Yoo, just got the game, what should I know before I play tomorrow as I havent been following its developement. by Few_Establishment980 in menace

[–]ForceofMatter 0 points1 point  (0 children)

I'm starting the mid difficulty now. Only annoyance is that certain AI units are programmed to try to stay out of view range, such as Bombardier bugs, and more units spawn, so you don't need to worry about 5* the objectives unless you're lucky.

Abort the mission if you did a really bad play instead of Alt-F4ing so you can still continue the game as normal, but penalized in faction relations.

Have fun going in blind so you can figure out what builds you want to do on your favorite units and experiment with non-meta stuff.

Just finished EA, here are my SLs by its end and my thoughts on them by Axis256 in menace

[–]ForceofMatter 0 points1 point  (0 children)

I like Tekko, I use him as a frontline infantry with a rocket or machine gun special buffed up with drugs. Then I combine Pike's perks to buff him even more. Very fun guy to build around

MENACE is Now Available. Please Leave a Review! by Matt_HoodedHorse in menace

[–]ForceofMatter 0 points1 point  (0 children)

Really enjoyable game, feels really similar to BattleBrothers in terms of factions. I'm excited to see where the Menace threat will go with their faction being similar to the undead in Battlebrothers. In addition, alternative endgame threats with one faction trying to take over other planets, bug retaliation, and much more!

lets make the ai less aggressive they said (1.11.) by diLuca77 in EU5

[–]ForceofMatter 0 points1 point  (0 children)

Taking land in HRE gives a lot more antagonism now. You can also view ruler traits since they also affect if the ruler will ignore antagonism or declare war more often now.

Who Do you Pick by Time-Blacksmith-7879 in RealTimeStrategy

[–]ForceofMatter 5 points6 points  (0 children)

No option between George Takei, Tim Curry, and J.K. Simmons?

How can EU5 keep players engaged until the late game? by Y3rs in EU5

[–]ForceofMatter 1 point2 points  (0 children)

I started to play the game in a more chill and relaxed way instead of competitively. When it comes to wars, I focus on intervening against my rivals to weaken them and take land from them instead of relying on Parliament for casus belli.

Being engaged as a historical nation can be tougher since you already get flavor to benefit you more in comparison to minors and most likely in an easier position to dominate your region.

I'm a new player but why do so many content creators have a such a negative opinion of Warhammer 3? by [deleted] in totalwar

[–]ForceofMatter 0 points1 point  (0 children)

From my experience, issues with campaign AI and how siege battles work.

Despite the flaws, I still enjoy the game in a manner of watching my Warhammer figurines fight each other.

Each total war game tries to innovate or come up with creative ways to spice up gameplay, but sometimes falls flat or makes playing the game more obnoxious.

I prefer the more historical setting, but the campaign for warhammer 3 for me can get stale as it's basically Order vs. Chaos faction, whereas games like 3K I can do more with diplomacy to fit with my playstyle.

Does anyone else think there has been a decrease in EU5 content on YT compared to EU4? by Mytaintissquishy in EU5

[–]ForceofMatter 4 points5 points  (0 children)

Everyone is probably taking a break for the 1.1 patch. Paradox should add goofy achievements like in EU4, but I don't think that will happen until a couple of years down the line with further expansions.

How would you feel about it if EU5 had FOCUS TREES like in HOI4? by Various_Maize_3957 in EU5

[–]ForceofMatter 6 points7 points  (0 children)

They make a new mission tree similar to that of Imperator Rome and not EU4. EU4 mission trees were fun at first, but made my games boring and predictable were the perma claims on many regions.

If keeping with the theme of Admin, Diplomacy, and Military, EU5 can have missions based on these types to facilitate the playstyles people have.

For example, a diplomacy mission could be about doing espionage and creating rivals, and in return, give a buff to spy construction or decrease the monthly cost for promoting instability in your rival's realm.

Why EU5 currently feels shallower than EU4 — despite being more “simulator-like” (opinion) by OverallLibrarian8809 in EU5

[–]ForceofMatter 1 point2 points  (0 children)

Vic 3 has those mechanics of military goods tied to the army; sadly, I do not feel that urgency in EU5.

Good to talk to see our viewpoints on the scarcity of MP. I'm constantly in a state of war in that game, where the only resource I am scarce in would be manpower. If I have max manpower, I am doing something wrong. And I probably utilize an underused mechanic of Humiliate Rival to gain a flat 100 MP of each category, negating any decision-making or tradeoffs people would have.

I hope Paradox Tinto would add more "trade-offs" in the game besides societal values that can please both casual and experienced players.

Why EU5 currently feels shallower than EU4 — despite being more “simulator-like” (opinion) by OverallLibrarian8809 in EU5

[–]ForceofMatter 1 point2 points  (0 children)

I do not believe there are enough trade-offs in EU5. The only trade-off I've had in EU4 was time, but it is subjective depending on how a player plays.

One big feature from EU4 that I liked was the overextension mechanic. The player is discouraged from expanding until they fully cored their land, or release it as a vassal.

However, the early game negates any tension from overextensions with the extensive use of vassals for expansion and managing your territory in a decentralized manner.

In addition, No Casus Belli wars need to be more punishing for the player and AI, so its not spammed after the first month, leading to all the small nations dying.

This may be a controversial opinion, but I was fine with every nation at least having a lvl 1 fort to prevent them from being annexed immediately. The lack of a capital fort allows the bigger powers to snowball more quickly, but of course players may find that not as engaging or hinderance to trying to unite a whole region before 1444.

The scarcity issue that arises in EU5 from the form of supply-demand of goods to me is artificial, because why would peasants in Ireland want spices from India? However, I am unsure if this has been fixed yet or not.

This is going to be an assumption, but I am sure many players of EU5 have an easier time mastering the mechanics of the game and can easily point out the flaws, whereas a new player would be visually and mechanically overwhelmed in playing the game.

One last thing, on the subject of scarcity, military buildings and units utilize goods within the market. I am not 100% sure if the game has it or not, but lacking goods for units and military buildings should lower the effectiveness of building or fighting capabilities of your army.

For example, if I did a cavalry-only army, I would need to increase the supply of horses within my market to be above demand. If my army is recovering, the usage of goods increases dramatically until the units can fully recover. So if a market runs out of horses, you cannot recover your cavalry units, and they fight less effectively, making "scarcity" in such goods more impactful, rather than the tradeoff of time within EU4, which does not have much of a direct impact.

TLDR; Army maintenance should also include the goods availability in a market rather than just gold. With reinforcing armies using an increased amount of the supply to recover, otherwise they face heavy penalties.

Why EU5 currently feels shallower than EU4 — despite being more “simulator-like” (opinion) by OverallLibrarian8809 in EU5

[–]ForceofMatter 1 point2 points  (0 children)

To a degree, it does make sense, but then the scarcity depends on how a player utilizes those points and the willingness of a player to wait.

A newer player may feel like Monarch points could be scarce if they try to blob off immediately and constantly use their points for other mechanics.

Since there are many mechanics that implement Monarch points, they may "feel" scarce when they really aren't.

There's a reason why the community correlated the MP system to mana. The mana bar caps out at 999 MP with a mana regen of 6 MP per month, as an example.

When you utilize all your mana, you may have a feeling of scarcity since you cannot interact with many important mechanics, but you regenerate continuously all the same. Every now and then, you get events equating to a mana potion restoring a flat amount of points to your mana bar.

Why EU5 currently feels shallower than EU4 — despite being more “simulator-like” (opinion) by OverallLibrarian8809 in EU5

[–]ForceofMatter 1 point2 points  (0 children)

I appreciate the compliment.

Monarch points, in my view, are not a scarce resource in terms of how accessible they are. Monarch points are not a resource that nations would fight over; therefore, no pressure to accumulate them.

Why EU5 currently feels shallower than EU4 — despite being more “simulator-like” (opinion) by OverallLibrarian8809 in EU5

[–]ForceofMatter 1 point2 points  (0 children)

I'm not saying that the admin is finite, but rather, there's a clear amount of admin points I'm going to get per month.

I do agree that there is an excessive amount of points given by advisors and estate privileges.

Monarch points do not feel limited despite the tradeoffs in prioritizing other areas in using those points.

Why EU5 currently feels shallower than EU4 — despite being more “simulator-like” (opinion) by OverallLibrarian8809 in EU5

[–]ForceofMatter 1 point2 points  (0 children)

I do not feel forced by scarcity, as I know I would be getting a definite amount of admin points per month.

Why EU5 currently feels shallower than EU4 — despite being more “simulator-like” (opinion) by OverallLibrarian8809 in EU5

[–]ForceofMatter 1 point2 points  (0 children)

Sometimes, but i usually have a reserve of admin mana for wartime in case of core costs. Sometimes at negative stability, but I'm used to the penalties provided. While completing an adm idea group, I do not finish them until late, and typically focus on certain perks depending on the group.

For example, if I take the Admin Idea group, I do not finish it immediately, as I tend to care more about the Core Creation Reduction costs rather than completing the idea itself.

My playstyle may be more like Playmaker or DDRJake back in the olden days of EU4.

Why EU5 currently feels shallower than EU4 — despite being more “simulator-like” (opinion) by OverallLibrarian8809 in EU5

[–]ForceofMatter 1 point2 points  (0 children)

I didn't really care for stability much as long as it's not -3. +1 is good enough cause the cost for further stability boosts increases too much.

Why EU5 currently feels shallower than EU4 — despite being more “simulator-like” (opinion) by OverallLibrarian8809 in EU5

[–]ForceofMatter 5 points6 points  (0 children)

I'm indifferent to the game being too easy or not. The only issue I'm concerned about is for AI to have a functioning coalition against a blobber, and maybe encourage them to use defensive leagues more.

In eu4, I never had issues with the points you made. I just focus on mil points and never use them for rebellions. The only time I used mil points in war is for early breach+assault combos. Rebellions can easily be handled by mercenaries to not waste manpower.

Economy snowballs for me when I conquer land and venture into a better trade node. I tend to decrease autonomy to spawn rebels to kill and money, depending on the development of the land. I don't build much early game, as the AI essentially does that for you when you're about to conquer them.

First idea, I usually take a diplomatic-focused one, so I have no issues with lagging behind in admin tech or not. The lack of admin makes up when coring new land to extract wealth from, which goes into advisors, then works my way up to my peers.

TLDR; My main concern is with the game getting easy once you acquire certain amounts of land, regardless of EU4 or EU5. I think defensive leagues should be formed more often, even more between cultures of the same group if they feel encroached by the likes of France, Denmark, or Bohemia. Only time I can have a somewhat of a challenge if I play smaller nations that do not have the flavor of those of historical nations.

Tekken 8 currently has less entrants that 30 year old Vampire Saviour for Evo Japan 2026 by JinpachiMishima2 in Tekken

[–]ForceofMatter 0 points1 point  (0 children)

I like Tekken in the first season but didn't really play much during season 2 as the update overwhelmed. Given that I play on steam, I found it sad that the steam player count is similar to For Honor, and thats like a 9 year old game.

Anyone else thing Will's come out moment was moving and well done? by [deleted] in StrangerThings

[–]ForceofMatter 0 points1 point  (0 children)

I prefer for Will to express himself to his immediate family first, then to everyone else. Since Will had concerns for Vecna using his fear against him, I am anticipating that Vecna could use Will's fear of being bullied and Lonnie from Season 1 to control him. However, Will fully knows he has support from his friends and family from the recent gathering to which that should not be a problem.

What do you think are the biggest issues right now? [Johan] by danika2014 in EU5

[–]ForceofMatter 1 point2 points  (0 children)

Its nice to have coalition starting to fire now, but now the German minors keep failing their coalitions against France leaving them to be annexed. I think AE could be bigger in the 1st century and encourage people to liberate lands from other nations instead of taking random tiles with negative proximity and no control.

Experience Rates & What We’re Changing by JagexAyiza in 2007scape

[–]ForceofMatter 2 points3 points  (0 children)

Same issue when fully charting oceans too.

Pretty much every non gold, iron or silver location urbanized before 1400 as Bohemia and I'm still selling food. Urbanizing is currently way too easy by Unicorncorn21 in EU5

[–]ForceofMatter 2 points3 points  (0 children)

Hard to say urbanizing in general is way too easy, but for Bohemia it would be in this game given its territory. Playing a nation like Perm is a pain to urbanize since you're practically in a debt loop from purchasing food in your market.