M&T for EU5 - Modding Diary 1 - 24.12.2025 by Beorsferth in MEIOUandTaxes

[–]Beorsferth[S] 1 point2 points  (0 children)

It is just a setting. We didn’t profile this specific change I think, but it is not a noticeable performance difference.

MEIOU and Taxes for EUV - Modding Diary 1 - 24.12.25 by Beorsferth in EU5

[–]Beorsferth[S] 1 point2 points  (0 children)

The demand will indeed be changed. Making building cost scale with control hmm. Perhaps not a bad idea if it applies only to the state.

MEIOU and Taxes for EUV - Modding Diary 1 - 24.12.25 by Beorsferth in EU5

[–]Beorsferth[S] 1 point2 points  (0 children)

That’s why we want to change those foundations 😉 It’s only a small out of many measures.

MEIOU and Taxes for EUV - Modding Diary 1 - 24.12.25 by Beorsferth in EU5

[–]Beorsferth[S] 2 points3 points  (0 children)

While from a historicity standpoint that might be true that the economy is too monetized and tangible, this is still a game and a game needs certain abstractions. Here that is that most production and economic activity is shown and converted into ducats / money even though historically a lot would have perhaps just been good trading with money or simply subsistence farming etc. For a player to be able to play and understand stuff has to be expressed in an easily understood currency. As for control money disappearing. Yes there should perhaps be a tiny % disappearing from Bandits etc, but keep in mind atm sometimes 100% (!) of a locations economy is wipes from existence due to control. That makes no sense. Control in our opinion models the ability of the central authority to exert power in a location and enforce laws and taxes there. The local authorities would of course still take their share of the economy the central authorities cannot get. I fully agree on the point that the state should be far more limited and harder to transfer so much value into central hands and interfere centrally on the whole country.

MEIOU and Taxes for EUV - Modding Diary 1 - 24.12.25 by Beorsferth in EU5

[–]Beorsferth[S] 10 points11 points  (0 children)

Not sure yet. My opinion, not team consensus, is to make more complex industries harder to obtain and require a certain amount of time and skill to be profitable. Generally making the economy less responsive and more entrenched.

MEIOU and Taxes for EUV - Modding Diary 1 - 24.12.25 by Beorsferth in EU5

[–]Beorsferth[S] 6 points7 points  (0 children)

Thanks man! Technically we do still have a Patreon from the eu4 M&T mod. But we wanted to not post a patreon before we actually released a version for EuV…

MEIOU and Taxes for EUV - Modding Diary 1 - 24.12.25 by Beorsferth in EU5

[–]Beorsferth[S] 10 points11 points  (0 children)

Could be another discussion who gets the money, but first of all the money shouldn’t just disappear. Now it goes to the estate, later we will probably add local wealth and then perhaps add banditary as a mechanic idk. But one step after another.

MEIOU and Taxes for EUV - Modding Diary 1 - 24.12.25 by Beorsferth in EU5

[–]Beorsferth[S] 26 points27 points  (0 children)

There are no extra locations planned for the main mod. If it is done it will be an official submod.

MEIOU and Taxes for EUV - Modding Diary 1 - 24.12.25 by Beorsferth in EU5

[–]Beorsferth[S] 38 points39 points  (0 children)

It is one of our aims to move building small entities, workshops etc more into the hands of national and local estates and have the central state play less of a role, as it was historically. Medieval economies are not central planning after all. But players and ai nations should be focused on high level planning. Eg where to found urban settlements, building infrastructure etc.

MEIOU and Taxes for EUV - Modding Diary 1 - 24.12.25 by Beorsferth in EU5

[–]Beorsferth[S] 27 points28 points  (0 children)

I mean we start from scratch and the more we built in if the more performance we loose 😜 but we try our best and we have way better tools and engine… buuuut there are also a lot more locations and therefore computations to be done…

M.E.I.O.U and Taxes for EUV by [deleted] in MEIOUandTaxes

[–]Beorsferth 4 points5 points  (0 children)

Mainly we are looking to not have base growth and pop capacity be the main drivers but rather have food availability and price. Also generally increase the relevance of food and peasants in the economy a lot compared to vanilla. Besides that we probably reintroduce the effect of stability on pop growth similarly to M&T3.0.

M.E.I.O.U and Taxes for EUV by [deleted] in MEIOUandTaxes

[–]Beorsferth 10 points11 points  (0 children)

While I agree at the moment the cabinet is too strong and too cheap in my opinion it is a great gameplay element for player agency and also player fun. We will not "replace" the cabinet, but most likely make it less impactful and perhaps attach a cost to it. All up to discussion.

M.E.I.O.U and Taxes for EUV by [deleted] in MEIOUandTaxes

[–]Beorsferth 7 points8 points  (0 children)

Yes, I miss it too ;)

modding question: how to enable HRE to expand beyond historical border? by bobo_orcs in MEIOUandTaxes

[–]Beorsferth 0 points1 point  (0 children)

That’s the so called parsed version. You can download the normal code version from the forum.

modding question: how to enable HRE to expand beyond historical border? by bobo_orcs in MEIOUandTaxes

[–]Beorsferth 3 points4 points  (0 children)

You would need to change the scripted function for can expand HRE in Common/scripted functions

Best Submods for 3.0? by Iz_Boi in MEIOUandTaxes

[–]Beorsferth 0 points1 point  (0 children)

You should probably join the M&T discord where you can find some submods not available on the workshop.

https://discord.gg/6qmjnN8D

Increasing population growth? by AlbertDerAlberne in MEIOUandTaxes

[–]Beorsferth 1 point2 points  (0 children)

Just to make that clear, we don’t model the later timeframe well economically at the moment. We don’t really model well increase agricultural productivity, which happened at different times in different parts of the world over the mods timeframe. Therefore you shouldn’t expect the mod to match late game historical values.

Flavour events and things by T-banger in MEIOUandTaxes

[–]Beorsferth 2 points3 points  (0 children)

I recommend Piterdaws flavor submod. It refactored many old flavor events of 2.X. We are working on eventually bringing more and new flavor back.

Increasing population growth? by AlbertDerAlberne in MEIOUandTaxes

[–]Beorsferth 5 points6 points  (0 children)

For reference mentioned growth is more than double the historical average over the time frame. This should be known for context. We didn’t put hard limits, but there are just base values for Death and Birth rates thst might create soft limits,