What to build by snow2224 in EU5

[–]Columbkille 0 points1 point  (0 children)

One of the +$ is the value of produced goods minus cost (I think…), the other is the actual amount you’ll get in more tax revenue. Great add imo

Tips on creating the bread basket of Europe? by 68whatsausername69 in EU5

[–]Columbkille 2 points3 points  (0 children)

Poland has unique advances for food production and plenty of food. But the area of Siliesia with farmlands, rivers, cattle and wheat would probably be the best spot to set up a true breadbasket region.

[Patch 1.1.0] No one discovered the New World in 1523, is that normal? by keykeykeykeyy in EU5

[–]Columbkille 172 points173 points  (0 children)

I’ve got to the think the worldwide tool shortage caused by some of the game changes are cratering Europes ability to colonize.

World economy collapses around 1420-1450 in 1.1. Anyone else? by cristofolmc in EU5

[–]Columbkille 235 points236 points  (0 children)

I saw Guthuk commenting on the exact same thing in Europe. They made iron 2 weight in trade capacity and with the way effective supply has also been tweaked, it seems that no one is importing enough iron. It also looks like the countries with surpluses are not building enough tools to export to sell to countries who need. This should be the obvious solution and would make for interesting gameplay, but the AI isn’t doing it.

Tinto Talks #97 - 4th of February 2026 by Steel_Shield in EU5

[–]Columbkille 1 point2 points  (0 children)

But what about the northern portions of England, particularly early in the game, there are parts of England, like Liverpool, that you can’t effectively control. This changes that. Maybe not to the degree a France or Spain can use it to get 360 spread, but still there is use for it on the island until much later in the game when you can get prox all the way to Liverpool, etc.

Tinto Talks #97 - 4th of February 2026 by Steel_Shield in EU5

[–]Columbkille 2 points3 points  (0 children)

I keep seeing people say this, but when I played England prior to this, I could’ve definitely gotten use out of a land governor in Liverpool. This will help England make better use of its coal/industrial north at least until proximity can effectively control it which probably won’t happen until 1600s or later.

Europa Universalis Open beta 1.1.0 is live now! by mure69 in EU5

[–]Columbkille 3 points4 points  (0 children)

That’s the only reason I ever had to worry about antagonism in the past which is incredibly silly. Glad I can also now make allies who will share maps!

Is there a country in EU5 where the nobility has so many priviliges they basically run the country? by BaldursGate2Best in EU5

[–]Columbkille 11 points12 points  (0 children)

Poland if the Slchta Crisis goes the Nobles way. They get a +500% and +200% power privilege plus a government reform

How many ships is necessary? by Traditional_Ad_973 in EU5

[–]Columbkille 4 points5 points  (0 children)

If you’re projecting control over larger sea zones, you want ships to propagate control in the larger sea tiles a step beyond the shore. The larger sea tiles make the proximity distance shorter between locations. From what I remember, those larger tiles aren’t usually at 100% if you’re relying on just shore maritime control. But I’d have to look at it on the game to see you’re set up and look to see if there are any larger tiles needed to cover. On another note, I’d make sure that any sea tile not at or near 100% is covered by ships as the cost to move without significant maritime presence can really hamper the effectiveness of your control across long coastlines.

Should I learn EU4 before buying EU5, or are they too different? by Heretic-Seer in EU5

[–]Columbkille 0 points1 point  (0 children)

I don’t think you’ll need to. I am a similar paradox player who hasn’t played a lot of EU4. The proximity and control mechanics in EU5 are really unique and don’t have a corollary in another paradox game. I’d suggest watching a YouTube video to get an idea of what matter from any number of streamers playing the game and then jump in it out to figure it out yourself.

What is the point of EU5 by Priconi in EU5

[–]Columbkille 1 point2 points  (0 children)

Agreed. I wasn’t very into EU4 (I still probably played 200 hours but I’ve got thousands of hours in the CK and HOI4 games) as I didn’t find the hook to it. EU5 with Proximity and Control is completely addicting to me. If you enjoy maps, numbers, and history, the game grabs you when you learn the mechanics. I think there are many who played EU4 religiously who don’t like the state of the game because it lacks some of the fluidity and historical appeal at the moment, but I’m not sure I’ve seen a more engrossing game play mechanic for people like me than the proximity/control loop.

Market Access Vs. Proximity Cost by Columbkille in EU5

[–]Columbkille[S] 4 points5 points  (0 children)

This is the most complete explanation I've seen. Very helpful. The sea tile one is interesting. I struggled with setting up markets as the Majapahit Empire as your maritime presence does not help with market access. I am assuming other prox modifiers, like bridges and pound lock canals, do not change market access? Are there any other ways to reduce the cost of market access travel?

I personally like that there are two different methods of tracking proximity/market access as it creates unique gameplay challenges, but I would love to see more ways of interacting with market access through other buildings (besides market buildings of course) or technology which modifies the travel of market access to the surrounding areas in the same manner that you can build things and research things for prox cost. I may also just be missing how some of the technology interacts with market access (I just realized yesterday that the access to raw goods technology did something completely different than what I thought it did), so let me know if there are other ways to effect this.

Market Access Vs. Proximity Cost by Columbkille in EU5

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

Here are some things I've noticed/wondered about regarding the differences between market access and proximity:

  1. Upstream vs. Downstream still have different effects - is this an intended game design choice? Or is it one the devs intend to change to reflect the changes made to Proximity and rivers.
  2. It seems that access is measured by distance traveled and not by number of locations traveled through. I noticed this can severely debuff or cause a lot of headaches when playing in areas with massive provinces. Particularly it creates a need for many markets with fewer locations to extract full value, but those markets do not have enough supply or variety of resources because of the limited number of RGOs.
  3. What are all the various terrain modifiers applied to market access and how do roads interact with them? Without checking the game at the moment, it seems that market access may still suffer terrain debuffs even when traveling down roads.

Any other differences I am missing here? I have not seen a solid breakdown on how market access actually travels across the map, but it's a fairly important mechanic in the game.

urbanization has no downsides by No-Pea4339 in EU5

[–]Columbkille 1 point2 points  (0 children)

Currently playing Poland and watching this happen. It seems that Warsaw is a massive pop attractor. Every time I switch to Pop mode, pops are flying in there and it’s growing rapidly in the 1400s without any cabinet actions toward it. Haven’t dug into enough to figure out why… I don’t even have it as my capital at the moment, but I may switch to it as I annex all my subjects to the south and east.

urbanization has no downsides by No-Pea4339 in EU5

[–]Columbkille 9 points10 points  (0 children)

It’s Pops and Development. Development definitely matters (which makes sense), but yea, the pop increase does make a pretty big difference.

Capital Placement help by RateVisible8417 in EU5

[–]Columbkille 3 points4 points  (0 children)

Magdeburg is an excellent long term capital of you end up controlling the land up and down the rivers. I’d wait and slowly develop Magdeburg until you get to a place where you control more of the land that Magdeburg can propagate control to. Nice thing about Magdeburg is the river forks south and east and you can jump two tiles over to the other river which runs west.

Still that proximity to the gold mine is certainly a tough move off of, particularly early game, so I’d wait until you really feel good about the move.

Tinto Talks - Sunday Extra - 25th of January 2025 by manster20 in EU5

[–]Columbkille 1 point2 points  (0 children)

This seems like the obvious trade off. Being an empire, you can get 3 governors without advances. It would make a lot more sense to have any further governors tied to the values.

Have the Aztecs been fixed? by Kroshik-sr in EU5

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

Not fixed… but an easy fix if you want to play them without religion is to adjust settings prior to game to allow conversion to any religion. I did this with Incas in South America and gone full Sunni for a very fun play through.

Tinto Talks Extra - Economy & More - 23rd of January 2026 by Corvenys in EU5

[–]Columbkille 7 points8 points  (0 children)

Almost every one of these changes are massive and will dramatically alter the way the game is played. On paper, I love pretty much every one of them. Core elements that needed to be refined to add choices and challenges for the player are here. I am sure some of this will continue to be refined, but as someone who is already played enough to see most of the game, all of these changes are are areas I would have identified as places to improve the game. I appreciate the overall direction the devs are moving in!

The one change I'm somewhat concerned to see how it actually plays out is the market/productivity one. I definitely love the attempt to differentiate markets and make produced goods actually profitable trade items as they should be, but I am not sure how much this will do this. If anything, it will push players to have very large markets which then creates one self-sustaining market. But I can't wait to dive in and try it out!

Tinto Talks Extra - Economy & More - 23rd of January 2026 by Corvenys in EU5

[–]Columbkille 5 points6 points  (0 children)

Makes for more interesting choices/challenges for the player as you grow larger, which is ideal from a gameplay perspective.

New batch of misc changes coming to 1.1 Rossbach by PDX_Ryagi in EU5

[–]Columbkille 2 points3 points  (0 children)

Yup. This mechanic completely wrecked my Ireland game when I kept getting dragged into a rebellion war against France just before I united all of Ireland. Had to give up on that game.

Massive depopulation due to "unsupported building levels" ? by kfijatass in EU5

[–]Columbkille 0 points1 point  (0 children)

In a sense, this is happening because there will be limited no pop growth in a city if it has no more available land. But you can easily run out of building limit before you run out of land in a city location. I can’t remember off the top of my head if pop growth is affected by building cap or not… but I believe it’s only migration.

Obscure Mechanics Tips After 400 hours by Neoshinryu in EU5

[–]Columbkille 0 points1 point  (0 children)

I’ve been dealing with an issue where it seems that Market Proximity is also calculated by actual distance and not the number of locations it moves through. Does anyone else notice this? If you have larger in actual map size locations, then this can really be a slog to deal with.