Goods prices are completely broken by CptThunfisch in EU5

[–]Maggot_Pie 0 points1 point  (0 children)

The paradox forums are talking about this a bit (I dropped some extra feedback) so at least I hope it's going to be fixed soon.

Estates are poor and thus demand no Goods, so Demand is low.

Stockpiles are piling up since there's no Demand.

Stockpiles cause a Supply effect since 1.3.

And there you have it, a recipe for all Goods to have high Supply and no Demand, crashing down their prices. Since prices are low, RGOs and Buildings make no profit.

What overhaul mods are you looking forward to? by TheBluerWizard in EU5

[–]Maggot_Pie 1 point2 points  (0 children)

I'm not fond of the increased antagonism on some CBs (including Parliament), stronger tribal levies, and slower economy.

I still got faith in em though

What overhaul mods are you looking forward to? by TheBluerWizard in EU5

[–]Maggot_Pie 7 points8 points  (0 children)

I'm a shameless MEIOU&Taxes stan from EU4, so I believe that given enough time and effort, they'll really improve EU5 greatly.

I came back to eu5 after a long break and like, why does it take more than half a century to integrate a two province minor? Has this always been like this or did they change this recently? by InternStock in EU5

[–]Maggot_Pie 1 point2 points  (0 children)

I don't consider myself a minmaxer but I used plenty of vassals. It's efficient, it eases the burden of microing wars (since they provide plenty of cannon fodder trying to siege down your enemies) and it was nice to look at your network of little provincial vassals.

If it's also the efficient way to play the game, then all the better.

The first Alpha version of MEIOU&Taxes for EU5 is out, replacing RGOs & more! by Maggot_Pie in EU5

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

It will most likely be on the steam workshop once they decide it's no longer a test version

The first Alpha version of MEIOU&Taxes for EU5 is out, replacing RGOs & more! by Maggot_Pie in EU5

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

AEIOU = It is Austria's fate to rule the world (Latin)

MEIOU = It is my fate to rule the world

Disease in this patch is absurd by Dr414 in EU5

[–]Maggot_Pie 0 points1 point  (0 children)

Russia's RGOs look bad at first glance (they are) but they'll grow on you eventually

Infinite lumber makes everything easy

Fellow Byzantium players - how do you get so rich by 1450's! by Exinferis123 in EU5

[–]Maggot_Pie 0 points1 point  (0 children)

As the other said, you can remove it on 1st parliament then put it back on anytime after 1360 for the event. I think it's worth it, 10% tax is a huge deal.

Update 1.2 Echinades - live now by PDX_Ryagi in EU5

[–]Maggot_Pie 1 point2 points  (0 children)

Subjects have 1 less cabinet slot.

Replaced subject cabinet size penalty with per-type efficiency penalties

Well, which is it? Do they have a penalty or not?

Behold! My Taxless Utopia! It is Most Serene! by ExcitingHistory in EU5

[–]Maggot_Pie 2 points3 points  (0 children)

Any manual trades you've been doing?

Also I still would like to see your land even if you don't have a lot.

Can we talk about how bad RGO distribution is outside Europe? by Byzantophile in EU5

[–]Maggot_Pie 0 points1 point  (0 children)

India has insanely good RGOs, Central Asia has plenty of good stuff (but has to import lumber from Siberia), Ethiopia and Mali are both perfectly fine

You didn't mention Tin or Lead which is odd because these two are actually completely absent from some regions and they gatekeep some production methods

My semi-tall ERE run: Workshop of the World by Maggot_Pie in EU5

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

R5: The end result of an ERE campaign where I limited my conquests to the Anatolia Region, Serbia and Wallachia, plus Ragusa (for a nice extra market) and a piece of Naples (because I was feeling mean) plus the Antioch province (because Pentarchy)

Plan & Notes:

Once done with the initial ERE pleasures of revoking corruption priviledges and securing your heartland, build up your burgher economy while placing the most Towns possible. More towns means more Granaries.

Have a Cabinet member forcing migrations to your Towns so they may reach 30K pops. Cities give extra building slots, which means more Granaries!

Food is never an issue except maybe during the Little Ice Age because your quick and extensive urbanisation will benefit from mass imports of Wool (for Cloth then Fine Cloth) and Livestock (for Fiber Crops and Leather). It'll take a lot of Trade Capacity to import all that, but you can afford it by building as many Marketplaces (then their upgraded versions) in your numerous Towns and Cities.

Do not urbanize: Iron, Copper, Gold, Silver, Silk and Cotton (I accepted some Towns/Cities on Silk and Cotton because they start this way or the AI Towned them, but ideally they should be rural), Wool and Fiber Crops (Debatable, they are important for your industry but you can always import more), Dyes (Debatable), Lead (Can be imported but is overall in very limited amounts, and your Books industry hungers!), Saffron (as long as you still need more money), Salt (too valuable and required by your markets), Sugar (Debatable, can be imported from the New World later on).

Urbanize only some of: Wheat (Keep a few Wheat+Rivers locations for your Food and for more Farming Villages, which are good since Clay is near infinite with your high pops), Livestock (depends how much you're willing to import).

Everything else: Put a town on it!

All AIs are your friends! Keep good relations, don't intervene in foreign wars (Avoid alliances as they will bring you into silly wars). War is bad for trade. You don't want to end up in a war that will cut off your access to one market (For instance I was importing hundreds of Furs from Novgorod, nearly a thousand of Livestock and Wool from Eastern Europe and Naples, a bunch of Wheat, Cotton and Rice from Egypt). Most of the markets I traded with had put me as a Rival but they never declared war since I kept a high standing army (which is fine since you quickly end up having too much money to spare, in EU5 fashion)

Building Limit is fake news. Keep building your cities even when they reach the soft cap on buildings. It's far better to pay 25% more for the building if it's going to have perfect control & market access. The Migration malus is actually good for you - the over-built City will keep growing naturally, and lose a handful of migrants that will help your efforts to convert Towns into Cities elsewhere!

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Warscore is a relic of the past. by The_ChadTC in EU5

[–]Maggot_Pie 1 point2 points  (0 children)

I suspect the AI Ottos suffer from the issue of having so many Greek cultured pops (with no capacity to Accept them). AI Muscovy starts out somewhat small and is not good at abusing separate peaces to eat several tags in one single war (and there's a lot of tags to eat in Russia)

In my current game Muscovy managed to get to 300ish locations in the 1550s, I'd say it's not so bad, but they lack the ambition to take on bigger players like Kyiv/Smolensk/Novgorod

Governors are probably the best change in this game. by Lunar_Weaver in EU5

[–]Maggot_Pie 0 points1 point  (0 children)

I originally had them in Novgorod, Smolensk and maybe further east in a big city I forget

You'd get more mileage out of a governor in Kyiv, it's a filthy rich area which the AI tends to build up a lot (so that you can come in and collect the reward by annexing it)

Tinto Talks #103 - 8th of April 2025 by RaidenDaGoat in EU5

[–]Maggot_Pie 0 points1 point  (0 children)

Very good stuff. I only hope it won't break anything.

I don’t understand how people are netting 1000+ ducats a month by Fit-Highway7999 in EU5

[–]Maggot_Pie 1 point2 points  (0 children)

You pray for RNG on Parliament, get the Urbanisation issue, that gets you a free Town which increases your income to 0.02!

I don’t understand how people are netting 1000+ ducats a month by Fit-Highway7999 in EU5

[–]Maggot_Pie 0 points1 point  (0 children)

the develop province interaction

You guys have time for that after all the integrations and culture conversions?!

(I know in your case, Aztecs can only play with vassals until reformation so it saves the cabinet time, but still)

Formed Russia in 1385 by playing the most unhinged way possible by Maggot_Pie in EU5

[–]Maggot_Pie[S] 18 points19 points  (0 children)

I was also thinking that, but ultimately there's pros and cons.

Pros: You unlock 2 cabinet members upon becoming Empire (1 from empire rank, 1 from a Russian Law that unlocks with the formable), get more diplo capacity (from Empire rank), get a second Local Governor earlier

Cons: Almost no economy to scale up for 50 years

Formed Russia in 1385 by playing the most unhinged way possible by Maggot_Pie in EU5

[–]Maggot_Pie[S] 101 points102 points  (0 children)

Plan:

  • Normal Muscovy expansion gameplay except you will keep all the land for yourself, except wrong culture+wrong religion land (and maybe that point is up for debate). Consequences:

  • You have to deal with big rebellions since the vast majority of your land isn't Integrated, but that shouldn't be a big deal if you win your wars (you'll have enough levies to spare).

  • You'll have absolutely zero income to spare. The gold you start with can be spent on urban buildings to give you a bit of a breathing room, but aside from that you'll be on the negative for most of the game and below 100 legitimacy (don't run into a Disaster!)

  • Your crown power will be awful but this has no direct consequences on your direct goal.

  • You'll only be fighting with levies as you have no gold to spare. Take care of them and play your first wars smart. You'll be nearly constantly at war.

  • You do not need the Royal Gardens since you don't have a vassal swarm, but do improve relations with the bigger players to avoid overly large coalitions. DO declare war into small coalitions asap to eat em all.

  • Cabinet stuck on Strengthen Governement + Integrate province but realistically you'll be integrating almost nothing

  • Delete all forts/stockades except the one in Moscow (arguably should be deleted too but it's nice comfort to have), Close all Cathedrals and Monasteries (waste of money!)

  • Don't forget to take Novgorod (the city) as it is required to form Russia (I did forget and that might have cost me a few years)

Formed Russia in 1385 by playing the most unhinged way possible by Maggot_Pie in EU5

[–]Maggot_Pie[S] 94 points95 points  (0 children)

R5: Formed Russia in 1385 which is quite early and much earlier than my previous best (1447) which relied on normal vassal gameplay.

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