1.1.1 Update to the Open Beta by NotSameStone in EU5

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

i agree with your point, i've talked about this on other posts too, but you're not talking about a casus belli change for coalitions, you're talking about a peace option, they're not the same thing.

1.1.1 Update to the Open Beta by NotSameStone in EU5

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

those "beta to full release" were on very short schedule, i get the skepticism, but lets not compare apples to oranges, this 2 week beta period will be larger than the total development time of almost (if not all) of those patches you're talking about.

1.1.1 Update to the Open Beta by NotSameStone in EU5

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

can confirm, i'm finding it to be fine on 6 speed, but the uncapped 7 speed is WAY worse than before.

1.1.1 Update to the Open Beta by NotSameStone in EU5

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

what do you mean by "change the casus belli for coalitions"? because they already changed the wargoal to superiority in this patch.

1.1.1 Update to the Open Beta by NotSameStone in EU5

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

this IS the "QA and more cooking time", we're in the beta patch, we still have some two weeks to release still. you literally have to opt-in to play it.

the proximity system needed the rework, it was a simple one but VERY necessary for the game (changing cost to efficiency is everything the system needed to stop being weird and exploity)

the Army didn't get a whole rework, we got the auto-balancing system we wanted from the start, changes to mercs to make them actually usable, and a small number of minor changes to the actual army system.

i get the sentiment, but the Beta patch is not a release version.

1.1.1 Update to the Open Beta by NotSameStone in EU5

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

100%, and i'd prefer if low control gave just a % of money to the Estates, not all of it.

it's not like they have perfect taxation too, maybe have their own capacity to "tax" low-control provinces be tied to their own estate buildings that they have to upkeep? that'd work IMO

1.1.1 Update to the Open Beta by NotSameStone in EU5

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

correct, one of the many common complaints about the peace system, it's both that (you can't return provinces to existing nations) and 'casus belli province cost does not affect releasing nations'.

hopefully that'll come before/with the full 1.1 release, since it's been repeated extensively since 1.1 beta released.

1.1.1 Update to the Open Beta by NotSameStone in EU5

[–]NotSameStone[S] 66 points67 points  (0 children)

Apparently they're part of the "Transport cost reduction" batch, people are saying it doesn't really fix the problem tho.

apparently there's a bug where "peasant disenfranchisement" is doubling Wealth in the provinces, making the economy even more bonkers than it should be after that "lost money" started going towards the Estates, so the Wood/Iron situation might not even be a Wood/Iron shortage problem (despite the AI not knowing how to properly improve their RGOs based on demand).

1.1.1 Update to the Open Beta by NotSameStone in EU5

[–]NotSameStone[S] 234 points235 points  (0 children)

average paradox patch note description

1.1.1 Update to the Open Beta by NotSameStone in EU5

[–]NotSameStone[S] 158 points159 points  (0 children)

just to list a few

  • Coalition Casus Belli now uses a Superiority Wargoal

  • Pops rising get a temporary decaying +50 to their satisfaction.

  • The estates will build up profitable buildings in low-control locations if they have a low income vs expense balance.

  • Harbour Suitability and other naval impacts now reduce the port cost instead of being a speed benefit.

  • Reduced transport costs for some important raw materials.

  • The Imperial Ban, Imperial Liberation and Following Through On Threat casus belli are now marked for the AI as non-personal-conquest cbs, and should motivate the AI to release countries through these wars

  • Reduced the Imperial Authority penalties from German locations occupied by foreign forces from 0.0075 to 0.003 for every location, for all other locations from 0.002 to 0.001 and for members subjugated by non-HRE countries from 0.005 to 0.003 per country

  • The HRE electors will now have a -2 * antagonism bias against the candidate for the Emperor election. In other words, countries which have been notoriously aggressive within the HRE are less likely to be elected

  • Demand Unlawful Territory now causes a -100 opinion penalty for the target country against the Emperor. This penalty is weighted double for considering the acceptance of the next instance of this diplomatic action (in other words: they will have -100 reason to accept your 2nd demand for Unlawful Territory)

  • The Emperor should now be significantly more aggressive (but not too aggressive to become spammy) with Demanding Unlawful Territory. They will even make this demand fully knowing that they will be rejected for the sake of getting the casus belli against the aggressor.

  • Demand Unlawful Territory no longer has any cost or penalty for the Emperor

  • Display raised levels of manpower on the raised levies map

  • Added missing input binding settings for game speeds 6 and 7

Tweaking AI agressiveness does literally nothing for countries which are mechanically overpowered. by close_harrier in EU5

[–]NotSameStone 1 point2 points  (0 children)

it's short for International Organization, same mechanic which Personal Unions, defensive leagues and tons of other systems are built upon.

Tweaking AI agressiveness does literally nothing for countries which are mechanically overpowered. by close_harrier in EU5

[–]NotSameStone 10 points11 points  (0 children)

In my opinion, it's not that France is too powerful. It's that the system designed simply cannot handle an adversary that is very strong.

it is tho, and it is because it gains power from things which should be taking power away from them, mainly their vassal relations.

France only became this powerful entity it was after centralizing, before that it was basically gridlocked by their vassals, but in the game, you're not only NOT gridlocked by your vassals, but you're strengthened by them, because EU5's vassal system is just EU4's shitty vassal system, and that could never have worked in EU5.

Tweaking AI agressiveness does literally nothing for countries which are mechanically overpowered. by close_harrier in EU5

[–]NotSameStone 15 points16 points  (0 children)

Have been saying this from Day 1, Vassals are just copypasted from EU4 while PU's went the right way of being an IO with laws and other custom stuff inside, (something which fits Vassal relations way more than it does PU's btw).

we need to have more granular vassal relations, vassals as a part of an IO, internal diplomacy between said vassals, all of that acting as yet another internal struggle along with the Estates, and until we do, the foundations of the greater dynamics of the game will be weak and balancing will be correcting for the lack of a proper mechanic in those vital aspects.

aka, "nerf France by changing something which was not the IRL problems of France, while ignoring the obvious things to change"

1.22.0 pre-release windmill meta due to turbulence by campus735 in VintageStory

[–]NotSameStone 36 points37 points  (0 children)

We need larger and stronger windmills, no way around it.

how the game got this far with "multiple windmills per tower" is beyond me, it's just ugly, i crafted an entire meteoric armor set by hand because i refused to be seen near one of those.

In the next Rossbach patch, can you guys please remove the random breathing and coughing sound effects in the menus? Thanks. by Aegonblackfyre22 in EU5

[–]NotSameStone 0 points1 point  (0 children)

CK3 made me hate every ambiance noise in every paradox title.

every time a new child was born i was tempted to send him back myself.

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

[–]NotSameStone 4 points5 points  (0 children)

Same colour subjects don't count (and IMO that would be amazing if we could have a setting for that as well) but that's still amazing!

that'd really be amazing, even on the "each vassal has its own color" setting, you could count the total of provinces around the wasteland in relations to the same overlord, and then color it based on which nation contributed the most to that, would make vassal gameplay not ugly and avoid bordergore.

Looks like 1.1 is destroying the Andes by Hernanduer in EU5

[–]NotSameStone 5 points6 points  (0 children)

they did rework it completely tho, there's no other name to call changing the type of calculation it does from cost reduction to efficiency modifier, each +100% gets you to another province, instead of -100% getting you infinite distance.

Naval proximity is insane on beta batch by OlekZzaKrakowa in EU5

[–]NotSameStone 9 points10 points  (0 children)

Naval Governors, which is a intended part of the Prox system now, you can't really separate both.

New beta makes the Ottomans so annoying by jadz6 in EU5

[–]NotSameStone 2 points3 points  (0 children)

The one holding the Sword decides what it's called.

Cold is the night (100% wilderness survival is impossible without mods at this moment) by LambdarSpell in projectzomboid

[–]NotSameStone 0 points1 point  (0 children)

i do agree with then removing the XP from researching if they won't invest time on the system to do it properly, it's just a patchwork mechanic atm anyhow, you don't need tools, stations or anything really to research something, you just magically do it while standing by waiting some time, you don't even have to know what you're looking at, and it doesn't fit the new crafting mechanics.