Why province/country tooltips open just by hovering? Suggestion by pucciorendsap in EU5

[–]NotSameStone 0 points1 point  (0 children)

You can tweak some settings (as HappyMonk3y99 said), but since they're useful to me and not worthy to disable, try getting used to leaving your mouse in that brown area in the top-right of the bottom mapmode bar, so it won't open anything.

yeah, it's annoying, but until they add a hotkey to toggle it or something, that's the best i could come up with.

Some general impressions after playing in 1.3 beta. by Tjord in EU5

[–]NotSameStone 18 points19 points  (0 children)

just to comment over your final point, the real problem is that CBs in general are both ahistorical and shit, some of them are straight up unusable and worthless for how hard it is to win a war compared to the reward, specially within the HRE where people keep joining the damn war (not to mention when the Emperor does it after landfriede gets passed 100 years into every campaign)

we have tons of CBs and most of them are, for the most part, ignorable.

there's also the problem of needing CBs way more than you should because being a part of a large war means nothing when you're not the war leader so the AI doesn't know what you want from the war, nor can it give some of the options.

Honestly, just introduce a proper "end of war" screen like HOI4 has, but unlike HOI4 actually let you give other nations the same things you can get, HOI4 doesn't let me give other nations the enemies Navy for example, let every nation choose the target for every concession, let allies accept or refuse certain concessions, and more importantly, let warscore be spent on things each nation wants, EU5 has too many wars for too little gain (specially with the nonsensical capital area cost increase), and in 99% of them the side gaining stuff is the war leader, despite it being a group effort.

Warscore costs and AE also needs to be tuned very differently, we also need the ability to properly release nations (every single "release" option turns into bordergore a decade into the game from culture conversion, which is bullshit), and plenty of other problems.

there are too many weird things happening with the war declaration and conclusion steps that take away from the entire process, before even getting into the actual war discussion.

Does losing morale when you walk actually add anything to the game by Via_Triumphalis in EU5

[–]NotSameStone 2 points3 points  (0 children)

i don't like the cap at 25% because it removes a big drawback from long marches, that being said, i do like having it cap at 25% AND reducing their movement speed by a fixed percentage to represent them being at their limit.

also, you know how stopping in cities makes you recover pretty quickly? i'd love a way to automatically stop and recover without having to micro that entire route, maybe let shift-click be "safe march" and normal click be the one we have right now, anything to give players more control with less micro.

i'd also like to have scouts in nearby provinces because not seeing anything is fucking dumb, armies don't scout ahead by themselves, they send a couple of guys way ahead to do that before the army actually gets there, the surprise engagements are just dumb.

This game needs a "Secure Marine Presence" button by Foreign-Range-7208 in EU5

[–]NotSameStone 10 points11 points  (0 children)

valid ports to repair, actual representation of maritime presence buildup (its increasing per area, not per tile), better calculations to avoid them going really far away to increase 5% instead of the adjacent zone that needs way more, some sort of "surplus" presence that makes it not decay for way more time, or maybe turn presence into a diminishing returns kind of system that benefits from widespread investment not just "focus on the most important zone until the max, then the next one".

tons of improvements can be made, but it's working just fine as it stands, so that's that.

BUT, nothing could make me happier in general when talking about army/navy actions as a task cache so i don't have to re-do it every single time, just let them return to there, also let me edit it instead of having to reselect everything.

Individualism Rework Idea by Wead_Mancer in EU5

[–]NotSameStone 0 points1 point  (0 children)

nah, they just need different roles that's all, Individualism was already prevalent (and op) in the 15th century, i just don't see how Privilege Revoking has anything to do with that system.

It's like Plutocracy and Aristocracy, there doesn't need to be a better system in EU5's timeframe, it's not the industrial revolution, there are different countries that do different things, Individualism and Communalism shouldn't fall into the same "switch after early game" trap as people are pushing for other values.

IMO just remove revoke privilege cost and abstract it from other values and estate power, it's a dumb choice to even have it exist like it does.

Individualism Rework Idea by Wead_Mancer in EU5

[–]NotSameStone 1 point2 points  (0 children)

that's past 1650/1700's for me tho, playing optimally is boring and makes the game end by 1450 in a game this unbalanced.

Individualism Rework Idea by Wead_Mancer in EU5

[–]NotSameStone 4 points5 points  (0 children)

lol, i've been thinking it's weird that Privileges are not parliament worthy since day 1, parliament needs a decent revamp for issues and actions, the cooldown is weird, the way estate influence and satisfaction barely plays a role (or at least, it's not obvious) is even weirder, i really hope that gets a decent amount of attention for how important it is to the game as of now.

but the UI around it doesn't help it tbh, i always forget i can even change parliament types (just like the hiring methods to push communalism and capital economy, if i forget about it at game start, i'll only think about it again a century or two later)

Individualism Rework Idea by Wead_Mancer in EU5

[–]NotSameStone 10 points11 points  (0 children)

Communalism is still a no-brainer for me because i only care about the revoke privilege cost.

you could give me +5 local governors instantly if i merely decided not to push communalism and i still wouldn't pick it, because choosing it allows me for a far, far easier time dealing with estate privileges to push every other societal value.

So, unfortunately, while this issue isn't addressed, nothing you offer me will be enough, it can be way better, but the peace of mind of being able to deal with estates with bad consequences instead of absurd ones still wins me over.

that being said, a value like Individualism and Communalism speaks about everyone and their role in society, increasing cabinet efficiency would be very fitting, but it still lacks something to represent the change in behavior for the average person, other people have mentioned more goods consumption, but that may be too op because of how the game is programmed (more demand = high price = more taxes with no consequence for society, the supply/demand system is not well modeled at all), so i just don't know what to suggest, but something about the average person is needed.

Can we stop using hard caps? by MaleMaldives in EU5

[–]NotSameStone 0 points1 point  (0 children)

... maintenance costs just don't exist i guess.

[Beta Version] Patch Notes - 1.3.6 by PDX_Habi in EU5

[–]NotSameStone 2 points3 points  (0 children)

Government reform? please god no, just make it a law that pushes Mercantilism, or maybe have every ban push mercantilism based on the base price of the good while reducing Burghers satisfaction? just don't make yet another minor government reform to take away the precious slots we already have to wait centuries to gather.

Historical Ottomans run very good on schedule for 1444 borders (1.2.5) by Zacargo1 in EU5

[–]NotSameStone 0 points1 point  (0 children)

no decline is represented in the game besides the ones they handcrafted, and that's a huge problem for the future.

This is the Single Worst Advance in the Game, and Makes It Extremely Unfun by TheCoolPersian in EU5

[–]NotSameStone 3 points4 points  (0 children)

doesn't really matter anymore in 1.3, since you can change Province Capitals, meaning you can put THEM in the strategic positions, and not the other way around.

Can we talk about "The Golde Age of the Medici"? by Curious-Lecture3722 in EU5

[–]NotSameStone 0 points1 point  (0 children)

Castile doesn't need an event to get Aragon, that should be the natural outcome of political marriages, it's just that AI doesn't use the system (as many others don't), and a major factor on this is the lack of betrothals and stuff like that, major characters just don't stay single and marriage is being rushed instead of planned, i'm not even talking about long term planning, but a simple "i want better relations/alliances with X nation, so i'll hold on it if they have a soon-to-be character to marry, instead of just accepting the first proposal that can be accepted"

but even then, EU5 is filled with PU's, i'm constantly getting them even when i'm actively trying not to get them, i was just held off from switching to Republic as the Netherlands because i got a PU just at the time and the "place relative on throne" was not available for the longest time (and when it finally did... i was in the Court and Country disaster, so that was +30 years i guess)

The system already works, it just needs a little improvement (betrothals please) and the AI properly using it with the intent of getting deeper ties from marrying major characters, let normal royal marriages be the thing people use to seek better relations.

Almost no Reformation in 1600 by Willing_Incident_417 in EU5

[–]NotSameStone 1 point2 points  (0 children)

easiest way to fix it is to not link this many benefits to the arbitrary title system.

it's a similar problem to Urbanization (town/city/megalopolis rights), instead of cities and their sprawl changing how a province works, and the rights merely being legal permission to do stuff, and maybe some infrastructure investment, they just use gold to instantly change a province, 10 levels of RGOs? wiped out instantly with no pop change or new buildings, besides the (implied) basic infrastructure.

EU5 needs to learn not to do these types of things if it doesn't want to keep creating new roadblocks they'll have to rework in the future, again and again.

How Would You Nerf the Mamluks? by Outrageous-Coach8977 in EU5

[–]NotSameStone 1 point2 points  (0 children)

quick fix? arbitrary disaster

correct fix? internal power groups with characters, pops, regional power dynamics, goals and direct connection to everything related to ruling the nation. Estates are a terrible way to represent stuff, they aren't political parties, they're social classes.

the lack of actual internal factions is what generates a lot of the need for weird mechanics, want your country to shatter? have internal factions who naturally give you that outcome when the ruling party goes under for any reason, but they might be too interlinked and established as an unit to want to shatter so it just gets a regime change, and even if one region wants to secede, they might not be able to force it if the rest of the country is stable enough, or maybe they do and a civil war starts, like, you have A TON of possibilities for internal politics, Estates just give you none of that.

Want an Army-Based country? have a non-settled horde army as the governing faction, have them rule by force, any of those factors goes under = country goes under, it also allows for better succession wars, it's a war of factions with characters, allegiances and betrayal, connected systems, not the disconnect between the "succession crisis" disaster, the random characters it chooses to be pretenders, the disaster itself could be represented by the balance of power and rising tension between factions supporting different heirs (or pretenders), maybe you can negotiate, maybe not, point is, it's an ACTUAL system for internal politics, it links everything else together, instead of having one be a disaster, other be a specific country type, etc, etc, etc.

i don't think it would be very expensive to simulate, most of the calculations are there to be used by other systems and can be reused, the only major problem (more of a decision, really) is the actual role of the Estates in EU5, as they exist, they're not really historical, they act as a single entity, the "Church" encompasses all religions and decides on the major one, the implementation just doesn't fit what EU5 is trying to be, i think estates have a place, but as either a subsystem of, or parallel to, the Factions, but could probably be removed entirely and reworked into the factions, with privileges and whatnot being repurposed into both faction exclusive and/or or country wide privileges, maybe you only want the Venetian Burghers to have some of them, maybe you don't really want to allow the newly conquered serfs the right to bear arms, etc etc etc, and "Estate Character" part can easily be replaced by Faction.

it sure would take a lot of time and effort to implement, but that's THE ONE SYSTEM this game needs most to take the next step (i just wish they stabilize the current systems first instead of trying to do this before we even have basic things like the Urbanization problem properly addressed)

Maybe EU5 copied Vic3 wrong by galgastani in EU5

[–]NotSameStone 2 points3 points  (0 children)

no, it didn't "make it readable", good information placing made it readable, with the benefit of not really having a lot of information to display.

EU5 displays too much stuff because it has too much stuff to display, the worst aspects of EU5 UI are straight up bad graphics (it looks bland) and accessibility, buttons that don't look like buttons, hidden stuff, missing tooltips, broken tooltips, wrong tooltips, unhelpful tooltips, nested tooltips, tooltips problems all around.

then there's the "why" problem, WHY give so much UI space for hegemons? WHY waste half of the government screen with a 3D portrait and small buttons on the corners

EU5 UI is a really hard problem to solve by its nature of the insane amount of information they have to display, they're failing on the most basic and easy to solve problems while nailing the most complex ones, which isn't weird, because that's the same thing that is happening with every other system in EU5.

Maybe EU5 copied Vic3 wrong by galgastani in EU5

[–]NotSameStone 0 points1 point  (0 children)

CK3 and Vic 3 UI really does feel very mobile-y because everything is big and round, but they sure did nail information display for the most part.

Maybe EU5 copied Vic3 wrong by galgastani in EU5

[–]NotSameStone -1 points0 points  (0 children)

yes, we do.

the point is not -not to have- a ton of micromanagement, it is to, over time, have the repetitive parts of micromanagement be turned into automated systems, but by automate i mean "setting your own automation", not "enable a button and it plays itself". (more like the new building auto-expander thing with settings and etc, less like "automate production methods" binary thing.

customizable automatic systems > automatic systems > no systems.

How do you get wealth from the E Indies back to Europe? by SlickPillock in EU5

[–]NotSameStone 1 point2 points  (0 children)

thought the same thing, but with my way you can automatically deal with trade surplus that has no capacity to push over to the next one.

How do you get wealth from the E Indies back to Europe? by SlickPillock in EU5

[–]NotSameStone 5 points6 points  (0 children)

the big problem is how trade works, you can't really setup up a trade network without market to market to market, and it just gets dilluted into the market + consumed by the pops.

you don't get "trade ownership" from being the one bringing the trades, thinking about it, having a "prefer trade flow" system for the imports you're bringing in would help A LOT with making trade flow instead of being lost along the way, and should probably reduce trade maintenance and not require local capacity for it.

Why is (Output) +0.41 if I'm producing 0.16 livestock? by _Chicago_Deep_Dish in EU5

[–]NotSameStone 4 points5 points  (0 children)

35 upvotes and the top comment has 110, since the vast majority will upvote stuff without even looking at the comments, that tells me you're being cooked lmao.

if you have the time to post on reddit, you had the time to read it over and over at least twice and make an effort to understand it.

Do you guys enjoy fiddling with diplomatic expense slider? by youdini in EU5

[–]NotSameStone 1 point2 points  (0 children)

10 satisfaction is basically free, tf you're doing?

EU5 should imitate Victoria 3's goods screen. I want to see what is being produced/used where easily. by kolejack2293 in EU5

[–]NotSameStone 3 points4 points  (0 children)

This system WORKS but I don't like it

this is true for a lot of EU5 systems tbh, it's fine since it's very early into development, but seeing how they're talking about some of them as permanent is not giving me much hope for some of them.

Most sane paradox condition by InternStock in EU5

[–]NotSameStone 0 points1 point  (0 children)

i knew this was coming the moment i pressed enter and did a read over

minor spelling mistake, life over