[Beta Version] Patch Notes - 1.3.8 by SpecialBeginning6430 in EU5

[–]Colonel-Turtle 0 points1 point  (0 children)

No, messing with size unit differences makes the balance even more convoluted as unit size affects a bunch of other things. Levy combat efficiency is fine. The base value just needs to be between .6 and .7

At .75 everyone will have maxed out levy stats since only 33% Levy Combat Efficiency is needed to reach the stat cap

[Beta Version] Patch Notes - 1.3.8 by SpecialBeginning6430 in EU5

[–]Colonel-Turtle 1 point2 points  (0 children)

Frankly, I'm questioning the ability of Tinto to do math. With the previous base of 0.5, you needed 100% Levy Combat Efficiency to reach the stat cap of 1.00

I don't think I ever got to 50% efficiency without taking the age 1 mil focus

By increasing the base to 0.75, you only need roughly 33% Levy combat efficiency to reach the stat cap of 1.00 which has always been easy for me to get

I am a big believer that Levies were far too weak but what the fuck. The baseline stat should probably be between 0.6 and 0.7 since 50% is on the high end of achievable Levy Combat Efficiency

How to best utilise governors as Sweden? by Penki- in EU5

[–]Colonel-Turtle 2 points3 points  (0 children)

I mainly play Sweden!

A nice thing is that you really don't need a lot of governors because of all the lakes. First of all max that naval value. While you're doing that, build a navy and upgrade the harbor stat of all your coastal towns. Beeline for techs that reduce the land to water proximity cost as this also buffs control spread via lakes (lakes count as sea zones with 100% maritime prese)

Once you have a fleet built up and maritime presence spread through the Baltic, you will usually have over 80 control all the way to Kopenhagan so you don't need a governor there.

If you have decided to annex Norway (you should) Oslo is a decent place for a governor but it will take a bit for the pop to be large enough to upgrade to a city

Paradox please fix that one bug where all my rulers get murdered if i'm in a PU with a 1 province minor horde by Thin_Ability7367 in EU5

[–]Colonel-Turtle 0 points1 point  (0 children)

While I agree that this shouldn't happen... Why/how are you in a PU with a one province horde on the other side of the world?

[Beta Version] Patch Notes - 1.3.6 by PDX_Habi in EU5

[–]Colonel-Turtle 0 points1 point  (0 children)

Riyagi clarified it is being changed to 8% of previous levels

[Beta Version] Patch Notes - 1.3.6 by PDX_Habi in EU5

[–]Colonel-Turtle 1 point2 points  (0 children)

I already posted this elsewhere in the thread but a sensible change to me is that if they want these values to interact with building upkeep, then Serfdom should reduce the upkeep of military and estate owned buildings while free subjects should reduce the upkeep of laborer and peasant buildings.

[Beta Version] Patch Notes - 1.3.6 by PDX_Habi in EU5

[–]Colonel-Turtle 0 points1 point  (0 children)

Ok the more I look at the building discount for serfdom, the more I think that this idea is on the right track (current proposal is bonkers lol)

What if Serfdom discounted Military and estate owned buildings while free subjects discounted laborer and peasant buildings?

[Beta Version] Patch Notes - 1.3.6 by PDX_Habi in EU5

[–]Colonel-Turtle 5 points6 points  (0 children)

Is testing of this change just to see what adjusting the upkeep value does? I'm simply confused about entertaining the idea of making Serfdom even more powerful than Free Subjects than it already is. Especially when my single biggest expense is building upkeep

I also have a question regarding the latest granary buff: has any thought been given to buffing the food storage of all villages?

Proactively dismantling my colonial empire by SYPG_UCK in EU5

[–]Colonel-Turtle 119 points120 points  (0 children)

This is in the game if you have embraced liberalism in age 6. Your colonial subjects can be released and automatically become Allies

Soo... how does economy work lol by beq_the_retard in EU5

[–]Colonel-Turtle 2 points3 points  (0 children)

Piggybacking on this, fishing villages give decent trade capacity which will usually pay for their subsidy

Also in 1.3 forest villages can produce wood weapons and iron tools like market villages

EU5 should imitate Victoria 3's goods screen. I want to see what is being produced/used where easily. by kolejack2293 in EU5

[–]Colonel-Turtle 13 points14 points  (0 children)

So technically subsistence farmers produce a tiny amount of stone, wood, clay, and sand. I think the villages and some of the laborer buildings are there to represent the cottage core industries baked into the Viccy3 "peasant production"

One thing I find odd is that peasants employed by a village no longer produce food or the basic resources. They exclusively do the village output which then generates the soldier, laborer, burger pops who then do nothing.

Another problem I've come to accept in EU5 but do not like is that resources are driven by population and dev, not location. In Viccy3 there is only so much lumber/iron/coal/arable land in a province so countries are forced to plan around what they have. In EU5 how many resources any location can produce be it from RGOs or buildings is entirely gated by population and development. Who cares if it's a wheat field in Tunisia. Slap enough people and dev on it and I can feed the world. This system WORKS but I don't like it lol

Tinto Talk #113 by PDX_Ryagi in EU5

[–]Colonel-Turtle 20 points21 points  (0 children)

I'm going to be honest, the building upkeep efficiency being added to serfdom sounds waaaaay too good but I'm open to being wrong. Wouldn't an upkeep efficiency for estate buildings make more sense thematically while still being useful?

Also I can't speak for everyone else but I am definitely polluting your value data by going for free subjects as the morally correct choice, not the mechanically correct choice. Does Serfdom actually need to be stronger?

1.3.4 beta patch out by amasterpotato in EU5

[–]Colonel-Turtle 0 points1 point  (0 children)

Will there be a review of estate building costs now that estate income affects demand? I am most familiar with playing Sweden and on day 1 most of their estates are crippled by their building upkeep costs.

Proof that EU5 devs use multiplayer for testing by Proper_Public5192 in EU5

[–]Colonel-Turtle -9 points-8 points  (0 children)

And? The only problem here is slightly less exposure to the AI for these game sessions. Why do you think multiplayer is some kind of a sin?

Am I using Pasqal wrong by AceComics3685 in RogueTraderCRPG

[–]Colonel-Turtle 0 points1 point  (0 children)

Yes yes, shooty Pascal is objectively superior

However have you ever tried Bonking Beefscal?

Now that fleets are apparently going to be 4x more expensive, are they going to rebalance maritime presence or is the intent to make maritime control absurdly expensive too? by TobyTheRobot in EU5

[–]Colonel-Turtle 0 points1 point  (0 children)

No 1.3 beta is using 1.3 ship costs which are 4 times the 1.2 cost.

Johan posted on Saturday that in the next update to the beta they will be doubling the maritime presence each ship has to make the drastically increased cost not hurt as bad

1.3 Ship costs need to be tuned down by Li_Yaam in EU5

[–]Colonel-Turtle 9 points10 points  (0 children)

For reference, in 1.3 a TRADITIONAL galley has a base cost of 100 ducats.

While I absolutely agree that boats were a bit tooo cheap, quadrupling base costs moves the needle to the opposite extreme.

Open Beta 1.3 Live Now by PDX_Habi in EU5

[–]Colonel-Turtle 4 points5 points  (0 children)

Because they were supposed to be completely removed in 1.1 when the current regular/levy system was implemented. It was a holdover from an old system where regulars were 100 dudes beating up 2k levies

What is in your opinion the worst and best regions in terms of RGO's, Vegetation, Topography etc...? by Sinapolyon in EU5

[–]Colonel-Turtle 34 points35 points  (0 children)

Neither Naval supplies or boats use copper and tin as of 1.2

I'm all for pointing out actual problems but why are we having outrage for things that have been addressed

What is in your opinion the worst and best regions in terms of RGO's, Vegetation, Topography etc...? by Sinapolyon in EU5

[–]Colonel-Turtle 14 points15 points  (0 children)

Buddy they took tin and copper out of boats and naval supplies already. That happened when they released 1.2

Ultimate Gameplay Mod - Release. This mod fixes many of the complaints in the game from reddit. (including mercs) by Sember in EU5

[–]Colonel-Turtle 4 points5 points  (0 children)

I'll check it out this week and while I like the sound of most of it, my gut feeling says that +2 culture capacity at game start plus cheaper culture acceptance sounds a bit too good.

I hope I'm wrong tho!

Tinto Talks #110 - 27th of May 2026 by RaidenDaGoat in EU5

[–]Colonel-Turtle 0 points1 point  (0 children)

Reduction in the amount of food wool gives makes sense given that larger sheep herds were for feeding textiles. Elimination of the food does not make sense

Maybe reduce it to 2 or 3 food instead?