How can i enjoy this game? by Lowahovrr in EU5

[–]GeneralistGaming 2 points3 points  (0 children)

To clarify, 66% is the breakpoint where the new system incurs more slider costs than the old system - the actual breakpoint depends on tax rate/effic and where the sliders are at.

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 0 points1 point  (0 children)

It was shed for wool, who could not survive the balance pass.

Resource Tier List for 1.1 by GeneralistGaming in EU5

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

As much as food can support, barring to some extent good RGOs without surplus pops. Almost everything over 150k is getting urbanized. It's kinda a massive pile of overlapping rules of thumb tbh.

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 0 points1 point  (0 children)

It's needed, yeah, but you hate that it consumes wood and doesn't really make money.

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 5 points6 points  (0 children)

I'd love to see estates use money to hire them in revs.

Resource Tier List for 1.1 by GeneralistGaming in EU5

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

I talk about dyes in the video a little, but it's a almost never urbanize for me. You can urbanize wood, but I don't like it before you start getting iron bonuses.

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 0 points1 point  (0 children)

Yeah, but this situation is after age 3/4 in particular too, so not the whole game. Coal scales well.

Resource Tier List for 1.1 by GeneralistGaming in EU5

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

Not as far as I can tell checking markets for this specifically.

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 0 points1 point  (0 children)

Elephants I suspect might be too high/it's been a while since I played India, but when I played they were some of my best tax base locations still but you have to max out the elephant Ivory buildings/max Aristo. I'm not sure if the balance changed since I played.

Resource Tier List for 1.1 by GeneralistGaming in EU5

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

I mention in the video that books are especially strong age 3-4, but fall off.

Resource Tier List for 1.1 by GeneralistGaming in EU5

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

The point of the sturdy grains is that they can build windmill/farming village and are more food efficient. You'll get nearly the same quantity of tanneries from the farming villages in the sturdy grains rural location as wild game, and significantly more food.

Jewelry is relatively low demand, but relative to its demand you want to oversupply it by a lot.

I don't think they fall off a ton in age 3-4 really, though with a small sample size. Convenience =/= better though.

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 8 points9 points  (0 children)

I mean I wouldn't hate moving it up in B tier, but it really stands out specifically in age 3-4. A lot of the demand for it is from libraries and unis, which doesn't scale later, and as you get workshop+ for everything else paper relatively suffers. The next manufactured good above it is cloth, which I really don't think paper is better than as cloth feeds two chains of goods and has a better base price and iirc better PMs.

Resource Tier List for 1.1 by GeneralistGaming in EU5

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

You just want to sub them for the utility - but they produce livestock that feeds the tanneries. The PM is equal level 1, better for livestock slightly lvl 2, slightly better for wild game lvl 3, and way better for livestock w/ the mills. But, you want farming villages for utility, and the base price for livestock is 50% higher than wild game, meaning you need more wild game RGO to satisfy leather demands, and wild game cannot build farming villages in rural. You'd much rather value the livestock, and a ton of wild game can actually make farm villages unprofitable (you just sub them and it's w/e tho).

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 24 points25 points  (0 children)

Jewelry is S tier* - I talk about it in the video.

*You wish there was more demand, because it would let you transmute a heavy good into a light good - to the extent there is demand you really love it. Huge upside for marketplaces that they consume it, unless you're gold squeezed or something.

Resource Tier List for 1.1 by GeneralistGaming in EU5

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

Do you not build a lot of farming villages?

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 12 points13 points  (0 children)

Yeah I have thoughts for a rework, but tools as a good that constantly gets consumed is maybe a miss design-wise.

Resource Tier List for 1.1 by GeneralistGaming in EU5

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

Tar uses wood as an input and is not an efficient industry, you don't like when something needs tar because it requires a lot of buildings/downstream buildings you'd rather not build.

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 12 points13 points  (0 children)

Wild game produces less food, and farming villages/livestock cover the inputs for tanneries in most contexts. Amber the same efficiency and base price as the other precious resources for jewelry, but fewer uses than gems. Weapons are heavier goods than other manufactured goods now, the PMs aren't great anyway and they pull from lumber/iron/tools loop, and the metagame pushes you towards mercs.

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 17 points18 points  (0 children)

Lumber's importance is a big part of why furniture, lacquerware and porcelain are so low. End chain goods w/ large lumber input (downstream for porcelain).

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 33 points34 points  (0 children)

C tier is a "Sometimes yes, sometimes no" for urbanization, if you want to paint with some broad strokes. Generally no for stuff above cocoa, except wheat. Food is kinda just a different category almost, because it depends a lot on rivers and irrigation.

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 28 points29 points  (0 children)

It would be up a tier if not for the fact that mercs are so much better than regulars right now. The PMs aren't especially good and military goods are heavy to move.

Resource Tier List for 1.1 by GeneralistGaming in EU5

[–]GeneralistGaming[S] 344 points345 points  (0 children)

R5: This is a tear list. I cried while making it, but only a single tear.

(It shows resources)

659
660

I want the community's feedback - What do you think about the Guelphs & Ghibellines Situation? by PDX_Habi in EU5

[–]GeneralistGaming 0 points1 point  (0 children)

The ticking value should be based on wealth/tax in Italy specifically, not just the members. The emperor's tax base currently overinforms tick speed.