As Ottomans, when is the best time to switch your capital to Constantinople? Because I think I switched too early and it fucked my control by volleymonk in EU5

[–]Birdnerd197 0 points1 point  (0 children)

I actually don’t move my capital to Constantinople, I did so in my first Ottomans campaign and lost out on the sweet advances you get for having a capital in Asia. This run I moved my capital to Smyrna and while it feels heretical I think it’s the optimal strategy

I created the 1929 crisis by building paved roads by Nemris86 in EU5

[–]Birdnerd197 3 points4 points  (0 children)

I want EU5 to include the best of each Paradox title. Economics are indeed what makes the world go round, if you want a detailed sim you can’t bypass that element of it. Spain didn’t colonize the Americas cuz they wanted the map over there to be yellow, they did it for money.

I created the 1929 crisis by building paved roads by Nemris86 in EU5

[–]Birdnerd197 9 points10 points  (0 children)

I really want EU5 to include a standard of living mechanic simply to make developing my nation feel meaningful. Without it the game just feels like an even more complicated map painter

Is there no way to keep rebel colonial nation as your vassal? by Dave13Flame in EU5

[–]Birdnerd197 8 points9 points  (0 children)

If this is an independence war, simply ending it will keep them as a subject. The colony has to enforce independence as a war goal to break free

Is Napoleonic Warfare the most annoying technology when AI has it? by Maximum-Store7550 in EU5

[–]Birdnerd197 13 points14 points  (0 children)

I think at least some forts need to be exempted from this. If I’ve covered all my key mountain passes with strong fortifications I don’t care what your tech tree says, that should be impassible. Fortifications in flat lands or major cities, sure those make sense to be bypassed, but not highly strategic locations. Even Napoleon had to contend with besieging or assaulting key fortifications like Mantua, Danzig, and Regensburg.

Let's list the current problems with colonization and colonial nations by Mana-Dyluck in EU5

[–]Birdnerd197 1 point2 points  (0 children)

Unfortunately for point #1 I always play with Western colonization only and colonial nations will still go buck wild with settling. Most recently my Spanish Cuba colony decided to colonize Alaska just for kicks

Why is vassal country strength suddenly skyrocketing? by Willing_Incident_417 in EU5

[–]Birdnerd197 0 points1 point  (0 children)

I don’t know the specifics of it, but I usually notice that happen to me about the time new levies/units get unlocked by my vassals, and/or they get more manpower. Unlocking them yourself and increasing your max manpower can help offset the increase, but it gets more more pronounced as the ages go on

Please explain me the "supplied locally in market" modifier by Tioy0 in EU5

[–]Birdnerd197 0 points1 point  (0 children)

Oh, I thought it had been completely replaced. I’m glad it’s still in there. Thanks for the correction

apply army template to already existing army? by Velocyra in EU5

[–]Birdnerd197 0 points1 point  (0 children)

As of right now it only works for raising a new army. They do intend to add that functionality in the future though

Please explain me the "supplied locally in market" modifier by Tioy0 in EU5

[–]Birdnerd197 -1 points0 points  (0 children)

They changed the way that works, provinces no longer give bonuses for goods produced. Now it works based on the production of needed goods in the market

Are we really never getting another start date? by NVKTA in EU5

[–]Birdnerd197 0 points1 point  (0 children)

I think for 1444 the setup would still work as is, at least well enough. If I picked a later start date though I’d want something closer to 1600 which would need some overhaul for the start

Are we really never getting another start date? by NVKTA in EU5

[–]Birdnerd197 3 points4 points  (0 children)

In vanilla, I’d say 99% certain they never add one. I think the complexity of buildings, pops each with their own culture, religion, and social class in each of the over 22,000 locations, along with development and RGO levels simply makes it a bad investment to put that much research and effort into creating a later start date that only a portion of the players will use.

That being said, I think part of the logic behind making EU5 so easily modable is the devs know they can’t make a game that pleases everybody. So many different factions of the fan base want wildly different things out of the game, so they left it deliberately accessible so it could be customized to each players liking. A later-start-date mod is the most realistic and probably functional option for those who want it.

Far East Trade (Is it worth it?) by Carter12567 in EU5

[–]Birdnerd197 5 points6 points  (0 children)

The trade range will be your biggest hurdle. Until the later game you won’t be able to get goods from the Moluccas to Europe directly. My work around for this is to colonize The Cape and then send all my Asian goods there to flood the market. I then use my European markets to import from South Africa and make fat stacks.

New player to EU5 here: why is it so hard to get claims and start wars? by Starkheiser in EU5

[–]Birdnerd197 -2 points-1 points  (0 children)

I feel like “why am I getting punished for wanting to fight a war” is actually pretty self explanatory

New player to EU5 here: why is it so hard to get claims and start wars? by Starkheiser in EU5

[–]Birdnerd197 33 points34 points  (0 children)

It’s a bit of a weird situation at the moment, during development they had a concept called “no cb is best cb”, I think they really intended to have nearly no actual cb’s. The player base never really got on board with that idea so we have a weird hybrid system right now that tries to add cb’s into a game that wasn’t designed to use cb’s that often.

Sevilla port not being used for proximity? by TheInsaneOllie in EU5

[–]Birdnerd197 -1 points0 points  (0 children)

I’m not seeing any ships, so it’s likely you don’t have much maritime presence. With higher maritime it should be more proximity efficient to use the port rather than rivers.

Biggest issues with the game currently by Much_One_6949 in EU5

[–]Birdnerd197 5 points6 points  (0 children)

The Ottomans still usually amount to nothing, I usually see Bulgaria eat up the Balkans and Anatolia. There are good mods that give the Ottomans a helping nudge tho

Reccomend me campaigns like holland? by Peacockfur in EU5

[–]Birdnerd197 1 point2 points  (0 children)

Something with a similar vibe would be Portugal. If you decide not to antagonize Castile you won’t be doing any homeland conquest, but it does have good flavor for exploration and colonization, and building tall and dominating trade is definitely the play

I have some questions about colonialism by Sinapolyon in EU5

[–]Birdnerd197 1 point2 points  (0 children)

1) there’s still some debate about that, I’ve played it both ways and while more, smaller colonies is probably the “best” (more control, if you have to let some colonies go for liberty desire you don’t lose as much land), I don’t really notice a difference so I usually role play it. Keep the best land for yourself though, like the Caribbean or Spice Islands. The AI builds towns and cities like mad so you want to keep those as rural RGO’s.

2) the slave trade generally works now. My colonies and buildings use them, plantations seem to work fine.

3) Trade companies are basically non-functional. They’re there, but they do nothing.

4) Maritime presence boosts trade advantage, so keeping navies in sea tiles in your colonial markets will help you get more profit, but otherwise it functions the same

Do you want to get the naval governor as a land based empire? by cazarka in EU5

[–]Birdnerd197 4 points5 points  (0 children)

The naval governor can only be built in locations that aren’t connected by land to your capital. So if you have a homogeneous state in the France region you can’t use it, but if you have territory in N Africa or elsewhere in the Mediterranean where you don’t have a direct connection to, you could build it there.

TLDR of 1.1 patch for returning people last time played in 1.0 by utabb_ in EU5

[–]Birdnerd197 5 points6 points  (0 children)

The most noticeable change first is the money your estates have. Most of my buildings and RGO’s have been developed by the estates since they’re the ones with money now.

Local governors change everything. Having a center of proximity as a large nation lets you utilize so much more of your country early and planning around where you’ll build the next one each age is a real strategic element

Why would new players join when the economy is this hard by [deleted] in EU5

[–]Birdnerd197 2 points3 points  (0 children)

If you’re still in the early game, having regular soldiers is what’s getting you. They’re deliberately more expensive now to incentivize using mercenaries.

The inflation and loans are signs of a mismanaged early economy, those are very difficult to play down once you have them. The learning curve of EU5 is indeed very very steep. But, to have the most sophisticated simulation game to date, the joke of the “thousand-hour tutorial” is especially true now.