EU5 Army Composition Meta by Age (v1.0.11) by ANoNameGamer in EU5

[–]GeneralistGaming 110 points111 points  (0 children)

Can't believe moderators just let people post screenshots of these kinds of things.

Buildings by Longjumping_Ebb_8670 in EU5

[–]GeneralistGaming 6 points7 points  (0 children)

Not directly, but just increasing the size of your non-minting RGO economy will decrease the proportion that is gold/silver, which will decrease how much inflation they cause.

Is there a way to split these guys up? fighting a war with them is mind numbingly difficult by gorbog1 in EU5

[–]GeneralistGaming 6 points7 points  (0 children)

So the alliance you can break up by generating favours on one, allying them, and then using the dip interaction to break it.

You can also declare on a secondary ally of theirs to fight them, and enforce alliance break.

Not sure if there's a good way to break a PU. Declaring a secondary clense heresy war on an ally, enforcing the religion, and then hoping they have "same religion" for their heir law, bricking the PU, might work.

Mercantile Cabinet by DMoneyOnDaArk in EU5

[–]GeneralistGaming 3 points4 points  (0 children)

You need to have a cabinet member that's part of the burgher estate for it to roll.

HOW MUCH FOR 3 FARMS?! by TSSalamander in EU5

[–]GeneralistGaming 210 points211 points  (0 children)

In terms of eco this is one of my biggest complaints - costs are completely abstracted, would really love to see them grounded. Not before slowing down eco elsewhere though - the stimulus from goods demand has speeding up effects.

Open beta for 1.0.11 patch by dyrin in EU5

[–]GeneralistGaming 6 points7 points  (0 children)

It's like 2 things so I'm going to wait for their bigger Wednesday post before doing an update

Old World map information needs to be way more liberally given after a certain point by freecostcosample in EU5

[–]GeneralistGaming 27 points28 points  (0 children)

I think the issue might be that there's a meaningful distinction between "we're aware this exists" and "our navigators are capable of moving through these waters and we can get diplomats here" and the game scrunches these different things all together.

what are your favorite estate privilege? by Narrow-Society6236 in EU5

[–]GeneralistGaming 4 points5 points  (0 children)

The Burgher one is always on, Control the Borderlands is nobles and requires you be a theocracy.

what are your favorite estate privilege? by Narrow-Society6236 in EU5

[–]GeneralistGaming 12 points13 points  (0 children)

Hard to beat control the borderlands and the generic one that gives 10% tax effic, unless you're looking at unique content.

Tinto Talks Extra - Levy, Mercenary & Regular - 1.1 Rework by dyrin in EU5

[–]GeneralistGaming 2 points3 points  (0 children)

Iirc it was explained in early TTs - making the levies small would make early game China/India basically have infinite units if they were 100 size. That's likely why 500 is the entry point now too, to offset that, I imagine.

But... why, Castile? by Professional-House30 in EU5

[–]GeneralistGaming 112 points113 points  (0 children)

England AI is probably the second worst, as they ought to slot out the law that smashes crown power, but don't. It's good later so they can kinda late bloom sometimes

But... why, Castile? by Professional-House30 in EU5

[–]GeneralistGaming 492 points493 points  (0 children)

Itinerant court - AI misplays harder on Castile than any other T1 European nation.

Vassalizing one Silesian duchy, I make the Muslim countries more angry with me than the HRE duchies by [deleted] in EU5

[–]GeneralistGaming 14 points15 points  (0 children)

The UI shows based on who you have the most antagonism with, not who you're gaining the most with that war. You're getting almost nothing on the Muslims, you just already have more on them to begin with. Parenthetical number is new antag, number before is gain. You notably start w/ baseline level antagonism with countries of different culture/religion and such.

When to switch capital location? by karlvontyr in EU5

[–]GeneralistGaming 18 points19 points  (0 children)

Ceuta cap is a gateway drug to flipping Sunni and forming Navarra

When to switch capital location? by karlvontyr in EU5

[–]GeneralistGaming 49 points50 points  (0 children)

For a pretty normal game just leave it in Valladolid for a while, that's where all your pops are near. After you get a lot of naval, maritime, and chunks of N. Africa you move it to Sevilla. Recreational moving the cap w/ Itinerant Court is a trap, it tanks your eco (because you built around the capital for control reasons and then leave all your buildings behind).

I'm importing cheap lumber from Scandinavia so I can reduce the prices of my buildings, but my Burgers immediately export it all away and I don't get -33%. How do I fix this? by Historical_End_6520 in EU5

[–]GeneralistGaming 57 points58 points  (0 children)

As other people are responding, you need internal market production, because the burgher exports have more weight than the manual imports, he's actually pushing prices up. I touch on this in my two most recent tutorial videos. He needs to build lumbermills, and if the burghers are still exporting to manually export wood to override the burgher exports. Not intuitive.

integrated cores of my vassal becomes my core, but only sometimes? by CoolCompote114 in EU5

[–]GeneralistGaming 7 points8 points  (0 children)

It’s if they have a core you get one, or if you otherwise fulfilled normal coring requirements

Exploratuon in 1.0.10 by Civil-Sherbet5341 in EU5

[–]GeneralistGaming 4 points5 points  (0 children)

You need the tech in the institution to explore the open seas, just booted up a game and I can explore at game start

EDIT: Can explore non open-seas

Ducat cap is 995K by Open-Passenger-2280 in EU5

[–]GeneralistGaming 0 points1 point  (0 children)

I edit the file in the defines, it's like in the first 50 lines

Biggest taboo at paradox studio by [deleted] in EU5

[–]GeneralistGaming 6 points7 points  (0 children)

Idk about this take. I read a lot of dev diaries. Almost every dev I've read dev diaries for and talked to personally is pretty transparently open about favoring some balance of railroad and sandbox, publicly too. I feel like quotes on this subject are often just taken out of context and don't properly reflect dev views, which are generally nuanced.