but acceptable. HRE always tends towards Bohemia though

No Russia

Ottomans is maybe half the size it should be

Also the Kingdom of Hungary is the most dominant country in eastern Europe
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 13, 2025, 06:13:03 PM
Quote from: Josephus on November 13, 2025, 05:31:20 PMAlso the Kingdom of Hungary is the most dominant country in eastern Europe

So things worked out as they should  :D
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 13, 2025, 08:31:46 PM
"The rulers administrative ability now reduces proximity distance"


This is going to make it seem like easy mode compared to the careful production planning we have to do now.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 13, 2025, 09:15:52 PM
Quote from: crazy canuck on November 13, 2025, 08:31:46 PM"The rulers administrative ability now reduces proximity distance"


This is going to make it seem like easy mode compared to the careful production planning we have to do now.

As I remember it's some fairly minor percentage boost. Didn't notice a big difference at all when the patch rolled out
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 14, 2025, 01:36:58 AM
It's something that needs to be balanced carefully, but thematically it makes sense. It should probably be on a geometric curve, with quickly diminishing returns the more admin skill you have. Going from 10 to 20 should be noticeable, from 80 to 90 much less so as even the best admin skill will run against the physical limitations of reality. Actually, below 20 or so it would even be neat if it applied a penalty. (That said, haven't had time to play the new patch yet.)
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 14, 2025, 04:15:34 AM
Quote from: Josephus on November 13, 2025, 05:31:20 PMSo I finally hit 1492, the year I would really wish Paradox would bookmark

As it stands for the Original 7 majors:

England is normal, even owning a couple provinces in Calais.
France is also normal
As is Sweden


But Iberia is a bit of a mess, and no Spain


Austria is smaller but acceptable. HRE always tends towards Bohemia though

No Russia

Ottomans is maybe half the size it should be

Also the Kingdom of Hungary is the most dominant country in eastern Europe

Pretty much the same for me, although I have been playing Hungary.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 14, 2025, 04:18:27 AM
One thing I have seen mentioned in discussion of this AI mod out there (Xorme - AI) is that apparently the AI pretty much never self-generates CBs for itself. Which might go a long way to explain the snail-pace expansion (apart from the complex network of alliances you are forbidden to create in 19th century Victoria 3, but normal here).

The mod tries to get around it by having a AI-only event grant it conquest CBs occasionally.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 14, 2025, 05:42:18 AM
Quote from: Valmy on November 13, 2025, 04:53:27 PMI noticed the Ottomans were called "The Kingdom of the Ottomans." I found this very confusing. Then I clicked on them. They had converted to Orthodoxy  :wacko:

Not even the most deranged alt-hist freak would talk about what would happen if the Ottomans had embraced Orthodoxy. Paradox has make sure totally deranged things like that would ever happen.

Now maybe Bulgaria just really kicked their ass and forced converted them during a war but I don't think so.



It happens because their pops are majority Orthodox, and currently you can freely convert to whatever majority religion your country has.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 14, 2025, 06:23:19 AM
Quote from: Solmyr on November 14, 2025, 05:42:18 AM
Quote from: Valmy on November 13, 2025, 04:53:27 PMI noticed the Ottomans were called "The Kingdom of the Ottomans." I found this very confusing. Then I clicked on them. They had converted to Orthodoxy  :wacko:

Not even the most deranged alt-hist freak would talk about what would happen if the Ottomans had embraced Orthodoxy. Paradox has make sure totally deranged things like that would ever happen.

Now maybe Bulgaria just really kicked their ass and forced converted them during a war but I don't think so.



It happens because their pops are majority Orthodox, and currently you can freely convert to whatever majority religion your country has.


Actually, there are game rules where you can limit that as well as cultural conversion to be possible only within the same cultural group.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 14, 2025, 11:42:58 AM
Just realised that over half of my income is from vassals. Here is Europe and Middle East, kind of a letdown. A big mistake not to have a later start date:

(https://cdn.discordapp.com/attachments/1017914032159739934/1438931852684693609/image.png?ex=6918ad37&is=69175bb7&hm=79c33297072d1a851ff8da56e4da33004e39f91f0c8204142ff2c946880cc15c&)
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 14, 2025, 12:12:09 PM
Quote from: Josephus on November 13, 2025, 05:31:20 PMSo I finally hit 1492, the year I would really wish Paradox would bookmark

As it stands for the Original 7 majors:

England is normal, even owning a couple provinces in Calais.
France is also normal
As is Sweden


But Iberia is a bit of a mess, and no Spain


Austria is smaller but acceptable. HRE always tends towards Bohemia though

No Russia

Ottomans is maybe half the size it should be

Also the Kingdom of Hungary is the most dominant country in eastern Europe

The Great Powers are Muscovy/Russia, Austria, Castille/Spain, France, England/UK, Ottomans, Yuan/Ming, and the Timurids/Mughals. So far Muscovy and the Ottomans seems to be total fails but I predicted that. I suspect the Mughals will never show up ever, I haven't even seen the Timurids roll into the Middle East. But I haven't played enough to know for certain. Likewise I have no idea what is going on out in China. Having India be dominated by the much more boring Delhi Sultanate seems lame. India was where I loved to hang out in EU2 and CK2 (eventually...) but it doesn't interest me as much this time around for the time being. I barely ever play in East Asia just because of the big Chinese Dragon looming ever everyhing.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 14, 2025, 12:13:39 PM
Quote from: Tamas on November 14, 2025, 11:42:58 AMJust realised that over half of my income is from vassals. Here is Europe and Middle East, kind of a letdown. A big mistake not to have a later start date:

My Lithuanians get crusaded to death when I am not playing them  :(

And yes. Somebody needs to convince Paradox to make a 1453 or 1492 Starting date. 1337 is way too weird of a time in history.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 14, 2025, 01:47:16 PM
Why is it a letdown Tamas - and why do you guys want a later start date?  If you want vanilla 1492, just play IV?
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 14, 2025, 02:01:22 PM
Quote from: crazy canuck on November 14, 2025, 01:47:16 PMWhy is it a letdown Tamas - and why do you guys want a later start date?  If you want vanilla 1492, just play IV?

Feels like I explained this already. Are my reasons insufficient or not adequate for some reason?  :hmm:  I mean they might not be good reasons, but I feel like I provided reasons.

As for why not just play IV...well I didn't really play much of III or IV. I think my version of IV would require an absurd amount of money to get all the DLC for it. And hey I am just going to play V anyway. I am just thinking of ways it could be better that is all.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 14, 2025, 02:57:49 PM
Quote from: crazy canuck on November 14, 2025, 01:47:16 PMWhy is it a letdown Tamas - and why do you guys want a later start date?  If you want vanilla 1492, just play IV?

First of all if I didn't prefer EU5 over EU4 I'd be playing EU4. But after 400-ish hours I am kind of bored of it.

And the later start date would be better because the trajectory of history was much more set in 1492 than in 1337. This is also an advantage of the 1300s startdate, obviously, but looking at some people discuss their games in the AI modder's Discord shows me that nearly every game Castille eats Portugal but leaves Aragon alone, the Ottomans never go past the western half of Anatolia and bits of Greece, Austria almost never gains any territory, and no Russia emerges, like, ever.

Hopefully these are just AI issues, if SOME regional and world challengers apart from France emerged I'd probably be content even if they are not called Ottomans, Muscovy and Austria. But none of that happens.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 14, 2025, 03:24:41 PM
Quote from: Valmy on November 14, 2025, 02:01:22 PM
Quote from: crazy canuck on November 14, 2025, 01:47:16 PMWhy is it a letdown Tamas - and why do you guys want a later start date?  If you want vanilla 1492, just play IV?

Feels like I explained this already. Are my reasons insufficient or not adequate for some reason?  :hmm:  I mean they might not be good reasons, but I feel like I provided reasons.


I am not sure you can answer for Tamas - he made post saying that discovering that Hungary had a large number of vassal states which made up the bulk of his income was a letdown.  I am not sure why that is.



Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 14, 2025, 03:26:18 PM
Quote from: Tamas on November 14, 2025, 02:57:49 PM
Quote from: crazy canuck on November 14, 2025, 01:47:16 PMWhy is it a letdown Tamas - and why do you guys want a later start date?  If you want vanilla 1492, just play IV?

First of all if I didn't prefer EU5 over EU4 I'd be playing EU4. But after 400-ish hours I am kind of bored of it.

And the later start date would be better because the trajectory of history was much more set in 1492 than in 1337. This is also an advantage of the 1300s startdate, obviously, but looking at some people discuss their games in the AI modder's Discord shows me that nearly every game Castille eats Portugal but leaves Aragon alone, the Ottomans never go past the western half of Anatolia and bits of Greece, Austria almost never gains any territory, and no Russia emerges, like, ever.

Hopefully these are just AI issues, if SOME regional and world challengers apart from France emerged I'd probably be content even if they are not called Ottomans, Muscovy and Austria. But none of that happens.

Ok, so the letdown is Hungary is not going to face it's historical enemy in your game?  I can understand that  :)
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 14, 2025, 04:19:48 PM
Quote from: crazy canuck on November 14, 2025, 03:24:41 PM
Quote from: Valmy on November 14, 2025, 02:01:22 PM
Quote from: crazy canuck on November 14, 2025, 01:47:16 PMWhy is it a letdown Tamas - and why do you guys want a later start date?  If you want vanilla 1492, just play IV?

Feels like I explained this already. Are my reasons insufficient or not adequate for some reason?  :hmm:  I mean they might not be good reasons, but I feel like I provided reasons.


I am not sure you can answer for Tamas - he made post saying that discovering that Hungary had a large number of vassal states which made up the bulk of his income was a letdown.  I am not sure why that is.

I wasn't. I was responding to the question posed to 'you guys' of which I consider myself a member  :P

But fair enough. Vassals take diplomatic weight though, so they can be problematic.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 14, 2025, 04:26:40 PM
Quote from: crazy canuck on November 14, 2025, 01:47:16 PMWhy is it a letdown Tamas - and why do you guys want a later start date?  If you want vanilla 1492, just play IV?
]

Yes if I want real history, read a book.

I like everything else about EUV.  But I'd like the option of later start dates. Like you did with all other iterations of this series.

In the other iterations I've always played with the 1492 scenario. It allowed for plenty of alt history, but gave the game a more historical appeal for the era

A game without Russia and Spain, or dominant Ottomans in the Mediterranean just doesn't have the same feel.

Your thoughts may vary



Title: Re: Europa Universalis V confirmed
Post by: Sheilbh on November 14, 2025, 04:33:18 PM
I think it should start in 1453. But part of that is just aesthetic of not thinking CK and EU should overlap :lol:
Title: Re: Europa Universalis V confirmed
Post by: Baron von Schtinkenbutt on November 14, 2025, 04:39:06 PM
I think EUIV's start in the immediate aftermath of the Battle of Varna makes sense.  1453 would take Byzantium off the board and piss off all the Byzanteens. :P
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 14, 2025, 04:44:55 PM
I didn't discover hungary had lots of vassals I made it so :p and I don't mind it. I was minding the feeble opposition offered by AI countries.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 14, 2025, 04:46:41 PM
Quote from: crazy canuck on November 14, 2025, 03:26:18 PM
Quote from: Tamas on November 14, 2025, 02:57:49 PM
Quote from: crazy canuck on November 14, 2025, 01:47:16 PMWhy is it a letdown Tamas - and why do you guys want a later start date?  If you want vanilla 1492, just play IV?

First of all if I didn't prefer EU5 over EU4 I'd be playing EU4. But after 400-ish hours I am kind of bored of it.

And the later start date would be better because the trajectory of history was much more set in 1492 than in 1337. This is also an advantage of the 1300s startdate, obviously, but looking at some people discuss their games in the AI modder's Discord shows me that nearly every game Castille eats Portugal but leaves Aragon alone, the Ottomans never go past the western half of Anatolia and bits of Greece, Austria almost never gains any territory, and no Russia emerges, like, ever.

Hopefully these are just AI issues, if SOME regional and world challengers apart from France emerged I'd probably be content even if they are not called Ottomans, Muscovy and Austria. But none of that happens.

Ok, so the letdown is Hungary is not going to face it's historical enemy in your game?  I can understand that  :)

To a degree yes but not just that if the Mamluks or some other dudes took the ottos place and became a big power at least some times, I would be content. But I have not seen a single evidence of that happening.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 14, 2025, 04:49:02 PM
Quote from: Tamas on November 14, 2025, 04:46:41 PM
Quote from: crazy canuck on November 14, 2025, 03:26:18 PM
Quote from: Tamas on November 14, 2025, 02:57:49 PM
Quote from: crazy canuck on November 14, 2025, 01:47:16 PMWhy is it a letdown Tamas - and why do you guys want a later start date?  If you want vanilla 1492, just play IV?

First of all if I didn't prefer EU5 over EU4 I'd be playing EU4. But after 400-ish hours I am kind of bored of it.

And the later start date would be better because the trajectory of history was much more set in 1492 than in 1337. This is also an advantage of the 1300s startdate, obviously, but looking at some people discuss their games in the AI modder's Discord shows me that nearly every game Castille eats Portugal but leaves Aragon alone, the Ottomans never go past the western half of Anatolia and bits of Greece, Austria almost never gains any territory, and no Russia emerges, like, ever.

Hopefully these are just AI issues, if SOME regional and world challengers apart from France emerged I'd probably be content even if they are not called Ottomans, Muscovy and Austria. But none of that happens.

Ok, so the letdown is Hungary is not going to face it's historical enemy in your game?  I can understand that  :)

To a degree yes but not just that if the Mamluks or some other dudes took the ottos place and became a big power at least some times, I would be content. But I have not seen a single evidence of that happening.

I am not so sure the sample size of what you have seen merits the conclusion that a later start date is necessary if what you want is the formation of a big power at least some times.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 14, 2025, 04:51:53 PM
Quote from: Baron von Schtinkenbutt on November 14, 2025, 04:39:06 PMI think EUIV's start in the immediate aftermath of the Battle of Varna makes sense.  1453 would take Byzantium off the board and piss off all the Byzanteens. :P

I just want it as an option. The Byzanteens can always play 1337  :lol:

And as for a history book...well I also play these games to learn about history and the "History of every country in the world from 1337 to 1836" book doesn't exist anyway.
Title: Re: Europa Universalis V confirmed
Post by: Baron von Schtinkenbutt on November 14, 2025, 05:05:10 PM
Quote from: Valmy on November 14, 2025, 04:51:53 PMI just want it as an option. The Byzanteens can always play 1337  :lol:

Unfortunately, multiple start dates don't seem to work now that Paradox has taken the approach of expanding a game for years via DLC and free updates.  I haven't tried the "bookmarks" in EU IV that don't start in 1444, but in HOI 4 for instance the 1939 start has been effectively unplayable for years due to the major changes to the game since release, and the start not having been adjusted to account for them.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 14, 2025, 05:09:18 PM
For some reason, the Ottomans were vassals of the Trapezountine Empire in my Byz game.

I was allied to Trebizond and after some decades, Bulgaria, through marriage. Hungary took Wallachia.

My natural reflex with Byzantium is to secure the Balkan hinterlands rather than go fully for Anatolia, but it seems that it is a bad idea. Get the coastline before the Greeks become Turks. While you may lose some battles, there is still quite a lot of levies because the empire is tier 4 and by increasing control and stability, a war might go your way.

Still, rather a rough start.

By the 1400s, much of inner Anatolia will be Turkish and Sunni.

The empire starts with a minus 20 percent morale malus for armies. There are some terrible privileges for every damned estate. Revoking them is costly in every sense of the word. I did manage eventually to remove a few, but with a ruler that is "Idiot", it is not easy.

Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 14, 2025, 05:16:06 PM
Quote from: Baron von Schtinkenbutt on November 14, 2025, 05:05:10 PM
Quote from: Valmy on November 14, 2025, 04:51:53 PMI just want it as an option. The Byzanteens can always play 1337  :lol:

Unfortunately, multiple start dates don't seem to work now that Paradox has taken the approach of expanding a game for years via DLC and free updates.  I haven't tried the "bookmarks" in EU IV that don't start in 1444, but in HOI 4 for instance the 1939 start has been effectively unplayable for years due to the major changes to the game since release, and the start not having been adjusted to account for them.

Gotcha. Maybe it just is what it is. Maybe future updates will make the major powers more likely to form.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 14, 2025, 05:22:22 PM
Quote from: Baron von Schtinkenbutt on November 14, 2025, 05:05:10 PM
Quote from: Valmy on November 14, 2025, 04:51:53 PMI just want it as an option. The Byzanteens can always play 1337  :lol:

Unfortunately, multiple start dates don't seem to work now that Paradox has taken the approach of expanding a game for years via DLC and free updates.  I haven't tried the "bookmarks" in EU IV that don't start in 1444, but in HOI 4 for instance the 1939 start has been effectively unplayable for years due to the major changes to the game since release, and the start not having been adjusted to account for them.

At least there is a focus tree for Afghanistan, the giant of WW2, if you purchase some DLC.
I don't really get this DLC policy, and I have never started HoI4 in 1939. I did a few Republic of China runs, and now there is new DLC making them even harder to play.

I do believe there will be DLC for EUV. The question, of course, is what type. CK3 got a few new starting dates with DLC, so we shall see.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 14, 2025, 05:26:25 PM
CK2 allowed any start date, which was a great feature. . .

Obviously, the problems with Muscovy and the Ottomans are linked to the start date.  From the standpoint of 1337, there is really no reason to believe those two polities would emerge as great powers.  It is just as likely to have been any of a number of other states.  P-dx is caught between a rock and a hard place: they give some special content to boost them, but not enough so that the AI will reliably bring them to full power.  Give too much, and and it trivializes them for the human player.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 14, 2025, 05:49:01 PM
Quote from: Baron von Schtinkenbutt on November 14, 2025, 05:05:10 PM
Quote from: Valmy on November 14, 2025, 04:51:53 PMI just want it as an option. The Byzanteens can always play 1337  :lol:

Unfortunately, multiple start dates don't seem to work now that Paradox has taken the approach of expanding a game for years via DLC and free updates.  I haven't tried the "bookmarks" in EU IV that don't start in 1444, but in HOI 4 for instance the 1939 start has been effectively unplayable for years due to the major changes to the game since release, and the start not having been adjusted to account for them.

Also the resources needed to make multiple start dates didn't make sense since so few players used the alternative dates.
Title: Re: Europa Universalis V confirmed
Post by: Sheilbh on November 14, 2025, 05:56:06 PM
Quote from: Baron von Schtinkenbutt on November 14, 2025, 04:39:06 PMI think EUIV's start in the immediate aftermath of the Battle of Varna makes sense.  1453 would take Byzantium off the board and piss off all the Byzanteens. :P
Good :P
Title: Re: Europa Universalis V confirmed
Post by: garbon on November 14, 2025, 05:56:24 PM
Quote from: The Minsky Moment on November 14, 2025, 05:26:25 PMCK2 allowed any start date, which was a great feature. . .

Obviously, the problems with Muscovy and the Ottomans are linked to the start date.  From the standpoint of 1337, there is really no reason to believe those two polities would emerge as great powers.  It is just as likely to have been any of a number of other states.  P-dx is caught between a rock and a hard place: they give some special content to boost them, but not enough so that the AI will reliably bring them to full power.  Give too much, and and it trivializes them for the human player.

As I said earlier, I think it has been a tension for them for sometime. Perhaps since creation of the series.

I would think best might just be to encourage some state in each region to vaguely do what historically happened. So Golden Horde should fall and one of the Russian principalities should often gain power.

It wouldn't always be the historical one nor would it always happen but some broad strokes of history would be nice to see.
Title: Re: Europa Universalis V confirmed
Post by: garbon on November 14, 2025, 05:56:38 PM
Quote from: Sheilbh on November 14, 2025, 05:56:06 PM
Quote from: Baron von Schtinkenbutt on November 14, 2025, 04:39:06 PMI think EUIV's start in the immediate aftermath of the Battle of Varna makes sense.  1453 would take Byzantium off the board and piss off all the Byzanteens. :P
Good :P

:o
Title: Re: Europa Universalis V confirmed
Post by: Baron von Schtinkenbutt on November 14, 2025, 06:44:41 PM
Quote from: Sheilbh on November 14, 2025, 05:56:06 PMGood :P

I had a feeling you were going to say that. :lol: :hug:
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 14, 2025, 08:17:01 PM
Quote from: crazy canuck on November 14, 2025, 05:49:01 PM
Quote from: Baron von Schtinkenbutt on November 14, 2025, 05:05:10 PM
Quote from: Valmy on November 14, 2025, 04:51:53 PMI just want it as an option. The Byzanteens can always play 1337  :lol:

Unfortunately, multiple start dates don't seem to work now that Paradox has taken the approach of expanding a game for years via DLC and free updates.  I haven't tried the "bookmarks" in EU IV that don't start in 1444, but in HOI 4 for instance the 1939 start has been effectively unplayable for years due to the major changes to the game since release, and the start not having been adjusted to account for them.

Also the resources needed to make multiple start dates didn't make sense since so few players used the alternative dates.

 :( other players are always ruining everything.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 15, 2025, 04:55:58 AM
In EU4 starting at a later date famously could also screw up lots of things in the game. Even selecting a later date in the new game and then selecting 1444 again would mess things up.
Title: Re: Europa Universalis V confirmed
Post by: garbon on November 15, 2025, 05:21:01 AM
QuoteIn EU4 starting at a later date famously could also screw up lots of things in the game. Even selecting a later date in the new game and then selecting 1444 again would mess things up.

Okay so the latter would simply be an example of shitty coding by Paradox?
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 15, 2025, 06:19:22 AM
Or it is just needlessly complicated to code to cater to a niche group.  Better to spend those resources elsewhere.
Title: Re: Europa Universalis V confirmed
Post by: garbon on November 15, 2025, 06:28:00 AM
Quote from: crazy canuck on November 15, 2025, 06:19:22 AMOr it is just needlessly complicated to code to cater to a niche group.  Better to spend those resources elsewhere.

No it is pretty shitty coding if clicking between start dates causes the game to load improperly.

I totally understood their stance that maintaining many little used start dates (let alone history of everyday in the period) was not worth the resource. But if you do have more than one, game shouldn't break as you browse the different scenarios.

For EUV, I think time will tell if they need to budge or not. Difference with EUV is it picked only start date in a century none of the others covered. Could possibly be there are enough legacy fans who would actually play a 15th century start date.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 15, 2025, 06:56:43 AM
The combined strenght of my vassals is weighing down their loyalty more and more. But annexing any of the strong ones would significantly hurt my income. Gonna' have to start doing it, though.
Title: Re: Europa Universalis V confirmed
Post by: Josquius on November 15, 2025, 11:34:10 AM
Quote from: garbon on November 15, 2025, 06:28:00 AM
Quote from: crazy canuck on November 15, 2025, 06:19:22 AMOr it is just needlessly complicated to code to cater to a niche group.  Better to spend those resources elsewhere.

No it is pretty shitty coding if clicking between start dates causes the game to load improperly.

I totally understood their stance that maintaining many little used start dates (let alone history of everyday in the period) was not worth the resource. But if you do have more than one, game shouldn't break as you browse the different scenarios.

For EUV, I think time will tell if they need to budge or not. Difference with EUV is it picked only start date in a century none of the others covered. Could possibly be there are enough legacy fans who would actually play a 15th century start date.

Pretty sure I do remember a dev report where they looked at the data and said basically nobody chooses any dates but the earliest ones.
Title: Re: Europa Universalis V confirmed
Post by: garbon on November 15, 2025, 11:53:35 AM
Quote from: Josquius on November 15, 2025, 11:34:10 AM
Quote from: garbon on November 15, 2025, 06:28:00 AM
Quote from: crazy canuck on November 15, 2025, 06:19:22 AMOr it is just needlessly complicated to code to cater to a niche group.  Better to spend those resources elsewhere.

No it is pretty shitty coding if clicking between start dates causes the game to load improperly.

I totally understood their stance that maintaining many little used start dates (let alone history of everyday in the period) was not worth the resource. But if you do have more than one, game shouldn't break as you browse the different scenarios.

For EUV, I think time will tell if they need to budge or not. Difference with EUV is it picked only start date in a century none of the others covered. Could possibly be there are enough legacy fans who would actually play a 15th century start date.

Pretty sure I do remember a dev report where they looked at the data and said basically nobody chooses any dates but the earliest ones.

I doubt they said any such thing about EUV.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 15, 2025, 12:19:36 PM
On the work required to add another start date, Johan said in 2024:

https://forum.paradoxplaza.com/forum/threads/adding-at-least-one-secondary-start-date-should-be-a-long-term-goal.1659213/page-3#post-29540751

QuoteAnother start date, well.. I really don't know.. But I would probably say its an insane amount of man-months.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 15, 2025, 01:37:04 PM
It seems hopeless for EU5; there are a couple thousand polities and quite of bit data associated with each.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 15, 2025, 01:40:48 PM
Quote from: Josquius on November 15, 2025, 11:34:10 AMPretty sure I do remember a dev report where they looked at the data and said basically nobody chooses any dates but the earliest ones.

I haven't played a lot of CK3, but I *never* did the 867 date. Mostly 1066 and one game in 1178.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 15, 2025, 01:46:17 PM
Quote from: Norgy on November 14, 2025, 05:22:22 PMI do believe there will be DLC for EUV.


oh, there'll be lots.

EUIV I believe had it where in addition to the bookmarks, you could play on any single date that you wanted and the map, supposedly, updated with the date you chose.

Obviously that's waaay too much work. But I'm convinced there will be a demand for a 15th century bookmark. Especially since this game is so slow most people are going to quit by the time 1600 arrives.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 15, 2025, 08:28:24 PM
Quote from: The Minsky Moment on November 15, 2025, 01:40:48 PM
Quote from: Josquius on November 15, 2025, 11:34:10 AMPretty sure I do remember a dev report where they looked at the data and said basically nobody chooses any dates but the earliest ones.

I haven't played a lot of CK3, but I *never* did the 867 date. Mostly 1066 and one game in 1178.

Yeah I certainly was not one to only play the starting dates in Paradox games.

Though the HoI series is totally different. The game is already pretty short and now you want to remove a quarter of it?
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 16, 2025, 11:08:35 AM
Some bloke's thoughts who played to 1836. My biggest worry is the discrepancy between non-scaling costs (the economy) and scaling costs (events)

https://www.reddit.com/r/EU5/s/fqekQQBE89
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 16, 2025, 04:56:36 PM
Having reached the 1600s I still feel the most obvious shortcoming is AI countries being either unable or unwilling to push back.

I am able to manage my several decently strong vassals and I am able to maintain the contentment of all estates (except for short periods of dissatisfaction) despite having culled Noble and clergy power to the degree that the Crown has 51%.

The thing is though, since I don't really know what I am doing economically, achieving all this seems to be keeping my budget balanced on a tight rope. It feels like if there was a sustained strain, like conflict with at least a peer, then things could start unravelling. I guess you can say that's what happened to historic Hungary. On paper it was big and rich but was too mismanaged to rise to the challenge posed by the Ottomans.

But there is no challenger in my game. To some degree that's understandable (Bohemia could kick my ass but it's make sense they don't want to bother) but it feels like the AI is too risk averse.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 16, 2025, 05:49:56 PM
Quote from: Tamas on November 16, 2025, 04:56:36 PMHaving reached the 1600s .

Playing Hungary?

Incredible, this game can predict the future.  I assume you managed to get rid of Orban and advance to Renaissance era governance.
Title: Re: Europa Universalis V confirmed
Post by: PRC on November 16, 2025, 09:27:24 PM
I've played a few hours of Holland and thought I was doing well, weathered the plague, but then descended into repeated bankruptcies during the Hook and Cod Wars.  Which is apropos, but I'm sure I've also misplayed the trade and economic settings. 

What are the "keep this automated" buttons everyone is still using?

Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 17, 2025, 02:08:04 AM
Quote from: PRC on November 16, 2025, 09:27:24 PMI've played a few hours of Holland and thought I was doing well, weathered the plague, but then descended into repeated bankruptcies during the Hook and Cod Wars.  Which is apropos, but I'm sure I've also misplayed the trade and economic settings. 

What are the "keep this automated" buttons everyone is still using?



There are little gear symbols by things. If you click on them a little circle appears in the center and that means it is automated.

Though in my Lithuania game it looks like my neighbors are building a lot more things and I am and I am starting to distrust the AI...so I built a lot of things but now my balance is going negative for mysterious reasons so maybe the AI was right to not build things. I don't know.
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 17, 2025, 02:48:29 AM
Quote from: PRC on November 16, 2025, 09:27:24 PMI've played a few hours of Holland and thought I was doing well, weathered the plague, but then descended into repeated bankruptcies during the Hook and Cod Wars.  Which is apropos, but I'm sure I've also misplayed the trade and economic settings. 

What are the "keep this automated" buttons everyone is still using?



I formed the Netherlands, starting as Brabant, and set up a new market in the Netherlands. I have been raising opinion  using diplomats and have opened 644 levels of overseas trade offices. The consequence is that my trade income is 50% of the total income and 3/4 of that trade income is earned outside my own market, For things like paper, cloth etc I only tend to build when there is a shortage (we just don't have enough people to be a manufacturing powerhouse). So, it seems, for the Netherlands always go commercial.

I really wish I could take Flanders but it is a French vassal and those guys are monsters!!!
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 17, 2025, 02:48:48 AM
This is not EU4, just building stuff won't give you anything. :P You have to be able to tax it, and that means a) building things that produce goods that someone will buy and/or use, and b) having control so you can actually tax your population.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 17, 2025, 10:39:56 AM
Quote from: Solmyr on November 17, 2025, 02:48:48 AMThis is not EU4, just building stuff won't give you anything. :P You have to be able to tax it, and that means a) building things that produce goods that someone will buy and/or use, and b) having control so you can actually tax your population.

Well yeah I at least know that. I only built stuff that supposedly would make money and was in high control areas. But what "profit" means for those buildings is a little opaque. Profit for who? Me?

Though the problem with Lithuania remains that my largest cities (Polotsk and Riga) are neither Lithuanian nor close to Vilnius.

Though it kind of messes with my mind that 230 km is a vast politically significant distance.  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 17, 2025, 10:50:56 AM
I do feel like the control/access mechanic is a bit overly punitive but I think it works.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 17, 2025, 11:09:38 AM
Quote from: Tamas on November 17, 2025, 10:50:56 AMI do feel like the control/access mechanic is a bit overly punitive but I think it works.

Yeah I like it. It basically forces you to think about trying to govern your country.

As somebody from the US and Texas how short these distances are that seem so impossible to bridge cracks me up.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 17, 2025, 11:59:34 AM
Massive patch just landed
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 17, 2025, 12:03:58 PM
Quote from: Tamas on November 17, 2025, 11:59:34 AMMassive patch just landed

Does this mean I have to start my game over?  :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 17, 2025, 12:37:40 PM
Quote from: Valmy on November 17, 2025, 10:39:56 AM
Quote from: Solmyr on November 17, 2025, 02:48:48 AMThis is not EU4, just building stuff won't give you anything. :P You have to be able to tax it, and that means a) building things that produce goods that someone will buy and/or use, and b) having control so you can actually tax your population.

Well yeah I at least know that. I only built stuff that supposedly would make money and was in high control areas. But what "profit" means for those buildings is a little opaque. Profit for who? Me?

Though the problem with Lithuania remains that my largest cities (Polotsk and Riga) are neither Lithuanian nor close to Vilnius.

Though it kind of messes with my mind that 230 km is a vast politically significant distance.  :lol:

Profit that is then divided amongst the estates, which is why it is important to have crown power.  But also important to have a well funded clergy and burgher estate so they can build their own buildings.  And be merciless when taking power away from the nobles (within the tolerances of rebellion).
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 17, 2025, 12:48:35 PM
Quote from: Tamas on November 17, 2025, 11:59:34 AMMassive patch just landed

Looks like they went bug squashing
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 17, 2025, 01:13:50 PM
Quote from: Valmy on November 17, 2025, 12:03:58 PM
Quote from: Tamas on November 17, 2025, 11:59:34 AMMassive patch just landed

Does this mean I have to start my game over?  :ph34r:

I am going to check if anything resulted in an immediate AI behaviour change, then start a new game.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 17, 2025, 01:31:39 PM
I haven't gotten too far in any one game, just still trying to learn the mechanics so starting again will just be my current MO  :D
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 17, 2025, 01:34:28 PM
One thing that bugs me is how to manage the size of the court. Obviously the bigger the court the more likely you can find great people to put in the cabinet or be in charge of military units.

On the other hand having to manage the personal lives of over 1,000 inbred nobles takes up way too much time.

I have no idea how to manage this going forward.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 17, 2025, 01:38:48 PM
I don't find it so problematic, every so often just open the diplo tab and see if there are any royal marriages you can arrange (not all will pop up on your alerts) and I just do the admin training for everyone when the education alert pops up. And of course when the marriage alert pops up, pay particular attention to that.

If a member of your nobility wants permission to marry, you will get an event that improves your standing with them, so best to wait for that event to fire.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 17, 2025, 01:42:08 PM
I get several notices every single month people are turning 16 and then I have to go check to see if I care about them. It gets rather exhausting.

And nobody wants to royal marry me since I am a dirty pagan. But I suspect when I play a non-Pagan country that will also be something I have to manage.
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 17, 2025, 03:48:52 PM
Ah, they increased trade maintenance costs by a factor of 10 and now my trading empire makes a loss  :hmm:
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 18, 2025, 01:21:53 AM
Quote from: Valmy on November 17, 2025, 01:42:08 PMI get several notices every single month people are turning 16 and then I have to go check to see if I care about them. It gets rather exhausting.

And nobody wants to royal marry me since I am a dirty pagan. But I suspect when I play a non-Pagan country that will also be something I have to manage.

I think they mentioned that they're looking at getting that coming of age spam sorted. I hope it will be a setting where you can decide how much control you want, i.e. how distant a relative you want to handle manually vs. automate.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 18, 2025, 01:26:30 AM
From a post on their forums about "the released state of the game being unacceptable in 2025":

In a section complaining about the UI:
QuoteFor a series known for complex but functional interfaces, this is honestly embarrassing.
:lol:
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 18, 2025, 02:06:00 AM
It will be tweaked and rebalanced for the next 15 years or so, the game will probably be at it's best in 5 years time  :P
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 18, 2025, 02:33:20 AM
That seems right. :D Stellaris and HoI4 seem to have been struggling recently.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 18, 2025, 03:45:38 AM
1AM post from Johan:
https://forum.paradoxplaza.com/forum/forums/europa-universalis-v.1171/

QuoteWe will deploy a 1.0.6 update as soon as humanely possible.
We will restore trade maintenance changes to previous numbers
Negative Trade values will no longer break the entire system.
Privateers will be able to be destroyed again.
We are working on a new code for the economical base that is far less focused on the trade volume, but that won't be ready for tomorrow.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 18, 2025, 03:51:24 AM
Classic Johan :D

Now waiting for KC4 to send a post that everything is broken, the team scrambling to sort it out over a weekend, and in the end KC4's local install being the problem. :P
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 18, 2025, 04:39:38 AM
Lol.

Also apparently they made regulars even more powerful against levies so they get like 50 or 100 to 1 kill ratios. I think Johan needs to fix these couple of things and then get some sleep.

Although to be fair, as I understand regulars were like this prepatch, it's just levies we're bugged which masked it. Now they have fixed the bug and we have Space Marines.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 18, 2025, 04:42:22 AM
I think I might give this a patch or two before going back to it :D
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 18, 2025, 04:59:52 AM
Quote from: Valmy on November 17, 2025, 01:42:08 PMI get several notices every single month people are turning 16 and then I have to go check to see if I care about them. It gets rather exhausting.

And nobody wants to royal marry me since I am a dirty pagan. But I suspect when I play a non-Pagan country that will also be something I have to manage.

In my Ottoman game my dynasty absolutely exploded (doesn't help that every man can have four wives). My fault really, though, since I got them marriages. :D By the end of the game, practically every major Muslim country was ruled by an Osmanoglu.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 18, 2025, 05:42:49 AM
As Ottoman, aren't you supposed to kill all your brothers when you ascend? :P
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 18, 2025, 10:00:33 AM
Quote from: Syt on November 18, 2025, 01:26:30 AMFrom a post on their forums about "the released state of the game being unacceptable in 2025":

In a section complaining about the UI:
QuoteFor a series known for complex but functional interfaces, this is honestly embarrassing.
:lol:

Huh. Maybe I am clueless as to what is out there but I thought EU5 was pretty good at release. Obviously there is a lot to sort out and learn but compared to previous EU games I thought it was fine.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 18, 2025, 10:20:35 AM
Quote from: Syt on November 18, 2025, 01:26:30 AMFrom a post on their forums about "the released state of the game being unacceptable in 2025":

In a section complaining about the UI:
QuoteFor a series known for complex but functional interfaces, this is honestly embarrassing.
:lol:

What a noob.
Doesn't he know that buying a Paradox game on release means buying in to the open beta test?

Don't worry guy, 2026 is just around the corner.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 18, 2025, 10:23:31 AM
Quote from: Syt on November 18, 2025, 04:42:22 AMI think I might give this a patch or two before going back to it :D

Smart move.  I'm targeting around 1.11 or 1.12.  That's the usual sweet spot.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 18, 2025, 11:07:04 AM
Quote from: Syt on November 18, 2025, 05:42:49 AMAs Ottoman, aren't you supposed to kill all your brothers when you ascend? :P

Yes but the second cousins flood the court. :P

I kept getting the "claim throne" CB on various countries throughout the game. And near the end I ended up inheriting the Yemen-Somalia union. I'm the Turkish Habsburgs. :D
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 18, 2025, 11:17:11 AM
Anyway, yesterday's patch fixed many bugs but broke levies badly. Now they just get massacred by regulars at an insane ratio. Whoever gets Professional Armies first wins the game.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 18, 2025, 01:03:32 PM
If it keeps on raining, the levies are going to break.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 18, 2025, 01:09:01 PM
I drove my Chevy to the levies but the levies were dry  :(   
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 18, 2025, 01:15:41 PM
Quote from: Solmyr on November 18, 2025, 11:17:11 AMAnyway, yesterday's patch fixed many bugs but broke levies badly. Now they just get massacred by regulars at an insane ratio. Whoever gets Professional Armies first wins the game.


I did think levies were way too powerful and sheer numbers seemed to rule every battle.

But I figured that was just because it was early in the game and the regulars would get bonuses later. Also balanced by the fact you lose workers on your RGOs when you call up the levies. So if I can get away with just sending my regulars I usually do that.

They may have over adjusted  :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 18, 2025, 01:21:39 PM
Regulars are lvl 20 fighters against level 0 peasants. 
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 18, 2025, 01:24:25 PM
Quote from: Valmy on November 17, 2025, 01:34:28 PMOne thing that bugs me is how to manage the size of the court. Obviously the bigger the court the more likely you can find great people to put in the cabinet or be in charge of military units.

On the other hand having to manage the personal lives of over 1,000 inbred nobles takes up way too much time.

I have no idea how to manage this going forward.

Manage their lives? I don't really bother with anybody who's not a direct descendant. Who cares why my cousin's nephew is up to?
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 18, 2025, 01:26:15 PM
Quote from: The Minsky Moment on November 18, 2025, 01:03:32 PMIf it keeps on raining, the levies are going to break.

 :lmfao:
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 18, 2025, 01:27:35 PM
Quote from: Josephus on November 18, 2025, 01:24:25 PM
Quote from: Valmy on November 17, 2025, 01:34:28 PMOne thing that bugs me is how to manage the size of the court. Obviously the bigger the court the more likely you can find great people to put in the cabinet or be in charge of military units.

On the other hand having to manage the personal lives of over 1,000 inbred nobles takes up way too much time.

I have no idea how to manage this going forward.

Manage their lives? I don't really bother with anybody who's not a direct descendant. Who cares why my cousin's nephew is up to?

Well because I want high stat people, so a lot of courtiers is good. Also I was worried too much inbreeding might have bad effects but...maybe that is just a CK thing.

Also if I don't have a lot of nobles the only way I could get my people married was by marrying commoners with huge penalties. I couldn't get royal marriages as pagan Lithuania.

However, I think over a long enough period of time it is inevitable you will have a giant court.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 18, 2025, 01:30:39 PM
Quote from: crazy canuck on November 18, 2025, 01:21:39 PMRegulars are lvl 20 fighters against level 0 peasants. 

That would make historical events like the Battle of the Golden Spurs or the victories of the Swiss militia over the Habsburgs and Burgundians unlikely to occur though  :hmm:

Good. Filthy peasants deserve to be slaughtered by their social betters  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 18, 2025, 03:50:52 PM
Quote from: Valmy on November 18, 2025, 01:27:35 PM
Quote from: Josephus on November 18, 2025, 01:24:25 PM
Quote from: Valmy on November 17, 2025, 01:34:28 PMOne thing that bugs me is how to manage the size of the court. Obviously the bigger the court the more likely you can find great people to put in the cabinet or be in charge of military units.

On the other hand having to manage the personal lives of over 1,000 inbred nobles takes up way too much time.

I have no idea how to manage this going forward.

Manage their lives? I don't really bother with anybody who's not a direct descendant. Who cares why my cousin's nephew is up to?

Well because I want high stat people, so a lot of courtiers is good. Also I was worried too much inbreeding might have bad effects but...maybe that is just a CK thing.

Don't think there is any inbreeding, I was marrying cousins and nieces all the time as the Ottomans (because at some point there was nothing but Ottomans and their cousins available for royal marriages :D ), and there were never any ill effects that I could see.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 18, 2025, 04:00:38 PM
Unlike CK3 you can't play Finland in EU 5  :(
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 18, 2025, 04:42:21 PM
It's made by a Swede
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 19, 2025, 05:26:10 AM
I feel like Johan is tying himself into a completely unnecessary knot with this extremely convoluted levy vs regular combat system. Make them start equal, give regulars buffs through some stuff if you have to, but come on they are superior to levies just on account of not emptying your production buildings when at war.

https://forum.paradoxplaza.com/forum/threads/levy-vs-regulars-some-information-from-tinto.1876702/
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 19, 2025, 04:48:22 PM
https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-89-19th-of-november-2025.1876786/

So tomorrow we will have radical re-rework of combat values and then next week the radical recalculation of the economic base which as I understand is a key metric informing several scaling systems.

Also next week's patch is going to be a major overhaul of vassal management,inckudingns rework of the centralisation-decentralisation axis.

Now apart from the ridiculously convoluted levy values the rest of the changes sound like good improvements, but I also feel frustrated I am in this very very familiar Paradox situation where I feel I want to play but I shouldn't because major changes are just a week away. And obviously next week's patch will break something brand new and then I will be waiting for the next fix etc.

Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 19, 2025, 05:18:14 PM
Quote from: Valmy on November 18, 2025, 01:27:35 PMHowever, I think over a long enough period of time it is inevitable you will have a giant court.

I've heard on the P'dox forum, that a giant court can bloat things and really slow down your game.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 19, 2025, 05:19:47 PM
Quote from: Tamas on November 19, 2025, 04:48:22 PMhttps://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-89-19th-of-november-2025.1876786/

So tomorrow we will have radical re-rework of combat values and then next week the radical recalculation of the economic base which as I understand is a key metric informing several scaling systems.

Also next week's patch is going to be a major overhaul of vassal management,inckudingns rework of the centralisation-decentralisation axis.

Now apart from the ridiculously convoluted levy values the rest of the changes sound like good improvements, but I also feel frustrated I am in this very very familiar Paradox situation where I feel I want to play but I shouldn't because major changes are just a week away. And obviously next week's patch will break something brand new and then I will be waiting for the next fix etc.



Yes. And also, just as soon as you figure something out, they change it. And all the YouTube tutorials become obsolete. :(
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 19, 2025, 06:33:12 PM
I didn't get that deep into the game yet but it seemed like things were balanced OK on release.  Levies were stronger in the first 2 ages and maybe the 3rd but that mapped well on to the historical period when levies were dominant and standing armies non-existent to very rare. I think its perfectly OK if during the earlier period, the standing armies are basically there as royal bodyguards or small groups of specialists to be used in reserve or for sieges and such until you get to the 1600s or so.  Now maybe the balance on release was due in part to some coding mistake but then don't fix the mistake in a way that totally undoes that balance.
Title: Re: Europa Universalis V confirmed
Post by: Zanza on November 19, 2025, 08:53:48 PM
Quote from: Tamas on November 19, 2025, 04:48:22 PMhttps://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-89-19th-of-november-2025.1876786/

So tomorrow we will have radical re-rework of combat values and then next week the radical recalculation of the economic base which as I understand is a key metric informing several scaling systems.

Also next week's patch is going to be a major overhaul of vassal management,inckudingns rework of the centralisation-decentralisation axis.

Now apart from the ridiculously convoluted levy values the rest of the changes sound like good improvements, but I also feel frustrated I am in this very very familiar Paradox situation where I feel I want to play but I shouldn't because major changes are just a week away. And obviously next week's patch will break something brand new and then I will be waiting for the next fix etc.



I will just play Anno 117 for a while and then play EU V when it has matured a bit.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 19, 2025, 10:43:38 PM
Quote from: The Minsky Moment on November 19, 2025, 06:33:12 PMI didn't get that deep into the game yet but it seemed like things were balanced OK on release.  Levies were stronger in the first 2 ages and maybe the 3rd but that mapped well on to the historical period when levies were dominant and standing armies non-existent to very rare. I think its perfectly OK if during the earlier period, the standing armies are basically there as royal bodyguards or small groups of specialists to be used in reserve or for sieges and such until you get to the 1600s or so.  Now maybe the balance on release was due in part to some coding mistake but then don't fix the mistake in a way that totally undoes that balance.

Agreed
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 19, 2025, 11:40:09 PM
Quote from: Tamas on November 19, 2025, 04:48:22 PMNow apart from the ridiculously convoluted levy values the rest of the changes sound like good improvements, but I also feel frustrated I am in this very very familiar Paradox situation where I feel I want to play but I shouldn't because major changes are just a week away. And obviously next week's patch will break something brand new and then I will be waiting for the next fix etc.

Yes. I mind it a lot less in Vic3 because it's campaigns are much shorter, i.e., you can get one in between patches.

Much less so with EU5, which also raises concerns how these rapid-fire balance changes affect gameplay 300 years into a run.

And I agree that while there were a few things that seemed off, at launch the game seemed reasonably playable (passive AI notwithstanding). That they're now taking massive swings at the balance of core systems like this is a bit concerning to me. I think I'd rather they juice up AI a bit and take their time carefully adjusting the balance of trade, economy instead of launching patches that swing back and forth like this. Not to mention that part of me worries that they end up balancing it to a point where the game becomes either too easy or too difficult (unless you relentlessly min/max), or that the simulation mechanics become irrelevant because they've been balanced into a grey formless mush.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 19, 2025, 11:52:00 PM
In case you were wondering (I for sure have) why there's been no music mods yet, like re-adding EU4 soundtrack:

https://www.reddit.com/r/EU5/s/2XvURNjbjC
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 20, 2025, 12:45:21 AM
The patching policy seems to be too reactive, I think they should take their time and avoid quickfire and ill thought out changes.

I've rolled back to the 1.04 patch, which seemed perfectly playable to me. I will advance my version as and when I hear good things about some future build.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 20, 2025, 01:29:02 AM
I will probably play some Anno 117 or Victoria 3 instead (esp. as there'll be new content for V3 soon and it will need a few patches to get sorted again :P ). Though maybe CK3.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 20, 2025, 04:25:19 AM
Quote from: Syt on November 19, 2025, 11:40:09 PMNot to mention that part of me worries that they end up balancing it to a point where the game becomes either too easy or too difficult (unless you relentlessly min/max), or that the simulation mechanics become irrelevant because they've been balanced into a grey formless mush.

Indeed, I am afraid that's already started with Johan's planned changes to make Decentralisation more viable. Maybe it's nothing but I thought the Centralisation>Decentralisation thing was a feature, after all the overall "meta" of internal politics in the game is to increase control and crown power throughout the centuries. I wonder what a high province control but very Decentralised society is supposed to represent?
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 20, 2025, 04:39:48 AM
Not to mention many folks crying about low control in locations and that there "need" to be more ways to project it basically from day 1 of a campaign. "Second capitals", "provincial centers" etc., and while not completely invalid it's also increasing the chance to make the mechanic meaningless.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 20, 2025, 04:45:33 AM
Quote from: Syt on November 20, 2025, 04:39:48 AMNot to mention many folks crying about low control in locations and that there "need" to be more ways to project it basically from day 1 of a campaign. "Second capitals", "provincial centers" etc., and while not completely invalid it's also increasing the chance to make the mechanic meaningless.

Yeah Johan will need to stand fast on core design elements. But, come to think of it, he is the guy who was patching EU2  based on what needed nerfing to avoid losing their MP game.  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 20, 2025, 05:13:31 AM
The period, at a bird's eye level, has centralised states triumphing over decentralised states. There is also an arms race where countries gain huge but temporary leads, the UK with very powerful finance, or France with conscription. There seem to be different viable ways to get that strong control, from the UK's parliamentary system to Russian autocracy.

The way to "balance" the game imo is to make a decision to decentralise good in the short term, interest groups are placated for example, be they old fashioned methods of commercial organisation, regional peculiarites or class privileges. But long term, for this period, the "meta" is that centralised states have the edge over the decentralised ones.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 20, 2025, 05:23:26 AM
As I am arguing with a couple of kids over at Paradox, one thing the "OMG DECENTRALISATION IMBALANCE" people ignore is that that one slider doesn't live in isolation.

Multiple times I made decisions in the game to forego significant bonuses because the law/option giving them meant raising decentralisation.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 20, 2025, 05:25:46 AM
And a lot of them seem to look at it from the perspective of the first 10, 20 years of a 500 years campaign instead of taking a higher level view.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 20, 2025, 05:32:22 AM
Quote from: Syt on November 20, 2025, 05:25:46 AMAnd a lot of them seem to look at it from the perspective of the first 10, 20 years of a 500 years campaign instead of taking a higher level view.

Yes, frustrating.
Title: Re: Europa Universalis V confirmed
Post by: Sheilbh on November 20, 2025, 09:10:24 AM
Quote from: Richard Hakluyt on November 20, 2025, 05:13:31 AMThe period, at a bird's eye level, has centralised states triumphing over decentralised states. There is also an arms race where countries gain huge but temporary leads, the UK with very powerful finance, or France with conscription. There seem to be different viable ways to get that strong control, from the UK's parliamentary system to Russian autocracy.

The way to "balance" the game imo is to make a decision to decentralise good in the short term, interest groups are placated for example, be they old fashioned methods of commercial organisation, regional peculiarites or class privileges. But long term, for this period, the "meta" is that centralised states have the edge over the decentralised ones.
I suppose that sort of goes to what type of game EU is - and I think the start date is relevant here.

I listened to a podcast a while ago with a Ukrainian academic talking about Medieval Kyiv as this different alternative model of state building that was decentralised regularly splitting and surprisingly successful. But it was slightly challenged by the host that while there was a vibrant culture and economy the same system also made the state vulnerable contributing its colapse.

As I say I think this ties into the start date, because it starts in late Medieval period you kind of need to have that type of decentralised state as a plausible alternative. If it's a bit later and more clearly Early Modern then I think you can frame it more around centralisation, state control etc.
Title: Re: Europa Universalis V confirmed
Post by: Sheilbh on November 20, 2025, 09:16:00 AM
Quote from: Syt on November 20, 2025, 04:39:48 AMNot to mention many folks crying about low control in locations and that there "need" to be more ways to project it basically from day 1 of a campaign. "Second capitals", "provincial centers" etc., and while not completely invalid it's also increasing the chance to make the mechanic meaningless.
Yeah. I think I'd maybe tie it to estate satisfaction.

Less things you build and more "are the local grandees satisfied"? Thinking of either formal local offices like justices of the peace or the parlements, or more abstractly whether "the estates" are satisfied with and broadly enforcing the centre's law locally.

It might make balancing the estates more important/different too eg if you're town heavy etc.
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 20, 2025, 09:23:53 AM
Yes, I think that is the story. There is nothing wrong with decentralisation per se, but it is easy to become prey for centralising predators. In our own time the EU is one of the best places to live in the world, with prosperity and great culture, but it is militarily and politically impotent when faced with an aggressive shithole like present day Russia.

Similarly, the French got to stomp around the HRE causing havoc for about 200 years (1618-1815). The HRE was fine as a culture and civilisation, but it took the rise of Prussia to stop the great powers using it as their sandpit.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 20, 2025, 10:52:24 AM
1.0.7 is out which aimed to undo 1.0.5's breaking of the regular-levy troops balance of 1.0.4 not by reverting the change but by further convoluting the process by which these troops behave and improve over time. I linked Johan's post about it that was immediately torn apart by people.

So apparently now you can get results like this:
https://forum.paradoxplaza.com/forum/threads/1-0-7-bodies-in-unit-calculations-make-regular-troops-useless-before-age-iv.1877431/

Where a handful of regulars still massacre 15k levies but because of the new... jumble of calculations they still lose the battle because their morale runs out.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 20, 2025, 11:06:47 AM
 :lmfao:
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 20, 2025, 11:48:16 AM
The midpoint of the EU campaign in 1587.  From that standpoint I don't think it was obvious that centralizing was a superior state building strategy. The two western European countries with a centralizing drive - England and France - seemed trapped in endless cycles where they would thrive under strong monarchs, only to collapse back into confusion and civil strife during the reigns of weak monarchs or long regencies. And of course that pattern would continue into the mid-1600s.   On the flip side, city states like Venice or city leagues like the Hanse seemed a viable alternative model.  The HRE and the Habsburg agglomeration had all sorts of problems but managed to project resilience and exert power pretty consistently.  The Ottomans were at their height despite granting significant degrees of regional autonomy horizontally and within regions through the millet system.

The proposed changes to centralization do not appear to me to take centralization less preferable. As I understand, the centralization bonuses for crown power and proximity cost remain, and those remain two of the best bonuses in the game.  Decentralization is going to be boosted by basically making it harder to maintain subject loyalty without it.  That doesn't really change the balance in the sense that going centralized will help you project control so that you don't need to rely on subjects as much for expansion and can just control directly.  What it does do is: (1) open the possibility of drifting decentralized early game until other sources of control and prox reduction make a centralized strategy more effective, (2) making decentralization more useful for AI countries that get stuck with it.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 20, 2025, 11:52:44 AM
Also seems to me making subjects harder to control nerfs France game start which will probably boost England's chances of performing as historically in the 100 YW.  At the same time, it will make it harder for England to hold on to large areas of France, especially away from the coasts.  And that seems right too.
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 20, 2025, 12:06:31 PM
Yeah, in the game I'm playing France won the 100 years war in 20 years and seemed to have iron control of their vassals. They became the hegemonic power in Europe by about 1360, which is disappointing.

In the real world a united France was a huge threat to just about every other European state (I'm thinking of Louis XIV here), but getting there so incredibly early (hundreds of years early) is very bad for the game.
Title: Re: Europa Universalis V confirmed
Post by: Sheilbh on November 20, 2025, 03:44:38 PM
Quote from: Richard Hakluyt on November 20, 2025, 09:23:53 AMYes, I think that is the story. There is nothing wrong with decentralisation per se, but it is easy to become prey for centralising predators. In our own time the EU is one of the best places to live in the world, with prosperity and great culture, but it is militarily and politically impotent when faced with an aggressive shithole like present day Russia.
I can't remember his name now but that comparison reminds me of the neo-Medieval theory in international relations. I think it's from the English school.

But basically it argues that basically states exist within an international society and that we might be heading back into an era where individuals actually feel more loyalty to localities (cities, sub-national units) or to transnational forms (the EU, "liberal order" etc) with the state as a less central role. A bit like the Medieval era when you had very strong local and transnational forms and identities (cities, Christendom, republic of letters etc) and the state/national level was relatively weak.

QuoteSimilarly, the French got to stomp around the HRE causing havoc for about 200 years (1618-1815). The HRE was fine as a culture and civilisation, but it took the rise of Prussia to stop the great powers using it as their sandpit.
I'm rather more sympathetic to the French on that one, but I am very anti-Habsburg :o

QuoteThe midpoint of the EU campaign in 1587.  From that standpoint I don't think it was obvious that centralizing was a superior state building strategy. The two western European countries with a centralizing drive - England and France - seemed trapped in endless cycles where they would thrive under strong monarchs, only to collapse back into confusion and civil strife during the reigns of weak monarchs or long regencies. And of course that pattern would continue into the mid-1600s.   On the flip side, city states like Venice or city leagues like the Hanse seemed a viable alternative model.  The HRE and the Habsburg agglomeration had all sorts of problems but managed to project resilience and exert power pretty consistently.  The Ottomans were at their height despite granting significant degrees of regional autonomy horizontally and within regions through the millet system.
Maybe. In terms of 1587 - you've got Elizabeth and Henri IV at around that time who are both monarchs who subsequently provide very important role models/patterns for English and French leaders. So in some sense you're right that there are still cycles of violence to go - and perhaps because of that these are proto-golden ages looked back to nostalgically by subsequent generations.

I think I'd argue that the forces that were in play by the late 15th century were pointing in the direction of forms of centralising modernisation. In particular the forces that emergent modern states were able bring in the Italian Wars against condottieri is absolutely devastating. I'm not sure Italy ever really recovers from that point and becomes an increasing object of other great powers' politics/unable to assert any agency (like the rest of the HRE and RH says). But also I think the particular style of the Portuguese monarchy has sponsored the expeditions to the Indies which is transformative - to the extent that the Venetians are paying anyone for information on what the Portuguese are up to and putting their arsenal to work for the Mamluks to build an Indian Ocean fleet for them to kick the Portuguese out. I think in both cases the writing is on the wall for "traditional" Medieval more decentralised Europe (and, with Europe's discovery of the Americas and with colonisation basically acquiring the depth of effectively another Europe, also for the rest of Eurasia - though that's not clear then).
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 21, 2025, 01:53:32 AM
One problem is that if you have low control, you get no taxes but also your estates' money evaporates into thin air. This should not be the case - your estates should be able to enjoy their income in areas of low crown control. That way a decentralized state would have estates building things and making money available for loans.
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on November 21, 2025, 02:31:25 AM
Yes, I can see a decentralised state getting prosperous as a weak crown is unable to sieze much in the way of tax money and waste it on wars. IIRC Castile was very heavily taxed which is a factor in its precipitous decline in the 17th century.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 21, 2025, 03:46:51 AM
But also, as I understand the game doesn't simulate ALL money/wealth in circulation like Vic3 does. Not sure just giving lost tax money to estates would work.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on November 21, 2025, 09:50:39 AM
Burghers can build roads if the right privileges are selected.  Some of the other estates can build special buildings although sometimes they aren't good. 

The estates do use income to buy good output and drive up demand IIRC so that's useful.

Otherwise, I think the default assumption is that nobles with extra income will just fritter it away on banqueting and pointy shoes.
Title: Re: Europa Universalis V confirmed
Post by: Sheilbh on November 21, 2025, 10:12:40 AM
And toll castles. The rentier bastards <_<
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 21, 2025, 10:32:47 AM
Quote from: Sheilbh on November 21, 2025, 10:12:40 AMAnd toll castles. The rentier bastards <_<

Yeah I take it this is one of those things we have to be constantly trying to destroy?  :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 21, 2025, 11:45:48 AM
Regarding control - this guy stacked all his Muscovy modifiers for great effect by end of 15th century. :P

(https://i.ibb.co/DDvhqRX1/image.png)

(https://i.ibb.co/xKx2jnd8/image.png)

(https://i.ibb.co/bRLNqMhB/image.png)

(https://i.ibb.co/CjgXWVm/image.png)

(https://i.ibb.co/0pKX9YKt/image.png)
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 24, 2025, 01:05:24 PM
Going through the 1.08 beta patch notes and saw this:

QuoteExiting using Alt+F4 in Ironman will now save the game.
:lmfao:
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 24, 2025, 01:15:54 PM
Like, IDK if the changes re. Centralisation negatively impacting vassal loyalty are good or not. But I can sympathise with Johan and co. People are up in arms because a beta patch have made their pre-beta patch meta-optimised empires worse in keeping subjects loyal. Like one guy is spamming because his one vassal now only has 39% loyalty, a value, I might add, I had ZERO problem living with when I had my Hungary vassal swarm. It's not like it matters.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 24, 2025, 01:17:17 PM
It mainly matters if you plan on annexing them.
Title: Re: Europa Universalis V confirmed
Post by: DGuller on November 24, 2025, 01:56:23 PM
Quote from: Syt on November 24, 2025, 01:05:24 PMGoing through the 1.08 beta patch notes and saw this:

QuoteExiting using Alt+F4 in Ironman will now save the game.
:lmfao:
:lol: I accidentally discovered a much more convenient way to cheese the Ironman:  by default your saves get saved to a OneDrive-linked folder, which versions the save file automatically.  If there is no syncing to the cloud, you can just roll back your save to one of quite a few prior versions and overwrite the current save.  I only did it once when I was trying to roll back the save for a HOI4 game far back enough to escape out of CtD loop.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 24, 2025, 02:27:45 PM
Ironman modes in games with popups drives me nuts. So easy to accidentally click something disastrous  :ph34r:
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 24, 2025, 02:28:55 PM
Quote from: Valmy on November 24, 2025, 02:27:45 PMIronman modes in games with popups drives me nuts. So easy to accidentally click something disastrous  :ph34r:

Yeah, I can live without getting "achievements".
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 24, 2025, 05:11:28 PM
So in my first game, Kingdom of Naples (Now Two Sicilies), I've reached 1640 and the Age of Absolutism, and, well, things are not going well. A series of bad shit, has led to rebellions, low stability and ongoing debt. No end in sight. Maybe if I complain to Johan, he'll make my game better in the next patch?  <_<

But I guess my first run is over, and I'll wait for the new patch to start a new game.

My main takeaway after 3 weeks is it is fun. I've always liked the EU series, even if I won't ever really learn to play it well.

And a later start date would be so nice.

As an aside, I don't think Spain (really Castille and Aragon) have colonized anything. England is setting up its
colonies, but the rest seem to be a hodgepodge of European colonizers including Milan and...Bohemia.
And, oh yeah, no Spain, no Russia,  no Great Britain; and Tunis seems to be the bad boy of the Med.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 24, 2025, 05:18:28 PM
Quote from: Josephus on November 24, 2025, 05:11:28 PMMaybe if I complain to Johan, he'll make my game better in the next patch?  <_<

 :D
Title: Re: Europa Universalis V confirmed
Post by: PRC on November 24, 2025, 05:33:32 PM
Quote from: Josephus on November 24, 2025, 05:11:28 PMand Tunis seems to be the bad boy of the Med.

I'm still learning a lot of the game's systems and I've been playing a new playthrough as Castile... their relatively easy start has been great to learn and play around in.

Quoted this because Tunis has also been a beast in my current game!  I was kicking Morocco & Granada off the peninsula and it has been Tunis that has successfully come to their rescue.  They were able to land a large contingent of levies in Northern Spain, enslave my people, and forced me to sue for peace, the bastards!
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on November 24, 2025, 07:09:30 PM
Yeah, your navy is stronger so you need to keep Tunis away from your lands. And don't get involved in a land war in N. Africa. You will lose population/levies to the Tunisian meat grinder.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 24, 2025, 08:13:31 PM
Also are galleys not the Med "meta" now? For my first naval battle with Tunis I had a mostly galley fleet only to get destroyed by a Tunis fleet made up of heavy ships
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 25, 2025, 02:18:36 AM
The beta has added EU4's border friction to "spice things up" internationally ... I guess Portugal will get eaten even more often by Spain Castille now? :P
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 25, 2025, 06:53:50 AM
My biggest gripe with the decentralisation changes isn't what the majority's (omg I have learned what to click to win now I have to re-learn it - GAME IS BROKEN), but that a lot of laws give nice bonuses AND a decentralisation push. Clearly earlier in the design there was a clear "centralisation = good, decent = bad" direction. Johan's latest change removes that. If I decide to "play wide" and just accept decentralisation and use it to keeps lots of strong vassals eternally happy, why shouldn't I take all those nice laws-based bonuses as well?
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 25, 2025, 02:34:10 PM
I am guetting frequent crashes with the beta.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on November 25, 2025, 07:01:12 PM
Quote from: Tamas on November 25, 2025, 02:34:10 PMI am guetting frequent crashes with the beta.

I got my first crash to desktop after the patch  :ph34r:

Hopefully it will not continue.
Title: Re: Europa Universalis V confirmed
Post by: Syt on November 26, 2025, 02:38:34 AM
I fired the game up yesterday but then got distracted and when I got back it was time to go to bed, but I still decided to just look at the Ottoman start. And was immediately annoyed by the "Child can get better education" alert and having like a dozen kids in there. Together with marriage this could be automated, I guess. :P
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 26, 2025, 04:54:55 AM
Luckily there are already mods to automate child education as well as courtiers' marriage. :D
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 26, 2025, 11:55:35 AM
Today's beta update has finally fixed the zombie-like levy respawn, and predictably, on the Paradox forum the "omg stop levy rush, game is broken" crowd has been replaced with the "omg make levies respawn faster, game is broken" crowd without missing a beat.  :lol: Like, literally, the update has been out for what, an hour, and the thread is dominated by that.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 27, 2025, 07:46:41 AM
Hmmm. I think I may have sussed at least a bit of the proximity/control system.

One thing that struck me was that I had slowly been racking up a negative cash stream. It would even out soon, I thought, trade was brisk, with increased control came more tax income. Well. I checked what kind of black hole all that sweet gold was going into. The cost of court. As an empire, Byzantium gets a really huge court. Which is nice for crown power, but apparently it can cost well over 100 ducats a month when it starts snowballing with grandchildren of third cousins and whatnot.

How to fix that, I do not know. Maybe I just need to execute some relatives.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on November 27, 2025, 10:10:26 AM
Quote from: Norgy on November 27, 2025, 07:46:41 AMHmmm. I think I may have sussed at least a bit of the proximity/control system.

One thing that struck me was that I had slowly been racking up a negative cash stream. It would even out soon, I thought, trade was brisk, with increased control came more tax income. Well. I checked what kind of black hole all that sweet gold was going into. The cost of court. As an empire, Byzantium gets a really huge court. Which is nice for crown power, but apparently it can cost well over 100 ducats a month when it starts snowballing with grandchildren of third cousins and whatnot.

How to fix that, I do not know. Maybe I just need to execute some relatives.

Yeah I been wondering the same. Maybe it's not such a good idea to marry everyone. When I was going bankrupt in my Two Sicilies game my CoC cost was my biggest expense. You can adjust it I think in the economy tab, but I'm not sure what the penalties are.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 27, 2025, 02:46:24 PM
There is also some accumulated CoC coming with the various assembly meetings and winning an agenda. +2.5 percent, it seems. That is a lot after 100 years.


So far, I have tried five countries. Norway, Bohemia, Byzantium, Venice and Milano.
The softer experience was Bohemia, lots of silver and gold and a country with good proximity. The more frustrating part was becoming emperor without really understand how the HRE works in this iteration of EU. Norway is really slow, Byzantium is very tough, Venice was a short one, being smashed by Verona within a decade. Milano seems like it can be fun, but has several un-integrated provinces, and will really feel the plague.
The Black Death has become a bit harsher after patches. I rarely lose less than 40 percent of my population.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on November 27, 2025, 03:42:20 PM
Is the cost of court affected by the number of courtiers? I thought it was just based off your Economic Base (which is getting adjusted in 1.0.8).
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 27, 2025, 04:20:52 PM
Yeah I don't think number of courtiers has anything to do with jr.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on November 27, 2025, 05:04:56 PM
Quote from: Solmyr on November 27, 2025, 03:42:20 PMIs the cost of court affected by the number of courtiers? I thought it was just based off your Economic Base (which is getting adjusted in 1.0.8).

Yeah, I seem to have confused that with actual net taxation. It is an anti-blobbing device, apparently.
Because if it was the actual tax I manage to extract, I would have a Lidl court.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 28, 2025, 04:13:07 PM
With the beta fixing/adjusting levy recovery, for the first time I have seen Golden Horde collapse.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 29, 2025, 11:55:08 AM
Not bad AI borders for 1484 (I am Hungary):

(https://cdn.discordapp.com/attachments/793219386000801893/1444366883972321362/image.png?ex=692c72fc&is=692b217c&hm=bfc3ca0cac1e53e32060deb32f4f52355acc9c7186c4a33225a7fdf0c8a0272e&)

In fact it is 1488 now and I have felt the need to intervene in the 1st Venetian-Ottoman war. The Ottos are allied with the Mamluks and I feel like I need to contain them before we build a larger common border. It's nice to be worried about the Ottomans finally.  :D
Title: Re: Europa Universalis V confirmed
Post by: Tamas on November 29, 2025, 12:21:02 PM
The war was a bad idea. My uber general could handle the Ottomans but the Mamluk & vassals mega stacks were just too much. Bailed out wit a separate peace by releasing my Montenegrian vassal state.
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 03, 2025, 01:42:24 AM
Started a Brandenburg game with the 1.08 patch. By 1341 I was living on loans.

Started off building a market village for market access in a medium distance location (I had 100d in the bank, so wanted to keep some reserves), and used diplo to make nice with two neighbors while building spy network in a third.

Sent once cabinet member to develop my home province, and the other to assimilate me some uppity Poles.

In the first year I was hit by smallpox which tanked my economy and manpower. This caused my relationship with my fiefdom Lusatia to shift dramatically, since they weren't nearly as affected and had now had a bigger reserve of levies and for a while a better economy. Which caused my diplomatic relationships to go deep red (Lusatia cost over 4 to maintain while I could have at most 1.91 if I max out diplo spending). Which tanked crown authority. Which tanked everything else.

However, I was stubborn - didn't want to let Lusatia go (after all, my ruler is head of state of Brandenburg and Lusatia), and tried to balance my budget while still maxing diplo power. Including currying favors with my rich relatives to maybe mooch of them. The cabinet member who was assimilating Poles was tasked with recovery effort in devastated regions.

Either way, the next three years I spent trying to fix this while keeping Lusatia. I started improving relations with them (to start annexing them, hopefully), used parliament for extra taxes and changing laws to maybe get me back into the black.

No chance. By 1341 I took my first loan (a whopping 5d and change which set me on track to fail again later). I was even considering minting more coin (inflation be damned), but even that couldn't get me into the positive.

That sucked (but probably because I suck :P ).

I suppose I could have revoked some privileges to empower the crown and maybe get back some control, but didn't want to try to tank the stability hit (my stab was in its 30s at best).
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 03, 2025, 02:16:32 AM
Actually, looking at reddit, it appears the calculation of Relative Power between Overlord and Subjects might be a bit busted.

https://www.reddit.com/r/EU5/comments/1pclhzy/power_relative_to_overlord_in_108/

QuoteYeah... six location vassal Hesse has +5.87 from "power relative to overlord" when they have 100k pops to my 4.5 million, 66 tax base to my 2250, and 1882 army size to my 85582. No idea what is bugged about this calculation, but being ~40x stronger than them in every metric across the board should be a significant amount of loyalty. I have one other vassal who is maybe 1.5x the size of Hesse, and I'm still 20-30x stronger than both combined. I get as much loyalty from being 40x stronger than Hesse as I do from "base value for every country +5". That's some pretty busted math there. Seems like either you commit to 100 decentralization and spending 1/3 of your income on diplomatic expenses for the entire game and never stop doing vassal play, or you never take a vassal the whole game.

Title: Re: Europa Universalis V confirmed
Post by: Tamas on December 03, 2025, 02:48:19 AM
Well first of all one thing that may be missing is that the calculations uses all your vassals of the same type. So if you have two Marches like me in my game than the relative strength influencing their loyalty is the relative combined strength of the two.
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 03, 2025, 02:48:58 AM
Brandenburg has 1 (one) subject (a fief) :P
Title: Re: Europa Universalis V confirmed
Post by: Tamas on December 03, 2025, 04:03:09 AM
I meant the reddit post.

In any case just because loyalty goes into the red doesn't mean they will declare independence. I suspect that despite the opinion modifiers being all gungho about relative strength, it is the war-declaration check that decides if the AI subject is going to go for it or not, and that's rather timid.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on December 03, 2025, 04:27:54 AM
Paradox are currently balancing the game with a sledgehammer. :lol:
Title: Re: Europa Universalis V confirmed
Post by: HVC on December 03, 2025, 04:32:00 AM
Plus ça change :P
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 03, 2025, 05:08:34 AM
Quote from: Tamas on December 03, 2025, 04:03:09 AMI suspect that despite the opinion modifiers being all gungho about relative strength, it is the war-declaration check that decides if the AI subject is going to go for it or not, and that's rather timid.

The main problem in my game was that the Relative Power thing put me like 100% over my diplo limit (I required 4.3 diplo capacity to maintain the subject vs. 1.91 max diplo capacity) which cost me almost 50% of crown power, etc. tanking everything else in the progress and leaving me with negative income no matter what I did. The loyalty itself was less of an issue. I didn't figure out any way out of this besides letting the fiefdom go which I was trying to avoid.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 03, 2025, 05:39:25 AM
Playing Castille with new patch. took out three loans in the first 20 years or so. Struggling to stay afloat. I think it's more of a Nobles not paying enough taxes than anything else; but my economy did crash after a couple wars and the plague.
That said though, I found it's really easy to cut both Portugal and Aragon down to size really quickly.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on December 03, 2025, 08:29:11 AM
Jos, with Castile, at the start of the game, delete a bunch of the unneeded fortifications.

That frees up a lot of budget room.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 03, 2025, 10:07:02 AM
Quote from: crazy canuck on December 03, 2025, 08:29:11 AMJos, with Castile, at the start of the game, delete a bunch of the unneeded fortifications.

That frees up a lot of budget room.

Thanks

I also keep forgetting about the wonderful "Ask for money" diplomatic function.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on December 03, 2025, 10:23:50 AM
Quote from: HVC on December 03, 2025, 04:32:00 AMPlus ça change :P

Wake me up around 1.12 . . .
Title: Re: Europa Universalis V confirmed
Post by: DGuller on December 03, 2025, 12:02:39 PM
Looks like my CtDs were a blessing in disguise, frankly I think the complexity of EU5 far outstrips the abilities of Paradox to ever balance it. 

This reminds me of a case in a very different genre:  iRacing in sim-racing.  Their lead physics modeler couldn't give up on the ambition of building a tire behavior model entirely from first principles, despite the fact that even for tire companies tire behavior is still a bit of a black box.  The more he tried to fix it from first principles, the more he uncovered different modes where tire behavior went completely off the rails.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 03, 2025, 12:11:03 PM
Ugh....I have an erratic ruler giving me an event each bloody year that drops my legitimacy by 5. Now I'm getting coups which happens when legit. drops below 30. And he's still fucking 50 years old.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 03, 2025, 12:27:58 PM
Quote from: DGuller on December 03, 2025, 12:02:39 PMLooks like my CtDs were a blessing in disguise, frankly I think the complexity of EU5 far outstrips the abilities of Paradox to ever balance it. 

We'll see. I think it is really good.

But the main issue is that there are so many aspects to the game that could be explored as a player but that damn thing just plays so slowly and there is so much to do I feel like I will never have time to really come to grips with like I could with EU2. You can't just put it on fast speed and zoom to the next point of interest. You have to constantly be doing shit.

I do like the ability to automate aspects but...I don't know. It is hard to just give up the levers to key things.

Also the character system. Too many damn characters that take up too much of my time and they don't die enough. And you benefit from making lots of them. But it makes your game borderline unplayable.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on December 03, 2025, 01:11:17 PM
Quote from: DGuller on December 03, 2025, 12:02:39 PMLooks like my CtDs were a blessing in disguise, frankly I think the complexity of EU5 far outstrips the abilities of Paradox to ever balance it. 

This reminds me of a case in a very different genre:  iRacing in sim-racing.  Their lead physics modeler couldn't give up on the ambition of building a tire behavior model entirely from first principles, despite the fact that even for tire companies tire behavior is still a bit of a black box.  The more he tried to fix it from first principles, the more he uncovered different modes where tire behavior went completely off the rails.

No, the game is great.  You are missing out.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 03, 2025, 03:14:07 PM
I agree with what Valmy said two posts above. It IS a great game, but yeah, there's no doubt I'm missing out on things; there's just soooo much stuff. I am only automating two things right now: Trade and methods of production.
I don't really bother with characters so much yet. I educate just boys in my direct lineage (sons or grandsons of my rulers).
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 03, 2025, 03:18:46 PM
It really is crazy. I would love to spend some time in Japan. Or as a Horde. Or in the Balkans. Or the HRE. Or really  get into some of the mechanics around Catholicism. Or explore some different aspects of colonization or trade being the Netherlands or Portugal. And what about India? Or even LOL can I be: Ottoman Empire? Wow so many interesting styles of play and areas to explore.

But I will barely be able to do any of that. I could play for 12 hours and barely get through 100 years. Goddamn.
Title: Re: Europa Universalis V confirmed
Post by: Baron von Schtinkenbutt on December 03, 2025, 03:46:16 PM
Football EU5 is life!
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on December 03, 2025, 04:08:13 PM
They fixed up Vic 3 pretty good; they'll fix up EU5 once they calm down and stop course correcting by spinning the wheel wildly in the opposite direction.   Like I keep saying, around 1.12 or so.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 03, 2025, 04:13:19 PM
Quote from: The Minsky Moment on December 03, 2025, 04:08:13 PMThey fixed up Vic 3 pretty good; they'll fix up EU5 once they calm down and stop course correcting by spinning the wheel wildly in the opposite direction.   Like I keep saying, around 1.12 or so.

Sure. But EUV is perfectly functional and fun to play now. And even if there are balance issues the damn thing plays so slowly it will take you tons of hours for them to bother you.

And that last point isn't ever changing.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 03, 2025, 05:21:13 PM
Quote from: Valmy on December 03, 2025, 04:13:19 PM
Quote from: The Minsky Moment on December 03, 2025, 04:08:13 PMThey fixed up Vic 3 pretty good; they'll fix up EU5 once they calm down and stop course correcting by spinning the wheel wildly in the opposite direction.   Like I keep saying, around 1.12 or so.

Sure. But EUV is perfectly functional and fun to play now. And even if there are balance issues the damn thing plays so slowly it will take you tons of hours for them to bother you.

And that last point isn't ever changing.

No.  That's why what I want for Xmas 2026 is a later start date  :glare:
Title: Re: Europa Universalis V confirmed
Post by: Legbiter on December 03, 2025, 08:00:01 PM
I'm jumping in this weekend. Soundtrack seems on point with this banger.  :ccr

Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on December 04, 2025, 01:11:15 AM
I'm having a great time with it, it is a good basic system I think, but needs a lot of care and attention to become a great game. I wish Johan would ignore the more emo posters on the forum, the game is like a supertanker and Tinto are trying to manouevre it like a speedboat.

Also, please automate the less important marriages!!!!!
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 04, 2025, 01:39:42 AM
Quote from: Legbiter on December 03, 2025, 08:00:01 PMI'm jumping in this weekend. Soundtrack seems on point with this banger.  :ccr


That song pulls me out because German lyrics distract me.  :mad:
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 04, 2025, 01:42:15 AM
Quote from: Richard Hakluyt on December 04, 2025, 01:11:15 AMI wish Johan would ignore the more emo posters on the forum, the game is like a supertanker and Tinto are trying to manouevre it like a speedboat.

Meanwhile, he completely refuses to budge on allowing achievements with mods enabled (even gfx mods change the checksum, and the "reactive" music system makes it very hard for modders to even add music tracks), to the point they he added that the game saves when you Alt+F4. Talk about petty hills to die on. :lol:

(And yes, there's ways around that, like Steam Achievement Manager etc., so if you really want those achievements, you can still get them. :P )
Title: Re: Europa Universalis V confirmed
Post by: Tamas on December 04, 2025, 04:22:02 AM
 :lol:

Achievements completely derailed EU4, I feel. I think what happened was, when it was release Paradox added a bunch of crazy achievements like doing impressive stuff with Asian backwaters and the like. Problem was, people on the forums started demanding that they become able to achieve these as it was a basic features to unlock them. So things drifted toward people westernising Vietnam by the mid 1500s and the like. Maybe this has improved once I stopped looking, I don't know.

Anyways, RH is right, Johan needs to get a good night's sleep and return to his original design vision and keep improving it, not trying to silence the forum edgelords.

It's impossible in any case. The recent beta patch fixed the issue where one (including the AI) could re-raise levies ad infinitum, creating ridiculous whack-a-zombie wars. There were about 3 new threads opened about it per day on average. That was until the beta patch fixed it, because that silenced the "stop levy spam" crowd and within MINUTES brought to life the "bring back levy spam" crowd which was just as numerous and they polluted the whole forum with their crying.
Title: Re: Europa Universalis V confirmed
Post by: garbon on December 04, 2025, 05:25:05 AM
It also must be tough for him given how Imperator went down.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 04, 2025, 02:29:39 PM
He's getting old too; so I think this will be his last baby. I'm sure he wants it to work, but one thing I've noticed, having ventured back into the forums recently; the crowd there is a lot different than the crowd back in EU2. Back in the day (old man rant) the forum was mostly people asking for help with  something or offering well-meaning and thought-out suggestions. Now almost every thread is like "this game is broken.." "I hate EU5". "Why can't I WC in 50 years anymore" "this game, as it is, cannot be played" etc.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on December 04, 2025, 02:41:06 PM
Quote from: Josephus on December 04, 2025, 02:29:39 PMHe's getting old too; so I think this will be his last baby. I'm sure he wants it to work, but one thing I've noticed, having ventured back into the forums recently; the crowd there is a lot different than the crowd back in EU2. Back in the day (old man rant) the forum was mostly people asking for help with  something or offering well-meaning and thought-out suggestions. Now almost every thread is like "this game is broken.." "I hate EU5". "Why can't I WC in 50 years anymore" "this game, as it is, cannot be played" etc.

Yeah I was wondering if it was just my rose-tinted glasses or really it's a much more unpleasant forum than during our heydays.
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 04, 2025, 03:08:28 PM
That's just modern online "discourse" I'm afraid (and having a much larger audience than they did 20 years ago).
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 04, 2025, 06:23:32 PM
Quote from: Josephus on December 04, 2025, 02:29:39 PMHe's getting old too; so I think this will be his last baby. I'm sure he wants it to work, but one thing I've noticed, having ventured back into the forums recently; the crowd there is a lot different than the crowd back in EU2. Back in the day (old man rant) the forum was mostly people asking for help with  something or offering well-meaning and thought-out suggestions. Now almost every thread is like "this game is broken.." "I hate EU5". "Why can't I WC in 50 years anymore" "this game, as it is, cannot be played" etc.

Do they still have Balkan Nationalists fighting over which village was in Serbia in 1337?
Title: Re: Europa Universalis V confirmed
Post by: Norgy on December 05, 2025, 01:57:07 AM
I think the game is very good at present, even with patches coming every second day and kind of turning things I thought I knew on the head.

I restarted an ironman Bohemia, and unlike in my first run, I actually got Charles IV as a long-time emperor. I am a bit unsure about my grand strategy, and I like how the game rarely holds my hand.


Title: Re: Europa Universalis V confirmed
Post by: Syt on December 05, 2025, 01:43:24 PM
Longer than usual Friday home office day, so ran an Observer with 1.0.10 beta game while conducting some trainings via zoom. :P

AI was initially incredibly aggressive; esp. HRE becomes a thunderdome. Austria, Brandenburg quickly eliminated. Several smaller entities growing and falling again. Notably, England moved heavily into Germany.

Screenshot from 1510:

(https://i.ibb.co/931BNXGJ/image.png)

Meanwhile, not much colonization. Spain has two ports in West Africa. And in the Americas, this is the only European outpost:

(https://i.ibb.co/SXLLxFnC/image.png)

Haven't checked the hotfix yet, but nothing in the notes re: AI aggression which looks "a bit" overtuned.
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 05, 2025, 01:45:12 PM
From the hotfix:

Quote- Added two late-game advances to give malaria resistance.

I guess Europeans still didn't conquer Africa quick enough? :P
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 08, 2025, 09:06:17 AM
Quote from: Syt on December 05, 2025, 01:45:12 PMFrom the hotfix:

Quote- Added two late-game advances to give malaria resistance.

I guess Europeans still didn't conquer Africa quick enough? :P

I'm not sure how they can. I am playing as Castille and i just don't have the money to do anything. Exploration is very expensive (mind you I'm running an inflation) and then the maintenance alone is more than I can afford. And in the end, is it worthwhile. I've gotten the Azores so far
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on December 08, 2025, 10:39:30 AM
Quote from: Josephus on December 08, 2025, 09:06:17 AM
Quote from: Syt on December 05, 2025, 01:45:12 PMFrom the hotfix:

Quote- Added two late-game advances to give malaria resistance.

I guess Europeans still didn't conquer Africa quick enough? :P

I'm not sure how they can. I am playing as Castille and i just don't have the money to do anything. Exploration is very expensive (mind you I'm running an inflation) and then the maintenance alone is more than I can afford. And in the end, is it worthwhile. I've gotten the Azores so far

It is possible to start exploring fairly early as Castille but you have to ask yourself why, if you are still building up your infrastructure within your home regions.  What is the benefit of adding on additional low control territories?

I'm not sure about this, but it seems to be that it only makes sense to start exploring after you have a naval nation and you can get a lot of control through the use of your navy.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 08, 2025, 10:56:31 AM
Quote from: Syt on December 05, 2025, 01:45:12 PMFrom the hotfix:

Quote- Added two late-game advances to give malaria resistance.

I guess Europeans still didn't conquer Africa quick enough? :P

The Euros hadn't penetrated that far into Africa by the end of the EUV timeline. I mean this is the situation in 1871:

(https://timemaps.com/wp-content/uploads/2016/09/NewAfrica_AD1871.jpg)
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 08, 2025, 11:00:21 AM
Quote from: Syt on December 04, 2025, 01:39:42 AM
Quote from: Legbiter on December 03, 2025, 08:00:01 PMI'm jumping in this weekend. Soundtrack seems on point with this banger.  :ccr


That song pulls me out because German lyrics distract me.  :mad:

Because of the German it sounds like the Teutonic Order national anthem to me. I figure they mean pain for Balts will lead to salvation.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 08, 2025, 11:24:59 AM
Quote from: crazy canuck on December 08, 2025, 10:39:30 AM
Quote from: Josephus on December 08, 2025, 09:06:17 AM
Quote from: Syt on December 05, 2025, 01:45:12 PMFrom the hotfix:

Quote- Added two late-game advances to give malaria resistance.

I guess Europeans still didn't conquer Africa quick enough? :P

I'm not sure how they can. I am playing as Castille and i just don't have the money to do anything. Exploration is very expensive (mind you I'm running an inflation) and then the maintenance alone is more than I can afford. And in the end, is it worthwhile. I've gotten the Azores so far

It is possible to start exploring fairly early as Castille but you have to ask yourself why, if you are still building up your infrastructure within your home regions.  What is the benefit of adding on additional low control territories?

I'm not sure about this, but it seems to be that it only makes sense to start exploring after you have a naval nation and you can get a lot of control through the use of your navy.

You're probably right. My fear is that in my first game as Naples, America was colonized by several European nations and I want to make sure I grab stuff before they do.

but logically you're right.
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 08, 2025, 03:48:17 PM

QuotePinned by @OneProudBavarian
@OneProudBavarian
5 hours ago
EU5's patches have been chaotic and incredibly poorly communicated. As a conclusion, EU5 in December has just as many completely broken situations and International organisations as in November. This has to change..
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on December 08, 2025, 05:15:00 PM
Yeah, I would have much preferred they stayed with the game on release and addressed patches and DLCs in due course. That is what the community has come to expect.  This whipsawing of changes and then changes to changes has been problematic. 

They had a good stable (DG aside) game on release.  Call that a win and move on to the first planned DLC and address all the balance issues then.

At least for me the game is no longer stable and the game constantly crashes now.
Title: Re: Europa Universalis V confirmed
Post by: Legbiter on December 08, 2025, 10:02:40 PM
I'm parking the game for now. Will check back inn March once they're back in the office and have settled on how they want the in-game systems to work and have ironed out the bugs. There's a gem buried under the jank though.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 09, 2025, 09:04:38 AM
There is one issue now that is ruining the fun. The constant "so and so is 16 years old now" spam. I am getting one of those every two days. In addition to the So and So can be educated alerts. It's gotten annoying. I am ignoring them, which I know is probably not wise.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on December 09, 2025, 11:06:01 AM
The education thing is annoying since the administrative option is the best. It would be better just to give the option of choosing a default rather than the balanced education being preselected as the default.

I think there is a mod to deal with the marriages.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on December 09, 2025, 02:52:23 PM
Oh my, more example of Johan being too jittery to handle the pressures of a major franchise:

https://www.reddit.com/r/EU5/s/TmcNUezrTX

Title: Re: Europa Universalis V confirmed
Post by: garbon on December 09, 2025, 03:27:18 PM
Quote from: Tamas on December 09, 2025, 02:52:23 PMOh my, more example of Johan being too jittery to handle the pressures of a major franchise:

https://www.reddit.com/r/EU5/s/TmcNUezrTX



Community relations have never been one of his strengths.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 09, 2025, 03:27:38 PM
Quote from: Josephus on December 09, 2025, 09:04:38 AMThere is one issue now that is ruining the fun. The constant "so and so is 16 years old now" spam. I am getting one of those every two days. In addition to the So and So can be educated alerts. It's gotten annoying. I am ignoring them, which I know is probably not wise.

The character system just doesn't work.

You need to get a large court but the large court really sucks and is boring to manage AND it is really important you manage it. Because you need those 90+ skilled generals and cabinet members. Also 99% of your court does not have any role to play at all. So you spend a ton of time managing something that you only get an in game impact for 1% of it.

And it is constant. Every single month. It is a constant distraction from the more interesting things you need to do. This should be automated or changed in some way. And it is way to easy to successfully manage. In CK I constantly had to worry about betrayals and mass death of my courtiers. I was usually scrambling to find enough nobles to to rule counties and duchies and fill important posts and marry. And key deaths could be devastating to your game. Now...you have hundreds and hundreds of people and only a couple matter or do anything.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 09, 2025, 03:28:28 PM
Quote from: garbon on December 09, 2025, 03:27:18 PM
Quote from: Tamas on December 09, 2025, 02:52:23 PMOh my, more example of Johan being too jittery to handle the pressures of a major franchise:

https://www.reddit.com/r/EU5/s/TmcNUezrTX



Community relations have never been one of his strengths.

Yeah man. So many times back in the EU2 days I would find myself thinking "Damn Johan, what the hell is your problem?" dude should probably not be customer facing.
Title: Re: Europa Universalis V confirmed
Post by: garbon on December 09, 2025, 03:37:51 PM
Quote from: Valmy on December 09, 2025, 03:28:28 PM
Quote from: garbon on December 09, 2025, 03:27:18 PM
Quote from: Tamas on December 09, 2025, 02:52:23 PMOh my, more example of Johan being too jittery to handle the pressures of a major franchise:

https://www.reddit.com/r/EU5/s/TmcNUezrTX



Community relations have never been one of his strengths.

Yeah man. So many times back in the EU2 days I would find myself thinking "Damn Johan, what the hell is your problem?" dude should probably not be customer facing.

Yeah sometimes just let the design guys design.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on December 09, 2025, 03:53:59 PM
I am on the 1.09 patch (Lepanto), and there is much weirdness going on. Like how all my military buildings were gone after loading an ironman save.

It does seem like proximity and control are not working. Only a few people understand how trade works, I certainly do not.

The premise is so good. Pity about the execution lately. I don't really want 10 patches per month, that all change some basic mechanic that I finally understood.


Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on December 09, 2025, 04:37:28 PM
Quote from: garbon on December 09, 2025, 03:37:51 PM
Quote from: Valmy on December 09, 2025, 03:28:28 PM
Quote from: garbon on December 09, 2025, 03:27:18 PM
Quote from: Tamas on December 09, 2025, 02:52:23 PMOh my, more example of Johan being too jittery to handle the pressures of a major franchise:

https://www.reddit.com/r/EU5/s/TmcNUezrTX



Community relations have never been one of his strengths.

Yeah man. So many times back in the EU2 days I would find myself thinking "Damn Johan, what the hell is your problem?" dude should probably not be customer facing.

Yeah sometimes just let the design guys design.

Yeah, there was some good news in that - at the end.  But so much passive aggressive messaging at the beginning that I doubt many read that far. Johan, play to your strengths, you are a brilliant game developer.  Let others with different skill sets do the PR.
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 09, 2025, 04:47:16 PM
The deleted thread returned.

QuoteThe previously posted patch notes have been since been reverted from beta 1.0.10 due to a critical error. In an effort to avoid misinformation, we have since deleted the notes themselves from this post, but you can find the otherwise unedited rest of the post below.

We apologize for the chaos this has may have caused.
- PDX Ryagi


Also liked this line from Johan:
QuoteWhy are you so shit at writing patch notes?
Well, its not something most of the team have done before. Me personally, its a long time since I last did it, and I'm an old guy who sometimes thinks have not changed since I was patchin eu2 with posting a zip file of changed file on the forum. We'll try to be better, and not just write "nerfed sweden, kkthxbye".

The whole post reads like a direct response to OPB's video, and while I guess the effort is nice it's a far cry from how the V3 team communicates.

And yes, maybe it's time for Johan to pass the torch for good and enjoy his Elder Statesman status.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 10, 2025, 07:58:55 AM
Quote from: garbon on December 09, 2025, 03:27:18 PM
Quote from: Tamas on December 09, 2025, 02:52:23 PMOh my, more example of Johan being too jittery to handle the pressures of a major franchise:

https://www.reddit.com/r/EU5/s/TmcNUezrTX



Community relations have never been one of his strengths.

"You're a pirate...BANNED".

(Anyone remember that , from Vick 1 I believe)
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 10, 2025, 08:12:26 AM
Quote from: Valmy on December 09, 2025, 03:27:38 PMThe character system just doesn't work.

You need to get a large court but the large court really sucks and is boring to manage AND it is really important you manage it. Because you need those 90+ skilled generals and cabinet members. Also 99% of your court does not have any role to play at all. So you spend a ton of time managing something that you only get an in game impact for 1% of it.

And it is constant. Every single month. It is a constant distraction from the more interesting things you need to do. This should be automated or changed in some way. And it is way to easy to successfully manage. In CK I constantly had to worry about betrayals and mass death of my courtiers. I was usually scrambling to find enough nobles to to rule counties and duchies and fill important posts and marry. And key deaths could be devastating to your game. Now...you have hundreds and hundreds of people and only a couple matter or do anything.

For me, maybe because it's Castille which is huge to begin with, but it's not every month...literally a few times a week, and yeah, it's very distracting. And I was saying to myself, "Are these people ever going to do anything in the game?"
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on December 11, 2025, 02:24:53 AM
I was having great fun as Naples, but then Sweden conquered my vassal of Marche (an Italian province) c.1400. A few years later I noticed that Great Britain was in the process of conquering my vassal Achaea! Too silly, I have to let it rest for a couple of months or so.
Title: Re: Europa Universalis V confirmed
Post by: Josquius on December 11, 2025, 05:50:50 AM
Quote from: Valmy on December 09, 2025, 03:27:38 PM
Quote from: Josephus on December 09, 2025, 09:04:38 AMThere is one issue now that is ruining the fun. The constant "so and so is 16 years old now" spam. I am getting one of those every two days. In addition to the So and So can be educated alerts. It's gotten annoying. I am ignoring them, which I know is probably not wise.

The character system just doesn't work.

You need to get a large court but the large court really sucks and is boring to manage AND it is really important you manage it. Because you need those 90+ skilled generals and cabinet members. Also 99% of your court does not have any role to play at all. So you spend a ton of time managing something that you only get an in game impact for 1% of it.

And it is constant. Every single month. It is a constant distraction from the more interesting things you need to do. This should be automated or changed in some way. And it is way to easy to successfully manage. In CK I constantly had to worry about betrayals and mass death of my courtiers. I was usually scrambling to find enough nobles to to rule counties and duchies and fill important posts and marry. And key deaths could be devastating to your game. Now...you have hundreds and hundreds of people and only a couple matter or do anything.

I remember this was a core problem with Imperator. You had all these people existing and doing things but...you couldn't do anything with them by and large so...why did it matter?
CK gets that way on occasion but less so since thats the core of the game.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 11, 2025, 10:49:15 AM
Quote from: Josquius on December 11, 2025, 05:50:50 AMCK gets that way on occasion but less so since thats the core of the game.

Also in CK you would have people die young. People would be infertile. People would be murdered or try to murder you. People would go insane. There would be plots.

None of this happens in EUV. Every woman seems to have several children who all grow up to adulthood who do next to nothing of note and die at a ripe old age.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on December 11, 2025, 11:02:27 AM
Quote from: Valmy on December 11, 2025, 10:49:15 AM
Quote from: Josquius on December 11, 2025, 05:50:50 AMCK gets that way on occasion but less so since thats the core of the game.

Also in CK you would have people die young. People would be infertile. People would be murdered or try to murder you. People would go insane. There would be plots.

None of this happens in EUV. Every woman seems to have several children who all grow up to adulthood who do next to nothing of note and die at a ripe old age.

That is not accurate. There is character trait variability in EU5 and characters can die young, as happened to one of my heirs that had good stats. I found that to be a cool part of the game. I felt the loss of a character who was going to become a great ruler.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 11, 2025, 11:04:21 AM
Quote from: crazy canuck on December 11, 2025, 11:02:27 AM
Quote from: Valmy on December 11, 2025, 10:49:15 AM
Quote from: Josquius on December 11, 2025, 05:50:50 AMCK gets that way on occasion but less so since thats the core of the game.

Also in CK you would have people die young. People would be infertile. People would be murdered or try to murder you. People would go insane. There would be plots.

None of this happens in EUV. Every woman seems to have several children who all grow up to adulthood who do next to nothing of note and die at a ripe old age.

That is not accurate. There is character trait variability in EU5 and characters can die young, as happened to one of my heirs.

Ah. Well that's good. I had played up until the 1600s and none of my kids died young. And I didn't notice any of my courtier's kids dying young. But maybe there were just so many of them I didn't notice. They need to make infant and child mortality more common...historically common.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on December 11, 2025, 11:07:42 AM
Quote from: Valmy on December 11, 2025, 11:04:21 AM
Quote from: crazy canuck on December 11, 2025, 11:02:27 AM
Quote from: Valmy on December 11, 2025, 10:49:15 AM
Quote from: Josquius on December 11, 2025, 05:50:50 AMCK gets that way on occasion but less so since thats the core of the game.

Also in CK you would have people die young. People would be infertile. People would be murdered or try to murder you. People would go insane. There would be plots.

None of this happens in EUV. Every woman seems to have several children who all grow up to adulthood who do next to nothing of note and die at a ripe old age.

That is not accurate. There is character trait variability in EU5 and characters can die young, as happened to one of my heirs.

Ah. Well that's good. I had played up until the 1600s and none of my kids died young. And I didn't notice any of my courtier's kids dying young. But maybe there were just so many of them I didn't notice. They need to make infant and child mortality more common...historically common.

One of the main reasons for building a hospital and other health related buildings in your capital is to try to increase the longevity of your court characters.

I am surprised you didn't experience young characters dying in your game. Did turn disease off in the options?
Title: Re: Europa Universalis V confirmed
Post by: Valmy on December 11, 2025, 11:09:38 AM
Quote from: crazy canuck on December 11, 2025, 11:07:42 AMOne of the main reasons for building a hospital and other health related buildings in your capital is to try to increase the longevity of your court characters.

I am surprised you didn't experience young characters dying in your game. Did turn disease off in the options?

Not unless they are turned off by default.

I got constant death spam to but everybody was dying rather late in life.
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 21, 2025, 09:34:25 AM
Had a quick look at the reception of the 1.0.10 patch that was released last week after being in beta for a while. According to latest Dev Diary, this is the final patch before 1.1 in February, after Cristmas break.

From what I can see players have three issues:

1. Crazy AI aggression (e.g., England/France/Bohemia now blob crazy into the HRE and eat most of it within a century). They seem very fond of non-CB wars, and don't mind going after any and all minors they can gobble up (even if they're vassals of their friends). Also leads to border gore. Some players say this is awesome, most seem rather pissed off.

2. Nobles not marrying/breeding. People run out of potential cabinet members and commanders fast. Apparently the game is balanced so it tries to maintain twice as many courtiers as you have cabinet positions. Players note that it means that they often don't have enough commanders for their armies and navies. Johan said on the forums today that the game was balanced around not every army/fleet having a commander.

3. Fleet battles seem broken and often result in no battle being fought (but ships being taken as prizes).

Though I guess Ryagi, who posted the patch notes, expected some "reaction" from fans, considering they used this illustration depicting a comet to headline the post. :P

(https://forumcontent.paradoxplaza.com/data/thfeature/feature_backgrounds/4/4208.jpg)
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 21, 2025, 09:35:42 AM
Or as OPB puts it:

Title: Re: Europa Universalis V confirmed
Post by: Tamas on December 21, 2025, 04:09:20 PM
Az usual I agree with OPBs video. The release version needed tweaks not the hatchet that Johan has been wielding.
Title: Re: Europa Universalis V confirmed
Post by: jimmy olsen on December 21, 2025, 10:33:49 PM
Quote from: Valmy on November 13, 2025, 04:53:27 PMI noticed the Ottomans were called "The Kingdom of the Ottomans." I found this very confusing. Then I clicked on them. They had converted to Orthodoxy  :wacko:

Not even the most deranged alt-hist freak would talk about what would happen if the Ottomans had embraced Orthodoxy. Paradox has make sure totally deranged things like that would ever happen.

Now maybe Bulgaria just really kicked their ass and forced converted them during a war but I don't think so.


Wouldn't people just call them the second Eastern Roman Empire if they converted to Orthodoxy?
Title: Re: Europa Universalis V confirmed
Post by: jimmy olsen on December 21, 2025, 10:41:10 PM
Quote from: Josquius on November 15, 2025, 11:34:10 AM
Quote from: garbon on November 15, 2025, 06:28:00 AM
Quote from: crazy canuck on November 15, 2025, 06:19:22 AMOr it is just needlessly complicated to code to cater to a niche group.  Better to spend those resources elsewhere.

No it is pretty shitty coding if clicking between start dates causes the game to load improperly.

I totally understood their stance that maintaining many little used start dates (let alone history of everyday in the period) was not worth the resource. But if you do have more than one, game shouldn't break as you browse the different scenarios.

For EUV, I think time will tell if they need to budge or not. Difference with EUV is it picked only start date in a century none of the others covered. Could possibly be there are enough legacy fans who would actually play a 15th century start date.

Pretty sure I do remember a dev report where they looked at the data and said basically nobody chooses any dates but the earliest ones.

I pick the 1066 date in Crusader Kings like 95% of the time.
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 22, 2025, 05:09:33 AM
Quote from: Tamas on December 21, 2025, 04:09:20 PMAz usual I agree with OPBs video. The release version needed tweaks not the hatchet that Johan has been wielding.

Well, Johan is a quite chill person who doesn't dig in his heels on silly topics, so I'm sure things will get fixed quickly. :P

Part of me is wondering if his design philosophy is just not well suited to simulations games as opposed to more boardgamey approaches.
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on December 22, 2025, 05:36:47 AM
Quote from: Syt on December 21, 2025, 09:34:25 AMJohan said on the forums today that the game was balanced around not every army/fleet having a commander.

This is why the game relentlessly pesters you about any piddly army that does not have a commander, and offers a button to automate assigning generals and admirals. :P
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 22, 2025, 08:36:06 AM
A lot of those alerts are stupid.

"Hey, your heir is underage." Ok, so ... what do you want me to do?

"Hey, the building you finished a second ago STILL doesn't have full employment!" Jeez, just wait a bit@

Not to mention none of them  an be permanently dismissed. :lol:
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 22, 2025, 10:15:05 AM
And it still didn't fix the constant "so and so turned 16 " spam.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on December 22, 2025, 10:38:10 AM
One other thing I'm just now finding frustrating in my Castille game, which is around 1620.

I have a bunch of colonies in the Caribbean. I just saw I'm at war with somethign called the Conquistadors of Lesser Antilles. Apparently they are not  a nation, but what appear to be a bunch of marauding soldiers, who number some 5000. Now I tried to send 10, 000 regulars from Castille to the Windward Islands, (which took about three trips across the Atlantic) and my entire transport fleet got destroyed from attrition. So now these 5000 soldiers are taking on the might of Castille, especially since all my colonies arent' doing anything. sigh.

I've also noticed, navies seem to have a mind of their own. As I returned to the game after typing the above I also saw I lost a lot of galleys to attrition; galleys that seemed to cross the Atlantic with my transport fleet, even though I never asked them to.  This little conquistador has destroyed almost my entire navy
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 22, 2025, 12:49:20 PM
I like the idea of Cortez going full Col. Kurtz :D
Title: Re: Europa Universalis V confirmed
Post by: Syt on December 23, 2025, 01:12:11 AM
Johan is asking for YOUR feedback ...

https://forum.paradoxplaza.com/forum/threads/what-do-you-think-are-the-biggest-issues-right-now.1891147/

QuoteWe have been reading through feedback in various ways, and identified the following major common complaints. We are not talking about "AI needs to do X better", or "this UI could use some QoL features" here..

AI Aggressiveness

A lot of the AI work in the last weeks before launch and the weeks after was to make it more aggressive as some of the biggest complaints pre-release was that "the AI does not do anything, it does not expand".

Now for 1.0.10 there is a part of the community that thinks it has gone too far. Particularly with two aspects. The AI is doing too many no-cb wars, and the HRE before the Papal Bull is basically free real estate.

For 1.1, we will be adding an AI-Agressiveness game rule, where we will have at least 3 settings, a rule with AI never doing no-cb wars, to a less aggressive version of now, and a final setting for even more aggressive than 1.0.10.

A rule for AI will not use no-cb wars on HRE is something we are considering as well.

We are also looking into making no-cb wars a bit more costly in general.

AI Subject Assimilation Bug
This is something we are looking into fixing, very likely to be possible to get into an 1.0.11 or so in mid January.

Levy, Mercenaries, Regulars
Reducing the ability of the levies while also making the recovery functional has made the game less fun for a lot of people in the first hundred years in particular.

We are not happy with levies being this bad, nor are we happy with the fact that mercenaries are something you are hardly ever using.

What we are looking at for 1.1 is to severely reduce the cost of hiring mercenaries, so that they are a valid choice to bolster your armies.

We are also rebalancing (again) levies vs regulars, to reduce the power difference between them further.

When we are more satisfied with the new balance, we'll do an in-depth explanation of how it will work.

Nobles Marrying problem
The removal of being able to marry anyone you wanted to anyone else you wanted is a complaint raised by quite a few in the community, as in many cases you ran out of characters.

The design is that the game should maintain about 1 non-royal dynasty per cabinet position, and make sure every one of those dynasties have at least 2 married males alive at any time. This should create on average 4-5 adult males per dynasty on average, which together with making sure the royal house is huge, should provide lots and lots of characters.

HOWEVER... There are not enough females, nor are enough produced to support this design, as whenever a character is generated, you end up with the same situation repeated, dynasties never surviving.

For 1.1 we are reworking this, and giving newly created characters (both at start or when randomly generated), both a wife and a daughter.


River Map Mode
It was not obvious to us how many were using this semi-broken debug mapmode, but we have now been working on making a new non-debug mapmode for rivers for 1.1.

Rival Mechanics
Yeah, the rival mechanics in EU5 is basically EU4 without the power projection benefits, and it's not something anyone is happy with. We have a new design that is partially implemented now, and will be ready for 1.1, where we have removed the prestige hit from not having rivals, and eased up restrictions on who you can put as a rival dramatically.

However, we have a new calculation that identifies if another country is a threat to you, and for every rival you have that is a threat to you, you will get a bonus that is currently giving you prestige and diplomatic reputation.

We have also added a new casus belli you can manufacture on anyone that has set you as a rival, that gives a superiority wargoal, and we are also looking into adding a new casus belli that can be used on any rival that is a threat, which makes it cheaper to conquer things than the Humiliate Rival CB does.

Slavery Systems
The problem with slavery in the game is that we don't have an intra-market slave distribution system. So unless you can ship slaves back and forth between your market and another, you will not be able to fill buildings and/or rgo's that needs slaves unless you get a constant flow of new slaves to the market.

For 1.1 we are looking into a slave-"migration" system, where surplus slaves will move about inside markets, if laws allow it.

Naval Pain Points/Bugs
Naval Combat is not in a state anyone is 100% happy with right now. The 1.0.4 stackwiping was removed for 1.0.10 beta in favor of ticking damage on fleeing ships and a high capture chance at "what was going to be stackwipes" did not work out great, as ships only fled a single location almost all times. For 1.1 we will move back to that design more, but also make probabilities of critical hits sinking damaged ships higher, and if it was going to be a stackwipe, what would be left of the fleet would make a shattered retreat. The goal here is to make naval engagements more decisive.

There are also complaints about navies moving too quickly, which we will investigate further, but in general the design idea is for ships to move at historical speeds around the map.

The Patrol the Seas naval objective will also try to keep ships at port if there is normal or severe winter in the sea.

Gamespeeds are not ideal for Multiplayer
Particularly speed 3 feels too slow and speed 4 feels too fast when playing. We are working on a system for 1.1, to have 7 different game speeds, with a speed half-way between 3 and 4, and make 2 slower and add another one between 2 and 3.

Setup in China
There has been a lot of feedback about the setup in China, particularly around cultures and harbor setup, and we are doing an overhaul there for the 1.1 update.

Now you are saying, why is this not already in a patch coming to us. Well, I will explain in a post later these holidays how the process works on developing things, and how things work for us, and how we adapted it to what you want as well.

We will also post a detailed roadmap for what we are doing in 1.1 (soon).

Anyway, what other things do you guys think are a huge pain point at the moment?
Title: Re: Europa Universalis V confirmed
Post by: Norgy on December 23, 2025, 03:18:49 AM
I am thinking this game was better on release than after these patches.
Incomprehensible, yes, but at least stable.

Anyone taking bets on what the first DLC will be? HRE? Byz reborn?

Title: Re: Europa Universalis V confirmed
Post by: Solmyr on December 23, 2025, 05:28:43 AM
You can see next year's DLC in the Premium upgrade: https://store.steampowered.com/app/3698980/Europa_Universalis_V_Premium_Upgrade/

First one is Byz, second one is Castile/Morocco, third one is France/Scotland.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on January 02, 2026, 11:30:15 AM
Ok so... in a game with individual bloody pops, separate court language settings etc., why is the solution to the unhistorical HRE thunderdome is to force the AI not to gobble it up when it could? Shouldn't we be trying to introduce the same constraints that existed historically?

Also I cannot for the life of me understand why the whole levy thing has to be so god damn complicated. To me it seems so simple: for every unit type, the regular version of it, as opposed to the levy one, should have bonus to discipline and maybe morale. DONE. You then tweak that to get the balance you want. Not these super-convoluted mega-mechanics of incremental cross-influencing modifiers. Gawd.

I am not very eager to return to the game to be honest. My next Paradox play will be Vicky 3.
Title: Re: Europa Universalis V confirmed
Post by: Syt on January 02, 2026, 01:29:10 PM
I hear you. I was excited for a game's release, enjoyed the launch and then just felt continuously pushed away by pretty much every step they took post launch.

Meanwhile, Stellaris seems to be struggling since its 4.0 release and HoI4's DLC doesn't seem to be doing too hot, either - maybe time to move on and sunset them?

CK3's DLCs last year were medium to bad (coronations), though the Asia expansion doesn't seem to be the dumpsterfire I expected (in fact it seems quite all right). For next year they said the focus will be mechanical depth, with a housekeeping/balancing patch before the new DLC cycle (they seem to make this a habit, which I approve). But time will tell.

Vic3 is maybe their only title where the DLC they delivered all year has been pretty much a success across the board, adding new mechanics and tying them all into each other. And even the flavor packs have come with cool mechanical additions in their free patches. Currently, I trust the Vic team the most.
Title: Re: Europa Universalis V confirmed
Post by: Syt on January 02, 2026, 01:30:43 PM
Meanwhile, the 1.1 roadmap. https://forum.paradoxplaza.com/forum/threads/the-roadmap-to-1-1-rossbach.1892687/

QuoteThe 1.1 "Rossbach" update is planned for sometime early February 2026. Besides containing a lot of balance changes and fixes elsewhere, we are also aiming to improve gameplay, content, UI and art as well. We will go into more details and explain new features every Wednesday of 2026 until it releases.

Gameplay

New diplomatic abilities to transfer one of your subjects to another country, ways to destroy defensive leagues and transferring territories between two of your subjects.

Annexation speeds will now depend on your diplomatic spending, and countries can now reject Hegemony demands.

The Code systems for Religion has been reworked so you can now reform away from doom.

Colonial Charters will be reworked so instead of going to a certain percentage of your dominant culture/religion of pops, it now keeps track of how many pops you have sent etc, so you can get minorities in your colonies.

Abilities to provoke rebels to start an uprising now, and ability to change your cultures opinion of other cultures on your own. Speaking of rebels, "tiny" revolts will no longer form a new country and start an entire war, but instead impact the location they would have spawned in, when they reach 100%.

The game will also allow countries to get bonuses (or penalties) to how they are impacted by proximity in certain topographies. Ie, Austria gets some mountain/hills/plateau bonuses.

We added Coin Laws that impact what metals you use for coins and get inflation from. And of course Sweden can make copper coins which absolutely never will be a bad idea.

As mentioned in the 22nd of December post, we are reworking rivals, fixing levies/merc/regulars balance and much more.

We are also working on a complacency mechanic, reworking expeditions from being a purely script system to being a code system and adding in a slavery market distribution system.

Content Design

We will add a new disaster for Brandenburg, and add new unique advances and policies to some German countries.

A lot of focus on Japan and China mechanics have been done here, including Sengoku Jidai and Red Turbans Rebellions. Manchuria is also getting a fair bit of improvements, and the Tengri religion has been getting some gods.

In the Americas we have reworked the area in Brazil and improved the resource and food setup for both the Andes and Mesoamerica regions.

The Holy Roman Empire has seen a fair amount of attention as well.

We are also working with improvements to other situations like Western Schism and Council of Trent.


User Interface
We have added an "army/navy template" builder just like EU4 has, and also added in a nicer End of War dialog showing losses like eu4. We have also added rally points for raising levies, and recruiting mercenaries have quite a lot of less clicking for the average player.

There are now more settings when it comes to music and we have added in a music player so you can control which songs you want to listen to.

Alerts can be "permanently" discarded now, and you can restore them from a special UI if needed. The game will no longer reset filters to what the game thinks is best when opening a screen again, but you can now pin which filters you want in each screen.

We have added more abilities to manage the formation of a unit, and have a toggle for units to always autobalance for those who want it that way.

The Unit UI will no longer obscure half the screen for multiple units, and you can have a condensed version of the UI as well. We have also added lots and lots of other smaller quality of life things to the UI.

We have mentioned the new river mapmode, but we have also improved the road mapmodes and added several other new mapmodes, like coalitions, maximum control and many more.

Art
We have added a new loading screen for 1.1, which we will show off before release, and added some European 18th century hats, wigs and clothes, not to mention many icons for new advances and modifiers and more..

Enjoy, and have fun! Let's see what next year will bring.
Title: Re: Europa Universalis V confirmed
Post by: Syt on January 02, 2026, 01:31:47 PM
Another stickied post from Johan: https://forum.paradoxplaza.com/forum/threads/htt-3-30-12-2025-where-do-we-stand-on-the-railroad-debate-for-eu5.1892558/

QuoteAs a background, I've been making historical GSG since the end of the last millennium, and for almost all of those, the goal has always been for the games to try to guide and follow historical paths. I can only recall one time we actually wanted to have the game mechanics be an entirely emergent narrative and that was for EU3, where we literally removed the historical events we had in EU2.

Sometimes in the Hearts of Iron series, we tried to make the simulation be guided entirely by mechanics and the AI should reason out optimal tactics. However, we always had to direct the AI in that game with "cripple scripts", as the players wanted WW2 to play out the same way almost all the time.

How did we do the railroading in EU4? Well, first of all, we had lucky nations to make sure some countries had special bonuses so they always performed better. Also the AI was very good at conquering what it has claims on. Related to that, was a heavy use of Dynamic Historical Events, giving out claims and also creating things like Iberian Union. The EU4 AI was also very great at unifying its culture group, so we had to stop it at times with historical friend mechanics.

What about eu5?

Our goal was to create an even more detailed narrative, with Situations, creating "railroaded" mechanics that forces a certain narrative on game. Some of them work in this regard, like Rise of the Turks and the 100 years War, some of them do not work great like the War of Religions..

The AI has not been good enough to expand and grow countries until 1.0.10, where it became semi-decent at it.

Now what? Well, besides the fact that the AI is a tad bit too aggressive, we do not get the narratives we desire yet.

Our narrative goals for the game includes the following, and this is what we will constantly try to improve.

  • The Holy Roman Empire should not get gobbled up immediately, but keep being fragmented until the last age.
  • Hordes should fall apart and disappear by the mid game.
  • The Ottoman Empire that grows deep into the Balkans and Levant, creating a France-level-threat in the south east.
  • Russia should unite and go towards Siberia.
  • Western European powers should build strong colonial empires.
  • Europe should grow more advanced and powerful than the rest of the world as ages go by.

Other important historical narratives are things we want to see, but it's not something we view as mandatory to happen as often as the above.
  • Forming of Spain and Poland-Lithuania
  • Emergence of the Netherlands & Prussia


Cheers, tomorrow I'll post the 1.1 roadmap.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on January 02, 2026, 04:18:35 PM
A lot of the above would be more likely to happen with a later start date.

Yes, this is a hill I'll die on.  :P
Title: Re: Europa Universalis V confirmed
Post by: Sophie Scholl on January 03, 2026, 04:32:49 AM
I'm glad I didn't rush out to upgrade my PC for the game. Yikes. To anyone who has followed this closely: Is this a matter of not beta testing enough and rushing things out/basically making release the beta test? Is it an issue with Paradox as a whole? With what Syt mentions about their other games and their disastrous handling of Bloodlines 2, is there something rotten in Denmark Sweden?
Title: Re: Europa Universalis V confirmed
Post by: HVC on January 03, 2026, 04:43:18 AM
Quote from: Sophie Scholl on January 03, 2026, 04:32:49 AMI'm glad I didn't rush out to upgrade my PC for the game. Yikes. To anyone who has followed this closely: Is this a matter of not beta testing enough and rushing things out/basically making release the beta test? Is it an issue with Paradox as a whole? With what Syt mentions about their other games and their disastrous handling of Bloodlines 2, is there something rotten in Denmark Sweden?

From reading here it seems like the release was fine but the patches are rushed and ill thought out.
Title: Re: Europa Universalis V confirmed
Post by: Tamas on January 03, 2026, 06:38:25 AM
That's actually my biggest disillusionment with the game. The release version was far from perfect but seemed like something shaped by intent and it seemed like the road to improvement (improve Situations and AI) was clear and achievable.

And then came Johan's wild swings from one extreme to the other in balancing, making it clear that the game is very unfinished.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on January 03, 2026, 07:56:29 AM
Quote from: Tamas on January 03, 2026, 06:38:25 AMThat's actually my biggest disillusionment with the game. The release version was far from perfect but seemed like something shaped by intent and it seemed like the road to improvement (improve Situations and AI) was clear and achievable.

And then came Johan's wild swings from one extreme to the other in balancing, making it clear that the game is very unfinished.

I agree with your first paragraph but not the second paragraph.  The game didn't need a lot of balancing. What the game needed is for Johan to concentrate on fine-tuning the game rather than reacting to things that people were saying on the paradox forums.

That has always been Johan's weakness.  He is as he says a good game designer. He is terrible at community interaction.  He should just stop reading the posts.
Title: Re: Europa Universalis V confirmed
Post by: Maladict on January 03, 2026, 09:24:32 AM
Why are you guys still buying Pdox games on release, after all these years?
Title: Re: Europa Universalis V confirmed
Post by: garbon on January 03, 2026, 10:18:10 AM
Quote from: Maladict on January 03, 2026, 09:24:32 AMWhy are you guys still buying Pdox games on release, after all these years?

+1
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on January 03, 2026, 11:22:26 AM
Because it was good on release, as most of their games are.

Title: Re: Europa Universalis V confirmed
Post by: garbon on January 03, 2026, 11:39:39 AM
Quote from: crazy canuck on January 03, 2026, 11:22:26 AMBecause it was good on release, as most of their games are.

Sure, sweetie...
Title: Re: Europa Universalis V confirmed
Post by: Valmy on January 03, 2026, 09:01:13 PM
Quote from: Maladict on January 03, 2026, 09:24:32 AMWhy are you guys still buying Pdox games on release, after all these years?

I haven't bought one on release since...I don't know. Hearts of Iron 2?

This one just interested me.

The problem this game has, and it is basically the same problem as every paradox game since EU3 has had. It just plays too fucking slow. I don't have the time to play EU5 to really get what I want out of it. I could load up EU2 and play from 1419 into the 1700s in an afternnon...ok more like noon to midnight but still. I can barely make it 100 years in EU5 in that time.

And that just doesn't work for me. I love the game but damn.

And them patching it up right isn't going to change that.

I took a break for the holidays but sort of debating myself if I want to try it again. Not really being able to play the number of games I would like is annoying.
Title: Re: Europa Universalis V confirmed
Post by: Valmy on January 03, 2026, 09:05:28 PM
Quote from: Josephus on January 02, 2026, 04:18:35 PMA lot of the above would be more likely to happen with a later start date.

Yes, this is a hill I'll die on.  :P

Yeah. This problem was entirely caused by the starting date. I said it way back at the time we heard what the starting date would be. Starting in 1337 means that Russia is unlikely to form, the Ottomans might not win, the Austrians might not become a great power, there will likely be no Timurids, and likely no Ming. Castille was just as likely to merge with Portugal as Aragon with that starting date as well and that is another really big alt-history thing that might be more likely than not.

That is almost entirely due to the conditions at the starting date. They need later starting dates if they want the historical great powers to be the historical great powers.
Title: Re: Europa Universalis V confirmed
Post by: Syt on January 04, 2026, 01:51:41 AM
Quote from: Valmy on January 03, 2026, 09:01:13 PM
Quote from: Maladict on January 03, 2026, 09:24:32 AMWhy are you guys still buying Pdox games on release, after all these years?

I haven't bought one on release since...I don't know. Hearts of Iron 2?

This one just interested me.

The problem this game has, and it is basically the same problem as every paradox game since EU3 has had. It just plays too fucking slow. I don't have the time to play EU5 to really get what I want out of it. I could load up EU2 and play from 1419 into the 1700s in an afternnon...ok more like noon to midnight but still. I can barely make it 100 years in EU5 in that time.

And that just doesn't work for me. I love the game but damn.

And them patching it up right isn't going to change that.

I took a break for the holidays but sort of debating myself if I want to try it again. Not really being able to play the number of games I would like is annoying.

That's one of the nice things of Victoria 3 - the campaign length is manageable. :D
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on January 05, 2026, 04:44:06 PM
John of Gaunt had a good shot at taking the throne of Castille in the 14th century.

Yeah it's pretty obvious you can't start in 1337 AND have a reasonably close outcome to the RL state system by the 17th or 18th centuries unless you lay down some pretty durable railroad tracks to push it that way.
Title: Re: Europa Universalis V confirmed
Post by: Richard Hakluyt on January 07, 2026, 02:43:30 AM
I think there is space for another game, 1648-1815 perhaps; which would cover the Ancien Regime nicely, with an excellent endgame crisis to keep the players intrigued and motivated to actually finish the game.
Title: Re: Europa Universalis V confirmed
Post by: garbon on January 08, 2026, 03:05:37 AM
Latest Tinto Talks includes the clearly underbaked (at least as described) complacency mechanic.

Not surprisingly, players create multiple different threads (4 mind you) talking about their issues with the mechanic and suggestions.

Paradox mod(s) then lock all threads as I guess you are only allowed to provide feedback in the Talks thread?
Title: Re: Europa Universalis V confirmed
Post by: garbon on January 08, 2026, 03:35:18 AM
Oh looks like Johan closed them all so he could start a new thread defending the mechanic and have all comments put there.
Title: Re: Europa Universalis V confirmed
Post by: Syt on January 08, 2026, 03:44:26 AM
I saw the TT this morning, and my first thought at the Complacency mechanic and its debuffs across the board was, "But why? What's the historical idea behind this? And is there a better way of modeling?"
Title: Re: Europa Universalis V confirmed
Post by: Tamas on January 08, 2026, 03:48:17 AM
Yeah a new sweeping mechanic is what the game needs right now. What the hell, Johan.
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on January 08, 2026, 09:38:26 AM
Quote from: Tamas on January 08, 2026, 03:48:17 AMYeah a new sweeping mechanic is what the game needs right now. What the hell, Johan.

At least you can't accuse him of complacency.  Just Complacency.
Title: Re: Europa Universalis V confirmed
Post by: Syt on January 08, 2026, 10:04:29 AM
Current draft for Levy/Regulars/Mercenary rework by Johan:

https://forum.paradoxplaza.com/forum/threads/tinto-talks-extra-levy-mercenary-regular-1-1-rework.1894259/

QuoteFirst of all, we have 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.

When it comes to mercenaries, we have changed the 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.

1767879546586.png

In combat we have 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.
Title: Re: Europa Universalis V confirmed
Post by: Syt on January 08, 2026, 10:09:38 AM
Johan, in the Complacency thread:

Quote
QuoteHero Of Olympus said:
There was a big talk about making all systems a simulation/organic works, and now we need gamey system that is soo artificial? Doesn't look good if you ask me.

Why do you think this is gamey and an estate privilege is not gamey ?

:lol:
Title: Re: Europa Universalis V confirmed
Post by: Tamas on January 08, 2026, 01:23:46 PM
Yeah I saw that.  :lol:

The levy changes look like a step in the right direction, but I can already see all the "levies suck" threads being replaced by "regulars suck" ones.
Title: Re: Europa Universalis V confirmed
Post by: Syt on January 13, 2026, 12:59:15 PM
Beta patch:

https://forum.paradoxplaza.com/forum/threads/open-beta-for-1-0-11-patch.1895047/

Quote(https://forumcontent.paradoxplaza.com/public/1441343/1768312485594.png)
  • Randomly created male characters that spawn to fill out a court now come with a wife and a daughter, except for clergy characters.

(https://forumcontent.paradoxplaza.com/public/1441344/1768312525406.png)
  • Fixed an issue where AI was not taking into consideration the speed modifiers from culture war when calculating assimilation effects.

This is all.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on January 13, 2026, 01:48:09 PM
That first fix helps a lot - but I wonder why just a daughter and not a randomly chance of either a son or daughter.
Title: Re: Europa Universalis V confirmed
Post by: Syt on February 03, 2026, 04:36:30 PM
1.1 open beta is out: https://forum.paradoxplaza.com/forum/threads/open-beta-1-1-0-is-live-now.1898771/
Title: Re: Europa Universalis V confirmed
Post by: Syt on February 07, 2026, 12:49:13 PM
Well, I was considering trying it this weekend - generally people say it's a step forward, but there is a flaw where economies seem to collapse after 100 - 150 years due to a lack of tools/lumber/iron.

The most likely culprit is estate building. With 1.1 beta, tax money lost from lack of control goes to the estates. And they build. And build. And build. Not necessarily sensibly but A LOT. Which crashes out the markets.

Maybe only *some* money should be funneled to the estates? :P
Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on February 07, 2026, 01:25:41 PM
Quote from: The Minsky Moment on December 03, 2025, 10:23:50 AM
Quote from: HVC on December 03, 2025, 04:32:00 AMPlus ça change :P

Wake me up around 1.12 . . .

Maybe 1.13?
Title: Re: Europa Universalis V confirmed
Post by: HVC on February 07, 2026, 01:29:00 PM
Quote from: The Minsky Moment on February 07, 2026, 01:25:41 PM
Quote from: The Minsky Moment on December 03, 2025, 10:23:50 AM
Quote from: HVC on December 03, 2025, 04:32:00 AMPlus ça change :P

Wake me up around 1.12 . . .

Maybe 1.13?

It'll be all ironed out in time for VI ;)
Title: Re: Europa Universalis V confirmed
Post by: Syt on February 11, 2026, 02:49:38 AM
OPB did some runs with the 1.1.1 beta patch (there's now 1.1.2 beta out) and he was not happy. He got especially annoyed playing Brandenburg in his latest video where - according to him - the events play out pretty independent from the gameplay mechanics and you have to make consciously bad decisions to get historical outcomes. He also noted that the HRE is still very anemic when it comes to making laws. He pointed out that it seems weird that you have all those diplomatic tools, but when it comes to getting votes in the Imperial Diet, this doesn't seem to matter. You can be best buddies with a voter, they may still reject you at every turn. You have to "bribe" in the diet mechanics, regardless of of diplo relations. Meanwhile, the Council of Trent ran for many years without any vote coming up ever. So it seems that a lot of the "story" flavor content and international organizations still need a lot of work.

He compared it to the Voice of the People DLC for V3 which was also originally completely decoupled from the gameplay mechanics and how V3 has much improved in that regard over the years.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on February 11, 2026, 06:40:39 PM
I am still playing this for now, but I don't have any hope that this will be a great game. I think the issue is they tried to do too much with this, and in such a complex game, there's too much stuff going on that relies on other things, etc. etc.

And the start date...

Frankly I think they overreached.

Title: Re: Europa Universalis V confirmed
Post by: The Minsky Moment on February 11, 2026, 09:33:15 PM
They will be fine.  The Vic3 economy is even more fiddly and they got that running acceptably. 
Title: Re: Europa Universalis V confirmed
Post by: Sophie Scholl on February 11, 2026, 11:03:29 PM
Yeah. This isn't a new title they're throwing out there to see if it sticks. It is their core franchise title. They definitely didn't do themselves any favors by releasing it in the state it was, especially on the heels of the Bloodlines 2 fiasco, but they'll keep plugging away at improvements to it. Whether it will be within the initial release or if they'll try to drum up some more funds first with a dlc or twelve, they will eventually come up with something stable and enjoyable.
Title: Re: Europa Universalis V confirmed
Post by: Syt on February 12, 2026, 02:08:00 AM
I agree that it seems unlikely that they will pull the plug on this like they did on Imperator. Besides it being their flagship title (though HOI arguably has the bigger market footprint) it's also Johan's shot at redemption after Imperator.

At this point I'm more worried that they might scale back ambition, scope and mechanics to a more manageable level instead of building on the foundation they have. I think starting in 1337, while a commendable idea to illustrate the evolution from feudal monarchies to modern states, creates as many problems as the early start dates in CK2 and 3 does. You either end up wildly ahistorical outcomes (something I don't mind quite as much in the character centric CK) or add hamfisted railroading because it's really hard to set up the mechanics so that quasi- or near-historical outcomes are likely for the widely disparate situations around the world - if you could solve it on a purely mechanical level you should call yourself Hari Seldon and get about predicting the future. :P
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on February 12, 2026, 08:22:12 AM
Quote from: Josephus on February 11, 2026, 06:40:39 PMI am still playing this for now, but I don't have any hope that this will be a great game. I think the issue is they tried to do too much with this, and in such a complex game, there's too much stuff going on that relies on other things, etc. etc.

And the start date...

Frankly I think they overreached.



All the things you think are weaknesses I view as the game's strengths
Title: Re: Europa Universalis V confirmed
Post by: Syt on March 05, 2026, 05:32:00 AM
1.1 officially released:

https://forum.paradoxplaza.com/forum/threads/rossbach-1-1-live-now.1905955/
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on March 05, 2026, 09:20:30 AM
How many things did they break this time? :P
Title: Re: Europa Universalis V confirmed
Post by: Syt on March 05, 2026, 09:24:38 AM
They plan for some hotfixes, like levies being raised not demobilizing correctly or something. :P
Title: Re: Europa Universalis V confirmed
Post by: Josephus on March 05, 2026, 11:52:20 AM
Thing about these things is they add mechanics but don't tell you how they work.

Like the complaceny mechanic. Do I have to read all the Tinto Talks? I can't be arsed to do that, or watch other people play on YouTube
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on March 05, 2026, 12:31:42 PM
So they have told you how they work, you just can't be bothered to read their description of how it works? 
Title: Re: Europa Universalis V confirmed
Post by: Josephus on March 06, 2026, 06:52:44 PM
Quote from: crazy canuck on March 05, 2026, 12:31:42 PMSo they have told you how they work, you just can't be bothered to read their description of how it works? 

Exactly  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Syt on March 19, 2026, 06:36:00 AM
Has anyone played 1.1? Any good? :unsure:

New Tinto Talks is primarily about the upcoming Byzantium Immersion Pack  :rolleyes:
https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-100-18th-of-march-2026.1909600/

But it leads with this info about the 1.2 patch:

Quote1.2 'Echinades' focuses on a plethora of different quality of life issues, ranging from exposing hidden content to improving mapmodes, some balance changes, as well as some free content to the Balkan sphere, Orthodoxy, and the Holy Roman Empire. There are also lots of new free features related to economy, politics and diplomacy, and we have taken a long look at logistics as well.

I'll be revealing more details in future Tinto Talks.
Title: Re: Europa Universalis V confirmed
Post by: Syt on March 24, 2026, 01:44:21 AM
Gave it a go as Kyiv. I took Chernihiv from Chernihiv when they tried to rebel against their overlords Bryansk and I got to intervene. Tried again when a neighbor rose against the Golden Horde ... but I messed up and ended up on the side of Golden Horde and got NOTHING. :lol:

Tried to build my economy (yay amber!) and keep my estates happy and balanced (I'm bad at this :lol: ). I created an independence CB against the Golden Horde and managed to get a decent amount of support to get the troop ratio into the positive. I declared war with bad timing. Bulgaria (a key ally) was slightly distracted by tryin to take bits of the Byzantine Empire, and it was five minutes to Plague.

In the course of the fighting, my entire army was eventually wiped out (the GH had 1500 or so professional troops that regularly wiped the floor with them, but the swarm of little armies that kept taking their land kept them busy. Still, I ended up losing my entire army AND manpower in the fight, and could only watch as the timer (720 days of GH not enforcing their wargoals) started ticking. At the height of the plague time ran out - I was free, Golden Horde exploded, and I was left with 0 levies and, thanks to plague, a mostly broken economy.

It's now 1353 and my troops slowly start ticking up again and I try to create a small hegemony in the debris of the GH, but without troops it'll take a while. I also need to weaken the nobility who sit at 45% power vs my measly 20% (and that's after enacting a law that strengthened the crown power). Obviously it didn't help that I married a commoner (I tried to find a royal marriage but kept coming up empty, and in my late 20s I got antsy). But at least my designated heir is ... slow. <_< All this didn't help with legitimacy or stability, but I managed to avert a coup disaster. :P

It's janky, but I was reasonably enjoying myself. Maybe because I don't grasp the systems fully and don't notice the bigger fails. Still, only progressing 16 or so years in 3 or 4 hours ... yikes. :D Victoria has the great advantage of being able to finish a game in a weeked or less.
Title: Re: Europa Universalis V confirmed
Post by: Sophie Scholl on March 24, 2026, 01:49:37 AM
Hmm... sounds a little better, but still not something I'd want to dive into. EUIV it remains for now!  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Syt on March 24, 2026, 01:56:10 AM
Did I mention that my ruler got a buff to prestige/military stats from joining the Hungarian king's chivalric order, though? :P

I find the art style takes some getting used to. I don't think Paradox uses AI art (they generally have pretty good art teams), but some of the illustrations have that golden-brown piss sheen that you see with a lot of AI slop, and I find it quite a turn off by now. :D
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 04, 2026, 07:06:04 AM
I tried again, but realised I had forgotten everything about how the game works.  :lol:
Title: Re: Europa Universalis V confirmed
Post by: Josephus on April 08, 2026, 06:02:00 AM
Quote from: Norgy on April 04, 2026, 07:06:04 AMI tried again, but realised I had forgotten everything about how the game works.  :lol:

Yeah, that in a nutshell is why Paradox games are so hard. It's not like riding a bike. Plus, them changing the rules all the time doesn't help. I'd love to give VIC III a go after over a year off, but I know that would drive me insane trying to relearn.
Title: Re: Europa Universalis V confirmed
Post by: Syt on April 08, 2026, 06:29:18 AM
Quote from: Norgy on April 04, 2026, 07:06:04 AMI tried again, but realised I had forgotten everything about how the game works.  :lol:

That was me and Imperator Rome the other day :D
Title: Re: Europa Universalis V confirmed
Post by: Syt on April 08, 2026, 08:36:36 AM
New dev diary, looking at economic changes coming with next patch:

https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-103-8th-of-april-2025.1916179/

City rights! :o

(I wish some of this was in CK3 - rights of different estates, city rights, monopolies, coinage rights ... )
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 08, 2026, 09:44:20 AM
That would make me pick up ck3 again
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 08, 2026, 10:09:00 AM
Okay, that lovely, lovely governor you can stash at some location with low control is not easy to earn.

But the Eastern Romans have become much easier to play. Having a few fleets and surviving until you can build coastal forts will give more control. However, getting the money to build something demands war.

I suppose control, culture and religion are the prime mechanics when looking to expand. Some YouTube dude had 130 subjects or so as Byzantium.

Ahistorical, obviously. The strengths of Byzantium were a monetary economy and not paying all your taxes with sheep and grain and Constantinople and its hinterland. It is hard to model a society that was very much a class society, but not really feudal.

I tried Norway again, and I do think the king Magnus is mis-represented, from what I know from history. It's a Swedish thing, as he spent more time in Norway than in Sweden.

That aside, having an army template is good. I have never made it past the 1500s as patches kept coming out.

I'll go for a new game tonight.
Title: Re: Europa Universalis V confirmed
Post by: Syt on April 08, 2026, 10:30:53 AM
Quote from: Norgy on April 08, 2026, 10:09:00 AMlSome YouTube dude had 130 subjects or so as Byzantium.

I believe that's just the meta - conquer territory, spin it off as vassals. Among other things, they will convert the provinces much faster (since each vassal will have their two cabinet posts to assign to this). Also, less worries about control, because they all have their own capitals.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 14, 2026, 05:18:40 AM
I managed to get into this again. It is a complex, but lovely game. Do I understand every mechanic? Not at all.

Is it rewarding when your gambits pay off? Indeed it is.

I've played about 60 years as Byzantium, and managed to rip the Anatolian coastline off the Turks. Also, Negroponte and Athens. The Black Death seems even harsher in this version, half my population just died. That sort of evens out, as the Ottomans only managed to field two thousand or so when my casus belli was there. Sieges are terrible in the early game. Still.

The rivers now contribute to control, especially if you build bridges, it seems. After running "a bit" of a deficit for the first two-three years, my economy picked up. At a reasonable +30-50 bezants per month, I would say I am doing pretty good. The main problem is food. It seems to drain right out of the market, even with the significantly lower population after the plague.

Byzantium has some horrible events, all will cost you, so revoking the harsh privileges the country is saddled with takes time. You also have an "idot" (not my words) as an heir. And of course he lived to a ripe old age, despite me throwing him in a ship as an admiral against the Aragonese.

There are still some issues. Like your allies not asking for food access and after a war just letting their troops die on your soil.

I think the cost of embracing various early institutions is harsh. Then again, they did shake up the medieval world to some extent. And I think decentralisation gives way too good bonii.

If I take off my glasses as someone who studied history, this is a really good game. Now, if I could only understand the supply chains a bit better.

Title: Re: Europa Universalis V confirmed
Post by: Syt on April 15, 2026, 12:46:44 AM
Quote from: Norgy on April 14, 2026, 05:18:40 AMIf I take off my glasses as someone who studied history, this is a really good game.

I think that's something I really struggle with, but it depends on the game. Muslim Italy or crusades for the steppes of Central Asia in CK3? Sure, lol. Britain conquering Tibet from China or Germany annexing Denmark/Iceland/Greenland in many playthroughs in Vic3? I can work with that. But virulent global tech spread in EU4, ahistoric urbanization and African colonization in EU5, or the Allies invading the German coast in 1939? Yeah, can't have that.

I think I need to switch that part of my brain off more and lean into it more of a "it's a game" attitude.

(I felt really triggered when one Youtuber commented on the earlier patches where France/Bohemia/England kept eating the HRE in the 1400s, "Well, the HRE did dissolve eventually, who cares if it's a hundred years early." Bro, have you read a history book! :D  :Embarrass: )
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 15, 2026, 02:59:11 AM
To be fair to Paradox, ahistorical stuff has always been a staple of their games. Sweden always conquers half of Northern Europe, usually a bit early, the Mamluks colonise the Indonesian islands etc. And it has made the games more fun.

When you have a game of the scope of EUV, I think weirdness is bound to happen, but there are just so many things that are right as well.

If you accept that it is a game, not a simulation, it will be enjoyable to miserably fail to understand game mechanics.  :lol:
I have not managed to understand the Orthodox synods well, and Byzantine society is terribly rigged towards the aristocrats. That is mostly because I do not understand what I can gain from becoming a plutocratic society. I do understand I need to keep the state decentralised as I have 10 vassals. And they have not loved the enforcement of Greek culture and religion.

I sent my mighty Thema Makedonikon to help out the Trapezountine Empire in their struggles with various tribes. It ended like the worst case scenario on D-Day. After initial success, the whole professional army was battered into smithereens by Jalarids and Eretnids in a very well co-ordinated attack. So that was 5100 professional soldiers I will not see again. Oh, well, got a navy still.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on April 15, 2026, 05:52:45 PM
Right now I'm in 1620 as Milan. The furthest I've gone in any EUV game so far. Hoping to make it to the end. Enjoying it, and as you say, do I understand all the mechanics? Hardly. But I just go along hoping that I'll learn enough by the time they release a DLC/Patch and change everything I've learned. :P
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 15, 2026, 06:50:51 PM
I am waiting for 1.2 before jumping back in - that is getting early rave reviews from the testers.  The fixes to how trading works (no more constant micromanagement) alone is worth it.
Title: Re: Europa Universalis V confirmed
Post by: Syt on April 16, 2026, 12:04:46 AM
That's the thing - spend time on this now when next patch is upending things? Kinda how I want to play Vic3, but the new features coming end of the month kinda makes me want to wait till then (though I'm tempted to do a UK run and dismantle the USA and/or integrate it into Canada). Meanwhile CK3 sits on a beta patch that's quite nice but none of my mods are updated for it (most importantly RICE and Community Flavor Project). :D

I guess I should go back to Imperator for now. :D
Title: Re: Europa Universalis V confirmed
Post by: Solmyr on April 16, 2026, 02:41:35 AM
I think Stellaris is also currently on a stable patch? :P
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 16, 2026, 06:00:47 AM
I liked Imperator, but it felt sort of aimless.
As Rome, you kind of knew what you had to do. I like Persia, but not the post-Alexander version of it.

Anyway, Byzantium is thriving. Sort of. A massive navy ensures, along with coastal fortifications and roads, that control is no longer as sporadic as at the start of the game. That massive navy was, however, mostly driftwood after an unfortunate run-in with the Egyptian navy. Now, facilities have been built for new ships, so Byzantium has a navy again.

I really must stop releasing subjects and enforce religion and culture on them, but what else would a Byzantine emperor do? This time, a huge coalition of most Sunni nations decided to support the crybabies in Sinope. My only allies, apart from that vassal swarm, are Georgia and Trapezous. While both are quite hard to conquer, given the mountains and valleys, that also makes their armies too small. I have not played as a Turkish nation, but it seems their manpower is much like the Norse in CK3. Massive. I have cannons and handgonners, but it is first era ones, so about as effective as setting yourself on fire.

The economy is good, though. I think Basileus Thomas just released a statement that the Konstantinoupolis stock exchange was at 50.000 points.  :lol:

After surviving the idiot, I've had two long-lived emperors with good stats. Obviously, I am not doing myself any favours by letting the emperor himself lead the armies. But it is 1445, so it would be natural. By the way, sending a maritime expedition to take Alexandria is not a great idea.  :blush:
Title: Re: Europa Universalis V confirmed
Post by: Josephus on April 16, 2026, 02:08:23 PM
Here's one (of many) things I can't understand.

So why is the cost of building, for instance, a tool workshop different in two different provinces of mine, within the same market?
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 16, 2026, 04:42:55 PM
Quote from: Josephus on April 16, 2026, 02:08:23 PMHere's one (of many) things I can't understand.

So why is the cost of building, for instance, a tool workshop different in two different provinces of mine, within the same market?

I've seen the same, and the building time greatly varies too. I have chalked it down to whether you have proximity or not. But with Milan you probably have a decent proximity? It also seems to cost more if you don't have labourers that can fill the empty slot you are creating.

The game really doesn't tell one much, does it?  :lol:

Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 16, 2026, 05:27:45 PM
Quote from: Josephus on April 16, 2026, 02:08:23 PMHere's one (of many) things I can't understand.

So why is the cost of building, for instance, a tool workshop different in two different provinces of mine, within the same market?

The first option is to draw from local goods before the market. If there are local goods available, then the cost of production will almost always be lower than the cost of obtaining those goods through the market.  The construction will also be quicker. There are also a bunch of other factors that effect the cost, but I don't remember them.

I don't think the cost increases if the pops who will populate the building after completion are not available.  One of the reasons to construct a building is to allow for the opportunity for those pops to be created.



Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 17, 2026, 06:35:09 AM
It is one reason to try and build sawmills and masons when you can afford them.

Sometimes there are just too many cogs to watch out for.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 17, 2026, 07:37:23 AM
Quote from: Norgy on April 17, 2026, 06:35:09 AMIt is one reason to try and build sawmills and masons when you can afford them.

Sometimes there are just too many cogs to watch out for.

Yes, on both statements
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 17, 2026, 12:52:25 PM
I am curious if anyone has understood how you go from 70plus to minus40 on the budget in days. I have looked and looked at the economy tab, it is not winter, I have not built a grand new navy, not lost stability and the market in Constantinople is thriving. The tax-dodging Dynatoi do not pay much anyway. No, I am not making an early highway across Anatolia. I don't even control more than half of it, and it's mostly causing me grief with having to convert and assimiliate rather unwilling Turks.

This game is more convoluted than a John le Carré novel.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 17, 2026, 08:10:35 PM
I have no idea if I should continue with my messy AAR.

So, it is late in the year 1500. Some clerics probably study the flight of the doves and see a bad omen.

And they were right. After some rather random economic downturn, things were looking up, the Empire had a European ally in Hungary, mostly to keep Serbia and Bulgaria in line while the Emperor does his thing in Asia Minor. Still miles to go there, to paraphrase Robert Frost.

Of course, despite being a little puddle in a sea of bigger powers, Austria is HRE. Apparently Hungary did not like this. So there was war. This brought the Empire directly into war with Naples. Let us say the efforts have been, well, somewhat mixed. In a Hegseth-y stage of hubris, I thought, why not invade the boot, then.

So there went the Empires professional soldiers. I had had 21.000 manpower at the start of the war, now I am at 2000. The Neapolitan armies were not just huge, they were all professionals. Even a general at 100 military ability could not withstand them, because amphibious landings are not really something you do, unless you fight people armed with grapefruits and bananas.

I had, much to my chagrin, not really looked at Naples much, as there are still Turks in Anatolia, some rather huge Bulgar and Serbian kingdoms to the north-west and vassals that flip me the finger elsewhere. So their 99.000 manpower did not look that scary, since I had a fleet of almost 130 ships (some Kenyesian deficit spending there, you know, to keep people in jobs). Invasion went well enough. For a while. My two professional units had taken Achaea and sent Naples packing in Epirus. Hungary looked like they were doing their job, from the warscore, so why not.

It was a massacre. Not once. Not twice. Not even thrice. All units gone. I have some levies to call up, and can recruit one or two regiments for a new army, but man, I have never been so owned by a computer game. From being the one who made the warscore tick, the Empire is now: A Liability. Since I have no clear supply line (one thing this game does really well), I can't just land my new units in Hungary and march on Wien. I would like to keep those provinces of Achaea and Albania, though. Fleet mostly intact, some scratches here and there, but apparently my land units think they are on holiday.

The utter defeat and eradication of my armies did help the financial outlook of the Empire, though, It cut costs more effectively than DOGE.
Title: Re: Europa Universalis V confirmed
Post by: Crazy_Ivan80 on April 18, 2026, 08:31:11 AM
Is it worth buying yet?
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 18, 2026, 09:36:08 AM
Definitely
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 18, 2026, 10:08:51 AM
I would recommend it, definitely.

It is sometimes frustrating, sometimes like a wet dream for a history nerd, but it is a very strong game. Stable, runs smoothly, no technical issues.

I've spent some time understanding the supply chains and trade mechanics, and this is much more detailed than just owning a centre of trade like in previous EU games. Granted, I have not not tried the colonisation mechanics. I don't even know how to recruit an explorer.

I would say, expect to spend a fair amount of time learning the game. I doubt the next patch will upend the gameplay completely, as Paradox seems to have learned from the rather frantic patching last year.


I have played another 20 odd years. The reformation has unfolded, but FoW prevents me from seeing much. My only European ally is Hungary, who of course drew me into another war. I have reorganised my armies completely. With the armoury, you get a nice boost to manpower, so I have one 16k strong army, and a smaller one for sieges. The early arquebusiers really litter the floor with Turks, at least. The Knights Hospitallers are no more. Wonder who ended them? Oh, right, that was me. That Serbian alliance did not help much, so now parts of northern Macedonia are: Ours. Hungary's vast armies attacked from the north. Job done in two years.

I am still learning, but it is fun. My next goal is a very ambitious one. Taking back the Holy Land.
Title: Re: Europa Universalis V confirmed
Post by: Josephus on April 19, 2026, 04:55:46 PM
Quote from: crazy canuck on April 16, 2026, 05:27:45 PM
Quote from: Josephus on April 16, 2026, 02:08:23 PMHere's one (of many) things I can't understand.

So why is the cost of building, for instance, a tool workshop different in two different provinces of mine, within the same market?

The first option is to draw from local goods before the market. If there are local goods available, then the cost of production will almost always be lower than the cost of obtaining those goods through the market.  The construction will also be quicker. There are also a bunch of other factors that effect the cost, but I don't remember them.

I don't think the cost increases if the pops who will populate the building after completion are not available.  One of the reasons to construct a building is to allow for the opportunity for those pops to be created.





By local (buy local) do you mean the province or the country?
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 19, 2026, 05:50:11 PM
Province
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 20, 2026, 08:07:00 AM
I think I got the worst smallpox outbreak I have seen. After ticking slowly up to ten million POPs in the Empire, two years of smallpox has laid waste to most of Inner Anatolia, and is moving westwards. I have built the buildings, like hospitals and lazarettos, but the - sign hovers between 25k and 70k each day, and that is brutal.

And I was doing so well!  :cry:

Good income, good tax base, finally some interesting tech and an army that at least sometimes could withstand Mamluk onslaught (they build enormous professional armies and do not even try with levies against them).

I've been trying to roleplay this to the best of my abilities. What would be important for an emperor? To please god, first and foremost, so the Holy Land was re-taken at great cost. The levies evaporated, my fleets, which I had not upgraded much, were easy prey, and only some robust use of the two professional standing armies saved the day. The war lasted almost a decade.

And just when I have finished integrating the provinces, and assimilated most of Anatolia to a, well, passable degree. They speak Greek, but don't look it. Then the pox.

I both love and hate this game. Playing wide is challenging, very much so. Byzantium does, understandably, not have lots of flavour content after 1453. That does not bother me too much. I think the designers knew a lot of players would choose Byzantium, and made it more than a bit challenging.

There are still mechanics I do not understand, like the wild fluctuations in income, despite otherwise stable conditions.

The AI could be tad more aggressive. I am in a bad spot right now, but no-one seems to interested in taking advantage of that.

Title: Re: Europa Universalis V confirmed
Post by: Syt on April 23, 2026, 01:09:52 AM
https://forum.paradoxplaza.com/forum/developer-diary/tinto-talks-105-22nd-of-april-2026.1918289/

QuoteOne change we're pleased to finally have in is that a country's capital terrain now passively reduces its proximity penalty through that same topography. If your capital sits in the mountains, your whole administration is adapted to mountains, so moving men and goods through mountainous terrain costs you 20% less proximity than it would a coastal lowland power. The same applies to hills, plateaus, flatlands, and wetlands; wherever your state is rooted, it is more comfortable operating there. This reflects something we felt was missing: geography should make a nation used to its own landscape, not just be a static drag on everyone equally.

Not sure how I feel about that. It feels a bit gamey. "I, France, plan to conquer Algeria, so let me move my capital to the desert." "I, Castille, want to conquer the Americas, so let me move my capital to the jungle." (I assume it depends on the other modifiers your capital gives, plus cost/cooldown.) :hmm:

QuoteWe have also gone through the Advances-Trees and given terrain-specific proximity reductions to a new slate of countries and cultures whose historical identities are inseparable from a particular landscape. Scotland, Savoy, Albania, the Swiss, and Nepal now all reduce mountain and hill proximity costs through dedicated advances, reflecting the intimate knowledge of passes and ridgelines that comes from centuries of living in them. The Inca got a new advance, Vertical Economy, representing the astonishing logistical feat of governing the full length of the Andes across coastal valleys, mountain slopes, and high plateaus simultaneously. Persia gets The Persian Plateau, and Morocco joins them with advances rooted in Atlas mountain expertise, these were the remaining major mountain nations that didn't yet have any such representation. Countries like Ethiopia, Austria, Tibet, and Armenia already had terrain advances, but we rebalanced their values at the same time for consistency. Finally, we also made terrain and vegetation proximity penalties multiplicative rather than additive into the efficiency denominator, so their impact is now consistent regardless of what other proximity bonuses you have stacked, a mountain is a mountain, no matter how good your roads are.

This seems a better way of doing this, but I also wonder if Swiss knowledge of their mountains translates to them also being great in the mountains of Anatolia, Asia or the Americas? I guess it would make them better at handling the terrain than the Dutch, but I feel there should also be a geographical factor of becoming familiar with the actual geography of an area (though I guess that's maybe a bit too detailed for a game :D ). :unsure:

I guess you will be able to go Henry VIII as well:

(https://forumcontent.paradoxplaza.com/public/1486229/1776848213360.png)

Title: Re: Europa Universalis V confirmed
Post by: Solmyr on April 23, 2026, 03:00:34 AM
I'm really not a fan of the whole capital moving meta. I'd like to have historically plausible capitals and do well with those.
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 23, 2026, 08:09:41 AM
Not a lot of countries moved capitals, did they? There must be some malus to doing so, or a direct monetary cost.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 23, 2026, 09:51:11 AM
I don't think it's accurate to say that there is a capital moving meta in the game. 

There are a number of benefits which accumulated over time, related to building up a population, production and service type buildings in one place.


Title: Re: Europa Universalis V confirmed
Post by: Syt on April 23, 2026, 10:12:59 AM
I feel I've seen a number of comments where players when they start their game will move capital to optimize proximity/control/market access.
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 23, 2026, 10:21:05 AM
Sure. There are all kinds of posts out there about how to do unusual things in an attempt to win max the game.

But my understanding of the word Meta is that that is the thing that most people do because it is the most usual strategy that most players use.

Also, I'm not entirely convinced that is the best strategy anyway. It's Clickbait.
Title: Re: Europa Universalis V confirmed
Post by: Syt on April 23, 2026, 10:27:58 AM
I mean, I generally don't go out of my way to min/max in these games, but my feeling about Johan's games specifically in the past has been that he likes to cater to sweaty MP min/maxers and balances his games around that, so I tend to be a bit apprehensive about the games he helms. :D
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 23, 2026, 10:56:28 AM
Fair point
Title: Re: Europa Universalis V confirmed
Post by: Josephus on April 24, 2026, 08:54:31 AM
Which is annoying because most players don't play mp. I don't have stats, but I know

Especially in EU5. If we started a Languish game playing a few hours a week, CC and I will be in nursing homes and have Alzheimer's by the time we're finished 😂
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 24, 2026, 09:24:18 AM
 :D
Title: Re: Europa Universalis V confirmed
Post by: Syt on April 24, 2026, 10:51:51 AM
Quote from: Josephus on April 24, 2026, 08:54:31 AMWhich is annoying because most players don't play mp. I don't have stats, but I know

Especially in EU5. If we started a Languish game playing a few hours a week, CC and I will be in nursing homes and have Alzheimer's by the time we're finished 😂

Bold of you to assume that the game would finish and not be quietly abandoned within a month. :P
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 24, 2026, 10:58:42 AM
 :D  :D
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 24, 2026, 02:58:54 PM
I'm up for MP. :unsure:
Title: Re: Europa Universalis V confirmed
Post by: Norgy on April 29, 2026, 01:20:22 PM
I am not going to say that this game is TEH BEST EVAH.

It is, however, so loaded with potential, once you get a bit of a feeling of the mechanisms under the hood.
I do think some of the mechanisms, like how to colonise and explore are wildly underexplained. I needed to search how to send an explorer. And they are expensive.  :cry:

To some extent, I agree with those who'd like a later start date, at least as a possibility. Those first 50 years are more of a chore than fun, unless you play as someone capable of warfare. Then it is quite entertaining.

I haven't raised a levy since, well, the late 1460s? Mostly because they'd just be fodder for Mamluk cavalry.

There is weirdness. Quite a lot of it. Like ordering a sea transport and finding your ship stuck in the same sea zone and troops perishing by the day. The limited role of fleets, except for giving you naval presence and transportation, also belies the importance sea power held during the period. I'd like that to be somewhat more important.
Now, could someone please tell me how to build a colony?  :lol:
Title: Re: Europa Universalis V confirmed
Post by: crazy canuck on April 29, 2026, 01:27:08 PM
Gaining sea zone control is critically important if your nation has a sizeable coastline or offshore possessions. It is the main/only? reason for building and maintaining a sizeable fleet.

Colonization is a click and forget sort of exercise since the process takes so long - at each stage of the progression you will get a popup that tells you what to do next.  My advice is don't think about doing it until you have a lot of resources to devote to the endeavour, or it will just take too long.
Title: Re: Europa Universalis V confirmed
Post by: Syt on May 04, 2026, 08:25:31 AM
Roadmap:

(https://forumcontent.paradoxplaza.com/public/1491973/GrandVoyage%20-%20RoadmapENG.jpg)

QuoteUpdate 1.2 - Echinades:

We wrote about the mechanics changes during three Tinto Talks during April, and the changes touch your cities, your armies, your cabinets, and, perhaps most importantly, the eternally chaotic Holy Roman Empire.

The big economic addition is Urban Rights, legal privileges you grant to towns and cities to shape their economic identity. Towns get one slot, cities get two, and capitals get a bonus.

There's a solid regional flavor here: German cities get Magdeburg or Nuremberg Rights, Iberian ones get Fueros, Scandinavian ports get Fishing or Bergslag privileges. Most rights strip on conquest, so freshly taken cities don't just hand you their economic legacy.

The new Trade Orders system lets you set import/export directives and let the AI handle routing, cheapest sources, and best markets, automatically. Priority order matters when capacity is tight, and unprofitable orders just keep retrying rather than disappearing.

On the military side, infantry and cavalry now have a proper light/heavy split. Light infantry moves faster and acts first, but deals less damage and takes extra morale hits. Heavy infantry is slower, penalty-free, and the only type that can garrison forts. Cavalry follows the same logic, light horse is blazingly fast with great flanking but fragile; heavy cavalry is sturdier and more of a specialist pick as gunpowder takes over. A new Siege Raider stance is built for vassal armies: siege everything, avoid field battles, run when caught.

The HRE gets a real facelift. The Diet UI is now tabbed (Overview, Members, Treasury), and voting is actually readable; tooltips show projected outcomes before you call a vote. The new Imperial Armory building gives Emperors a real military tool, funneling local manpower to imperial forces or providing direct recruitment on home territory.

The terrain system got a thoughtful pass too: your capital's terrain type now reduces the proximity penalty for that same terrain by 20%, and mountain cultures like Scotland, Switzerland, and Nepal have dedicated advances for it. Terrain penalties are now multiplicative, so they stay meaningful even when you stack infrastructure bonuses.

Characters are a bit more interesting now, with health traits representing their physical wellbeing (or lack thereof). Commanders can receive serious injuries in bloody battles. They can also gain cabinet traits which allows you to specialise your cabinet beyond simply going for the best ability score.

_______

Update 1.3 Pavia:

This update delivers a sweeping set of changes to Europa Universalis V across systems ranging from economy to diplomacy to military. The Great Power system has been redesigned around area dominance rather than a score formula, with a new Regional Power tier sitting between being a minor nation and full Great Power status. Estates have their own culture and religion independent of the crown, and estate interactions have been expanded with eight new emergency options letting players trade long-term goodwill for immediate wartime relief. Reformation spread will be handled by the Movement system rather than a manual script loop, making it more organic and historically grounded. In 1.3, Rebel factions can be negotiated with directly before they revolt, and fort loyalty during rebellions will depend on local conditions rather than being automatic.

On the economic side, profit margins for production buildings in 1.3 have been significantly cut, making them genuine investment decisions rather than passive money printers. A new establishment mechanic means newly built production buildings ramp up slowly based on local literacy, disadvantaged by late arrivals against historically rooted industries. Price elasticity has been introduced so that expensive goods genuinely suppress demand, allowing regional trade imbalances to persist and giving trade routes lasting purpose. Mills have been overhauled to be cheaper, faster to build in cities, and more competitive in the late game. Ten historical regions have gained static production bonuses reflecting their real-world economic legacies, from Flemish cloth to Venetian glass.

The naval balance pass gives heavy ships meaningful penalties in enclosed seas and straits, making galleys a genuine strategic choice for Mediterranean-focused empires. Military orders have been capped on sponsors and tightened on passive income to prevent them from outgrowing their patron kingdoms. Roughly thirty cost modifiers have been converted to efficiency modifiers with diminishing returns to curb runaway min-maxing. Several new automation tools have been added, including split cabinet controls, per-building auto-expand flags, and fine-grained automated diplomacy toggles. Rounding out the 1.3 update, Government Bonds, Imperial Circles, Independent Operations for armies, and a Creditworthiness system each add new strategic depth to their respective domains.
_______

Update 1.4 - Río Salado:

The focus of this update is a pair of transformative core features: a deeper sense of national aspiration and far-reaching journeys of discovery.

A new system for Ambitions will allow you to articulate your nation's long-term goals to the world, creating dynamic rivalries and diplomatic tension as other powers react and contest your path to greatness.

With Expeditions, we are adding immersive narrative depth by allowing named characters to undertake monumental journeys, complete with unique event chains and consequential outcomes that will shape your nation's history.

The Dynastic experience will be receiving a significant injection of depth, providing new tools for securing alliances, arranging successions, and managing shared power arrangements that will enrich the political landscape.

We also plan to introduce more surgical options for Economic Warfare, giving players fine-grained control to pressure rivals or strengthen allies through focused trade policy. Camels will make an appearance as trade goods, alongside Camelry levies. Catholicism will receive a pass to make Cardinals more interesting, and we will rework the Crusade system.

The features are designed to harmonise with Across the Pillars, our first Chronicle Pack, which is releasing around the same time. It will explore the narrative that unfolds between Castile, Morocco, and Granada, while adding plenty of exciting content for them in the early game.
_______

Update 1.5 - Orléans:

While the DLC is planned around France and the Western European state of the 15th–16th century, there are quite a few mechanics we aim to address in this update. More mechanics for the building-based countries, like Trade Companies and State Banks. Pop needs will be split into life needs, everyday needs, and luxury needs, which have different consequences.

Estates will generate self-serving spending requests that give them a distinct economic identity, and estates under enemy occupation during wartime will become significantly harder to manage. Peace-making is something we plan to rework into a more bilateral negotiation where both sides put demands on the table, funded by their own warscore, so wars end with both parties gaining something rather than one side simply dictating terms.

Subject relationships are planned to gain a contract layer where overlords and subjects can negotiate individual clauses covering loyalty, building rights, and war obligations, making vassal management feel more like genuine statecraft.

Christianity as a whole will get a rework, allowing more natural schisms and mendings along theological lines.

These themes are with our second chronicle pack, Auld Alliance, which will also release around this time. It will be focused on content and gameplay for France and Scotland, and in particular, the Hundred Years' War.
_______

Update 1.6 and Beyond:

Beyond these updates, we have further plans for new Bookmarks, better Horde gameplay, and more...

We're excited to bring these features to life, and we mean that, because none of this happens without you. Please continue to give us the feedback and suggestions as you have been doing, so we can continue to expand this ambitious game into something even better!

The Voyage is just getting started. Thank you for being a part of it, and remember...
Be Ambitious!
Title: Re: Europa Universalis V confirmed
Post by: Josephus on May 06, 2026, 06:33:32 AM
I like 1.6. New Bookmarks  :)
Title: Re: Europa Universalis V confirmed
Post by: Syt on May 06, 2026, 08:20:32 AM
QuotePatch 1.2.0

Checksum: 5be7
Date: May 6th, 2026

⚠️ WARNING You are able to load save games from 1.1.X versions but our testing indicated that you will probably encounter your country in a unrecoverable state due to how many rules of the game have changed. For this reason we highly recommend starting a new save with 1.2

====================
Highlights:�
  • Balkan Content — 300+ new advances, ~150 new Dynamic Historical Events, and extensive new content for Greece and the Balkans, a couple new formables, reforms, and privileges.
  • Overhauled Economy — Updated trade route logic and Maritime Presence mechanics, a new Trade Orders feature, Urban Rights, the Megalopolis location rank, and some tweaks to hopefully reflect a more historically accurate economic setups.
  • Orthodoxy Rework — Patriarchs are now characters, with a reworked Law and Tenet system, and Religious Influence fully replacing Rite Power.
  • Deeper Politics & Diplomacy — Overhauls to the HRE (new Imperial Diet, UI rework, Imperial Armories), a new Papal Authority system, and AI Country Personalities and Disposition Systems.
  • Improved Military Systems — Overhauled logistics, a Heavy/Light troop split with distinct upgrade paths, some improvements to both land and naval combat, and new tools like army templates and City Walls.
  • UI, Art & Accessibility Improvements — New in-game Event Viewer, a sans-serif font accessibility option, 3D City Walls visuals.
  • ~2,000 Bug Fixes & Modding Support — Lots of under-the-hood polish plus new modding tools including Bureaucracies and Movements as fully moddable Systems to be expanded upon later.


====================
1.2.0 Patch Notes:
====================

New Features�

  • Added New Content for Greece and the Balkans: 300+ new advances, 140+ new DHE´s, new countries, reforms, privileges and much more!
  • Added in game content Viewer so you can easily check how to get content for the country you are currently playing as.
  • Reworked the Trade System, including changes to route calculation, capacity consumed, scaling path-cost penalty, Maritime Presence now impacts path cost calculations with subject navies contributing to it, globally reduced Trade Capacity costs, reduced Sound Tolls income, and added a Trade Efficiency modifier.
  • Added 'Trade Orders' feature
  • Added a new feature to grant Urban Rights to any urban location and Added 30 Unique Town Rights for several Countries and Culture Groups and starting Town Rights across Europe.
  • Added Megalopolis cities - a new max level for urban locations
  • Added a Goods tab to the Location view to display the output and income of each produced or potentially beneficial good.
  • Added a new line of Colonial Administration buildings for overseas territories
  • Pops now grow organically instead of just being promoted from Peasants; adjusted the promotion rate to counter–balance this
  • Added Country Personalities, Dynamic Area Preferences, and Country Disposition Systems
  • Added Map Modes Slots. Like in EU4, you can assign several Map Modes in a Slot and cycle them.
  • Overhauled the Holy Roman Empire, introducing a new Imperial Diet voting system, reworked Imperial mechanics, extended gameplay for Special Statutes, added Imperial Armories for the Imperial Army, completed a full UI rework, and applied several tweaks, fixes, and adjustments.
  • Added a new Papal Authority system, a 0-100 resource tracked within the Catholic Church IO with positive and negative thresholds at 75 and 25, interconnected with all Catholic mechanics and situations.
  • Overhauled Autocephalous Patriarchates, making Patriarchs into characters, reworking the Law and Tenet system with fixed doctrines alongside changeable ones, improving Seat Relocation and Seat-Capture events, replacing Rite Power entirely with Religious Influence, and completing a full UI rework.
  • Improved several International Organizations, including the Swiss Confederation, Jurchen Confederations, High Kingship, Ilkhanate, Middle Kingdom, and Tatar Yoke.
  • Split Infantry & Cavalry into Heavy and Light troops. Which are now two distinct categories with different upgrade paths
  • Added estate satisfaction target for estate tax automation
  • Added 'Save as Template' button and smart unit type recruitment for Armies
  • Added new accessibility feature: Sans-serif font setting for game UI
  • Added City Walls as a building available to cities and megalopolises
  • Added Health Traits like blind or sickly which characters can receive on birth, in battle, or through disease
  • Characters can gain cabinet traits which allows you to specialise your cabinet members
  • Added the Reichskrone for the Holy Roman Emperor.
  • Added Bureaucracies and Movements as generic Content Delivery Systems that can be used for modding

DLC�

  • Added new 'Fate of the Phoenix' Disaster that includes 8 actions and 20 related events
  • Added New Societal Value for Byzantium - Latinitas vs Rōmanismós with 30 related events and 3 new Cabinet Actions
  • Added Bureaucracy Mechanics with 11 unique bureaucracies for Byzantium and Trebizond
  • Added Byzantine flavour content, including a new Pronoia subject type, Katepanata government reform, additional law and policy options for Themata and Pronoia, an event chain to rediscover Greek Fire, new units such as Legionaries, Cataphracts, Greek Fire ships and infantry, new buildings including the Hippodrome and Aqueduct System, new character actions to Compose Strategikon, Assign Despot, Castrate and Blind, a Restore Roman Borders casus belli, and the new Latin Culture movement.
  • Expanded Orthodox Religion with Pentarchy mechanics, 4 new actions and 14 related events
  • Added the Pentarchy to the Orthodoxy Religion panel: the five locations are now shown at the top, Orthodox countries gain a modifier when they control each one, and the bonuses increase when all five are held.
  • Expanded the Hellenism religion with action to restore it and movements to spread it. Including 11 Religious Aspects, 60 Omens for the new Omens feature, 9 Advances and 36 related events.
  • Added a new Byzantine GFX culture based on Byzantine art and style, including new 2D illustrations, clothing for 3D portraits, 3D buildings with new City Walls models, four new 3D monuments — Hagia Sophia, Theodosian Walls, Monastery of Meteora, and Mount Athos Monastery — and a new set of 3D army unit models
  • Added 4 new Byzantine-themed songs: Agni Parthene - Αγνή Παρθένε [O Virgin Pure] by St. Nektarios of Aegina, Byzantine Hymn Melodies, and Byzantine Hymn No. 136, and a version of EU5 OST Overture II Odyssey
  • Added a unique action for Byzantium in the Fate of the Phoenix DLC "Compose Strategikon"
  • Added the Hippodrome building for Byzantium and Rome, which is unlocked via winning the Fate of the Phoenix disaster

Gameplay

Government�

  • Reworked Great Power Score so it more accurately represents how strong a country actually is. It now draws much more heavily from tangible sources like Regulars, Forts, Tax Base. Meanwhile, reduced or removed fluctuating soft sources like Prestige or Legitimacy.
  • Country rank now impacts monthly Prestige. From +0.05 (Duchy) to +0.2 (Empire)
  • Country rank impact on Great Power Score is roughly quartered, so Empire has gone from 200 to 50.
  • Regents can no longer be target of dynasty heads marrying.
  • Crown Power no longer has the 25% threshold for bad vs good modifiers but they scale from 0 instead
  • Moved a few factors impacting crown power to a multiplier on the population contributing before the modier is applied.
  • Average Control and Relative Power of Subjects now have an impact on many more things.
  • Satisfied Nobles Estate now gives levy combat efficiency instead of counterespionage.-
  • Crown Power in itself now always increases max tax
  • Characters in the cabinet can now gain traits that are applicable to the country when they serve in a cabinet.
  • Reduced impact from minor risings to 25% of previous prosperity drops and it now only lasts 5 years instead of 10 years.
  • Fixed assimilate cabinet actions so they properly remove the promoting_culture variables
  • The "Take the Throne" character interaction is now only allowed if the regent is theoretically able to be the heir of the country they rule. In other words, regents which should not become ruler due to their sex or estate will not just take over the country just like that
  • Subjects have 1 less cabinet slot.
  • Modifiers such as Cabinet Efficiency are now correctly applied on already active cabinet actions after a monthly tick. You no longer have to reassign a character to update the cabinet action to maximize the efficiency.
  • Theocracies are no longer by default locked from royal marriages. Instead, the Celibacy policy in the marriage law now allows or forbids royal marraiges
  • Favored heirs which die outside of your country are now properly removed from the list of favored characters, allowing you to favor a new heir
  • OPM's will no longer become army based countries if they get a civil war, but will autolose it.
  • You can only get the conquistador government reform if you have a capital in americas. No more fun exploits.
  • The "Ruler is not a Commander during a War" penalty is no longer active when your ruler is a commander of a foreign army
  • The "Insulted on estate request" and the "Increase Opinion" parliament issues are now only available to the player in order to reduce the performance cost they have due to their complex triggers
  • Heirs update correctly in newly created fiefdoms
  • Married to the ruler? You're now in the crown estate
  • Can swap one major reform for another
  • AI subjects won't develop their provinces
  • Fiefdoms and Dominions no longer retain their Overlords Heir after gaining Independence
  • The Papal State can no longer get rid of its Papacy government reform via the parliament
  • The Papal States no longer needs opinion with itself to form an Empire
  • Theocracies with rulers which are valid for marriages can now also do Nobles and Lowborn marriages with their rulers
  • Regents apply their modifiers correctly to countries when they're in charge
  • You can now do a "reduction" on estates, destroying their buildings and gain some gold, and weaken their power for a satisfaction penalty. Later ages and high Crown Power reduces the penalty.
  • Aristocracy now have +10% discipline instead of +5%, and also get +25% population growth for nobility. Plutocracy now gets +50% max levels for trade category buidings.
  • The Estate Power of the Nobility now reduces Fort Maintenance Cost instead of increasing the Fort limit
  • The Estate Satisfaction of the Nobility now affects Monthly Legitimacy gain instead of Levy Combat efficiency, making happy Nobles useful for ruling your country, but angry Nobles expensive to deal with.
  • Unmarried young female regents can no longer get married and leave the country
  • Conversion shows correctly in outliner
  • Appease Estate action now stops when estate satisfaction reaches 50%
  • Parliament abolition applies satisfaction penalty to represented estates
  • The Union of Crowns succession law now considers nephews and nieces too
  • Becoming a theocracy can no longer randomly assign you a papal_conclave
  • The "Ruler is commander of largest army" modifier penalty only applies if your ruler is actually part of your country. So junior partners are not punished for
  • Replaced subject cabinet size penalty with per-type efficiency penalties
  • Can only replace government reforms that give slots with other government reforms that give slots
  • Military Regime and Admiralty Regime now restore the old government reform when you get rid of it
  • Strengthen Dutch Republic reform with merchant oligarchy and trade bonuses
  • Increased horse_artillery reform monthly_towards_offensive from 0.1 to 0.2
  • Increased attacker_in_war monthly_towards_offensive from 0.1 to 0.2
  • Bribing Estates gives them money instead of taking it
  • Consort regencies can happen again
  • No extra ruler term when you change country rank
  • Changing succession law removes any designated heirs
  • Can not form new countries during a disaster
  • Subjects who use ovelord's ruler get their ruler updated correctly when a union war breaks out
  • Can no longer promote culture on the same place more than once
  • Changes of government can reset subjects if they become invalid
  • If in an election and nobody is elected (no candidates?) another will be called after 6 months
  • Settle the Frontier only allows bordering provinces
  • Adjusted the calculation for Dynasty head so it more likely selects higher ranked rulers.
  • Assimilate/convert cabinet actions reduce migration attraction
  • Fixed semi-salic succession not finding heirs through daughters
  • Cannot use boost colonial charter on the same province more than once
  • Appease estates cabinet action is less verbose
  • High Power Nobles and High Power Burghers no longer push aristocracy or plutocracy as it was causing currency evaluation loops.
  • The "Favor Heir" character interaction now only works on characters which gender is valid for the succession law
  • Societal value cabinet actions no longer cancelled on reaching max
  • Rebalanced some unique sources of Local Proximity to 20 (English "King's Manor", Brandenburgish "Secondary Estate in Tangermünde", Ottoman "Influence of the Old Capital"), so they have a more logical overlap with the Local Governor building.

Economy�

  • Separated the minting goods needs and inflation impacting modifiers
  • Added a fair amount of new noble buildings
  • Exports now have a bigger impact on demand.
  • A location that has a road connection to the capital now gets a +10% to integration speed.
  • Reworked Court Costs to be modifier to the 10% cost.
  • Reduced sand requirements for leather production, but added in some requirement of Tar.
  • Being blockaded by ice does not count as blockaded by enemy for war exhaustion gains.
  • Reworked the scaling cost in events to be less insane.
  • Supply now impacts prices by 75% instead of 25%.
  • Scaled prices are now based from economic base instead of the fluctuating monthly income.
  • Cathedrals now improves prosperity and development.
  • RGO expansion costs now depend on the goods base price.
  • Proximity Efficiency from Harbor Suitability has been doubled to match other values.
  • Bribing mercenaries is now only twice as expensive as hiring them instead of 8 times.
  • Average Control/Development modifiers to only apply for countries that have locations.
  • Lack of Control income for estates is x* (1-control), not x* control
  • Peasant Estate buildings now employ 50 peasants instead of 100
  • All Villages give 1% Peasant Enfranchisment now. Free Villages give 2%
  • Tweaked Noble Estate buildings so they only employ nobles, but very few, and have higher and more consistent effects on Noble Power and Enfranchisement
  • The 'Agadir' building now has a higher upkeep and stores less food.
  • Estates will now take population shortages of laborers into account when expanding RGO's or building buildings. Estates are also more reluctant in building rural buildings where the prices are too low.
  • Disabled the shared costs again for estate/country for some buildings
  • Many buildings the estates were forbidden from building like Universities, Libraries, etc will now be built by the estates again if they are wealthy, and they will also pay part of the upkeep for them.
  • Removed the copper and tin requirements for naval supplies production.
  • You will now lose cores if they are no longer primary/accepted culture.
  • Serfdom now also reduces fort maintenance by 10% and Free Subjects gives up to +1% devastation recovery.
  • You can now build colonial administations in your colonial nations giving you merchant capacity and merchant power.
  • Overlords now also get maritime presence where subjects get it
  • Maritime Presences now reduce path costs for trade.
  • You can no longer declare bankruptcy while in a bankruptcy anymore.
  • Distance impact on merchant capacity needed is now 50% of before.
  • Trade paths over seas now cost 1/10th of before.
  • Surplus of Work in a location can increase enfranchisement by up to 20%.
  • Prestige can now hit 100
  • Removed the produced_in_market penalty/bonus on production efficiency.
  • Order Strongholds now employ soldiers instead of clergy and provide more manpower.
  • Added a new chain of urban buildings that increase control and crown power with buildings from renaissance, discovery and absolutism
  • Temples no longer increase control by 5% but instead makes clergy grow 25% faster, and the clergy literacy was increased from 5 to 10.
  • Cathedrals are now Estate buildings
  • Estate buildings no longer add Demands they don't pay for to the Market.
  • Base Production in markets for Stone, Clay, Sand & Lumber is now 0.01 per unemployed peasant.
  • Towns and Cities now start with more buildings, scaling the economy further.
  • All pop types except slaves now grow on their own.
  • Burghers estate now have double political power and double tax share, as they are close to half the previous size.
  • Burgher buildings now require about half the amount of burghers as before.
  • Promotion Speed is now 1/10th of previous values.
  • Average Satisfaction is now always capped at 100%.
  • Adjusted the price formula for the price impact. Now the impact of prices on goods costs will scale linearly with distance from base price and will not magnify the effect when it's below the base price.
  • Fixed income from military sponsorship not updating correctly
  • Diplomatic maintenance uses base fraction scaled by economic base
  • Fixed lobby tax base being stale after production method assignment
  • Fixed tax base tooltip showing higher value than actual tax base
  • Fixed food hoarding provinces share food above 75% capacity with market
  • Fixed seazone-land proximity cost using land cost when port is in different seazone
  • Halved the direct income from banking offices.
  • Cut banking offices demand of gold to 1/10th but also added silver of the same amount.
  • Fixed food price dropping to minimum when market stockpile is empty
  • Fixed privateers so that they no longer damage maritime presence of countries they have a truce with
  • Fixed foreign building income not contributing to economic base
  • Fixed interest income not contributing to economic base
  • Added cloth to ship construction and maintenance demands
  • Added cloth as maintenance input to port and shipyard buildings
  • Added cloth as input to naval supplies production buildings
  • Raised glass price to 3, add noble/burgher/clergy demand, rebalance production inputs, liquor building glass costs, and add glass upkeep to cultural and medical buildings
  • Maintenance Modifiers for Army, Navy and Mercenary are now efficiencies instead of cost reductions
  • Tweaked Burgher Estate buildings to make them employ fewer Burghers and have more consistent effects. All Guild-related buildings now increase Productivity slightly, but lower Pop promotion speed, to represent the monopolistic practices of historical guilds.
  • There is now villages in most rural locations in the world.
  • Estates will now start with a fair amount of estate buildings already around.
  • Inflation now also impacts court costs, diplomatic expenses, food expenses, building and fort upkeeps and stability investments.
  • Rebalanced production methods for the new base prices for goods.
  • Changed base prices of some goods. Elephants are now 5 (down from 10), Gold is now 8 (down from 10), Silver is now 6 (down from 8), Books are now 3 (down from 5),
  • The topography where a country's capital is impacts how well it handles that topography and proximity.
  • Known goods demand threshold scales by age (100→10)
  • Labor shortage slows construction in understaffed locations
  • Estates skip upkeep buildings when wealth impact is near pop wealth threshold floor
  • The Marketplace building and its upgrades now provide far more burgher trading capacity
  • Fixed trade maintenance cost and sea route preference
  • Diversify regional town setup templates for 14th century accuracy
  • Added copy_from inheritance to town setups and unique city specializations
  • Fixed a bug with it and disabled the new scale town setup with max sizes
  • Scaled down wealth_impact_threshold values across all goods
  • Reworked trade range from a soft cap to a cost curve
  • Reduced Sound Toll income
  • Temporary demands now buy last, driving up prices rather than consuming stock
  • Cancelled queued building constructions on bankruptcy
  • Trade range now reduces transport costs rather than blocking routes
  • Fixed slave trade re-export chains not moving pops to destination
  • Bankruptcy dismisses your mercenaries
  • Lowered cloth wealth_impact_threshold to 0.5
  • Buildings which convert into foreign / domestic version of themselves instead of getting deleted
  • Organization linked buildings now properly show that it is the Organization which needs the money to pay the price

Production�

  • Fixed building queues swapping the last item to the beginning of the queu on completion
  • Can no longer build foreign buildings in foreign lands if they are in trade isolation and you don't have an exemption
  • Have to own and control a location to destroy foreign buildings there if they're not yours
  • New employment systems adding trade and culture to infrastructure and profit

Society�

  • You can now worsen your cultures view of other cultures.
  • Corrected improve_our_cultural_view action to compare proper targets when checking for action's availability
  • Dominant country of a culture calculated correctly for army based countries
  • Revolters will not steal all levies just because 1 location leaves.
  • Slave numbers update correctly on the demography tab, and internal slave transfers within a market are now distinct from slave trading between markets
  • Fixed marriages being blocked in noble events
  • Removed legacy code that converted all pops in colonial charters when you converted religion,
  • Fixed Western Schism resolution leaving old Pope as Catholic Church IO leader
  • Disloyal subjects join civil wars as attacker
  • Fixed canonization not granting Legitimacy, Prestige or Estate Satisfaction
  • Fixed multiple Papal Bulls being active at the same time
  • Fixed a bug where pops would be dhimmi if their location got conquered and they were still foreign.
  • Canonization cost reduced from 150 Religious Influence to 75 Religious Influence as it was the most expensive religious action in the game.
  • Removing accepted culture makes it tolerated
  • Merging culture groups now correctly merges all pops
  • Made the 'Commission Art' action to gain 10 Prestige when started instead of losing it, as originally intended.
  • Fixed pop assimilation discrepancies in cabinet action
  • Initialize cultures at tradition/influence equilibrium on game start
  • Auto-call overlord when a subject starts a civil war

Diplomacy�

  • Annexation is now 50% base and 50% slider dependent.
  • Army based countries with no units or locations cease to exist, even when still at war
  • Claim Throne CBs not given out if claimant is already the ruler
  • Countries backing secessionist rebels will join rebel wars as the war leader; joining is not compulsory
  • Colonial nations share explorations and other land discoveries with their overlord
  • Fixed issue with counting how many wars countries are fighting together to fix joining an independence movement in the 100 years war amongst other things
  • Alliance upkeeps are now much higher.and depends more on economic base and great power status
  • The upkeep of Defensive Leagues now depends heavily on the size and economic base of the league.
  • Being over the diplomatic limit is now much harsher.
  • Removed the impact on diplomatic capacity from diplomatic spending.
  • Fixed negative subjugate cost for RTR cbs
  • Building based countries' constructions die if they are no longer present in a location
  • Extra antagonism for taking land from non-co-belligerents in war
  • Removed the waiting period from enforcing peace when the wargoal requires occupation and full ticking warscore. This removes the double waiting time, first for ticking warscore then for holding that warscore.
  • Added a release treaty cost reduction to Coalition wargoal and reduced the discount on subjugation and conquest treaties for the attacker side.
  • You can now leave the HRE when the Golden Bull has not been enacted by 1400. The moment the Golden Bull is active though, the only way to leave the HRE continues to be the peace treaty against the Emperor
  • Crusades will now only target Jerusalem if the target country actually OWNS Jerusalem in the first place. In every other instance the Crusade will target a Catholic Holy Site existing in the target country or the capital as an absolute fallback
  • Cede Location / Cede Province to your subject are no longer unavailable to you if you don't have any diplomats as these actions do not use diplomats in the first place
  • Tributaries are no longer capable of waging wars against less autonomous subjects without their overlord getting involved against them
  • Countries created by the "Demand Unlawful Territory" diplo action are now added to the HRE and to the Catholic Church if they are Catholic. Additionally, that action will no longer return land to non-HRE members even if they were the previous owners of said land
  • The AI should now be able to "spam" proposing the Golden Bull due to its importance to the HRE
  • Countries leaving the union will no longer reset your Union parliament status back to 0
  • Added more negative reasons for countries to join crusades
  • Added a diplomatic reputation penalty to the actor when countries refuse enforce peace demands
  • Added negative reasons for border distance to enforce peace acceptance reasons
  • You now have a 33% efficiency on peace reports
  • Building Spynetworks vs rivals are now 25% faster.
  • Cost reductions for Warscore costs are now Warscore Effieciencies, making for easier long term balancing.
  • Revolt rebels can still spawn when at war.
  • When a revolt occurrs, any other revolt close to an uprising will join the same revolt war.
  • Many types of subjects will now join independence revolts if they are disloyal.
  • The Emperor of the HRE will no longer take over wars as the warleader
  • The Emperor will no longer rush to the defense of Free Cities which are pathetic subjects
  • Claim throne CBs only given to ruler/heir of other countries; opinion malus for Recently Declared War removed when the ruler is installed
  • Added a peace treaty to annex all revolters in a single war
  • Added negative base acceptance for threaten war
  • Sow Discontent and Corrupt Officials Price is now 1/2 between current and previous prices.
  • Returning Cores to yourself or to your subjects will now cause antagonism at a 25% rate of what you would get if you would cede the location instead
  • The Golden Horde, when shattered, will now properly give all the neighbor countries who could fabricate the "Expansion into the Steppes" cb the very cb
  • The Return Core peace treaty now properly marks the locations on the map
  • Transferring subjects makes them vassals if the subject type isn't valid
  • Take over market centre cannot go to conquered locations
  • The duration of the Infiltrate Administration is now reduced by the counter espionage in the target.
  • Diplomatic Spending now increases counter espionage.
  • Truces are now 5 to 15 years, similar to EU4.
  • The "Bolster Imperial Army" diplo action can no longer call countries into wars which would remove them from their unions
  • Added more Hanseatic member acceptance reasons
  • If the war goal has laready left the war, don't prevent countries taking land because they're not taking it (as obviously they can't)
  • If you declare war on someone who is allied to a union partner of yours, the union partner won't join the war but will stay neutral instead
  • Fixed an issue where the "Counts as External" for subject types such as tributary states was not properly considered. In other words: when a tributary attacks a vassal of the same overlord, the overlord is now properly getting called in against the tributary
  • Separated the "Intervene in Civil War" and "Enforce Peace" actions into one for subjects and one for unions so that they are in the correct UI sections
  • Demand Unlawful Territory will now properly only release a single country from the demanded province
  • The "Seize Territory" country interaction will no longer show that your subject gains +10 liberty desire while in reality it actually scales with whatever location you take
  • Using the "Ask to support Curia proposal" can now be properly used for policy votes where you can ask the country to vote for a certain policy
  • The Papal States can no longer excommunicate countries via country interactions which are targets of an excommunication resolution already. Additionally, they cannot start the resolution themselves anymore. To compensate for that, the cost to excommunicate someone via diplomacy now costs 50 religious influence instead of 100
  • Proposers of a law change will no longer be able to suddenly change their mind via the parliament when they lose their leader position in the IO
  • The Liberate Slaves peace treaty now not only liberates all slaves from the grasps of the enemy country, but also from all of its subjects. Subjects with autonomous diplomacy such as Tributaries are not taken into account for it though
  • IOs will no longer automatically select the winner of a civil war as their new leader unless they are eligible for this role
  • Bestowing Kingdom Title now will properly consider if the recipient country owns the needed locations
  • You now discover all the location a country you annexes knows about.
  • The Claim Throne casus belli now gives extra war enthusiasm to the attackers if the character they are in this war for in the first place is dead
  • The "Isolate from Allies" diplo action can no longer make overlords break their relationship with their subjects
  • Every instance of "War on Different Religion Cost" (a modifier which would have decreased the currently-non-existent cost of dowing other religion countries) has been replaced with "War Score vs other Religion Efficiency" which reduces the war score cost of territory you take from heretics / heathen
  • The AI will no longer call allies against countries their ally is in a union with
  • The country interactions "Bestow Kingdom Title" and "Request Kingdom Title" will now consider arbitrary geography instead of actual country formables to grant the kingdom rank. As such, these actions will no longer make the country form any other country
  • Coalition wars are now superiority wars instead of a take capital war
  • The diplo action "Invite Settlers" is now a rejectable action. Additionally, added some light AI logic for when a country should use / accept it
  • Changed trust to an equilibrium based system with 50 being the default.
  • Cannot invite artists from other countries when you're at your artist limit
  • Annul Treaties can no longer be used on subjects
  • Isolate from Allies can no longer cancel subjects
  • Claim Throne war goal cannot be used against co-belligerents
  • Changed diplo range calculation to use straight distance between the capital and the nearest area you have a presence in
  • Independence movements won't drag in members for other wars declared on the target
  • Independence movement members will automatically defend each other against external attack during an independence war vs the target
  • AI countries now take into account opinion and diplomatic reputation of the Shogun for accepting demands when Sengoku Jidai situation actions are used
  • The Reasons to Elect modifier from the HRE policies properly apply to the former Emperor on the election day
  • Adjusted acceptance reasons of joining the Hanseatic League
  • The Imperial Army contributions of the HRE will no longer summon manpower from thin air for the Emperor
  • The HRE Emperor now only defends INDEPENDENT Free Cities. Free Cities which have become subjects will have no special right to always call the Emperor, and as such are treated like any other HRE member
  • The Papal States can no longer be converted into a Free City
  • Fixed an issue where the wrong union partner would try to break out of a union due to war, which would lead to weird union dissolution and reformation
  • The AI will now refuse call to arms (regardless if offensive or defensive) if it will lead to them being at war with another union partner
  • The "Use favors to call in to War" diplo action now has an acceptance value, which means players / AI can refuse this action despite favors. Favors are still used even if the action gets rejected
  • Peace treaties related to subjugation are now getting a decrease in price and antagonism based on ceded locations from the new subject
  • Subject impact on crownpower is now using the strength scale, so vassals are 50% and colonial nations 5%
  • No instant game over for OPMs when a civil war starts
  • Fixed an issue where the colonial subjects created via the colonial charter finish event did not properly set them as Colonial Nation subject type, but rather as Vassal type
  • Can no longer downgrade subjects' locations
  • Annexation now stalls while subject has a civil war.
  • Can use spy networks and curry favours on tributaries
  • Transferred subject ignores inflation to use the agreed price
  • Can no longer get subjugation CBs from lordship of Ireland if you yourself have limited diplomacy
  • Country no longer incorrectly receives an 'is Bankrupt' Great Power score malus, if their enemy in a Civil War goes bankrupt
  • Purchase Military Access no longer removes favours
  • Scaled annexation speed by subject loyalty
  • Overlord trust contributes to subject loyalty
  • Fixed not being able to liberate countries because they "would cease to exist" "
  • Hordes that lose civil wars no longer change to settled countries
  • Fixed not being able to liberate countries because they "would cease to exist"
  • Added subject territory connectivity score
  • The HRE now properly loses Imperial Authority during an interregnum
  • The War of Religions cannot be ended prematurely with an Enforce Peace diplo action
  • Rejectable HRE actions such as Bestow Free City, Enforce Religious Unity, Demand Unlawful Territory and Bolster Imperial Army have now a 2 year cooldown exclusively for the AI so they do not spam the same action against the same country all the time
  • Only Swiss Confederacy members can now vote for the ruler of the organization
  • Countries which have only the dynasty seat and are not actually ruled by the dynasty give now only a contribution of 10% to the dynastic power
  • Colonial Nations transferred via war demand downgrade to vassal if not overseas for new overlord
  • Intervene in subjects' wars, even non-civil wars
  • The Emperor can now still be reelected even if their heir is underage
  • The Military policies of the HRE now disatisfy all of the HRE than just free cities or electors. Nobody likes it when the Emperor tries to recruit your taxing pop to be his footmen
  • Taking over a bankloan for a banking country changes it so that bank pays the interest part of it by THEIR values instead to the estates, making it profitable for the bank.
  • Fixed colonial occupation transfer to require both subject and overlord at war with location owner
  • Prevented subjects from joining or remaining in coalitions
  • Required 10 years as subject before overlord can enforce culture or religion
  • Situation / IO actions which make the actor declare a war can no longer be done if the actor in question has their diplomacy reigned by a senior partner
  • You can no longer use "Enforce Landfriede" on independence wars
  • Emperor cannot enforce religious unity if the target country has a cooldown in effect
  • Independence movement members won't join coalition wars against the same target
  • Excommunication opinions get updated properly when rulers change
  • Claim Throne CBs expire if the person the CB references dies or becomes the ruler anyway
  • Added extra reasons for AI not to want to go back into a war on the defending side if they still have a truce with the other side
  • Claim throne CBs given out by events now target the correct country
  • Added Imperial Armory building which can be constructed by the Emperor in HRE locations owned by HRE members. The building gives manpower to the Emperor, gets automatically transferred to the new emperor and can be built with the HRE treasury. Additionally, the building transforms into own location buildings should the location fall in the (new) emperor's hands
  • International Organizations now properly remove modifiers when they are past their due time
  • You can no longer add locations which have the "conquered" status to any IO. This will prevent your subjects to add land to the HRE which will be demanded as Unlawful Territory
  • Creating historical fiefdoms no longer creates a random ruler for 1 day
  • Added the "Request Crown Creature" diplo action which allows union partners to request crown charactesr from the country where your ruler resides
  • Added cooldowns to Enforce Culture and Enforce Religion
  • Increased additional War Enthusiasm for Tatar Yoke Casus Bellis for the attackers
  • Added unconditional surrender
  • Enforced Peace now requires acceptance from both parties
  • High Kingship Overthrow CB has a custom wargoal type that makes conquest harder.
  • High Kingship Subjugation CB makes conquest much more expensive to help Irish minors stay fractured for longer.
  • Subjects with limited diplomacy can't separate peace out
  • Can rejoin wars you've already left.....on either side
  • Guarantees automatically expire when the guaranteed country becomes a great power
  • Foreign buildings in second or later countries to be annexed in a peace deal get removed correctly
  • Capped independence movement relative strength acceptance bonus to prevent snowball recruitment
  • Excluded independence movement subjects from overlord strength
  • Independence movement strength now reduces subject loyalty
  • Unions can no longer override the Union of Crowns succession law
  • Reworked annexation cost: flat base + lower per-location rate
  • Fixed event-driven casus bellis not being useable on the declare war screen
  • The Imperial Ban casus belli now allows separate peaces. It also allows you to take locations which are in a province with a location that is part of the HRE
  • Only countries which border locations owned by the Swiss Confederation can join the the organization
  • Subjugating the HRE emperor no longer leads to odd coalition wars against them
  • Marriage Unions are no longer perpetually breaking and reforming if either of the married partners is just a spouse instead of the being the primary consort (a problem which is very prominent for Muslim countries)
  • Countries at war with each other will now properly end wars when they form a union. Additionally, former Fiefdoms will revert to Fiefdoms too instead of being part of your union
  • Added assimilation and conversion speed penalties to subjects
  • The Religious Superiority war now requires you to actually enforce religious superiority before you can end any other peace than a white peace
  • Denied access expires if initial conditions not met
  • Fixed an issue where unions would be inherited by a junior partner in case of a break up through war
  • Subjects of subjects can gain independence through war
  • The HRE will now immediately elect a new Emperor when the old emperor gets subjugated
  • Severely reduced antagonism for BBCs
  • CB given for cancelling a sound toll exemption you have given, not one you are receiving
  • Disloyal subjects supporting rebels go back to being subjects after a civil war
  • Only taking a few revolter locations no longer results in them being in diplomatic limbo
  • Spy network creation speed modifier now has a cap at 10%. Decreased counterespionage from diplomatic spending and culture war.

Military�

  • Some buildings can now be burned down and looted when a location is occupied!
  • Coalition Armies being attached and joining battle on same tick is now in correct sections from the start.
  • Armies are less likely to go over frozen water
  • Navies are less likely to go through open ocean
  • Fixed a bug where armies could siege down frozen lakes.
  • Assaults are now paused during combat.
  • Battles against rivals when both are the main particpant increases prestige gain/losses by 25%.
  • Logistics Distance is now a bit shorter, with base going from 50 to 30, and the impact of generals have been halfed.
  • Armies now consume 10x as much food to be on same scale as pops. Non-Auxiliary units can only carry about 1/2 month of food supplies.
  • Traits for generals and admirals are not assigned always after first battle.
  • Handgonners no longer take 10% extra strength damage.
  • You now get war exhaustion from dead mercenaries as well.
  • Scorch Earth, Create Supply Depot, Deposit Food in Supply Depot, Hussite Tribunal, Drill Army, and March to the Sound of Guns all prevented when the unit is only prisoners
  • Units comprised of only prisoners can't raid holdings
  • Target Discipline now reduces damage taken as well.
  • Units constructed before declaring independence in Sengoku don't get lost
  • Auto Refill Garrison now respected by the Focus Siege objective
  • It is now allowed to take an enemy capital in a peace deal even if it is not controlled by you, when you have 100% war score
  • When all wars end any units in neutral territory get black flagged (so they can't get stuck in corridors)
  • Militarize Country cabinet action now can get up to 10% discipline instead of up to 100% discipline.
  • Combined arms default bonus per type is 2.5% instead of 1% per type.
  • Levies have a min recover amount per month so we don't get any cases of it being so small it's 0
  • Ships can correctly get double barrelled female names
  • Recruitment Methods giving less strength also uses less manpower.
  • Can no longer upgrade prisoners
  • Navies set to return to port can still do objectives if you're not at war
  • Rebalanced all unique ship stats to correct values
  • Added siege raider military stance for subjects
  • Unit categories can exclude themselves from combined arms
  • Stopped never ending morale free battles
  • Stopped countries who have previously surrendered generating exiled armies
  • Added societal drift when regent commands military units
  • Applied manpower losses to slave pops in slave-employing army recruitment buildings
  • Added commander_combat_bonus flat dice modifier
  • Prioritize high combat_power units for front-line section assignment
  • Navies now contribute maritime presence to overlord and subjects
  • Fixed armies starving when supply depot at location is empty
  • Scaled attrition pathfinding penalty by movement time cost
  • Added Hunt Pirates navy unit ability that boosts anti-piracy warfare at the cost of reduced maritime presence
  • Commanders can't gain multiple traits
  • Navy supply lines are no longer one location behind where they actually are so they can gather food correctly
  • Mercenaries are now 25% more expensive to hire and bribe.
  • Defenders in Assault now take 25% more damage both to strength and morale.
  • Fixed a bug where in some cases manpower or sailor losses had no impact on population.
  • Mercenaries can now be recruited from occupied lands.
  • There are now lightships and late game transports available as mercenaries.
  • Fishing boats now have same transport capacity as cogs.
  • Units with unique stats are now scripted to have the difference from the baseline, instead of replace the baseline.
  • Being over fort limit correctly pushes you to Belligerent instead of Conciliatory
  • Fixed naval combat skirmish loop — longer battles, AI retreat, shattered flee-to-port
  • Fixed Perform Navy Logistics objective not activating for starving coastal armies
  • Hunt Navies objective only selects sea zones reachable from home coast
  • Fixed battle warscore dilution in coalition wars
  • Fixed a bug where armies lost their connection to "last valid non-zone-of-control" location when they were starting a siege.
  • Fixed ransoming prisoners deep inside your own territory not sending them home
  • Can move into undiscovered land of any war enemy or ally regardless of occupation
  • Armies can now always exit they way they entered a Zone of Control.

Geopolitics�

  • When exploration leaders die, they get replaced with a new randomly generated leader who's a little bit worse than the old one to indicate the second in charge taking over
  • Overseas is not adjacent sub-continent, but anyy subcontinent adjacent to the continent itself.
  • Fixed colonization completing after 1 location
  • Colonial Charters will try to choose origins that have access to goods if possible
  • Can explore inland next to subjects' lands
  • Cannot explore through open sea if you're not allowed after stealing maps
  • Fixed colonies integrating any other random locations you already owned
  • Fixed weird edge case of a consort in one country who is also an explorer for another country dying when the first country gets annexed by the second
  • Reduced conquistador initial army size
  • Additional pops from colonoal charter events keep their nationality to build the colonies
  • Colonies remember people dying of diseases so it's harder to fully finish them
  • Stopped disease events firing in countries that have got rid of the disease and only have left residual resistance
  • Stopped duplicate effect on creating a colonial nation
  • Explorations starting from your colonies don't finish when you let them join a colonial subject
  • Cannot send conquistadors to your allies' lands
  • Colonies of the same overlord are no longer capable of declaring war to each other
  • Added monthly_resistance_reduction to diseases so immunity wanes over time

Advances�

  • Slowed down institution spread through trade and markets in the later ages.
  • Unique Country Specific Advances now cost 20% of common advances.
  • Institutions now known if they're in any part of your land
  • The Kilwa advance "Zanj Taxation" (zanj_taxation) now requires the country to have the Dhimmi Estate, it's also now placed at the bottom of its advance tree so it won't potentially block you from other advances
  • Added Ctrl+Click to prioritize advance in research queue

Other�

  • Great Power Score for being HRE leader reduced from 250 to 50
  • Fixed dynasty head scoring ignoring ruled countries great power scores
  • Seat of Cardinals can no longer be closed
  • Set diplomatic spending to zero on start of the game for countries that haven't researched Taxation
  • Removed the duplicate size impact on institution spread.
  • The "Blocked from Crown" modifier will now properly keep a character away from being of the Crown Estate unless they are a ruler (which overrules the modifier)
  • Cossack modifiers calculated correctly after a reload
  • Only Works of Art that do actually have modifiers are considered for location modifiers
  • Presence updates correctly on annexation (previously was removing too much presence from buildings)
  • Some foreign buildings will no longer have linked pops.
  • Added a Game Rule to prohibit renaming locations
  • Fixed production methods with no inputs not producing output
  • Fixed capital move proximity applying after two ticks instead of one
  • Reduced slave_market_maintenance base profit from 87.5% to ~26.6%
  • Fixed Slave Market circular dependency blocking slave creation
  • Fixed multiple disasters activating simultaneously
  • Dhimmi estate no longer accumulates wealth indefinitely
  • Fixed AI union integration: add policy bonuses and enforcement parliament cooldown
  • Fixed Claim Throne union not formed and high antagonism
  • Fixed Ctrl+right-click force transport and embarked army inland move
  • Now shows requirements for Support New Farms cabinet action
  • Fixed army/navy/mercenary maintenance efficiency modifier colors
  • Made selling core locations costly
  • Made topography and vegetation proximity penalties multiplicative
  • Throttled CreateIdealPeaceDeals recalculation in DailyTick
  • Renamed merchant_maintenance_cost, trade_land_movement_cost_modifier, and trade_sea_movement_cost_modifier to merchant_maintenance_efficiency, trade_land_efficiency, and trade_sea_efficiency, with positive = good sign convention and reciprocal cost formula matching army/navy maintenance efficiency.
  • Fixed two-tick delay when replacing a dead engaged regiment
  • Used cached last month profit in AI unprofitable building check
  • Cached remove_if buildings to avoid full scan in ProcessRemoveTriggers
  • Removed redundant religion check from propose_ruler pre-evaluation sort
  • Capped starting army size by manpower maintenance budget
  • Tribesmen reduce control and have less aggressive proximity penalty
  • Buildings that enable more pops of certain types desire those pops regardless of goods or employees
  • Added culture and country advances reducing proximity penalty through mountainous and plateau terrain
  • Replaced useless tribesmen privilege modifiers with meaningful effects
  • Fixed foreign buildings missing pop_size_created
  • Returned sailors when upgrading ships
  • Added Monthly Development in Towns & Cities modifier
  • Fixed HRE election assigning fiefdom ruler as emperor
  • Fixed military tactics damage calculation
  • Canonizing a character will no longer skyrocket your prestige, legitimacy and estate satisfaction
  • The "Grant Ruler a Divorce" is no longer limited to monarchies only
  • Random seed for changing location owner to avoid similar things happening
  • Fighting the 100 years war is now important for multiplayer score. the sooner you lose the bigger score penalty.
  • Province capitals update after taking locations
  • Fixed merge_culture_group not converting pops in foreign buildings
  • Fixed daughters being suggested male names from grandparent naming path
  • Fixed food consumption modifiers not affecting Food Storage pop growth bonus
  • Fixed institutions not being able to spawn after their age ends if they haven't already
  • Added "Random per Ruler" AI personality game rule option
  • War score from sinking troop-carrying ships now accounts for transported armies

Content�

Map�

  • Kalmar Sund between the Swedish mainland and Öland island changed from Inland Sea to Narrows
  • Fixed the name of some Swedish coastal seazones to be proper Swedish.
  • Added +1.00 Natural Harbour Suitability to Mombasa.
  • Correctly dynamized the Swedish naming of the Norwegian locations Konghelle and Oddevall Kungahälla and Uddevalla.
  • Corrected the name of the location 'Castlegenovese' to 'Castelgenovese'.
  • Fixed the name of 'Caguya Lake' to 'Cayuga Lake'.
  • Renamed Indersdorf to Dachau
  • Added Swedish dialect names for ~100 world locations
  • Added a new strait connection between the island of Senja and Bardodalen
  • Fixed and added missing Natural Harbor suitability values to various locations worldwide
  • Added iron the Glendalough in Ireland
  • Donegal is now a better harbour

Setup�

  • Livs now belong to Finnic Culture Group too
  • Konstanz city is now correctly positioned and benefits from having a river.
  • Created two new sea areas for the Baltic Sea, so it is better divided and visually pleasing
  • Fixed an issue with the dynamic localization of the description for the countries in the Kongo region.
  • Fixed the dynamic localization of the country description for Tenochtitlan.
  • Added ruthenian template to ruthenian principalities
  • Fixed Lichfield cathedral being mistakenly placed in Stafford.
  • Samll rebalance of Population at the Yucatan coastCAESAR-64469
  • Made some Tribesmen from remote tribal locations into Peasants to improve food production
  • Corrected some Serbian localization typos from Feedback
  • Added Filippa Catanese to Naples court
  • Added Dock building in Naples to match similar naval kingdoms.
  • Added Baldwin IV Anjou-Jerusalem with some of his dynasty for KOJ
  • Sancha of Aragon added 'pious' ruler trait
  • Robert I of Naples replaced 'just' Ruler Trait with 'scholar'
  • Added the missing Via Appia road connection caserta-ariano-foggia
  • Naples and France start wioth a small opinion bonus due to Robert I's links to the French court
  • Added Dynastic Names to the Wittelsbach Dynasty
  • Added Dynastic Names to the Wettin Dynasty
  • Expanded the dynastic names of the von Hohenzollern and von Habsburg Dynasties
  • Starting Setup adjustments for Latin countries
  • Made all romanian cultures be kindred among themselves
  • Aydinids now starts as a county
  • Naugard now starts as a vassal
  • Aosta now starts in a union with Savoy
  • Added Mandala refrom to Ma-i
  • Jarwanids now starts as a vassal
  • Fixed some errors with starting appanages
  • Added more sources of Lead and Mercury to Asia
  • Added missing characters to Yuan's ruling history and fixed some errors in it
  • Made Bulgaria a proper Empire. Added proper names for Kingdom in Serbo-Croatian and Bulgarian
  • Permic Rurikovich ruler is called Rjuriklön instead of Roderick.
  • Removed direct access to Piracy for KNI and TUR. Instead, Anatolian Beylik and Crusade of the Sea Reforms give that access
  • Lithuania's court language is Ruthenian now.
  • Moved the capital of Geneve to La Roche
  • Orhei is now owned by the Golden Horde
  • Removed some Earthquake locations from South America
  • Capital (0.2%) and Province Capital (0.1%) now give scaling Nobles and Clergy Desired Pops instead of Flat 20 (Capital) or 10 (Province Capital)
  • Change the ownership of Dobrzyn, Lipno and Rypin to Teutonic Order
  • Added Indian Ocean trade vision for Yemen, Dhofar, and all Indonesian nations
  • Removed some estate privileges at start-up, due to the AI looking to revoke them at start as being over their set limit: 'Chancellor Nobles' for France, 'Ayuntamientos' for Castile, 'Free Mobility for the Common People' for Delhi.
  • Fixed the sons of Count Eberhard von Neu-Kyburg all being named Eberhard.
  • Armagh added as a tier 1 Catholic holy site
  • Book of Kells work of art added in Ireland
  • Dublin and Cork populations spread out a bit to nearby rural locations
  • Fixed the birth order of Ottoman children in start date
  • Added a bunch of Orthodox monasteries and cathedrals to Ruthenia and Russia
  • Removed the starting Guarantee from Foix on Andorra.
  • Zubtsov now start as County rank instead of Duchy.
  • Removed cloth production from Russian town setups
  • Removed paper production from Carpathian, Balkan, and Greek town setups
  • Added Damascus bladesmithing tradition modifier
  • Fixed an error in the dynamic localization for the Country History of Persian countries, that was removing the 'Iranian' culture group from the text.
  • Corrected the starting ruler for Padua, as Marsiglio da Carrara only started ruling the city in August 1338.

Situations�

  • The Mapmode Legend for the War of Religions Situation will now correctly display "Ally of the Protestant Leader" instead of an unlocalized string
  • Added additional Info to the Action Declare Oboedientia for the Western Schism
  • Fixed an issue where the Council of Trent would always resolve with an hostile outcome
  • Added Information to the Hint of The Reformation Situation to explain the requirement of the Jesuits Allowed Policy in order to remove preacher buildings
  • The Italian Wars can now fire even if there's a country with over 200 locations between itself and subjects in Italy
  • Refactored the script of the Columbian Exchange, to make its performance impact way less significant.
  • Added description of acceptance reasons of Demand Annexation action for the Red Turbans and fixed some math logic
  • Fixed triggers of the end of the Red Turban Rebellions situation and the triggers of the ending events not being the same
  • Improved hints for the Nanbokucho to make clearer the options that the player has to resolve it
  • Japanese clans will no longer be able to perform the Proclaim Clan Independence action during the Sengoku situation if they have a truce with the Shogun
  • Fixed an error with AI wrongly calculating the new logic for using the "Join a League" action during the Italian Wars, it will now be more likely for it to join a League whose leader is strong in terms of relative strength between the AI and that leader
  • Fixed an issue that prevented the ruling family of Bohemia from becoming Catholic when they lose the Hussite Wars situation
  • Events that give claims or allow war declaration during the Sengoku will only target other clans on the same level (either building-based or landed), and will exclude the emperor or shogun as valid target for building-based clans
  • Fixed an issue with the Force Convert peace treaty during the Hussite Wars wherein it displayed "Hussite Bohemian Population" when the enemy country was not Bohemia
  • Fixed Italian Stalemate event triggering even when a League won the Italian Wars situation
  • The AI will no longer declare war via the Plan Campaign in Italy action during the Italian Wars situation, if it has a truce with the target country
  • Fixed flavor_eng.2 "The End of the Hundred Years War" triggering after the Hundred Years War situation has ended
  • Fixed inverted AI opinion weights for English subjects in betray_our_allegiance during HYW
  • Fixed a incorrect description for Western Schism Ending Conditions claiming that a side needs to hold more than 2 councils, when the requirement was to hold 2 councils
  • Subjects of the Signatories of the "Treaty of Tordesillas" Situation will no longer be able to Violate it if their overlord respects it.
  • Made Timurids not able to form any country while the 'Rise of Timur' situation is active, to avoid content references to the tag in it from breaking, but made the situation also end once they fulfil the requirements for forming either the Mughals or the Mongol Empire
  • Fixed a bug where intervening in the Italian Wars could bypass truces and allow countries such as France to join wars they should not have been able to enter.
  • The Hundred Years War's action "Sign a Truce" now creates a truce for BOTH sides
  • Fixed an issue that prevented France from taking land from England via the Hundred Years War CB
  • You can no longer invite disloyal subjects to your League in the Italian Wars and the Situation's mapmode no longer highlights them as members of your league if they are not in it
  • Fixed an issue that prevented locations from being transferred between Italian War Leagues, also made the script far faster in calculating ownership transfers for these IO's locations
  • The Hundred Years War Casus Belli now correctly states "Superiority" as its War goal
  • Fixed an issue that prevented the Italian Wars from ending after 50 years
  • The event "Rise of Timur" (flavor_tim.8) will now just annex the country it spawns from
  • Japanese clans that get landed during the sengoku will now properly get stockades and market villages when applicable
  • Changed cost of 'Rein in Area' action during the Red Turban Rebellions to scale with the population of the target area
  • Red Turban Rebellion actions limited to location-based countries
  • Declared War for Regional Supremacy' in the Red Turbans Rebellion made available against all Red Turban rebels, regardless of where they have their capital
  • The Italian Wars now host a Balkan League which can be granted to the strongest Christian country with a capital in that region
  • Rewrote the description of the Hundred Years War event that is triggered by the "Influence French Subject" to better reflect its effect, and fixed an issue that reduced the loyalty of the subject by 10, it should now reduce by 25
  • You can no longer request Pirate nations to switch their pirate policy in the Situation Golden Age of Piracy
  • Japanese clans will only be able to steal locations from the members of the Shogunate when they get landed
  • Timurids when they spawn will automatically annex any ai country that Timur is already ruling
  • Nanbokucho situation will now properly end when an emperor is forced to abdicate resulting in having only one emperor remaining afterwards
  • Rise of Timur situation will now properly end when they can form Mughals or Mongol Empire
  • Fixed a display issue for appanages when they declared a war against other subjects of France during the Hundred Years War (the tooltip was empty instead of showing why you can't declare war)
  • Colonial Revolution Using the "Seek Support of Overlord's Rival" Action will no longer give misleading information within the event insight
  • Extended the war duration requirement for the "Betray our Allegiance" action to 1 year and fixed a display issue with the action's requirements tooltip
  • Fixed Western Schism ending early when Cardinal Seat cities are annexed
  • Fixed RTR 'Rein in Area' action incorrectly downgrading core locations to integrated status for one month.
  • The peace treaty "Demand Occupied Territories" from the Red Turban Rebellions situation now has proper 80 warscore cost instead of -80
  • Fixed an issue in the ending of the Rise of the Turks that fired the wrong outcome event
  • Fixed an issue that always displayed the Hussite Tribunal unit action

Disasters�

  • Completely refactored the requirements to start and conclude the "Influence of China" disaster as well as its ending events
  • Rebalanced the modifiers of the Influence of China Disaster // Reduced Estate Target Satisfaction malus to 15% (was 25%) and Increased Government Power malus by 0.05 to 0.25
  • The Disaster Influence of China now calculates "Great Power Score" of China vs the player, also fixed the disaster instantly ending/restarting
  • The Reform Society disaster now has a 5% chance of triggering a relevant event every month, instead of 10%
  • The Reform Society disaster now has an ending requirement to grow by a certain number of locations which amounts to approximately 75% of your locations + the locations of your subjects
  • The Succession Crisis disaster's event "Help from the <Clergy>" now correctly displays the Clergy's name
  • The Succession Crisis disaster's event "Local Opposition" now fires correctly even if there is a Regent
  • The Succession Crisis disaster's event "Captivating our Dynastic History" which is triggered via a unique action from the disaster's panel, now correctly displays the name of the artist in the option tooltip
  • The Complacent Decline event "decline_of_empire.3 "The Fires of Independence"" can no longer occur while you are at war
  • Added a unique price modifier for actions in the Rise of the Szlachta disaster, and streamlined the AI logic for both logic to help the AI make smarter decisions during it
  • Fixed an issue that allowed the Reform Society disaster to reoccur
  • War of the Roses now grants 1% Pretender Rebel Growth instead of a modifier for Mercenaries, while it's active
  • The Hook and Cod Wars are now guaranteed to end if there is only one claimant left
  • The Milanese event "A United Realm" (flavor_mlo.13) now only offers its HRE outcome if Milan is an HRE member and the Emperor is not Milan
  • The disaster "Attempted Coup" now has an outcome for one of the conspirators becoming ruler and the disaster now properly clears the Conspirator check from all character involved after its conclusion
  • Neighboring foreign subjects will no longer be able to declare wars through the event decline_of_empire.5 (A Dying Kingdom) as the event now checks if the neighbor can declare war in general
  • Turmoil in Brandenburg - Fixed an oversight with the trigger conditions for the "Ending Robber Baron Rule" (turmoil_in_brandenburg.1303) which was not following the reworked disaster content
  • Tooltip for the end of Decline of Majapahit Disaster will now display Sunni Dominance as a %
  • Fixed a couple of broken dynamic localization keys in the events 'The Union Expands' and 'Valencia Rises' for the 'War of the Aragonese Union' disaster, so they should now show correctly the name of the Area of Valencia.
  • Succession Crisis-related action "Request Help from the Clergy" no longer grants the Clergy a privilege immediately, only after you choose to give it away
  • Fixed an issue that prevented the event "York Support Grows" (war_of_the_roses.16) from firing at all
  • The 3rd and 4th events for the War of the Roses (ones that assign pops to rebel on a monthly chance) now affect 3 pops per location instead of 1, to prevent the rebellion from dying out too easily
  • The opening event for the War of the Roses now has a faster calculation for assigning pops to the rebel faction

International Organizations�

  • The HRE will now automatically remove superfluous electors on monthly tick
  • The Event "A Prince Undone" will now correctly fire if an HRE Member is annexed by a Non HRE Member
  • Laws of the Catholic Church no longer allow a "no policy" option
  • The Event "A Wayward Sheep Returns" (hre.903) will no longer fire after the Religious Peace is established within the Empire
  • Adjusted the Weights for the HRE Emperor Election Large Countries are now more likely to be choosen, as are countries with german as their court language. The Cap for Dynastic Power is now at 300 instead of 200 and Dynastic Power now adds slightly more score to the election reasons as well
  • Added a Secularization of the Electorate Law to the Holy Roman Empire
  • The Event "A Wayward Sheep Returns" (hre.903) will no longer fire after the Religious Peace is established within the Empire
  • Upon the unification of the HRE, when the Emperor annexes all members, existing State Banks vassals will be transferred to the Emperor. Free Banks will no longer be annexed nor will they become vassals
  • Fixed the display of the number of Celestial Governors for the Middle Kingdom
  • Ilkhanate will now disband when there are no possible claimaints
  • When creating a new Autocephalous Patriarchate, it will copy the laws from the previous one
  • Members of an Autocephalous Patriarchate who join a coalition against another member of the same Patriarchate will no longer be expelled from the Patriarchate
  • HRE The Kingdom of Lotharingia Geography now includes the Area of Holland
  • Added opinion-toward-Emperor reward for bestowing Legatus Natus and Primas Germaniae
  • Jurchen Confederations no longer the Leader country to have > 10 Tribal cohesion, as that's taken care of in the price of each policy
  • Jurchen Confederations policy modifiers are now refactored and revamped
  • Jurchen Confederations now properly: Use the Cooldown system / Use an integrated price (with a new Price Modifier) / All policies and laws use the same cooldown
  • Removed ability to create new Ilkhanates
  • Fixed Autocephalous Patriarchates formed after revoking the PLC unique Estate Privilege 'Empower Orthodox Nobility' and converting to Orthodoxy, that was repeatedly disbanding and re-creating themselves.
  • Fixed an issue with Chinese expeditions in which multiple events where firing at the same time

Events�

  • Reduced the frequency of the Philosopher's Stone innovativeness event because it's very costly.
  • Fixed an issue with the Event The Jealous Brother (joint_ruling.101) would not create a basis of support for the created rebellion, causing it to immediately disband
  • The Event "A New Residence for <target character>" (flavor_dan.20) can no longer fire if Copenhagen is already the capital
  • The "Collegium Helveticum" (granted by flavor_swi.1200) now grants a bonus to Education of Children and Research Speed instead of Gold to Owner
  • The event 'The Silvermine of Sala" now also resets the amount of levels of RGO to 1.
  • Fixed an issue in the title of the event "The King in Prussia" (king_in_prussia.6) which prevented to show to the correct title "King" or "Queen"
  • The creation of Dahomey will no longer change the capital of every country in West Africa
  • Separated peacing war participants in the War of the Holy League no longer prevents its final events from firing
  • "The New <Ruler> of <Country>" (succession.100) can no longer trigger if the Ruler Character is the Emperor of the HRE
  • Event 'Window of Opportunity' (nanbokuchou.3) now shows properly the relevant emperor
  • Event for the end of the Nanbokucho now shows the relevant emperor portrait
  • Fixed tooltip in event for when a clan declares independence from the Shogun in the Sengoku (sengoku.23)
  • Tweaked the options for the two follow-up events for the Bavarian-Palatine event chain regarding the Treaty of Pavia (flavor_wittelsbach_house_union.3 & flavor_wittelsbach_house_union.4), so the Imperial Electorate is transferred before annexing the other country.
  • The Ottoman event "The City of World's Desire" now grants a Local Governor Building if the building can be granted instead of a flat local proximity source modifier
  • Reduced the "Loyalty to Overlord" (from +50 to +15) granted to Normandy via the "Our Status Under the French Crown" event during the beginning of the Hundred Years War
  • The event "Support for our Authority" during the Succession Crisis disaster now requires the country to have a ruler
  • The modifier "Palapa Oath" granted to Majapahit via the "Eastern Campaign" event is now a country modifier and not a character modifier, so it can be properly utilized
  • Completely reworked the description and option effects of the event "Shipbuilding Technology" (flavor_hsa.2)
  • Mimar Sinan no longer spawns twice. Also, the event flavor_tur.18 (Architect of Felicity) now requires Mimar to exist, and instead of spawning him, it grants a country modifier
  • The "Rise of Timur" (flavor_tim.8) will now properly destroy the country that spawns the Timurid if all of their locations would go to Timur
  • The Event "The Overachieving Diak" (flavor_mos.96) will now move the related character correctly to your country in all three options that hire them
  • The Event Francoues Le Fort (flavor_mos.104) now correctly moves the character to your country in the first event option
  • The Events "A <Consort> for the <Ruler>" (noble_marriage.1), "A Future<Consort>" (noble_marriage.2), and "A <Consort> for the <Ruler>" (noble_marriage.3) now check if the selected character is able to marry under their own rules
  • The event "A Prince Released" (hre.907) will now always give 0.1 Imperial Authority as its minimum
  • The Korean event "The Recipe for Black Powder" (flavor_kor.12) will no longer unlock the Gunpowder Engines advance. Instead, it will instantly research it, or grant you 10 Research Progress if you already have researched it
  • The event "Papal State" (flavor_pap.9000) no longer fires for rebel countries. As such, Papal Civil Wars will no longer fire this event while being at war with the Papal States already
  • The Event "An Imperial Offer" (flavor_mei.130 and flavor_mei.131) will no longer refer to the character as heirless
  • The Event "Joao Braganca" (flavor_por.19) no longer allows Portugal to easily escape a Centralized Union where they are not the Senior Partner
  • The event "The Emperor is dead..." (hre.900) has now a different text if the previous emperor abdicated instead of being dead
  • Fixed an error in the dynamic localization of the event 'The Rule of [Character]' (horde_civil_war.6).
  • Event 'Colony Asks for Aid' (colonial_revolution.1001) will now scale according to the colony that seeks help
  • The Court and Country Disaster event "Disloyal Officers" (court_and_country.11) now requires positive monthly manpower, in order to trigger
  • The Bohemian event "The Four Articles of Praha" (flavor_boh.36) now grants the Four Articles reform in Option A. Option B instead grants a stronger aggressive modifier. The reform can still be selected later once the modifier expires.
  • Fixed an issue that prevent the event "Stefan's Code" (flavor_ser.50) from triggering as it needed a variable assigned by the wrong event, said variable is no longer needed and is now removed
  • Fixed an issues that prevented the Event "An Heir for Volhynia" (flavor_vol.1001) to be correctly shown in the effects of "Poisining of <dead_monarch> (flavor_vol.1100)
  • Added min = -100 and increased yearly_decay from 4 to 5 on the belligerent_diplomacy opinion bias, capping its stacked contribution at -100 and making it decay faster
  • Added unique titles and descriptions to the event "A Heretic Prince" (hre.902) for Lutheran, Calvinist, Hussite and Catholic Heretics in the Empire
  • Prevented Brunei Muslim conversion event from happening to Great Britain.
  • The Event "Poisoning of <the_dead_monarch>" (flavor_vol.1100) will now properly grant a Claim Throne CB for Poland and Lithuania under the correct circumstances
  • The Event Options for "The Growth of <target_location> (turmoil_in_brandenburg.13) now display the duration of the location modifier granted
  • Saxe-Wittenberg will now be informed about the unification of Meissen and Saxe-Wittenberg into the Electorate of Saxony in "An Imperial Offer (flavor_mei.130)
  • The Event "<exile_country> Exiles" (court_flavor_events.36) will no longer trigger if the exile_country has less than 5000 population to avoid extreme cases of depopulation in small countries
  • Fixed a bug with the "from" scope not being correctly set if the event "Meddlesome Advisor" (court_flavor_events.31) is triggered by "Meddlesome Advisor" (court_flavor_events.32)
  • The Event "A New <Court Title>" (laws.0040) will now correctly fire upon ruler death if you have the Itinerant Court Policy
  • Removed static gold conditions from Cahokia events, causing some to be easily missable
  • Removed all Prestige conditions from Cahokia Events, enabling the Cahokia Golden Age to be more consistently obtainable while also reducing arbitrary punishment from the Exodus of Cahokia events.
  • Required a certain amount of fertility for the rulers to marry in Polish-Lithuanian Marriage event
  • Fixed Jagiellon Dynasty not being created in event
  • Capture of Khanbaliq event now fires when using Demand Occupied Territory
  • Fixed Coup of Toqto event not firing
  • Added missing tooltip to Forbidden City event
  • Serving the Middle Kingdom Event now requires to be a subject of the Middle Kingdom Leader
  • Fate of Prato event will only transfer ownership over capital of Prato
  • Fixed Polish Marriage Proposal Event not requiring Privilege of Koszyce
  • Fixed Poland/Commonwealth formation chain
  • Heavily modified the AI weights of the event colonial_charter.100, now the AI will make colonies that only cover its capital area and its neighboring areas. Beyond that, a new colony will be created. Except for the areas of the original 13 colonies in the American East Coast, which the AI will create as single-Area colonies.
  • Removed duplicated word in event 'Dead Pastures in <Area>' (little_ice_age.7)
  • Fixed an issue with the event 'Confederation' (flavor_plc.15) adding a privilege to the nobility without being shown in the tooltip
  • Fixed wrong scope in event 'Victory of the Khan' (horde_civil_war.4)
  • Fixed the spam of events that Conquistadors can generate to their Overlords
  • Fixed an issue that prevented "The Eastern Campaign" and "Fulfilling the Dream" (flavor_maj.15 and flavor_maj.25) events from triggering (they were incorrectly looking for a character modifier, when in reality they have to check for a country modifier)
  • Added the 10 year timer information for the 'Trade with the Banu Marin' modifier in the tooltip for the first option of the Moroccan event 'The Banu Marin' (flavor_mor.14).
  • Event 'Sufi Orders Growing in Popularity' (mysticism_vs_jurisprudence.15) will now check for the proper location in the trigger
  • The Victual Brothers tag is now called Visby; "Victual Brothers" is now the government prefix so they form as the "Victual Brothers of Visby".
  • Victual Brothers have German-speaking primary culture, dependent on the most common one in Visby.
  • Foreign Drill Instructor event creates a character with a General trait
  • The Event "Balthasar Russow" (flavor_liv.2) no longer requires 6 months of trade and tax income saved up
  • Fixed election.3 and election.5 triggering simultaneously for Diarchy Republic
  • Fixed a dynamic localization error in the description of the Norwegian event 'A Strategic Marriage' (flavor_nor.5), it should now show correctly the Scottish Highlands area.
  • Added an unlock effect to the Castilian event and estate privilege 'The Regimiento' (flavor_cas.65), so it's not unlocked at start, but after mentioned event triggers.
  • Found and fixed 8 Event-only unique buildings that were missing localization strings for their unlock variables.
  • Fixed an unlocalized requirement string for the Navarrese 'Cámara de Comptos' building.
  • Rebalanced the triggers of the Castilian event 'Fuero Viejo de Castilla' (lavor_cas.23) so it now triggers over 30% of Noble Power instead of 50%, making it much more likely to trigger.
  • The rebellion generated by the Portuguese event "A Period of Uncertainty" (flavor_por.17) will no longer disappear after 1 month
  • The event 'The Independence of the Russian Orthodox Church' (flavor_rus.9) will now be able to fire too if Byzantium stops being Orthodox, not just when it disappears
  • The event "Papal State" (flavor_pap.9000) will no longer fire for rebel countries holding Rome
  • Fixed some grammatical errors in the description of the event 'The Castro' (flavor_por.2007).
  • Fixed unlocalized text in the Portuguese event 'Influence of the House of Castro' (flavor_por.2002).
  • Fixed the English event 'Francis Drake Raids a Settlement' (flavor_eng.138) allowing to build Coastal Forts in landlocked locations.
  • Hunting Accident event significantly reduced in chance to happen
  • The Events granting the hre elector special status for Bavaria, Palatinate (Wittelsbacher House Union Events) and Meissen (Sachsen Wittenberg Inheritance) will now bestow the same opinion bonus as the Diplomatic Action "Bestow Electorate" would
  • The Event "The Pledge of Lusatia" (flavor_sale_of_lusatia.1000) no longer triggers when Sorbia is not a subject of Brandenburg
  • Fixed flavor_tur.66 downgrading Expanded Timar System to base instead of removing it
  • Added a new building for the Portuguese Feitoria events. Instead of using the foreign building por_feitoria, they now create the por_royal_feitoria
  • Fixed vij_city_of_victory not having any levels
  • Fixed Poland getting cb on land they already own in Judgement of 1339 event chain
  • Adjusted the Judgement of 1339 event chain to cede border locations as expected
  • When a country annexes another country, the proper annexed country will be the one that the event of annexation will be shown for
  • Fixed the Navarrese event 'The Call of the Church' (flavor_nav.10) never spawning for Navarre, due to its ending date being too close to the game's start.
  • The event "Crown the Regent" (regencies.1) now properly fires even if your country did not have a previous ruler
  • The manpower gain from the event "Men flock to our Armies" (rise_of_timur.102) will never be negative
  • Fixed pops settling in incorrect locations during the event "Soldiers Settle Down" (flavor_chi.2211 ).
  • Fixed the creation of the character Alexey Lvov, from the Muscovite/Russian event 'The Influential Marshal' (flavor_mos.81), by making him now appear with a proper Dynasty.
  • The new rebellions created during the Horde Civil War will now have properly pops assigned to them
  • Fixed the 'Iberian Wedding' event (flavor_cas.2204) marrying two men, by adjusting the different calls to male and female characters in the Castilian block of the event.
  • Partially reworked the Serbian Event "The Conquest of Tsarigrad" in terms of its description and effects of both options
  • Fixed an issue in the Byzantine "Court Strands Burghers" (flavor_byz.51) event which referenced Mercantilism or Free Trade before the Age of Reformation
  • Changed the rare Hungarian event "Diet of The Current Year" into two much more plausible events that players will see much more frequently
  • Fixed the trigger of the Byzantine event 'Nikomedia reclaimed!' (flavor_byz.3), so it can now trigger without requesting it being integrated, due to all locations in the province of Kocaeli already being cores for Byzantium at the start of the game.
  • The Jurchen Confederation event "Resistance to New Ways" (jurchen_confederation.12) will now grant more Tribal Cohesion and Stability
  • Added a new event for the Horde Civil War which will replace your regent with a proper ruler who will always oppose the pretender rebels
  • The event "Dragoș Vodă of Drăgoșești" (flavor_mol.1000) will no longer snatch away player subjects to be automatically absorbed by Moldavia
  • The event "Doom!" (doom.1) now properly removes all the religious focus progress
  • Fixed the Byzantine event "Landing in Italy" (flavor_byz.37) by adding an additional failsafe to not trigger when a fort is under construction.
  • Fixed an error in the 'Iberian Wedding' events (flavor_cas.2204 and flavor_cas.2205) swapping around the Aragonese and Portuguese candidates.
  • Fixed an error in the dynamic localization of the Danish event "A Constitution for Scandinavia" (flavor_dan.5), which should now show correctly the dynamic name of the Noble Estate.
  • Non-Catholic nations are no longer invited to the 'Smyrniote Crusade' event (flavor_kni_pap.1).

Government�

  • The Government Reforms Sudebnik, Prikazi and Razriadnyi cost no Government Reform, the latter also no longer reduces Nobles Estate Max Tax
  • The Government Reform "Peasants Republic" now requires 10% Peasants Estate Power and 95 Societal Value progress towards "Free Subjects" instead of 50% Peasants Estate power
  • The Government Reform "Foreign Trade Network" now grants 15% Global Trade Advantage and 0.1 "Monthly Towards Plutocracy" instead of Trade and Diplomatic Range
  • The Government Reform "Harbor Administration" offers an extra -5% in navy maintenance and another 0.1 drift towards the Naval Societal Value
  • The starting common Government Reform "Agricultural Cultivation" now grants 0.1% monthly prosperity as well
  • Reformed the requirements, visibility criteria, performance and effects of crown-related parliament issues
  • The Shires of Scotland Reform no longer displays "Country" instead of "Scotland" if Baliol wins the Civil War
  • You can no longer use "Favor Heir" on your own ruler as they can never be the heir to your country in the first place
  • The Shires of Scotland Reform no longer refers to "Country" in its description
  • Added a 0.05 'Monthly Progress to Naval' societal value to the 'Shipwright Contracts' burgher estate privilege.
  • Fixed an error in the dynamic localization for the description of the Mamluk reform 'Fund the Karimi Merchants'.
  • The Japanese Imperial Family reform will no longer disappear for the Yamato tag even if they ruling dynasty stops being Yamato
  • Fixed inverse logic for Jurchen government reforms making them lose the Jianzhou reform when they sinicized
  • Fixed issue where Hansa was able to become a daimyo if they switched to japanese culture
  • Fixed an error in the dynamic localization of the following policies: Guru Granth Sahib Teachings, Eternally Living Guru, Divine Justice, and Unchanging Writing. They were all related to the dynamic localization key for 'Guru Granth Sahib'.
  • Added a +0.1 monthly move towards the Absolutism Societal Value to the Russian Government Reform 'Absolutism'.
  • Blocked a few parliament issues creating buildings from happening for Society of Pops.
  • Added a Trade Income modifier to the Portuguese Government reform 'Casa da Índia' and the Castilian GR 'Casa de Contratación'.
  • Added a new Government Reform called 'Plutocratic Monarchy', that adds Trade income and a monthly push towards the Capital Economy SV in exchange of reduced Global Max Tax.
  • Warring State reform will also be available to Nanai cultures (fixes it being removed after the 'The Later Jin' flavor_mch.5 event)
  • Fixed a bug with the 'Warring State' government reform checking for the Nanai language incorrectly.
  • The Appanage reform no longer restricts appaanges only to the French region, instead it now allows for the subject's capital being in France or in the Low Countries' areas
  • Rebalanced the Waqf Clergy Privilege by greatly reducing its tax income penalty while lowering the Clergy power and estate satisfaction it provides
  • Parliament Issues which previously only increased the satisfaction of an estate now also increase the speed at which the satisfaction recovers. Also standardized some societal values pushes which were underwhelming before
  • Forming Ireland tag elevates you to kingdom rank.
  • Auxilium et Consilium and Monetary Fiefs Nobility Privileges now give 5% Estate Satatisfaction, making them more useful to keep, but also harder to revoke.
  • Noble Fortification Licenses Privilege now makes the Nobles more powerful and happy, but it reduces Fort Maintenance cost.
  • Added a unique Policy in the 'Distribution of Power' Law for Catholic countries, 'Favor the Church'. It addresses the issue from 'Flavor the Clergy' regarding the Clergy taxation, replacing the Max Tax for Clergy Estate modifier with a 2% Tax Efficiency. Made all Catholic Theocracies to start with enacted.
  • The Dhimmi Estate now grants up to 2 Tolerance of Heathens and 10% Cabinet Efficiency scaling with its Estate Satisfaction
  • Added 3 New Government Reforms for Achaea, Athens, and the Latin empire.
  • Revised the Latin Empire Reformable, added Kingdom of Thessalonica as a formable Latin state.
  • Fixed 'Fierce Negotiatior' trade description to make it fit better to its actual effects
  • Fixed some consistency issues with the description of estates
  • Made Warring State reform also available for Udege cultures
  • Added the ability to create tributaries to Beyliks
  • Added the "Unique" parameter to many laws and policies exclusive to certain Tags or Cultures that were missing it. Now these laws and policies will be correctly show as special by the UI.
  • When the [ROM] Roman Empire tag becomes a republic it will be called Senatus Populusque Romanus (SPQR)
  • Tsardom Government Reform now poperly available for South Slavs too.
  • Pirate Republic rulers correctly use "Captain" localized into their native language (e.g. Capitano)
  • Fixed a dynamic localization error in the description of the formable Georgia country, it should now show correctly the area of the same name.
  • Changed the script unlock key of the Castilian unique estate privilege 'Fuero Viejo de Castilla' from the allow to the potential, so it doesn't show up until the event that unlocks it (flavor_cas.23) unlocks it.
  • "Consolidated Corruption of Nobles" now has -5% base tax, -10% morale and -10% levy size
  • "Consolidated Corruption of the Clergy" now impacts Tolerance of true faith and clergy agenda impact
  • "Consolidated Corruption of the Common People" now has -5% production efficiency and -15% manpower
  • "Consolidated Corruption of Burghers" now -5% export efficiency, -5% import efficiency and -5% base tax
  • Made the 'System of Councils' government reform add an additional Government Reform slot due to it being major, so it's available for all Iberian countries after they form Spain on top of their unique government reforms.
  • The 'Spanish Tolerance' government reform is now locked for Castile/Spain, as the event that unlocks it, so it's no longer shown to Iberian countries that cannot get it.
  • The 'Casa de Contratación' government reform is now locked for Castile/Spain, as the event that unlocks it, so it's no longer shown to Iberian countries that cannot get it.
  • Administrative System Law The Local Courts Policy now only reduces rural control by 5%. In exchange, the Join Rebel Threshold has been lowered to -3% from -5%
  • Fixed description of crown estate
  • Added +1 Diplomatic Capacity to the 'French Ducal' government reform, so it's easier for countries like Foix to deal with their subjects.
  • Fixed misleading Cognatic Primogeniture description and confusing succession score label.
  • Fixed the 'Reformed Tawantinsuyu Government' reform not being obtainable, by making it not being major, so it isn't blocked anymore by the 'Tawantinsuyu Monarchy' reform. Also made the later being blocked if the 'Reformed' version is enacted.
  • Meath and Munster added as formables in Ireland
  • The Kilwan Trade Communities reform now grants 10% trade income instead of Estate Power
  • The Frisian Freedom Government Reform now grants: -100% Nobles Estate Power / 33% Peasant Enfranchisement / 20% Peasants Estate Target Satisfaction / Can Call Rural Parliaments / Peasants Estate can Participate in the Parliament / 0.33 towards Free Subjects
  • The Peasant Republic Government Reform now grants 33% Raw Material Output instead of 10% Production Efficiency
  • Reworked the modifiers around the Petty Bureaucracy and Scholar Officials Estate Privileges for the Burghers and Nobles

Economy and Production�

  • Fixed grammar in description of lumber
  • Seljuk Mints now act as replacements for Local Governors (mutually exclusive in the location), granting 20 local proximity and their cost per level is increased
  • Increased Bey Fortress (city building) manpower to support just over 1 regiment under the new regiment size manpower requirements
  • Fixed an issue where all countries could see the Pirate Stronghold after it was changed from an Estate building without a visibility requirement
  • You can now construct the "Husuni Kubwa" building afterwards if you opt to not do so in the Kilwan event "The Husuni Kubwa"
  • The Mamluk Barracks building no longer costs upwards of 3 ducats to maintain
  • Reduced the amount of gold and manpower given by Japanese clan buildings
  • Removed Incense for production methods of religious buildings
  • Added the "Merchant Guild Chapel" Foreign Building available to countries with the Merchant Republic Government Reform (The Hansa will start with it in Lubeck)
  • Reduced the max amount of Shoen that can be built in a location
  • Limited available buildings for building-based Japanese Clans to those available exclusive to them
  • The Vatican Library buildings will no longer show the same tooltip, explaining why you cannot build it, twice
  • Added the unique building "Aqueduct System" which can be constructed in Rome / Avignon / Segovia and Constantinople
  • Rebalanced the maintenance of the "Jurchen Barracks", so that they are more affordable
  • Cathedrals can no longer be built in Rural Settlements (although the ones on startup like Canterbury, Elgin, St Davids will stay)
  • Added base income ability to Gurgaddi building
  • The Kilwan building Kilwan Shipwrights now costs less to maintain
  • The Kilwan building Husuni Kubwa is now cheaper to build
  • The Imperial Armory is now called "Imperial Armory (Domestic)" or "Imperial Armory (Abroad)" dependending on if it is a foreign version or not

Society�

  • Fixed some localization issues in the Shinto actions
  • Slightly rebalanced up the Monthly Legitimacy gain for the Sanjiao religion to 0.1, as it might have been too overnerfed (from 0.5 to 0.05), as per community feedback.
  • Nahuatl reform progress factors are reworked into: base value, crown power, a new Monthly Nahuatl Reform Progress (from various sources), and one or two reform-specific aspect factors
  • The Shinto action 'Autorization for Expansion' from the Imperial Court no longer will be able to target the Emperor or the Shogun
  • All Nahuatl actions except "Reform Society" now have prices that scale with current Doom as well as a new modifier that impacts these prices "$nahuatl$ Religious Actions Cost Modifier"
  • Nahuatl actions no longer require you must have at least X slaves [in your capital], now you just need to have the required number of slaves in your country anywhere
  • Gallo Italic name base now derives from Lombard Koine spellings to differentiate from South Italian.
  • Added various additional dialectal forms of Italian character names
  • The Remove Cardinal Seat Action will now remove the cardinal seat building like intended
  • Unified Miaphytism mechanics to use religious influence instead of rite power, and added religious aspects to it.
  • Norse-Gael culture removed from British culture group because having 4 groups is a bit OP
  • The character spawned by Invite Foreign Cleric gets a Cabinet trait
  • Unified all different pilgrimage actions and made it available to all religions with holy sites

Diplomacy�

  • Adjusted the "Expansion into the Steppes" so that it can reliably target non-hordes which have their capital in North Asia or in the Steppes region while also being able to be used against Hordes / Tribes which reside in Russia / Ruthenia
  • The "Expansion into the Steppes" casus belli is now always available to non-members of the Tatar Yoke as long your own capital is in the Russia or Ruthenia region and you are neither a horde or tribe. Additionally, the casus belli now also allows you to target hordes / tribes with their capital in the Russia or Ruthenia region, and the "Break Free from Tatar Yoke" peace treaty now grants you this casus belli against all of your neighbors if eligible
  • All instances of a character becoming a designated heir in events will now also designate that character to be the heir of their junior partners if the country is the senior partner
  • Fixed tooltip of the "Expand Clan Influence" peace treaty when there's no target location selected
  • "Expanded Clan Influence" peace treaty no longer will transfer ownership of the "Kokufu" buildings, instead they will be destroyed
  • Holy Roman Empire - The "Bestow Free City Status" now displays all reasons for the AI to accept or decline the action
  • The "Support Loyalist" Diplomatic Action is now able to target other Vassals than Location Based Countries
  • Fixed the "Expand Clan Influence" peace treaty, now it will no longer replace clans when they are not present in the selected location
  • Added a new Subject Diplomatic Action "Move Subject's Capital"
  • Added missing localization messages for the "Sabotage Reputation" action
  • Rebalanced the Tusi subject type, so they cost less Diplomatic Capacity, but now have a scaling penalty on the Overlord on Administrative Efficiency and Subject Income.

Military�

  • Fixed an error in the dynamic localization of the 'Grenadiers' unit.
  • The Maintenance of the Panokseon Ship is now only 5 Sailors per month, while it now costs 2.4 Ducats for maintenance
  • Standardized the unit sizes of Steppe Horde Militia, Tribal Cavalry, Early Paiks, Banner Cavalry and Bedouin Calvary
  • Corrected an bug that gave the Varangian unit +750 men per unit (total; 1250), it's now +100 (total; 600)
  • Removed the levy malus on the Irish Creaghts peasant estate privilege as it made the Gaelic countries too weak.
  • Rebalanced the 'Lanzas de Castilla' unique cavalry unit, adding to it the is_special flag that all other buildable Age 3 uniques have, and by reducing the Morale Damage reduction from -25% to -15%
  • Made it possible for the Byzantine unique unit "Modernized Helepolis" to be upgraded to the "Royal Mortar" unit.

Advances�

  • The 'Gold of Bure' advance for Mali now reduces impact of gold on inflation.
  • The "Spanish Square" advance is now in the military tech tree in Age of Reformation.
  • Corrected dynamic localization typos in the descriptions of the following Institutions: Confessionalism, Global Trade, Artillery.
  • Fixed an error in the dynamic localization of the description of the advance 'Memories of the Reconquista'.
  • Fixed the error showing the tag for Brandenburg instead of Brabant in the description of the Brabantine advance 'The Four Quartiers'.
  • Fixed a wrong dynamic localization string for 'Gold' in the Malian advance 'Gold to Salt Trade'.
  • Fixed an error in the dynamic localization title string of the Scottish 'North Sea Trade Connections' advance.
  • Corrected an error with the dynamic localization of the advance 'Control of Buddhist Sects'.
  • The Aztec Advance "Warrior Societies" now requires the advance "Mandatory Weapon Training"
  • Fixed the dynamic localization errors in the description of the Papal advance 'Head of the Church'.
  • Fixed a broken dynamic localization key in the description of the Teutonic Advance 'Peasant Recruitment'.
  • Added the advance "Bilād al-Makhzan" to Morocco for the Age of Traditions
  • Repurposed the Lithuanian advance 'Ukrainian Farmlands', so it now is available to any country owning a location in the areas of Left Bank Ukraine and Right Bank Ukraine.
  • Fixed an error in a dynamic localization key for the Novgorodian advance 'Defenses of Velikiy Novgorod', it should now correctly show the name of Scandinavia.
  • Made 'Birthplace of Renaissance' advance available to Florence even if they are not of Tuscan culture
  • Fixed a broken dynamic localization key in the Milanese advance 'Condottieri Tradition'.
  • Fixed two broken localization keys in the Bahmani advances 'Legacy of Gisu Daraz' and 'Linguistic Melting Pot'.
  • Fixed a broken localization key in the Malian advance 'Kouroukan Fouga'.
  • Fixed three broken dynamic localization keys in the Serbian advance 'Home of the Hussars'.
  • Fixed a broken dynamic localization key in the Danish advance 'Reliance on Mercenaries', now it should correctly start with the word 'Denmark'.
  • Fixed a broken dynamic localization key for the word 'Jewish' in the Ottoman advance 'Dragomans'.
  • Added advances for Romania formable
  • Added Advances for Romanian culture, Moldova, Transylvania and Wallachia
  • Added new 'Eastern African Trade' advance for countries in East Africa
  • Fixed some dynamic localization for the descriptions of the the Brabantine advance 'A Land of Culture' and the Gueldern advance 'Expand the Kwarteers', so it now correctly shows the country name of Brabant instead of Brandenburg.
  • Added Advances for Slovene culture and for Cilli
  • Added Advances for Bulgarian Culture, Bulgaria, Karvuna and Vidin
  • "Organized Religion" renamed to "Improved Religious Organization" because most countries had Organized Religion by 1337.
  • Fixed the 'Interaction Between Church and State' advance, so it now gives the equivalent modifiers to 'Monthly Legitimacy' for all other Government Types.

Achievements�

  • The "It's just Business" Achievement will now be unlocked if a new market is created through a colonial nation creation
  • Achievements now show the triggers you need to fulfil in order to get the achievements
  • The Achievements "I'll be Wittelsback" should now be more reliably granted when ending the Turmoil in Brandenburg Disaster with a Wittelsbacher Ruler

Other�

  • Added two loading screen quotes, one regarding 1.0 'Lepanto' and another regarding 1.1 'Rossbach'.
  • Moved the Location Localizations of Currents, Wastelands and Corridors to a new file to improve its organization
  • Added 5 new religious actions to the Krstjani religion.
  • Added Demand All Chinese Territories peace treaty for Red Turban Rebellions
  • Red Turban: add first-day guidance events for CHI and warlord players
  • Improved Red Turban situation event readability
  • Locked the Seljuk Mint building to be usable only by countries of Turkish or Turkomen culture.

Onboarding�

Missions�

  • Fixed missions not having a cooldown when aborted and set said cooldown to 10 years
  • Fixed an issue in Regional Expansion's mission event "Donation to the War Effort" granted gold that was too much and failed to subtract from the Estate
  • The task "Raise a Navy" of the Regional Expansion mission is no longer bypassed if there is no eligible port without a sailor-producing building

2D Art�

Icons�

  • Updated versions that improve rendering for the advances arm_land_reclametion, ascetic_practices, bng_shipbuilding_industry, end_of_shipbuilding_guilds, exploration, gra_modernized_economy, hsa_mastery_of_the_sea, indian_networks, ira_afsharid_navy, local_merchant_preference
  • Updated versions for the estate privileges kbo_serfdom_economy, local_tribal_strongholds, office_of_the_farima_soura_privilege, royal_factories_privilege
  • Updated versions for the government reforms colonial_expansion, conscript_logistics_act, horse_artillery
  • Fixed script for navy_based_country icon
  • Updated names of gods to follow the same naming of the other files in that folder
  • Updated the raised levies icon for better readability
  • Added an icon missing balanced_navy.dds
  • Added return home at war icon. https://pds-central.atlassian.net/browse/
  • Added an icon for global_peasant_enfranchisment and updated its path in modifier_icons.txt
  • Advance Icon goes out of bounds
  • Mercenary modifier icon update
  • New icon for improve_our_cultural_view_price_cost_modifier
  • Added wasteland modifier icons and script
  • Added wasteland icons
  • Added complacency and threat icons
  • Added an icon for cavalry_on_flanks
  • Added an icon for coin_laws
  • Added building icon for local and naval governor
  • Fixed sizes on PSD again for buildings that peak out of the advance circle
  • Replaced the icons of the advances 'Standardized Pikes' and 'Caliber Standardization' to more fitting ones.
  • Added sort icons
  • Council progress building icon
  • Fixed the 'Local Governor' advance not having a proper icon.

Panels�
  • Fixed the background illustration used for the Jurchen Confederations IOs.

Illustrations�
  • Implemented illustration for the dynasty background
  • Adjusted positioning of many location illustration buildings so they appear more put together

Flags�
  • Added unique flag for Milan when it has the Ambrosian Republic reform

AI�

Government�

  • Fixed a few bugs that would stop the AI from releasing subjects when its a good idea.
  • Removed duplicate opinion block from swiss_election and international_organization_election ai_will_do
  • Added ai_override_value to bribe_voter_for_policy gold select_trigger to avoid 6x AI evaluation cost

Diplomacy�
  • AI will now settle for having used >90% of their available antagonism in a peace deal if using more would result in bordergore
  • Fixed an issue where AI would not declare wars when they were on low stability even when the war didn't cost any stability to declare
  • AI will now avoid attacking countries that has the same primary religion of a powerful ongoing religious revolt
  • AI is now highly discouraged from joining against a religious leader if they are allied
  • Fixed AI never creating coalitions against building based countries
  • Fixed an issue where AI would continue fighting even when they could send their preferred peace deal due to incorrectly using their own war enthusiasm instead of the enemy's enthusiasm when predicting acceptance
  • Added scripted area conquest desire for Castile, Sicily and Naples to the needed areas required to form Spain and Two Sicilies respectively
  • AI will now ask non enemy countries that are close to their units which are lacking food supply for food access during wars
  • AI will not keep building spy network if it already has enough and it doesn't have enough diplomats to perform other actions
  • AI should offer peace more frequently if they are winning against an overwhelming force
  • The AI will no longer add unintegrated locations to the HRE
  • AI Subjects will no longer transfer occupation to overlords who can't own land.
  • Fixed an issue where AI would sometimes fabricate a CB targetting a province really far away instead of one nearby
  • AI will now create area sized subjects when giving unintegrated land instead of creating one massive subject
  • Fixed an issue where Ai would sometimes declare no cb wars even when they had a cb available
  • AI will now more proactive about peacing out from wars where nothing is happening
  • Fixed an issue where AI were planning a war against a target even though they had a truce with the target's overlord
  • Fixed issues where AI care a lot about releasing subjects in peace deals even though they were really far away
  • Fixed an issue where AI would rival too strong countries causing them to be wiped out due to giving away easy CB against themselves
  • Fixed an issue where AI would sometimes diplomatically subjugate countries that they couldn't reach
  • Fixed an issue where AI would sometimes declare wars against non bordering targets while their side in the war had a combined weaker navy
  • AI is now better at taking land in peace deals that would connect their separated land areas (fixing bordergore)
  • AI modifier win_war_chance_threshold from e.g. ruler traits now correctly affects AI level of recklessness when declaring wars
  • AI is now more likely to expand against neighboring targets if all else equals
  • AI is now better at using the Increase Opinion diplomatic action to reduce antagonism against countries when they can no longer expand due to having too many countries with high antagonism around them
  • Fixed another issue where AI would be stuck planning a war against someone whom they had a truce with their overlord
  • Fixed issues with AI antagonism calculations during peace deals which sometimes could make them take too few treaties
  • AI will no longer fabricate force tributary CB against targets that they have scripted area preference conquer desire against
  • The AI will now only try to change a law every 20 years instead of making any law proposals every 5 yeras. In other words: prior this fix, the AI would always have a 5 years pause after proposing any law. Now, the AI will try to always propose a law, but will no longer propose a law which has failed already until 20 years have passed since the last failure
  • Building based countries will improve relations with more countries and focus more on big nations with many cities
  • Added more acceptance reasons for alliances related to sharing rivals with the recipient
  • Fixed an issue where AI would take subjects in peace treaties that they wouldn't be able to reach via land nor sea
  • AI is now better at taking whole countries in peace deals as opposed to adding treaties which forbid total conquest such as paying war reparations, resulting in a 1 location country being left after the war
  • AI will now wait for ongoing location flips to finish before making their peace deal
  • AI is now less likely to add peace treaties which prevents them from taking an entire country in a peace deal if they want to conquer all of the enemies land and they have less than 10 locations in total
  • AI is now much more likely to take disconnected islands that belong to the same province if they have already started taking locations in this province or if they already own locations in it even though nothing is bordering by land
  • Fixed an issue where AI could have too many diplomatic subjugation objectives in the early game leading them to spend all their money on the diplo slider
  • Fixed an issue where conqueror ruler trait made AI start very risky wars
  • Fixed an issue where AI would not cancel their objective to obtain food access with a country that they were also planning to declare war on
  • Added fix summary for coalition threat assessment
  • Improved coalition war threat assessment
  • HRE theocracies now prioritize improving relations with Papal States
  • AI will now try to stay in a war long enough to take important treaties if they are winning
  • Improved AI strength estimations of countries, resulting in fewer suicidal wars being declared
  • Fixed several issues here AI would start and stop improving relations over and over again wasting all their diplomats

Economy�

  • AI now considers converting religion in locations based on if they have an ongoing zealot rebellion and how strong this rebellion would be
  • Fixed an issue where AI would not use the Integrate Area cabinet action
  • Added support to specify scripted AI weights for Estate Priviliges
  • Fixed an issue where AI would have food slider set to 0 during bankruptcies even if it could afford to buy food
  • Fixed an issue where AI would invest into stability slider to save up for an action even when country was debt spiraling
  • AI will now try harder to balance province food to avoid spending money buying food from market
  • Society of Pops will no longer attempt to build buildiings in territories they are present in with.
  • Added AI score to estate being blocked from cabinet, fixes some rare cases where AI forbid all estates from their cabinet
  • Added a slight AI score to select cabinet members that are part of the crown estate
  • Added extra score for Ai to pick techs that gives additional local governors
  • AI now properly understands the effects of Trade Efficiency modifier
  • Fixed an issue where AI didn't understand that religious conversion can not be negative
  • Fixed an issue where AI building maintenance budget was not calculated correctly
  • AI will no longer revoke privileges unless their country is considered stable
  • AI is now much more likely to find suitable locations for the Local governor building
  • Increased AI desire to tech for gun smith since firearms are needed for the armory maintenance
  • Fixed an issue where Banking Countries were not building any banks
  • Added AI logic for local peasant enfranchisment modifier
  • AI now applies Local goods production modifier to goods produced by buildings and not only the RGO
  • AI now considers the ratio of food locations in the province when upgrading towns and not only the overall ratio of food locations in the market
  • Subjects have a much lower threshold for making markets in their capitals now.
  • AI RGO oversupply fix: pending supply cache, price trend dampener, surplus gradient
  • AI trade prioritises pop welfare over raw profit
  • Trade AI imports goods needed as building inputs
  • Fixed an issue where scripted AI score for law policies weren't correctly applied when considering removal of a policy
  • AI now has greatly increased score to take the Mercury Patio building if they are producing gold or silver in their country
  • Fixed an issue where Ai wouldn't evaluate removal of upkeep from the obsoleted building when considering upgrades
  • Added AI score for culture capacity modifiers
  • AI is now better at increasing their total manpower when they are limited by manpower rather than gold to continue expanding their army
  • Fixed an issue where AI would not upgade the Seljuk Mint unique building
  • Fixed an issue where AI wanted to unlock an advance that gives a new law based on a policy which they could not take
  • Added AI score for selecting tech advances that unlocks new production methods based on how many of those buildings the AI has
  • AI is now more conservative about using the diplomatic slider to get diplomats if they already have at least 0.2 diplomats per month
  • Fixed an issue where AI would sometimes convert pops to make a locations dominant culture into the primary culture even though this was already the case
  • AI now factors in cabinet member traits when evaluating who to put on the cabinet
  • Fixed an issue where AI would sometimes subsidize buildings that were making exactly 0 profit
  • Fixed an issue where AI wouldn't always use the actual active production methods when calculating score of expand a building causing it to sometimes expand buildings when it shouldn't
  • Fixed Army, Navy and Mercenary maintenance modifier calculations for AI after rework to cost modifier
  • Fixed an issue where AI would get stuck in a cycle of inviting religious scholars and dismissing them
  • Added AI score to convert locations to have their dominant culture regardless if they are already core or not, to enable the construction of armories
  • Fixed an issue where AI could sometimes get stuck on maximum minting if they already had high inflation
  • Fixed an issue where AI would raise their army maintenance sliders in preparation of a war even though they didn't have diplomats available to send the war declaration
  • Treat slave workforce shortage as a welfare-import signal
  • Added colonial export score bonus for plantation goods from overseas markets
  • Fixed an issue where AI would sometimes start clusters of city upgrades in the same province
  • Added AI score for unit category power modifiers
  • Fixed an issue where AI weren't correctly estimating the effect of proximity cost modifier
  • Fixed an issue where AI was overvaluing global and local movement speed modifiers
  • Added AI score for global supply limit modifier
  • Increased desired monthly manpower of countries per 100 tax base
  • Ai will now raise diplomatic spending when annexing countries more often. Now it's also based on their total amount of vassals.
  • AI now considers combined navy and army upkeep before disbanding units instead of strictly disbanding armies when exceeding the budget even if navy budget is below targets
  • Added an upper limit to how many towns AI will make in a single province definition

Military�

  • Fixed issues where AI could not transport armies with 0 transport capacity cost
  • Fixed issues with AI transportation of armies that wanted to attach to an allied army
  • Fixed an issue where AI would sometimes not recruit reinforcements during wars
  • Fixed an issue where Ai revolts would destroy their forts because they could not afford it
  • Fixed an issue where AI would sometimes not raise enough levies to siege down all required castles
  • Fixed an issue where AI could have their maintenance raised for a long time planning a war against someone they had a truce on
  • Fixed an issue where AI would not disband raised naval levies in the first few years of the game
  • AI now takes into account the repair speed of a port when deciding where to repair their ships
  • Fixed an issue where AI would sometimes not be able to recruit new armies if they had unlocked unique units that had special recruitment requirements
  • Fixed an issue where AI would ignore closer siege targets and sometimes attack an enemy country far away instead
  • Fixed an issue where AI transports supplying food to armies would leave too early before the armies had completely filled their food capacity
  • Fixed an issue where AI would sometimes try to do a naval landing into a port where the port was discovered but the sea next to the port was not
  • AI is now a bit better at letting armies containing a lot of regulars to replenish their manpower before assigning them to a new military objective
  • Ai no longer recruits transports if they can already fit their entire standing armies on transports
  • Fixed issues where AI armies would sometimes get stuck when trying to find targets to siege
  • Fixed an issue where automated transport of units didn't work correctly when issued by the player in some cases
  • Fixed an issue where two AI armies could get stuck trying to merge with each other one they could not reach each other due to lacking military access
  • AI is now better at finding the province war goal and sieging it down if there is one in the war
  • AI is now much better at gathering their fleets to get rid of privateers
  • Improved AI frontage fill and army consolidation
  • Improved AI naval invasion and logistics
  • Outnumbered war AI: selective battles, separate-peace priority, merc debt ceiling
  • Limited carpet siege targets when all are outside food range
  • Added HandleRetreatFromBattles to prevent AI fighting to last regiment
  • AI considers terrain when selecting and pursuing battles
  • AI is now a bit more proactive in the early game about building transports that could fit a full stack of units
  • Fixed an issue where AI wouldn't always generate a blockade port objective against enemy targets
  • Fixed issue where AI would disband unit during war due to their monthly manpower being reduced when soldiers are killed
  • Countries will now assist other friendly countries with transporting troops on water
  • Fixed an issue where vision blocking from location terrain type was not respected by AI
  • Fixed several issues with AI naval logistic objective, such as trying to collect food from provinces that didn't have any
  • Fixed an issue where AI would sometimes march their armies through enemy territory losing morale and food to reach the war goal instead of sieging towards it
  • Fixed an issue where AI armies would sometimes consider themselves done sieging a location by just thinking about it, rather than actually going and doing it
  • Added event option score for administrative option for Ottomans to make sure they have the Deus Vult CB fabrication available
  • FIxed an issue where AI would sometimes make opposed naval landings into enemy armies without recovering their morale first, causing them to instantly lose the battle
  • Fixed an issue where AI fleets distributing food were too far away from the armies they were supplying
  • Fixed subjects transferring occupation to overlords that cannot take land
  • Fixed an issue where AI would sometimes disband tiny armies even though they contained regular armies
  • Fixed an issue with AI patrol sea objective where navies would switch places with each other for no reason
  • Fixed an issue where AI would sometimes abort transportation of a unit that was heading home after war
  • Fixed an issue where AI would send damaged ships to hunt targets even though they needed to be repaired first
  • AI is now better at disbanding units if they are lacking monthly sailors or manpower
  • Fixed an issue where AI would recruit regiments extremely far away to the unit they were reinforcing
  • AI now has a higher priority to siege the area which contains the war goal province if there is one in the war
  • Fixed an issue where AI wouldn't siege the war goal when it was bordering a strait with a fort on the opposite side which they can not reach due to lacking naval supremacy
  • Fixed AI armies running with no morale and no clear objective
  • Fixed carpet siege armies running marathons around straits
  • AI is now better at recruiting units that match their country bonuses as well as better at recruiting special units that are more powerful than their normal counterparts when they are available
  • Fixed an issue where AI wouldn't always use the parliament to obtain the province claims CB against someone who they were planning to attack and didn't already have a CB
  • Added score to advances for AI which unlocks special units
  • Fixed an issue where AI would sometimes abort their siege when another allied army would stop on the same location even though they didn't really intend to take over that siege
  • Fixed an issue where AI wouldn't help siege areas that an ally was bordering
  • AI now factors in morale and strength damage improvements/reductions and flanking ability when estimating the overall strength of units
  • Fixed an issue where AI would not stop to recover morale when walking long distances to merge units
  • Fixed an issue where AI would not stop and recover morale if needed when moving towards a location where they would embark on a transport

Automation�
  • Activating automation of balance no longer activates auto raising of levies

Other�

  • Fixed 0-morale units re-attacking after retreating
  • Prevented Assimilate Culture cabinet action on low-control areas
  • Removed fully assimilated cultures from Accepted/Tolerated lists
  • Fixed O(n³) freeze when recruiting large unit templates on big countries
  • Reduced close_the_borders AI evaluation cost
  • Reduced cleansing_ritual_purity AI evaluation cost
  • Throttled HandleDestroyUnwantedBuildings and CalcExtraUtilitiesForGoods per country rank (Opt-D)
  • Throttled diplomacy AI daily tick handlers
  • Reduced pilgrimage_action evaluation cost
  • Fixed AI stopping Government Power investment at ~70
  • Set procure_remedies ai_tick = never to skip redundant daily evaluation
  • Estates in building-based countries now build in subject locations as they have no owned locations
  • Added more defines related to AI expansion
  • The ai will no longer get the urbanisation issues in parliament.
  • Fixed army expedition bug: restrict carpet siege objectives to reachable areas
  • Penalize colonial charter utility for disease-endemic locations
  • Added proximity penalty for clan foreign building placement
  • Restricted clan retainer cavalry to settled daimyo
  • Fixed clan spy objective missing third Nanbokucho faction
  • Added Nanbokucho alliance objective for Japanese clans
  • Fixed Japanese clan armies not recruiting during early game
  • Raised fort maintenance when hostile armies mass on the border

Interface�

Map Modes�

  • Max Control map mode correct numbers
  • Tax Base mapmodes use logarithmic scale so they are clearer.
  • Map modes fixes and improvements
  • Net Location Profit Map Mode
  • Proximity below zero shows with striped black to highlight the issue to the player
  • Maritime mapmode uses scale from red to yellow to green instead of various shades of green.
  • Highlight countries when hover diplomacy map mode legend
  • Works of art moving updates map mode
  • Different roads have now different graphics on Proximity Map Mode.
  • Displayed correct estate percentage numbers in population map modes
  • Tactical map now clearly shows River crossing penalties, and its tooltip has a better breakdown of where the penalties come from.
  • Alliances have precedence over royal marriages in the diplomacy map legend

Alerts�

  • Potential Coalition alert won't show countries that can't actually join/create the Coalition, such as subjects
  • Corrected fort limit alert to take into account building upgrades
  • Improved upgrade country alert's tooltip
  • Now shows excommunication target in corresponding alert
  • Added local / naval governor missing goods alert
  • Added alert for non-crown estate members in your cabinet
  • Fixed unraised levies alert falsely triggering for army-based countries
  • No longer show great power threatened alert if past estimated date
  • Doom alert is no longer shown if you have done the reforms, and doom is set to 0.
  • Fixed uneducated children alert not showing noble estate children
  • Added clarification to ask for money alert that the action may not be usable
  • Fixed is over fort limit alert
  • Added high complacency alert
  • Fixed join sect alert always firing
  • Fixed Imperial Ban casus belli type not being shown in unpressed casus belli alert
  • Added an alert when annexation of subject is stalled
  • Added alert for a military objective that needs transport ships
  • Fixed disloyal subject casus belli not showing in unpressed casus belli alert
  • Added Ctrl+click shortcuts on diplomatic alerts to accept or decline incoming proposals directly.
  • Added alerts for HRE Emperor actions being available
  • Improved the wording of the Alerts for stalled Wars and enforceable Wargoals, to better reflect what's happening and why.
  • Updated starvation alerts to display information per market
  • Fixed has_uneducated_child alert to falsely trigger on children of noble estate
  • Formable Country alert shows flag and name
  • Hre actions available alert displays target countries

Panels�
  • Added some more columns to the country overview.
  • Blocked road construction if either opinion is negative and make relevant updates to roadbuilder's map coloring
  • Fixed Western Schism appearing empty
  • When a war leader is not the original war target, the panel now shows an option to unmark it as a co-belligerent (disabled when not possible) and displays an icon on the original target in the list.
  • Fixed complacency piechart in government view
  • Reduced modifiers ledger vbox width to improve readability
  • Tweaked lobby content descriptions to include advances that unlock other things shown that also give other modifiers (advnaces that only unlock other stuff still hidden as they'd just be clutter)
  • Lobby chows culture group content for multiple culture groups correctly
  • Implemented country average enfranchisment UI values and Location average enfranchisment for Location chart
  • Fixed selected country's name not updated in the lobby after forming a new country
  • Corrected info on Take on Loan and debt
  • Loyalty and liberty desire info on subject diplo action
  • All side panels can now be closed using a close button in the top-right corner.
  • Now shows Current Track name
  • Fixed economy sliders mistakenly changing tax rates to the minimum in some cases
  • Updated icons and background on country overview panel
  • Added creation date to unions
  • Added missing icons to hints
  • Fixed empty search result text for unions
  • Fixed empty search result text for unions
  • Blocked toggling unit attachment in army view when siege objective is selected
  • Fixed army lateral view ui actions not refreshing on upgrading an army
  • Added request_divorce action to ruler's list of actions
  • Fixed not all selected warning appearing even if all locations are selected when selecting targets for military objectives
  • Fixed missing Icon for Mercenary Units in Formation
  • Added Building upkeep to the macrobuilder for non-profit buildings
  • Added independence movement support chance to relevant panel
  • ALL requirements from forming a new Country will be shown
  • Added confirmation check to take loan from estates action
  • Updated the Production Methods view so it shows Production efficiency and RGO bonus as well
  • Added Sort by Production Efficiency to the Location Building Panel
  • Great Pestilence death numbers will now properly reflect the amount of deaths from that specific OutbreakCAESAR-60226
  • Improved layout of the formation buttons of the Unit panel
  • Aligned war overview sorting columns
  • Added IO target validity tooltip block for invite to independence movement action's tooltip
  • Fixed lag on generating a CB through a parliament action
  • Added place relative on throne action to union panel
  • Improved message settings window filtering
  • Disabled call parliament button if no parliament system is used
  • Reworked the Goods rows of the Market Panel to include Exported and Imported amounts, so you can see at a glance which Goods are being Traded in a Market.
  • Fixed independence movement targeting country action always disabled in diplomacy macrobuilder
  • Fixed Shinto factions collapsing on daily tick
  • Fixed curia countries not being updated immediately after a peace deal
  • Player no longer needs 10 war score to grant independence to rebelling colony from the main war screen
  • Fixed call to arms action in diplomacy macrobuilder not calling an ally
  • Implemented Political Power and Literacy values and tooltips in Location Demographics
  • Select Estate Privileges Panel now allows to search for modifiers by typing in the searchbar.
  • Exposed available peasants to pop_promote_action, encourage_migration and expel_people columns
  • Added Political Power and Average Literacy to each PopType in the Demography tab of the Location panel.
  • Added confirmation dialog when consolidating armies with regulars
  • Added acceptance reasons to sengoku actions
  • Added ctrl-click option to go to a unit's current military objective so you can edit it
  • Added power balance pie chart and sort to rival/diplomacy selection
  • Added clarification about insufficient gold to personal union's bribe estate action
  • Fixed tatar yoke spendings being in effect after breaking the yoke
  • Fixed IO parliament agendas UI being unsynchronized with backend
  • Fixed IO ruling history not showing country names
  • Fixed extend mercenary button not working in single unit view
  • Fixed Invite to Independence Movement UI action in IO panel not updating
  • Clarified independence movement support being win chance against the overlord
  • Fixed character portraits changing on ruler's death in dynasty view
  • Hid non-present estates from appease estates cabinet action
  • Added icons to many filters across the game
  • Reworked Ecumenical Patriarchates and Autocephalous Patriarchates to present tenets, members, and overview information in a more cohesive and flavorful manner.
  • Improved the Religion panel: the Holy Sites map mode now uses distinct colors for your religion, other religions, or both; the Saints section has been redesigned for clarity; religious actions now display their cost on the button; and religions with only one associated IO are now shown in the top overview instead of a full block.
  • Fixed diplomatic actions visible in foreign country view immediately after annexation
  • Removed destroyed works of art from corresponding lateralview
  • Added Fort Defensiveness and Siege Ability modifiers to the Military Panel
  • Fixed Return Core peace treaties incorrectly showing all possible target countries as selected when only one country was selected for that core location.
  • Added Infiltrate Administration progress to the Diplomatic Relations panel.
  • Fixed Mass Upgrade Roads to check only your roads and display which road will be upgraded.
  • Added support for adding area treaties to the Peace Deal view via Shift-click on the map.
  • Added graphical culture patterns to the Foreign Country panel and the Location panel.
  • Added a ledger page to compare stats of different types of regiments
  • Economy Panel Automation for minting and Estate Satisfaction Target
  • Added a lateral panel for each Societal Value where you can see the Government Reforms that the Value unlocks in all Ages, so you can plan your game around it
  • Ported a number of UI improvements from Glorp UI Mod
  • Government Reforms for Societal Values Side Panel
  • Progressbar with thresholds for Disasters and Situations
  • The subtab of Locations inside the Goods View will now show demands for the Locations as well as tooltips with the detail of the supply and demand
  • Added goods and market filters in the Trading panel
  • Location demographics cultures will now include foreign pops
  • Removed piechart from until-end-of-the-game timed modifiers
  • Fixed generic independence movement actions in macro builder being always unavailable
  • Army and Naval Levies will now have a progress piechart to show the recovery progress of levies
  • Trade order UX improvements: quick-order buttons and priority controls
  • Fixed roadbuiler routing through contiguous enemy's border locations to save on road costs
  • Units in exile will now have a icon on the outliner
  • Fixed peace deal antagonism breaking after selecting treaties that would return no antagonism

Outliner�

  • Panned to province and area on cabinet actions outliner
  • Fixed Voting entry in outliner for Western Schism
  • Fixed cabinet action not taking into account when it cannot push towards the opposite direction
  • The Trade profit in the Market entry now has a tooltip showing your total net income and the average profit per Trade Capacity
  • Added the Target Price to the Good entry of the Outliner
  • Fixed inconsistent location highlights in outliner cabinet actions
  • Added Trade Capacity and Advantage to the Market entries in the Outliner
  • Cancelled all trades now works properly
  • Empty siege entries fix in outliner

Tooltips�

  • Fixed Parliament tooltip wrongly stating that only non-capital Locations get a Location modifier from hosting the Parliament
  • Added effect description when trying to improve opinion with country at max relations and minimal antagonism
  • Subject Type tooltip now clarifies that Food Access is also given by the Overlord to the Subject
  • Fixed duplicate action labels in toggle subsidies tooltip
  • Fixed societal values in triggers reading like "has less than -50 Aristocracy vs Plutocracy"
  • Incoming migration pop tooltip will now show specifically from which Location it's coming
  • Clarified requirements in change Primary Religion action
  • Added Parliament concept tooltip to the Parliament action and clarify some requirements for a Location to be eligible
  • Cultural maintenance tooltip will now show the impact the slider has on the progress of art
  • Added favors limit information in favors tooltip, both when the favors can and cannot longer be increased
  • Estate Power will now have tooltips to show the power from Locations
  • Fixed relation tooltips to include information about the current relation
  • Accepted cultures tooltip never grows too long now
  • Added a breakdown tooltip for Regular vs Levies combat values from battles
  • Dynasty character tooltip pressence on countries
  • Added a tooltip to every economic slider button
  • Made the Levies Raised tooltip in location view using the proper layout.
  • Fixed an issue which prevented rule changes such as changes to the nature of the Electionship in the Swiss Confederation to not show up at all when you want to propose policy changes
  • Income After Taxes tooltip from Estates will now have a detail
  • Added specific culture icon texture for each culture color face in the Culture lateralview tooltips
  • Clarified Food income and Food expense tooltips of the Economy Balance panel
  • Mercenary Cost is now showing the modifier breakdown
  • The always_add_demand flag on some buildings is now always applied in the UI.
  • Added cultural opinion impact on assimilation speed to the related tooltip
  • Proximity tooltip will now have a small Icon showing what kind of proximity is being used
  • Tax base historical graph will now have a tooltip at each point of the graph
  • Fixed empty tooltip when hovering over invalid country targets in sengoku actions
  • Event option that switches you to playing as a new Colonial Subject is not colored in red for super high visibility
  • Pop based countries won't have the option to be selectable after right clicking on them in the map in the lobby, since they cannot be played.
  • Fixed multiple instances of Buildings profit values not being properly calculated and adding up to the correct profitability
  • Declared war panel will always consider Player Country as if it would join any side
  • Fixed a dynamic localization error in the name and description of the Red Turbans' 'Demand Annexation Cost' country interaction modifier.
  • Fixed missing request_divorce concept
  • Fixed scaled gold payment tooltips to show correctly that they're based on 10% of your economic base
  • Fixed an incorrect dynamic localization for the modifier 'Ban Exports of Lumber'.
  • Estate buildings now show their Estate instead of the Age in the Tooltip header
  • Updated the Trade tooltip and added the exact income the owner is getting from each Trade, depending on their Crown Power https://pds-central.atlassian.net/browse/
  • Added tooltips to save game icons
  • Buildings Types from events no longer show the Age 1 icon in the tooltip
  • Tax income tooltip for estates shows more relevant information
  • Removed duplicate AI modifiers from game rules tooltips
  • Fixed minting inefficient tooltip not always showing
  • Fixed Great Power banner in the Known Countries list not showing its tooltip for the player's country
  • The requirement for Local Governors now specifies that the Road connection needs to go through Owned Locations
  • Fixed Trade tooltips only using your Crown Power to display final income, instead of using the Trade Income modifier
  • The male version of the title is no longer always used in description of Take the Throne action, even if the regent is female
  • Pop literacy tooltips will now have a text with the specific tooltip of that Pop
  • The upgrade unit button now lists whish regiments can't upgrade.
  • The concept for Economic Base no longer says it's based on Tax Base.
  • Hovering over the strength number on the combat panel will now show a summary of the unit types of the entire combat side
  • Market Good Demands will now have a tooltip with the weighed distribution of each Country demands for that good
  • Added specific export/import tooltips for the market panel
  • Added how big the Crossing penalty is to the River tooltip
  • Fixed fiefdoms not being displayed as dynasty ruled countries
  • Pop type tooltips in location no longer repeat the location name
  • Pop type tooltips in location show icon for religion to be a bit more visual
  • Improved the layout of the Market Price tooltip, clearly showing Current and Target Price
  • The tooltip for March to the sound of cannons unit ability now explains what it does a bit better
  • Clarified "Investment in Maintenance" in Unit cost tooltip
  • Estate satisfaction change tooltips will now show the change in satisfaction followed by the resulting Estate's satisfaction aftermath
  • Fixed a missing tooltip explaining that a ship is already in a Port when trying to repair it
  • Added tooltips for each point of the graph of Historical Population
  • Fixed price and tax base graph tooltips changing every day when running the game
  • Included Pop promotion specific speeds in the Location Promotion tooltip
  • Tweaked the Market tooltip to show top 5 Goods in Local production/deficit, as well as wheather they are being Exported or Imported
  • Sailors and Manpower from Locations will now be a hoverable value that will show a tooltip for each Location with the corresponding value
  • Antagonism tooltips will now show the specific Location that is the source of antagonism with a further tooltip detailing the factors
  • Combined arms max threshold bonus will now be green, as it is a good thing
  • Resolutions will now show directly the effects without having to hover over the tooltip of the resolution name
  • Paymen to Overlord Modifier will now apply correctly in the tooltip
  • Fixed modifier showing twice on the tooltip for levies raised from pops for each location
  • Returned Core Antagonism Multiplier will now show in green and as a proper discount
  • Mercenaries will not count anymore for Levie unit size calculation
  • Added GetCountryCategorySubunitsTooltip data hook
  • Sorted heir countries by great power score in character tooltip
  • Added missing breakdown costs for certain situations
  • Peace treaties that take entire Countries will now have a simple breakdown explaining where the base value for Antagonism comes from
  • Added info about pop promotion speed to the location promotion tooltip
  • Corrected maintenance percentage on subunits tooltip
  • Price charts will now show the Target Price
  • Cleaned up tooltips for settle the frontier
  • When pops can't assimilate, there will be an icon explaining why they can't assimilate. This can be view from the demography Tab for each pop
  • Reasons to vote for policy show negative reason as well in hre
  • Parliament Agenda on IOs show not fulfilled requirements
  • Upgrade path for buildings hides buildings that are irrelevant to the player
  • Now shows estimated months remaining for Create CB in outliner
  • Fixed annexation time tooltip
  • Added indication to relations as to whether or not they're annulled by peace treaty
  • Now shows all reasons to elect emperor HRE
  • Reason to accept joining IO due to CB
  • Removed broken bribe button on imperial diet tooltip
  • Added support for displaying modifiers with a limit
  • Cultures in location demographics will now have a tooltip that shows the detail of each pop belonging to that culture
  • Added base value tooltip for Surrender and Regrent country interaction
  • When a target is at war and that causes the diplomatic action to not be possible, the tooltip will now indicate so
  • The Crown Power value from pops will now have a breakdown with the detail of how it is calculated per Location
  • Non-playable countries will not be selectable anymore in the Game Lobby
  • Fixed Food production value from Buildings the food production tooltip from Location panel
  • Now shows which country the vassal status is being canceled with in a tooltip
  • Fixed empty country interaction diplo cost adding an unncecessary '&' character
  • Added conditions block to law succession button
  • Improved hegemony tooltip to show when the hegemony is being contested
  • Fixed estate privileges locked behind unavailable advances being shown as societal values change source
  • Improved the details maintenance tooltip for a regiment or ship.
  • When a country is in a coalition, the coalition alert will now properly indicate the target of the Coalition instead of saying it's in a Coalition against itself
  • Breakdown tooltips of Maritime Presence of Foreign Buildings such as Trade Office will know display the correct values
  • Added Burghers Trade Capacity and Trade Exports Info in Market View
  • Clarified minting income tooltip when there is no access to minting goods on the market
  • Clarified tooltips for events that change market goods monthly balance
  • Fixed an issue wherein the Kazenny Cabinet Action (available to Muscovy/Russia) would not display its values and text correctly
  • Improved the tooltip for Estate Buildings and added the maintenance they pay for them
  • Fixed force_court_language action being shown for subjects
  • Added tooltips to insults
  • Updated mounted status in frontend DLC list
  • Trade Order tooltip
  • Estate lose satisfaction decimal to percentage
  • Migration and Expel cabinet action map tooltip display number
  • Build tooltip showed conditions targeting one location
  • Rebels Demography table looked broken
  • Added info to say that max war score vs non war leaders is 99%
  • Rebel Suppression toggle tooltip
  • Top 5 and Top 5 bottom Locations will take into account actual sources of growth such as born, death, migration from outside the Country as well as others
  • Building Maintenance tooltip will now show costs weighted by goods
  • Target price percentage difference will now be shown for compared to the the current price and not the desired base price
  • Added a tooltip breakdown for Location Building Maintenance
  • Goods impact on price will now have the correct tooltip for good impact
  • Fixed attrition and Food Consumption Penalties showing when they shouldn't
  • Now shows wealth impact % in estate tooltip
  • Pop demands from Market will now have a further breakdown with the needs of each pop type for the Market.
  • Supply from Locations will now have a further breakdown with the Buildings or actual sources that produce the good.
  • The trade income/expense tooltip on the Balance panel will now group all the goods together. Furthermore, there is a new section that will show the most profitable Trade Partners.
  • Now shows nearest supply sources in logistics distance tooltip
  • Catholic Church Policy additional properties like in the Council of Trent will now be shown when checking the Policy and selecting for voting
  • Yearly antagonism will now have a tooltip explaining the sources for yearly change
  • Fixed missing revoke conditions in some estate privileges tooltips
  • Fixed individual holy sites names not displayed in religious influence breakdown
  • Added upgrade path chain to unit type lateralview and tooltip
  • Location population changes will now reflect when pops demote in or out from different Buildings and owners
  • Fixed potential vote count of golden bull
  • Added army and navy maintenance impact costs from goods on balance tooltip
  • Added Levy maintenance cost factors in the Subunit tooltip
  • Costs by Unit Type in the Balance panel will now have a tooltip of all the costs of units of that specific type, with a further tooltip with the cost detail
  • Subunits tooltip will now have the cost of the unit with a tooltip that shows how much it costs. The cost breakdown of the subunit will now have further improvements and clarifications
  • Army Maintenance tooltip from the Balance panel will now show directly the army costs by army.
  • Fixed a long standing issue where some internal migration events such as migration due to Colonial Charters or staffing Foreign Buildings were not accounted for in the location's pop changes tooltips
  • Maintenance Efficiency now shown properly in the army/navy maintenance tooltips
  • When a market is out of range, the tooltip will now indicate which is the closest Market we have and inform the player of increased transport costs
  • Stalled constructions will now consider if the specific construction can be built or not instead of showing stalled for everything if only one is or would be stalled
  • Receiving Officials Corrupted in the Relations view will not show undesired actions
  • Tooltips for IO types include joining and leaving criteria
  • Fixed town rights unavailable tooltip
  • Fixed an issue where both tooltips for attrition in the War Panel would show Defender side Attrition
  • Made the "Parliament Duration" and the "Organization Parliament Duration" modifiers to appear in tooltips as percentages instead of raw numbers, as that's their design intent.

Other�

  • Fixed rebel crackdown cabinet action sort-by icons
  • Sorted by market relevance by default on goods markets view
  • Fixed rebel crackdown cabinet action sort-by icons
  • Updated path to display correct icon
  • Fixed cabinet actions called from location/province views missing text in confirmation dialogs
  • Added filter for goods produced by our country
  • Removed the multiplayer icon in the drop down menu in the load saved game
  • Fixed force_click_and_confirm_or_hold popups passing wrong click mode to generic actions
  • Implemented Detach Blockade unit action for navies
  • Limited building Port Authority buildings to coastal locations
  • The modifier for "Ruler Must be Commander During War" has been renamed to "Ruler must be commander of the biggest military force". Its tooltip also shows what penalties you get when the ruler is NOT the leader of the grandest force
  • Added two new prussian unit illustrations and their masks
  • Fixed ruler terms merging during civil war resolution
  • Aligned country ledger columns
  • Increased temporary demands tooltip size
  • Added government reform change cost to the corresponding popup
  • Resized automatically ruling history dates
  • Fixed incorrect cropping of artillery unit illustrations in the army builder and combat tooltips
  • Fixed subject war declaration popup localization
  • Fixed send_secret_royal_inspectors not displaying a map marker
  • Prevented using search map mode while game in pause
  • Fixed style of event description tooltip
  • Updated buttons to left header button in the army view and changed their placement to centered
  • Changed so the illustration is now rounded in the tooltip for advances
  • First Iteration of Music Player current track name
  • Message log to tell you when an enemy army has entered your location
  • Event background illustrations adjusted now with better rendering (Aztec burghers exterior and Iroquois soldiers exterior)
  • Event illustrations adjusted now with better rendering (aztec burghers exterior and Iroquois soldiers exterior)
  • Explorer Sort by icon
  • Select Explorer has sort by Is Explorer
  • Added missing icons to countries sort-by
  • Supported modifier keys in send economic support slider
  • Fixed searchbar in panels refusing search umlauts
  • Fixed colony charter marker overlapping with other markers
  • Allowed moving units to battle map marker
  • Fixed incorrect in-game requirements for some buildings
  • Filtered out non-existing countries from dynasty tooltip
  • Improved the formatting of the Goods tab of the Ledger and added icons to the relevant numbers
  • Added a popup on subject declaring war without their overlord automatically joining
  • Fixed some missing localization for the tooltip of Building levels which depend on your overlord's modifiers or bonuses
  • Added missing entries in diplomacy map mode legend
  • Fixed a small issue where the vote for the HRE election would just show "NAME is not available" instead of the player country name
  • Increased country border thinkness from far away
  • Fixed markets import export view sort-by
  • Fixed Wealth mapmode showing wrong tooltip
  • Blockade borders are no longer hidden by war borders
  • Fixed a mixing tooltip info for the modifier impact from the "Ruler must be Commander of the Biggest Military Force" modifier type
  • When raising Navy mercenaries, the proper Naval Mercenary icon will be localized
  • Fixed succession law tooltip icon
  • Used full army or navy leader name
  • Fixed bug building pest houses in subject countries
  • Fixed tooltip description when adding or removing army or navy leaders
  • Now shows correct value in market stockpile progress bars
  • Fixed siege progress truncated when 100% chance
  • Removed colon and negative date at the end of the outliner IO law debate
  • Unit losses now are green colored if they are from enemy units and don't overlap when spawning. Also reduced hte scale and speed.
  • Fixed estate population tooltip showing incorrect breakdown
  • Made diplomatic pop-ups ESC dismiss-able. Close all diplomatic pop-ups on entering main menu
  • Added a tooltip for the Unified Succession Law in unions which tells you explicitly when your succession law CANNOT be applied to other members. So when you try to keep a union and notice that your junior partners do not have your succession law then this is most likely because your succession law is applicable to them. Most notorious example for that is the Partition Inheritance
  • Added proper concept and icon for Unit Formation Preference
  • Special card of non-existing countries
  • Added missing sort-by number of peasants to building type view
  • Diplomatic offer popups now display the diplomatic capacity cost
  • Added missing market price and price difference sortings
  • Improved the message tooltip of the "Break from Union" diplo action so it no longer mentions that you broke the union of the character you just have installed on your subject's throne
  • Fixed tooltips for buildings that cannot be built in capitals
  • Now shows market construction progress in location view
  • Now shows modifiers from work of arts in the location panel
  • Fixed clergy marriage policies showing raw string instead of localized text
  • Filtered out non-existing countries from dynasty countries list
  • Fixed unpinning of Fort map markers
  • Removed links disclosing enemy unit position in army size tooltip
  • The Migration mapmode now fittingly displays the migration arrows that were previously only present in the Population mapmode
  • Fixed bug where raise all leavies popup is closed under certain conditions
  • Access succession laws and consort panels through country panel
  • Displayed scripted children by order of age
  • Added missing localization for the click to open the Privateers panel from the Automation right panel
  • Displayed number of pops in foreign buildings in estate population tooltip
  • Added a proper reason for the popup when you break free of the tatar yoke
  • Opened battle panel once active unit initiates a battle
  • Only include country name in ledger search results
  • Some fixes in game settings
  • Explained which requirements are met to enable achievements
  • Hre Ui Overview
  • Added breakdown to annexation progress
  • Explained key modifiers in destroy building confirmation
  • Fixed unit icons in map flickering on certain situations
  • Fixed annexation progress bar inconsistencies
  • Clarified outcomes for overlord in independence wars
  • Civil Casualties in war and peace panels
  • Now shows unique policies and laws in the government tab
  • Sorted Possible Rivals by Country Strength
  • Long character titles like "Holy Roman Emperor" can be shorted to just "Emperor" or even "Emp." if the textbox is small
  • Current track name update fix
  • Optimized tooltip for artists in culture view.
  • Card Payments display more payees if necessary
  • Spread old world good fix on Columbian Exchange
  • Added market value pie chart to market summary panel
  • Added 'Produces Good' and 'Uses Good' building filters
  • Fixed Bey Fortress building requirements shown twice
  • Added rebel suppression priority toggle
  • Optimized unit map marker per-frame update cost
  • Pause button now shows when is user pause or system pause (tutorial, events...) and let you pause when system paused to stop the game after closing the event.
  • Sorted alphabetically Trade Goods in Filters side menu
  • Music player song names displayed in two lines
  • Harbor Capacity on Maritime Support Cabinet Action
  • IO payments can be shown in situations
  • Fixed market food capacity displaying 0 at game start
  • Locked achievement tooltip now shows ingame the requirements to unlock the achievement.
  • Content panel removes things that are specifically permitted when the advance that unlocks them is specifically not permitted
  • Fixed Sort by supply from source market not reordering Suggested Trades
  • Now shows the correct value for cabinet modifiers
  • Used crew size instead of strength in ships ledger tab
  • Fixed Upgrade special unit without enough gold
  • Reset unit marker cycle index on fresh selection; prefer head unit
  • Split Hindu god tooltip into active and possible-effects sections
  • Clarified combat_speed tooltip to reflect frontage-based eligibility
  • Added message and pop-up when a country joins a war against the player
  • Updated army size when it is affected by a disease
  • Status Backing shows correctly if it will pass
  • Improved the tooltip for currency percentage triggers
  • Modifiers which have only a tooltip in it will now properly show this tooltip anyway
  • Cabinet actions now create the icon in the location targed instead of the province capital if posible
  • Added stait sea locations to name generations to improve visualization
  • Updated Hint for Control to include Local and Naval Governors.
  • Improved Concept for Complacency and Combined Arms
  • Displayed spouses of dead characters in various panels and tooltips
  • Fixed missing text related to breaking the Rein of Junior Diplomacy relationship
  • Fixed an issue where the message for "Intervene in Union Civil War" wasn't showing any text
  • Limited curvature of map names to improve readability
  • Fixed countries joined to coalition being removed from the corresponding alert
  • Added religion filter to holy sites panel
  • Diplomatic offer popups now display the diplomatic capacity cost
  • Clarified to which sub-unit an upgrade is in the corresponding pop-up
  • Improved the concept for Canonization to include its effects
  • The diplo action "Enforce Religious Unity" now properly shows the amount of Imperial Authority gained from that action
  • Removed regular river splines from Tactical mapmode so you only see the crossings along borders.
  • Content lists will now show culture benefits from their languages
  • Refined the content lists for each country to hide irrelevant content
  • Added Concept for Estate buildings
  • Battle results correctly show returned prisoners
  • Optimized frame rate performance on advance tree screen
  • Missing loc for ESTATES_EFFECT
  • Marriage Union UI out of space
  • Fixed peace treaty confirmation window showing wrong target country
  • Square frame for Gov reform Advances unlocks
  • Exclusive DLC Achievement condition
  • Tribal Matriarchal ignore ruler for heir
  • Demand Unlawful Territory remove unnecessary select window
  • Mercenary owner allow-extend: default true, ownership guard, setup UI
  • Achievement Unavailable tooltip not visible if available
  • Hovering unit military objective button highlights target locations on map
  • Town Rights game concept in locations tab
  • Location balance mapmode will now show the number with the color
  • Now shows Location Wealth instead of Tax Base in the Increase Control Cabinet Action
  • The local demand tooltips for a goods now indicate how many of each poptype are rich enough to demand it.
  • Expanded Coalition concept tooltip with join/leave conditions
  • Character portrait ribbons added a small purple one to identify regents, a small red one to identify generals, a small blue one to identify admirals, a small yellow one to identify cabinet members, big yellow one to identify head of the cabinet, small black one to identify rebel, big black one to identify civil war ruler
  • Fixed inviting country to Ecumenical Patriarchate
  • Added declaring war on a union member checks and confirmation dialog to the intervene in war dialog
  • Added message popup when ruler gains a new trait
  • Added country is able to accept diplomatic action filter
  • Disabled Annex All Locations button when all locations selected
  • Improved DM notifications in multiplayer chat
  • Displayed possible levy unit categories in levy builder panel
  • Now shows proximity source buildings in proximity mapmode
  • Now shows possible levy unit category icons in levy builder panel
  • Now shows opposing voters and their reasoning in IO vote widget
  • Select Country for Diplomatic action Panel now updates colors after selecting a country and show the disable ones down to the list.
  • Added an accessibility option to set all the text in the game to Sans Serif for easier reading
  • Formatted currency to avoid unit template icons overflowing
  • Countries without votes should not show up
  • Made message log entries automatically set click transparency on text without tooltips, allowing bigger interaction area
  • Percentage for province development
  • Develop province not percentage and correct map marker
  • Select Bureaucracy panel closes if we select one through event

3D Art�

Unit Models

  • Added rimlight to units to make them stand out more

Portraits�

  • Added a setting to disable the disfigurement trait in the portraits.
  • Renamed and relocated all german hair assets to avoid reported issue with some players experiencing a "Too long path" error
  • Andrew Murray (Scottish regent) is no longer hardscripted to have a landknecht hat
  • Rulers base their crown and clothing on the country's primary culture instead of their own.
  • Edward III of England starts with a Byzantine forked beard if you have Fate of the Phoenix
  • Late European open jacket is increased in chance so it's 50:50 with the closed jacket
  • Added visual health traits for portrait characters
  • Reworked portrait environments lighting to look more natural.
  • Electors below Duchy country rank still get the elector hat.
  • Added 5 historical Greek characters (Anna of Savoy, John V, Alexios Paokaukos, Gemistos Plethon and El Greco)
  • When DLC was inactive, Byzantine Emperor had no beard

Map�

  • Nudged straits in Kos, Assens and Wolgast to make more visible which sea you have to blockade to block them
  • Nudged namalata city position to prevent it from looking like the indicator is outside
  • Units now are forced to move towards the location they are going to travel to to prevent confusing directions in small locations with big armies
  • Unsubmerged city of alexandria
  • Increased size of roads when you zoom out
  • Modified spawn positions of cities and unit placements to prevent them to be too close to adjacent land locations
  • Changed so front graphics (rain) spawn for every location affected instead of in the center and in the extremes.
  • Fixed issue with buildings in political mode
  • Prevented cities from generating underwater in hight altitude lakes

Other�

  • Modified sea parking spots so ships are discouraged to park on land
  • Made some subunits invisible when they are too many subunits trying to enter a place to prevent them from looking to weird places
  • Tweaked unit movement so they cross to the next location more accurately with the logic.
  • Prevented country borders and map colors to be drawn locations in terra incognita
  • Removed government tipe from the 3d units construction as it was unused
  • Removed degenerated polygons when generating a 3d city that could cause clipping.
  • Enabled roads and rivers visualization independently of the flatmap
  • Unit viewer can now take screenshots
  • Sharpened flatmap colors to reduce patches without colors in small islands
  • Added greek fire galley ships

Modding�

Script�

  • Added the war_goal_province event target link from war to province which scopes to the target of the war. If the war is not about conquering a certain province it will instead return the capital province of the defender
  • Added the known_institution script list. So the effects every_known_institution, random_known_institution and sorted_known_institution as well as the trigger any_known_institution are now added
  • Added the "counts_as_external" trait for subject types which allows you to define the subject type as an external attacker when it goes to war with one of your other subjects and will make the game consider overlord_protects_external. If both subject types are seen as "external" then overlord_protects_other_subjects will be taken into account instead
  • Changed GetExpirationDateInVariableListForTarget to ShowExpirationDateInVariableListForTarget
  • Added the localization command "GetExpirationDateInVariableListForTarget"
  • Added the take_over_wars_when_called trait for IOs which allows you to make leader of the IO to take over the defensive wars instead of just being a co-belligerent
  • Added the on_shattered_country on_action which fires after all the countries are created
  • Disasters and situations can have custom descriptions
  • Additional_war_enthusiasm now also has scope:attacker, scope:defender, scope:target (for character) and scope:target_province for a better calculation of the applied war enthusiasm
  • Formable Countries added potential_requires_own (default yes). Disable if you want to see the formable in the gui without owning any land in the required regions
  • Added 'on_education_start_effect' to child educations
  • Added 'potential' trigger for child educations
  • International_organization_modifier for IOs are now triggered modifiers, which means they can read and interpretate potential_trigger
  • Added the allow_extended_family trait for heir_selections which allows nephews / nieces to be considered too for the heir selection
  • Added ability to add a fallback key to unit categories that is used for naming and icons, because we split army_infantry and army_cavalry into heavy and light but still have the assets named the old way
  • `any_movement_in_culture` scriptlist
  • `any_movement_in_religion` scriptlist
  • Heir selections can now have `all_in_overlord = yes` to add candidates from overlord's court.
  • Diseases can now have a `potential` trigger that is checked before monthly_spawn_chance
  • Location ranks can now set `capital_country_modifier` for modifiers that affect the country only when in a capital.
  • Added 'location_potential' trigger to raw goods which records error log when it is not setup in an allowed location
  • Can now define a religion definition to use omens with 'has_omens = yes'
  • Can gender god definitions with `is_female = yes`
  • Added scriptlists for bureaucracies (any_current_bureaucracy, random_current_bureaucracy etc)
  • You can now use suppress_no_pops_error_log = yes in a culture definition to stop it reporting errors if there are no pops
  • Can define a building as setup_only for each location rank so they aren't buildable ingame but also don't complain in the error log
  • Added the allow_white_peace, required_peace_treaties, required_attack_peace_treaties and required_defender_peace_treaties for casus belli
  • Added error logging for misspelt languages in character_names_dynamic_l_english.yml

Triggers�

  • Added triggers for used_fort_limit
  • Added triggers for regular_navy_size
  • Added the war_goal_type trigger for wars which check what type of war goal (such as "superiority", "take_country" etc) is used
  • Added topography_count/topography_percent/vegetation_count/vegetation_percent/climate_count/climate_percent country triggers
  • Added owns_or_non_sovereign_subject_owns_province
  • Added a owns_or_has_subject_in = <geography> triggers
  • Added has_origin_in_new_world & has_origin_in_old_world triggers for goods scope.
  • Added has_new_world_goods_in_market & has_old_world_goods_in_market triggers for market scope.
  • Added the is_in_scripted_geography trigger
  • Renamed can_marry to is_eligible_for_marriage to have it more consistent naming
  • Added the can_marry and can_marry_character triggers which are more lenient than is_eligible_for_royal_marriage and are more used for non-ruler/heir marriages
  • Added the monthly_population_change trigger
  • Added the religion_group_population_in_country and language_population_in_country triggers
  • Added `bureaucracy_type_disliked_by_estate` trigger
  • Added `bureaucracy_type_liked_by_estate` trigger
  • Added `bureaucracy_disliked_by_estate` trigger
  • Added `bureaucracy_liked_by_estate` trigger
  • Added `bureaucracy_type_liked_by_estate` trigger
  • Added `bureaucracy_type_disliked_by_estate` trigger
  • Added an estate scope trigger to check monthly_satisfaction_change
  • Added various bureaucracy related triggers
  • Added a `bureaucracy_liked_by_estate_type` trigger
  • Added a `bureaucracy_disliked_by_estate_type` trigger
  • Added `num_bureaucracies` trigger to check how many Bureaucracy objects are active in a country
  • Can now check if a religion uses omens with 'has_omens = yes'
  • Can check if a goddess is female with `is_god_female = yes`
  • The war_length and the war_length_in_years trigger now return 0 if the war is invalid
  • Added num_country_that_can_be_called_offensively trigger
  • Added the "valid_gender_for_heir_selection" character trigger
  • Added the "original_tag" trigger which checks what the country was at the start of the campaign (note: might be inconsistent with already existent save files)

Modifiers�

  • Added a local_merchant_capacity_modifier modifier to location scope.
  • Each poptype now have unique modifiers impacting how much they grow both on country and location scopes.
  • Added `allow_bureaucracy` modifier that controls if a country gets bureaucracies
  • Added `cabinet_trait_impact_modifier` for increasing or decreasing the effects of the Cabinet Trait
  • Added 'global_migration_attraction' modifier to affect how attractive all locations owned by a country are for migration
  • Added `bureaucracy_slots` country modifier
  • Omen_time_modifier can increase the length of Omens
  • Added heretic and heathen pop conversion speed modifier types

Effects�

  • Added ability to override topography effects for weather systems in start_weather_system
  • Added the marry_character_ignore_blocks effect which allows you to have characters marry another character which the game should not allow (such as blocks from estates). The normal marry_character effect will no longer have an effect if the marriage should not be allowed
  • Added a change_score effect.
  • Fixed an issue with create_relation and remove_relation which would these effects never register the recipient country

Other�

  • Added shader_id to the mapmodes to be able to recognize the mapmode from the shader
  • Script errors will only logged in debug mode. (Using debug_mode command or command line argument)
  • Now shows platypus when debug mode is active.
  • Goods can now specified with origin_in_new_world & origin_in_old_world
  • Added xx_new_world_goods & xx_old_world_goods scripted lists
  • Added the max_manpower and max_sailors country modifiers
  • Added a num_buildings_owned_by_estate trigger for estate scope.
  • Added a scriptlist for building_owned_by_estate from estate scope.
  • Estate buildings can now be toggled to be 'spawn_on_setup' or not, default is on.
  • Scripted relations can now have select_triggers to add parameters to them
  • Added a policy_possible_for_country trigger for policy scope
  • Replaced has_<type>_traits scripted triggers with custom tags on traits
  • Traits now support custom tags
  • Added trait scriptlist for characters
  • Added a new locator class PORT, and auto generated file.
  • Character dynasty head score is exposed in debug tooltip for characters
  • Added the InstantImplementation console command so you do not have to wait ingame years to test stuff out
  • Ecs_illustration_image entries can now have their UVs manually offset with uv_offset = { 0 0 }

Translation�

Turkish�

  • Fixed missing text in Turkish Europedia Unit Types page

Russian�

  • Fixed russian customloc checking for cultures incorrectly, nanai ( language ), solon ( removed ), arvanite ( removed ).

English�

  • Fixed various spelling errors in the dynamic character names localization

Multiplayer�

  • Fixed the game speed changing to 4 everytime someone hotjoins
  • Fixed crash while resyncing due to another player desynching at the same time
  • Added most common causes for different checksums
  • Fixed desynch caused by missing database dependency
  • Fixed desynch caused by initializing trust without the default value
  • Fixed CTD caused by a received command trying to be constructed and reading a DB not instantiated
  • Fixed desynch caused by wrong persistence of character's health traits
  • Delayed recalculation data after the host starts the game. This way we avoid recalculating for every client joining, and everyone will do it just before going ingame.
  • Fixed desynch caused by modifiers being computed on demand during AI tick tasks"
  • Fixed desynch caused by wrong default value checking in border variable from diplomacy
  • Fixed desynch caused by modifiers being computed on demand during AI tick tasks
  • When clients are joining a multiplayer lobby, if there was no change of game state, avoid creating a save file for every client

Miscellaneous�

Europedia�

  • Fixed government reforms entries missing most of the information
  • Fixed search for location ranks category

Settings�

  • Added default keybinding for Raw Materials map mode
  • Fixed different bindings profiles being loaded instead of last saved ones
  • Fixed middle and right mouse buttons being not rebind-able
  • Added FSR upscaling

Game Rules�

  • Fixed country ledger still being opened by default with hide country and goods rule

Other�

  • Improved performance for International Organization leadership in case of indecisive elections
  • Improved performance for AI evaluating Carpet Siege objective
  • Improved performance for calculating Special Statuses in International Organizations AI
  • Improved performance for processing heirs in monthly tick
  • Improved performance for processing pop growth in monthly tick
  • Improved performance for processing active situations on the daily tick
  • Optimized AI code related to building RGOs.
  • Optimized code related to AI swapping production methods.
  • Improved performance related to update dynasties on monthly tick
  • Improved performance when displaying the threat level map mode
  • Prevented siege icon for appearing twice
  • Optimized AI calculations for trades
  • Reduced VRAM usage from the borders
  • Optimized the path calculation the AI attaches several units to another one

Bugfixes�

  • Made units move not instantly with the new speeds
  • Prevented map tooltip from blinking rapidly under certain conditions
  • Handled scenarios where Price returns empty costs
  • Fixed color format for hostile diplomatic annexation cost
  • If location is getting progress on institution, then indeed the institution can spread
  • Fixed objective tooltip without scrollbar
  • Fixed upgrade ship tooltip cost
  • Read siege icon if there are ships docked on location
  • Ai should no longer stall secessionist wars if they already have 100% Warscore
  • Annexing a revolter by a 3rd party correctly ends the revolt war without leaving allies of the revolter to fight it
  • Enforced peace can no longer be done by a junior partner against a senior partner
  • Secessionists with no land are correctly turned into land based countries and won't be deleted as soon as they disband their levies.
  • Secessionist countries with no land will no longer stop existing after the war if they can secure land in a peace deal.
  • Fixed toltip out of bounds
  • AI will no longer spam the player with IO invitations.
  • Revolters will not steal levies from pops outside their territory anymore.
  • Warscore cost and antagonism is now properly updated when cede treaties are selected that remove released locations.
  • Release area as nation peace treaty is no longer selectable if all released locations are already ceded in other treaties
  • Fixed crash related to starting exploration from a location with no construction slot
  • Added missing Break guarantee vassal independence localization
  • Is_border is now calculated correctly for coastal locations as well.
  • Opinion is now correctly applied as a factor when AI chooses which side of the Religious War to join
  • Fixed a bug that gave characters admiral traits in a non-naval battle.
  • Disabling market automation now correctly sets the automation value at 0 instead of maximum trade capacity
  • Overlords can no longer ask for food access from their subjects if the subject relation already gives food access
  • Military objectives will not change the allowed attachment value of armies set by a player
  • Agitate for Liberty is properly removed when the agitated country becomes a subject of the agitator
  • Transferring Appanages in a war converts them into normal vassals if the country is not eligible to have Appanages
  • Fixed International Organization Law Tooltip going out of screen
  • Fixed unlocalized Province CB's Alerts
  • Subjects of countries who are subjects themselves are now correctly removed from wars if their overlord peaces out.
  • Trade ships flags using the wrong country under certain conditions
  • Enforced peace on Union Members now works in other wars than Civil Wars
  • Subjects now correctly declare independence wars when the support is above 25%
  • Disloyal subjects no longer go independent when joining revolt wars. Grant Independence treaty is now available during revolt wars if disloyal subjects joined them
  • Power projections bonuses for price of declaring war are no longer double counted across all targets. Only the main target of the attacker is taken into account
  • Castilian end of civil war events no longer fires twice
  • Allied countries no longer perceive Independence treaties as giving them land and the war leader doesn't get favors with them in that situation
  • Isolate from allies no longer removes only 1 favor
  • Countries who become subjects no longer leave wars if their new overlord is on the same side in the war.
  • Countries starting with levies no longer disband them immediately after the game start
  • Music Player First track name fix
  • Prevented unit movement arrows from only showing the path to the next location instead of showing the full path if the unit moved and it was not selected
  • Fixed so we check the overlord chain when considering if a country is friendly for military access. Fixes issue with not being able to walk inside scutaged subjects of allies.
  • The Papal Conclave penalty modifier is now getting removed properly when the regency of the Papal States ends
  • Fixed an issue where Rise of the Ottomans situation would sometimes be canceled when a small country requested parliament taxes, causing them to be the highest ranking country even if they had too few locations
  • Updated the wording of favors gained from land in the peace view.
  • Claim Throne CB is no longer given against countries that stop existing after a civil war
  • Fixed countries getting the claim throne CB repeatedly
  • Removed an obsolete (per 1000 men) text for maintenance.
  • Colonized becomes integrated if kept.
  • Prevented to renanaming of non selected location by mistake
  • Fixed an issue in which some achievements were being marked as not possible just because we did not save the initial conditions to achieve it.
  • The pop_type_population_in_country and pop_type_percentage_in_country now correctly point to a POP in the text instead of a RELIGION
  • The event "The Term has Expired" will no longer happen to members of unions
  • Fixed countries losing cores when dominant culture matches their primary/accepted culture
  • Fixed corridor not recognized for road-to-capital connection check
  • Fixed Recruit to Army Join to Unit objective leaking to unintended armies
  • Modifying coat of arms scripts now hot-reloads in-game
  • Mass Upgrade button now works for upgradeable buildings at max level
  • Daimyo AI no longer deletes all armies in peacetime; prisoners block building raids
  • Clergy rebellion map label now matches panel name
  • Becoming a subject no longer white peaces all other wars
  • Battle prediction widget now correctly shows terrain/river crossing bonus for defender
  • Enforced Peace on an unrelated war no longer shows "We lost" or names the wrong country
  • Dutch Parliament no longer locked out after culture unification
  • Unit templates now work in subject lands
  • Hegemon Ultimatum CB no longer shown in fabrication list
  • Unified Culture Group no longer locks out constituent-culture advances
  • Fixed proximity display showing uncapped source value when local_proximity_source exceeds 100
  • General traits with army modifiers now shown in battle overview
  • Estate buildings now appear in macrobuilder when owned by player
  • No longer show pilgrimage price before holy site is selected
  • Fixed rally point list opening slowly for large countries
  • IO law tooltip now shows predicted vote outcome before proposing
  • Fixed save/reload AI peace acceptance exploit
  • Hanseatic League peace deal subjugation now respects size limit for all war participants
  • Anti-piracy CB no longer requires spy network to fabricate
  • Forming Spain as Portugal no longer shows Aragon quarter in flag
  • Fixed AI bribing against its own IO policy proposal
  • Fixed confucian event cascading blocked_from_being_ruler through all ruler's sons
  • Fixed Subject Territory Connectivity tooltip debug error
  • Characters no longer inherit heathen names from grandparents
  • Mercenary owner can now prevent customer from extending contract
  • Demand Unlawful Territory country list now filters and sorts by available provinces
  • Loyal Subject separate peace tooltip now correctly states subject loyalty
  • Fixed Raise All Levies dialog when switching Army/Navy tabs
  • Army/navy/fort maintenance tooltip no longer kills FPS for large nations
  • Great Lakes now count as lakes for irrigation and freeze correctly
  • Sent Gift no longer requires gold for full gift to unlock action
  • Precious metal export ban no longer blocks domestic inter-market transfers
  • Fixed countries starting at formable tier 1 instead of tier 0
  • Auto-removed extinct cultures from Accepted/Tolerated lists
  • Fixed the first option of the "Plausible Deniability" event, it will now only appear if there is a Country to target
  • Fixed the Topography of Guahan Atoll
  • Fixed issue that made Game rules preset settings not applied on save
  • Fixed mercenaries being counted as Army Levies in army size tooltip
  • Fixed wealth share tooltip showing 0 at 0% control
  • Fixed crash when clicking Ok in the confirmation popup for a parliament agenda after the parliament session has ended
  • Fixed memory leaks related to religion alerts and UI
  • Optimized culture add/remove pop status updates to improve performance
  • Cached naval range bases to avoid recomputing per-area in start_exploration
  • Reduced make_unit_available_for_hire AI evaluation cost
  • Reclassify cross-culture migration merges as assimilation
  • Fixed naval levies never raising and showing wrong power
  • Fixed Recruit to Army causing other armies to get Join to Unit objective
  • Fixed Matrilineal Non-Exclusive succession line ordering
  • Fixed road clipping thought terrain in some mountains
  • Fixed Christian nations in Anatolia/Caucasus starting with Slave Markets
  • English Crown Princes no longer called Viscounts.
  • Blocked the "Crown the Regent" event from disturbing the Fraticide Succession chain of events
  • Fixed tutorial conditions for opening specific views flickering when hovering over views.
  • Replaced daily all-country pulse scan with per-day buckets
  • Fixed excessive food expenses for provinces with full stockpile
  • Fixed Balance tab automation adjusting expense sliders every day
  • Fixed FPS drop when hovering over population in top bar
  • Fixed embassy building tooltip not mentioning maximum Country Rank
  • Promoted pops now target matching culture/religion destination
  • Fixed AI never proposing union_establish_seniority_policy in non-adjacent unions
  • Fixed vassals not providing naval range to overlord
  • Fixed several markets having the same center location could result in random crash during monthly tick
  • Appoint_as_heir now properly designates the chosen character as heir
  • Fixed a bug where assimilation bonuses for Pops of Cultures that speak the same Language as the Market Language of the Location was not being applied correctly
  • Religion in country triggers now use adjective for religion instead of noun
  • Optimise location marker per-frame costs
  • Fixed border distance cache 10ms spike during prepare_for_war
  • Enabled rivers on Raw Materials, Development, Food, and Control mapmodes
  • Fixed union policy voting blocked by regency
  • Fixed child character becoming union leader during regency
  • Fixed Personal Union member integration level going negative
  • Fixed Swiss Confederation Direct Vote causing permanent Power Struggle
  • Fixed lag when switching treaty tabs in Sue for Peace panel
  • Fixed Advances panel FPS drop on open
  • Fixed population tooltip causing FPS drop on hover
  • Cached building maintenance tooltip string to fix FPS drop on hover
  • Fixed works of art location modifier not shown in tooltip
  • Removed antagonism rebate from coalition "release area" peace treaty
  • Fixed buildings menu filter lag with location control slider
  • Fixed individual location demands bypassing fort occupation check
  • Only war leaders can force peace (stability hit + auto-accept)
  • Fixed scrolling building locations causing framerate drops
  • Fixed market panel freeze on first open with large trade volume
  • Cached RGO output value on CGoodsSourceItem to fix scroll framerate drop
  • Fixed pops list frame rate drop when scrolling
  • Fixed severe stall when hovering pop expenses tooltip for large countries
  • Created market panel: move city/ownable checks to visible to cut list size
  • Eliminate double UpdateCultureStatusForPops in remove_accepted_culture action
  • Fixed indefinite freeze when recruiting large army templates
  • Fixed marry_noble select_trigger visible condition ordering
  • Fixed O(N×P) path validation spike for units with many attachments
  • Clamped monthly_manpower/monthly_sailors script values to zero minimum
  • Tier 1 countries can no longer form other Tier 1 countries
  • War_on_same_religion_no_cb_cost_modifier now correctly reduces declare war costs
  • Antagonism map mode no longer uses coalition color for very high antagonism
  • Fixed Expansionist Zealotry clergy privilege giving -10% war score vs other religion instead of +10%
  • Fixed province integration ETA tooltip showing incorrect date
  • Non-province CBs now correctly localize in the Unpressed CB alert
  • Compromise with Huguenots action now requires Catholic religion
  • Canonize action now correctly grants Prestige, Legitimacy and Clergy satisfaction
  • Locations with 0% control now correctly credit uncontrolled income to estates
  • Added missing localization for Embassy building allow condition
  • Fixed Liberate Country blocked for countries that ceased to exist
  • Fixed unit_owner_not_equal has no localization
  • Reduced Frustrate Annexation cabinet action hostile annexation cost modifier
  • Fixed release_non_cores effect having no localization
  • Fixed add_religious_focus_progress tooltip showing 100x inflated value
  • Fixed Local Governor buildable in Extraterritorial capitals
  • Fixed historical subject release forcing overlord government type
  • Fixed propose_ruler AI performance spikes
  • Fixed tribesmen local_monthly_control pop_percentage_impact scale
  • Fixed horde civil war transferring occupied locations to third-party countries
  • Fixed Nobles and Soldiers not buying Firearms
  • Fixed propose_ruler AI spiking to 20ms due to recipient-dependent sort
  • Fixed spurious marriage union and empty $WHY$ on Union Independence war declaration
  • Fixed capital not restored after rebel occupation and annexation
  • Fixed river bonuses being applied multiple times by splitting into 5 size-based modifiers
  • Skipped UpdateInheritance when creating non-dynasty characters
  • Fixed mercenary maintenance efficiency formula and broken UI modifier
  • Fixed free annexation exploit via subject location transfer
  • Fixed maintenance efficiency breakdown tooltip extending over entire sub-unit cost breakdown
  • Fixed AI revolt war defender not using AnnexRevolter despite 99%+ warscore
  • Fixed Seize Land promoting to province cede when Return Core covers sibling locations
  • Fixed crash in building screen when clicking on map to start a construction
  • Fixed parliament CB persisting after province is conquered
  • Prevented State Bank from being enforceable via peace treaty
  • Fixed High Kingship of Ireland not disbanding when only one member remains
  • AI will no longer try to declare bankruptcy again while bankrupt
  • Fixed colonial migration distance showing x0.05 for colonies near Great Lakes
  • Fixed colonial subject trade bonuses routing to defunct overlord after annexation
  • Fixed IO law vote showing "Start Law Debate" in outliner
  • Fixed election not firing in senior-partnerless unions with elective succession
  • Fixed occupation incorrectly transferring to non-adjacent colonial subjects
  • Fixed lutheranism_events.12 picking ruler as target and wrong religion adjective
  • Fixed Bribe Voter allowing bribes in IOs the actor isn't a member of
  • Fixed "no current effect" tooltip in Hire Courtier when Court Eunuchs Bureaucracy is active
  • Blocked building destruction in locations targeted by imminent revolts
  • Fixed share_maps interaction not working with distant allies
  • Improved z-fighting against my long lasting enemy: floating point precision error
  • Reduced starting trade income from price arbitrage
  • Fixed succession crisis recruiting family members from foreign courts into rebellion
  • Fixed cabinet societal value monthly change differing after save/load
  • Fixed return cores to non-participant subject generating 0 antagonism
  • Fixed Independence CB not enabling Declare War button in diplomatic relation window
  • Fixed Purchase Military Access erroneously spending 5 favors
  • Fixed army movement loop after disbanding targeted levies ()
  • Cancelled Annul Treaties when event/peace-treaty effects create a blocked relation
  • Fixed raid ability tooltip showing all allow conditions on cooldown
  • Fixed demand_unlawful_territory cooldown, self-target, and modifier-renewal exploits
  • Fixed "is already married" shown twice in Arrange a Royal Marriage tooltip
  • Fixed Bey Fortress building requirements shown twice in action tooltip
  • Fixed construction queue goods demand exploit
  • Fixed war score showing 0 in January in the wars ledger
  • Removed O(all buildings) monthly scan in ProcessRemoveTriggers
  • Fixed Matrilineal Non-Exclusive succession scoring and ordering
  • Destroy foreign buildings on conquest instead of polling in ProcessRemoveTriggers
  • Allowed assimilation of pops already converted to a culture-locked religion
  • Parliament value doesn't flip constantly
  • Armies no longer bleed morale when stranded by winter impassable terrain
  • Fixed union member leaving union when unrelated scripted diplomatic action is executed
  • Capped dynasty name location fallback at region level
  • Laws tab search and filter options now update immediately when game is paused
  • Fixed newly created fiefdoms converting to vassals on monthly tick
  • Fixed hired noble characters not counting as alive in their dynasty
  • Small performance increase in market code
  • Optimized the AI usage of Violate Soverignty
  • Optimzied the Hire Advisor action
  • Made the AI only evaluate markets it has merchants in when attempting trades.
  • Fixed an issue with levies from revolters stealing pops.
  • Fixed river estuary overriding port proximity cost
  • Unit weight concept tooltip will now be properly localized for unit types
  • Added has_doom = yes trigger to all events that use add_doom
  • Fixed conquistador no longer asking overlord to settle after conquering more than 8 locations
  • Fixed possible_promotion_percentage factor exceeding 1 when pop types have more pops than their cap
  • Fixed RGO output modifiers not applying to food production
  • Fixed RGO output modifiers not applying to food production
  • Fixed on_great_battle_lost scope confusion and swapped kill/loss variables
  • Fixed Matrilineal Non-Exclusive succession law incorrectly scoring candidates
  • Removed water being bleeded the terrain colors
  • Fixed Disease Outbreak siege tooltip incorrectly showing garrison loss
  • Prevented Support New Farms and Expel People from targeting the same province
  • Fixed duplicated area mapmode names
  • Fixed backslash in players icon texture path in multiplayer frontend
  • Fixed country_has_special_status using root instead of scope:actor in HRE interaction
  • Fixed mercenary maintenance being reduced by army/navy maintenance efficiency
  • Fixed tooltip going out of bounds
  • Handled Policy tooltip cases where the International Organization context doesn't exist
  • Fixed location topography not showing in the combat strength damage tooltip
  • Improved location of map markers in places with islands
  • A third council vote will now properly happen when the Western Schism situation ends up with a council score of 1-1
  • Fixed how we display Pops cap modifiers that scale with location population in the location demography tab
  • Armor-equipped clergy did not feature a gorget.
  • Fixed combat marker shown when it is not clickable
  • Fixed crash sorting on rivals page
  • Gallowglass levy size increased from infantry to noble cavalry rate
  • Fixed government reform change not costing stability
  • River Flowing Through absent from Development tooltip
  • Fixed stale unconditional surrender date surviving save-load in active war
  • Raid holdings actions now allow mixed armies with auxiliary units
  • Fixed instant 100% war score in independence wars vs building-type subjects
  • Fixed 30+ second UI lockup when opening recruit panel for large empires
  • Fixed food stockpile stuck at 75% in every province
  • Fixed population tooltip FPS regression from
  • Maintenance tooltip no longer stutters every second for large nations
  • Fixed Monthly Assimilation/Conversion panels showing per-pop rate instead of total
  • Fixed succession line showing sibling scores as heir scores
  • Dominion rank check moved from visible to creation_visible
  • Auto-removed accepted/tolerated cultures when their pops disappear
  • Fixed unlocalised war_goal_take_province
  • Revolt war leaders can now request peace even with the blocked_from_peace modifier as otherwise the war would never end
  • Fixed incorrect wording in peace windows informing which country has won if the player wasn't part of the war
  • Emperor accepting a call to arms through the HRE will automatically call their allies too
  • Fixed Curia Actions remaining blocked after Western Schism ends
  • Fixed fort defense miscalculation after save/reload
  • Fixed random child name generator repeating the same name every other press
  • Fixed Kurultai location_potential tooltip incorrectly claiming owner's culture group
  • Fixed Great Power Status Threatened tooltip showing date 200+ years in the past
  • Added Health Trait and Cabinet Trait types to Trait game concept tooltip
  • Fixed Take the Vows not changing character to clergy estate
  • Updated fix summary with correct root cause
  • Fixed template recruitment freeze with many units
  • Reduced population tooltip rebuild cost for large countries
  • Rebellions no longer destroy noble buildings (local_governor)
  • Cached army/navy maintenance tooltip strings to fix FPS drop
  • Fixed Abbess Elective succession getting stuck in regency
  • Cleared third-party occupation when annexing a subject not at war with that occupier
  • Blocked colonial nations from selecting gold export ban law
  • Colonies should no longer declare independence if they are vastly outnumbered by their overlord
  • The "Invite German Settlers" event now accurately targets devastated locations as the origin of migration and informs the correct owner
  • Added missing localization for merged_culture_group_contains_culture trigger
  • Fixed dock building not buildable from map when dry_dock advance is available
  • Right-clicking port location now disembarks embarked army
  • Fixed enforce religion / change subject court language popup disappearing immediately
  • Fixed Western Schism showing negative days being debated
  • Fixed crash when hovering 'Children Can Have Better Education' alert with large dynasties
  • Added default-on filter to hide estate-only buildings in production view
  • Fixed frame drop when hovering country icons in dynasties ledger
  • Fixed "Deserters" event tooltip showing incomprehensible negative strength loss
  • Fixed Offer Loan popup not raising to front of other windows
  • Estates now receive gold when a bank takes over their loan
  • Fixed civil war end messages showing wrong faction names
  • Fixed rivals UI allowing unrival without hold-to-confirm on right-click
  • Now shows debt amount in Pay off Debt subject action tooltip
  • Fixed unable to form Éire as sole High Kingship member
  • Fixed any_pop_can_be_slave not blocking slave liberation
  • Fixed Restorer of the Disinherited reform dropping after Balliol wins civil war
  • Fixed typo in mercenary regiment reinforce tooltip
  • Fixed trade detail panel showing stale/incorrect values
  • Fixed co-belligerent selection being disabled or unremovable in declare war screen
  • Map click building disabled for rural-only buildings (part 2)
  • All explorers have same trait after loading save
  • Spread AI economy monthly tick work across daily tick to reduce monthly frame spike
  • Fixed framerate cap being overwritten when vsync relation deactivates
  • Fixed Revolutionary Civil War rebel showing random procedural flag
  • Fixed road between Lisboa and Setubal crossing Tagus estuary
  • Fixed CTD opening Europedia after switching countries
  • Fixed RGO mapmode not updating when raw material changes
  • Fixed sandstorm causing FPS drop (~10fps on Vulkan at 4K)
  • Fixed FPS remaining lowered after toggling flatmap off and on
  • Fixed Mikael Agricola spawning with Finnish name "Mikko"
  • Fixed System of Councils reform unusable by Spain-forming countries
  • Fixed Tribe of Hurga missing burghers and laborers at game start
  • Fixed flavor_cas.44 not checking if capital is in Valladolid
  • Fixed Frankokratia advance conditions tooltip not scrolling
  • Fixed Theological Seminaries modifier showing 0.00% monthly literacy
  • Fixed new war starting with -100 war score due to stale unconditional surrender date
  • Fixed ally peace expectations using participation instead of GreatPowerScore
  • Fixed any_spy_network_built_in_us returning no results
  • Fixed invisible CBs appearing in player CB and declare war panels
  • Fixed market creation cost not displayed in Location panel
  • Fixed major government reform swap blocked in add mode
  • Fixed Hernán Cortés DHE being nearly impossible to trigger
  • Fixed Reformed Crusader Knights unrecruitable via Clergy Privilege path
  • Fixed flavor_oma.2 option B having no upside
  • Fixed Seazone panel sort buttons not persisting after close
  • Fixed flavor_oma.4 missing historical_option
  • Fixed Encourage Urbanization not showing pops to upgrade
  • Fixed Cabinet tab displaying incorrect modified stats
  • Fixed Sort by Willingness button disappearing in Ask for Money dialog
  • Fixed Ask for Money dialog showing stale gold amount after monthly tick
  • Fixed building income sort including non-owned locations
  • Clarified Bank of Saint George advance unlock requirement
  • Fixed Nanbokucho clans showing support for both courts
  • Fixed parliament issue modifiers missing display names
  • Fixed demography pop icons not using correct culture_gfx
  • Fixed Purchase Military Access button doing nothing
  • Fixed Horde historical subjects displayed as Tribes
  • Fixed Foster New Culture re-usable after save/load
  • Fixed Unify Culture Group losing influence/tradition and cultural views
  • Fixed SC member opinion of leader inverting policy vote preference
  • Fixed High Kingship electing a king within the first year
  • Fixed Threaten War ignoring subject borders for location eligibility
  • Fixed unique CBs incorrectly appearing for overlords targeting own subjects
  • Fixed duplicate diplomat tooltip on Subject interactions
  • Release dominions when England is conquered
  • Fixed duplicate cost condition in religious action tooltips
  • Fixed control group disappearing when merging armies
  • Fixed return core + cede province antagonism double-counting
  • River tooltip shows wrong modifiers
  • Fixed land recruitment method applying to navy recruitment
  • Fixed mass build button greyed out for slow-build buildings (Medical School)
  • Sent Secret Royal Inspectors panel shows tax base column
  • RGO macro builder control filter excludes 100% control locations
  • Fixed Great Yuan civil war blocking Red Turban Rebellions
  • Fixed form-country tooltip showing no reason when only territory is missing
  • Fixed Shinto Honor tooltip not listing possible effects
  • Blocked auxiliary units from using raid holdings actions
  • Fixed coalition not triggering when declaring war on tributary
  • Fixed KOJ formable tier to match its rank_kingdom status
  • Fixed Demand Annexation interaction display issues
  • Rein in Area now integrates locations with existing Areal Reign modifier
  • Warring State reform now correctly blocks subject creation
  • Fixed cannot accept peace offer from disloyal vassal
  • Coalition war Liberate Area no longer suggests interior areas
  • Fixed Scottish Clans Noble privilege reassigning Gaelic pops to Tribes estate
  • Fixed instant 100% war score when independence war declared against Hansa
  • Fixed trade automation skipping markets with stable merchant capacity
  • Fixed Teutonic Order custom subjects always becoming Bishoprics
  • Fixed Demand Unlawful Territory being usable against non-HRE countries for non-HRE beneficiaries
  • Fixed vassal offer showing no reason when recipient is a coalition target
  • Fixed missing building name in construction error messages
  • Fixed cabinet action icons clipped by card border
  • Fixed trait tooltip showing doubled AI behavior effects in Country Selection
  • Fixed current ruler sorting below previous ruler in Ruling History
  • Fixed war declaration stability penalty mislabeling war target as co-belligerent and missing allied defenders
  • Preserved dead characters from minor dynasties while they have living children
  • Rebellion: vassal reclaims rebel lands instead of overlord
  • Fixed hymnal title numeration starting at 0 and counting all work types
  • Severe refactoring of pop demands of goods to improve daily tick speed.
  • Fixed modifier tooltip for wrong scope and change how modifier is calced so the tooltip is clear
  • Kritai Katholikoi now correctly increases Estate Power from Cabinet Position
  • Created new descriptions for the "Treaty of Tordesillas" event that take into account the possibility of the Pope being one of the signatories
  • Map click building disabled for upgradeable rural buildings
  • Fixed the description of the "Treaty of Tordesillas" situation, so it displays correctly even when one of the signatories gets annexed
  • Colonial flags now regenerate when overlord's flag changes or subject type changes
  • Mercenaries now use their own graphical culture, not their employer's
  • War of the Roses disaster now fires reliably
  • Act of Supremacy now notifies Personal Union partners of ruler's spouse change
  • AI vassals no longer return occupation explicitly given by overlord
  • Council of Trent now gives correct Protestant view outcomes
  • Societal values production modifiers no longer stack on repeated events
  • Custom-named characters no longer receive incorrect regnal numbers
  • Assimilate Area cabinet automation now targets primary culture
  • Generic units now upgrade to same-age special units
  • Trade Company satellite buildings now buildable after HQ creation
  • Fixed the event "The Act of Supremacy" so it correctly removes the "Placitum Regium" modifier when converting to Anglicanism
  • Blocked fleet move orders to sea while Return Home at War is active
  • Fixed "Is [culture]" display and swapped loc labels for Dominion primary culture change
  • Building limit filter no longer blocks map recruitment clicks
  • RGO Builder now allows overlords to build in Colonial Nations
  • Fixed Lordship of Ireland Absentee/Loyalist status oscillation under Regency
  • Peace treaty return core no longer allowed on annexed province
  • War Exhaustion bar in War Overview now fills to WE cap
  • Fixed AI not ignoring countries they can't win wars against when selecting potential expansion targets
  • Fixed AI evaluating policies incorrectly and using the parliament to change policies too often
  • Reverted navigable lakes, Great Lakes now use inland_sea
  • Estate privileges no longer lost when burgher pops temporarily disappear
  • Colonial charter event now shows custom country name after rename
  • Fixed game_concept_overseas_desc to include sub-continent adjacency condition
  • Fixed core loss message incorrectly claiming primary culture is untolerated
  • Fixed Cost of Court breakdown not showing Privilege/Policy sources
  • Prevented Sanjiao Zealots civil war from blocking Red Turban Rebellions for CHI
  • Fixed crash happening when the player clicks on a map action with a confirmation popup and then hovers too many locations while the popup is opened
  • Fixed Monarchy countries becoming Steppe Hordes after Horde Civil War
  • Fixed Encourage Urbanization always showing 0 missing employees
  • Fixed duplicate/erroneous tooltip on Support New Farms cabinet action
  • Fixed ally over-rewarded for receiving any land regardless of contribution
  • Fixed crash related to disasters calculation
  • Fixed wrong-dynasty candidates in Matrilineal Non-Exclusive succession
  • Fixed an ERROR in the Bishopric Elective and Grandmaster Elective tooltips.
  • Fixed fort limit incorrectly computing as 0 after save/reload due to cross-country modifier contamination
  • Fixed a bug where if low enough defensive, you'd gain soldiers by assaulting the fort.
  • Percy family now starts a civil war in flavor_eng.95.
  • Fixed crash related to the flag of formable countries
  • Precious metal export ban still blocked domestic burgher trades and import UI
  • Fixed raid holdings tooltip showing wrong requirements on cooldown
  • Cached dynasty ruler history string in CDynastyItem to fix Ledger frame drop
  • Fixed newborn popup Randomize repeating grandparent name every other press
  • Fixed surrender message showing winner name instead of loser
  • Fixed matrilineal_non_exclusive dynasty filter using wrong scope
  • Fixed food market prices not reflecting net supply/demand
  • Fixed unique CBs still appearing for overlords via subject/IO loops
  • Loyal subjects no longer show Alarmed disposition toward overlord
  • Fixed Representation in Parliament policy reverting after being granted
  • Fixed crash when using console command change_government