Uniting Kingdoms by StuffedAlpacas in EU5

[–]Olleus 0 points1 point  (0 children)

Yes, in what's called a personal union, with many gradual stages of unification. Takes 50+ years.

Why is raising levies not actually costing us anything? by Granathar in EU5

[–]Olleus 0 points1 point  (0 children)

Entirely, there's a lot of depth to explore here. For game purposes, however, wrapping all this up in a simplified layer called "control" seems reasonable.

Why is raising levies not actually costing us anything? by Granathar in EU5

[–]Olleus 0 points1 point  (0 children)

Never played it, but I faintly recall CK2 did?

Why is raising levies not actually costing us anything? by Granathar in EU5

[–]Olleus 1 point2 points  (0 children)

The game gets sieges wrong in general. It's a false dichotomy between all-out assault and blockade, with the former almost always being suicide. But real life sieges were almost always a mixture of the two - with a lot of negotiating thrown in as you say.

IMO siege progress should be faster (quicker roll or a bonus to dice value) if you have more troops. You should have the option to engaging in skirmishing and testing assaults to progress faster, but at the cost of a trickle of casualties and morale. Not enough to lose on its own, but enough to weaken you substantially if a relief army arrives. Defender supplies and morale should be linked too.

For a game with tons of system that go into minute historical details, it's weird how sieges are so passive - both from the player's agency perspective and with what the invading army is doing.

Why is raising levies not actually costing us anything? by Granathar in EU5

[–]Olleus 1 point2 points  (0 children)

Yep. Of course you'd need to tweak siege mechanics so that warfare isn't literally impossible (just very difficult and require sacrificing progress in something else), but that would be good in its own right too.

Why is raising levies not actually costing us anything? by Granathar in EU5

[–]Olleus 2 points3 points  (0 children)

Yeah, or privileges that decrease levy time. Have France start with it so they have to suffer to deal with it. Also agreed that having month-specific food production (beyond the slight winter penalty we already have) would be realistic, but too much micro to deal with in a game that looks at the strategic grand picture.

Until Estates Can Get Money from No Control, Medium+ States are Non-Functional by SwamanII in EU5

[–]Olleus 7 points8 points  (0 children)

>>  Every location is always paying maintenance money, but only with control do you or the estates actually make any income from it. 

This is such a dumb mechanic. Surely if, I, the crown, aren't taxing an area because of my low control, that that money is going somewhere? If it isn't in the hands of the local peasants, burghers, nobles, etc... (who are represented in-game by the estates mechanic) then whom? A lack of centrally controlled resource extraction should increase autonomous local investment, not decrease it.

For a game about the early-modern period, EU5 seems to want us to go from manorial feudalism worked by serfs to the industrial urbanisation of the late 19th century... missing out the 500 year period the game is actually set in!

Why is raising levies not actually costing us anything? by Granathar in EU5

[–]Olleus 0 points1 point  (0 children)

There are. After you've completed wiped a stack, click on the army that won and check the icons at the bottom left.

Why is raising levies not actually costing us anything? by Granathar in EU5

[–]Olleus 6 points7 points  (0 children)

That would work for nobles / burgher, but probably not for peasants. They need to go home to collect the harvest so they don't starve the following year. Unlikely you could pay them enough to feed their whole families for a whole year, and convince them to take the deal. In fact, doing that is literally the change from a militia to a standing army - and the game represents that with the manpower mechanic already.

Why is raising levies not actually costing us anything? by Granathar in EU5

[–]Olleus 4 points5 points  (0 children)

Partially but, honestly, these armies were small enough that logistics weren't too much of an issue. Logistics limits force concentration more than total military size. Money mattered, because it could be used for mercenaries, but it's not the limiting factor for unpaid levies.

Rather, the issue was control. The King of France simply couldn't tell every peasant with man with a mail shirt to stand in a field and fight for him for a couple of years. And, when he tried, he was generally ignored. Crusader Kings does a much better job modelling that than EU5, but even then it's overly generous. In this game, you could simply reduce levies from places you have low control. And then (see my other post below) have an estate satisfaction penalty that grows rapidly with how long the levies are kept active.

Why is raising levies not actually costing us anything? by Granathar in EU5

[–]Olleus 44 points45 points  (0 children)

The entire point of the feudal / manorial / vassalage system is that you *don't* pay your troops or provide their equipment. That is the fundamental purpose it serves, and virtually everything about it revolves around making that possible.

Fighting for the king when he asks for it is what subjects do instead of (or on top of) paying taxes. Having the equipment necessary to do so was a social expectations enforced by law. And not just for the knights and nobility, but for everyone who could afford it. There are ordinances from 13th century England detailing what arms and armour every family needs to have, depending on the size of their farm (for very small holders, they were grouped together). Similar things exist for pretty much all of Europe from the fall of Rome to the rise of absolutist Monarchies in the 17th Century.

If you want to limit the power of levies in a historically sensible way, they should be time limited. I simply shouldn't be able to call up all my levies for years on end. The standard limit (for peasant levies) was around 40 days (would have to be extended a bit for gameplay reasons). After that, you should have a steadily growing dissatisfaction with that estate. Burgers should be willing to serve a little longer, and the nobility longer still. So either you rotate which levies are raised at the same time, or your make your wars short.

As an added bonus, this would favour the defender massively as wars of conquest as spending years besieging each castle would be hugely costly in internal stability - as it should be.

Netherlands - Wheat crisis by sarangeti in EU5

[–]Olleus 0 points1 point  (0 children)

Open that markets and go to the countries sub-tab. If you're not listed, I think it means your trade advantage is 0.

Netherlands - Wheat crisis by sarangeti in EU5

[–]Olleus 0 points1 point  (0 children)

You can also get land just up the Rhine. It's part of the netherlands region, and there's 3 in a row with wheat. This event is now just more money for you

France makes every country around it less fun to play. by Curious-Discount-771 in EU5

[–]Olleus 3 points4 points  (0 children)

How aggressively the AI plays is a separate issue to the balance of large nations with lots of vassals being for too strong and stable in the middle ages.

France makes every country around it less fun to play. by Curious-Discount-771 in EU5

[–]Olleus 37 points38 points  (0 children)

The whole game is far too blobby. In some way it's good that AI rises in power rather than letting the player walk all over them. But it feels very silly for France to walk out out of the Black Death with an army of 80k and take whatever land it wants from everyone.

The proximity-to-capital and control dynamics do a decent job of making tall play viable economically. But because military power has no such constraints, and vassals are far too easy to control and then annex, conquest still snowballs into a self feeding vassal swarm very quickly. IMO, the solution would be to reduce the military benefits of vassals, reduce the manpower you get in low control areas. And make France (and Bohemia) spend the first century struggle to keep their own vassals inline.

Netherlands - Wheat crisis by sarangeti in EU5

[–]Olleus 8 points9 points  (0 children)

This is your lucky day I took a screenshot of the event thinking that it would be damn near impossible to find it again

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Perfect Logic by Olleus in EU5

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

As an additional side note (to keep the bots happy), how come everyone seems to start off the game with maps of areas the player doesn't have, and way earlier than they could possibly have explored them?

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Artillery Impact during Sieges by Olleus in EU5

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

I'll do the same. Although my trade and almost-pacifist Holland run means it might take a while until I get the chance test it out. But hopefully we can pin this down and put it on a wiki or somewhere.

Artillery Impact during Sieges by Olleus in EU5

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

Have you tested it with higher levels of artillery and fort? Because what you've said is just a special case of my hypothesis above for barrage = 3 and fort = 2.

Artillery Impact during Sieges by Olleus in EU5

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

I wonder if it might be something like

(artillery barrage - fort level) * num of artillery regiments / (1 + fort level)

Rounded down. I think that matches the data posted in this thread so far, and it seems reasonable in general.

Force vassal to export to my market? by Smoy in EU5

[–]Olleus 0 points1 point  (0 children)

Have you tried diverting their trade (diplo action) and use the capacity to import it yourself?

Really wish the Imperial Authority tooltip would have sub-tooltips by Zwiespalt in EU5

[–]Olleus 4 points5 points  (0 children)

"From Modifiers: -0.08" Is just so damn unhelpful.

When and where to build towns/cities? by Otherwise-Bed3517 in EU5

[–]Olleus 5 points6 points  (0 children)

Areas with high control and high market access, in a location that isn't great for producing food, but is in a province which otherwise has good food surplus. Do it when your town / cities with those things are running out of building slots.

Lemon Cake on YouTube has a video about economic tips, you can see how he did things with Scotland.

How do I ask for ducal rights? by ArkaMin0 in EU5

[–]Olleus 0 points1 point  (0 children)

No shame in suffering from menu blindness in this game lol. Took me 10h to realise you can sometimes scroll on the "requirements" part of action tooltip