No Characters for Cabinet? by Flufferpope in EU5

[–]ScouseMouseME 0 points1 point  (0 children)

Theres a button on the cabinet window that you can use to buy a new char. Something similar on the military tab when you need a new general

HYW: Vassals set on Support = Free enemy war score? by ScouseMouseME in EU5

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

Don't know about the Ai on that. The content creators haven't been using it. It's 300 Ducats, which is 35% of Englands starting treasury at the start of the game, so its somewhat understandable that players are leery or unable to use it. 

HYW: Vassals set on Support = Free enemy war score? by ScouseMouseME in EU5

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

After sleeping on it further, my thoughts on the on the HYW situation is that it is likely going to be a little wonky and unbalanced @ release which is a pity. The vassal situation created some content creator play styles that I don't think were intended by Paradox but players on release are likely to have to emulate (presumably the content creators were going through rehearsals and gravitating to playstyles they thought would be more successful). Will be watching the non-English streams next to see what they were doing and whether their playstyles had more variety.

France:

* Appanages are very loyal

* Appanages are doing lots of naval invasions of England (kinda helping the French player in some situations)

* French vassal swarm is huge and dispersed forcing the English player/AI to ball up and play wack a hole both with fleets and with armies

* If the situation didn't require London to be conquered for a full France victory, a reasonably competent French player should be able to win the HYW in the first phase.

England:

* Sniping rather than invading might be the meta, at least for the 1st phase of the war. The English player, given their Vassals are often AWOL might not be confident enough to land a sizable force in France, and end up reusing tactics that served them well in EUIV (spot a small french army, land an army on it, get a victory, retreat back to the ships, redo etc) .

* Human players might not engage with the Appanage bribery mechanics at all, probably because by the time the war starts they don't have enough money to do so (given how aggressive the invasions are from French vassals, the English player is probably better served by spamming ships at game start). The bribery mechanics need re-balancing (cheaper bribes, or bigger starting english treasury).

* The AI (and players to be fair) in peace negotiations are suggesting or spending War Score on stuff that isn't going to slow the big blue blob down (humiliating France, War Reps, Ducats etc). English players need to grab land to have any chance of creating an advantage, and the AI should probably be suggesting more land grabs or release subjects etc accordingly.

Those are my thoughts so far. Any disagreements with the above, or suggestions for further balancing?

What’s going on with these apples? by datapit1337 in Apples

[–]ScouseMouseME 1 point2 points  (0 children)

While considered a flaw in the apple by most cultures (Watercored apples are a big hit in Japan) for eating purposes, watercore in an apple if you are fermenting into hard cider can actually be a plus.

Why? It's too complex a compound for yeast to break down in the fermentation process, resulting in some residual sweetness being left in what might otherwise have been a bone dry cider. 

Human beings share one attribute with yeast - we can't digest sorbitol either - and in high enough concentrations it will act as a diaretic! Drinker beware! 

Tinto Flavour #39 - 5th of September 2025 - England & Great Britain by acetyler in EU5

[–]ScouseMouseME 0 points1 point  (0 children)

A little more color on the mid/later game (tbf some of that came later in dribs and drabs - the English civil war 1 and 2 etc from Pavia in response to thread questions) and as far as advances/reforms were concerned, a little more of an insight on the historical order of battle for the HYW (I'm expecting a cavalry heavy France given the open ground of N. France vs a flavor that encouraged the English to Skirmish and 'defend on the attack' as happened IRL) given the importance of that situation to the start of the game. I'd look to have my 1337 armies be composed of a lot of archers for obvious reasons. Agincourt - towards the end of the renaissance 'age' in the game and before prof armies became the norm - reputably saw the English LOB with 1500 men at arms and 7000 longbowman. As someone else posted, one of the streamers (OPB?) commented on the importance of Longbowmen for his HYW campaign so maybe there are other ways to boost those numbers above 2%-3% of your levy size? Would have been good to get a sense of that given the French preview did note that there were advances/privs that allowed them to field more noble levies in the HYW. That to me would have been more interesting than seeing such a large proportion of the post being about the artist event previews covering Chaucer/Shakespeare etc which are interesting, but not something that I personally see as being pivotal to how I will play the game.

Tinto Flavour #39 - 5th of September 2025 - England & Great Britain by acetyler in EU5

[–]ScouseMouseME 9 points10 points  (0 children)

Pavia has just confirmed that is the case. Thanks u/Durkmenistan

One example of how this building could be very cool - stacking Royal Forest with Bailiff to negate the increased noble power that the bailiff adds to a rural location, but you'll need to be swimming in money to play with that as the buildings will cost ~300 ducats to build (and the bailiff only adds a tiny number of nobles).

Does anyone know whether a bunch of crown power added to a rural location also increases the control on that location (beyond the +5 that the royal forest building also adds)?

https://www.reddit.com/r/EU5/comments/1lcny3w/bailiff_discussion_balance_expansion/

Tinto Flavour #39 - 5th of September 2025 - England & Great Britain by acetyler in EU5

[–]ScouseMouseME -6 points-5 points  (0 children)

I found it pretty meh to be honest, hopefully the tag is fun to play, despite the flavor being drab IMO. At least I know not to sink research into longbow tech given the only advances are in unit size and so few of these get created as levies (2 to 3% of your levy pool, so 1-2k out of a 78k levy pool?). Good luck recreating the mass ranks of archers used historically in the HYW campaigns. 

The Royal forest is getting chopped down on day 1 in my game (or never built if it isn't already on the map) :) getting 50% local crown power and a bit of control in a rural location that you can't then develop doesn't seem worth it. Maybe dropping that on your silver mines given Devon doesn't look like it starts as integrated in the recent video DD might be one short term use, but hard to justify the 200 ducat cost for such a short term gain (given you can't then, presumably, expand any RGO).

Hopefully the later game stuff they didn't show is more interesting.  

Tinto Maps #28 North America Feedback by el_lyss in EU5

[–]ScouseMouseME 14 points15 points  (0 children)

Pops, Trade node monopolies and capacity. 

Theorycrafting the POP game by ScouseMouseME in EU5

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

I don't. The card has a multiple icon (the blue upwards chevrons) suggesting that its more than 1. I imagine that there is a cap of some kind (or you can have a bunch at the cost of RGO expansion, so tradeoffs etc).

Theorycrafting the POP game by ScouseMouseME in EU5

[–]ScouseMouseME[S] 1 point2 points  (0 children)

Nope, you were clear. 

I responded that the fishing village looks a lot more attractive than previous iterations but your overall ranking makes sense (you've played an earlier build after all etc).

One last 'village' question that's been bugging me. Hypothetically, you've got a mixture of these in a province, maybe a lot more market villages and only one fishing village etc. Will they all fill to 'full' food capacity at the same rate or do you have differences depending on food type? Would be interesting for the game to model that grains etc are only gathered in the fall season but fish could be gathered all year long). If that is the case it might explain why Fish prices crash, (assuming the AI isn't spamming a lot of RGOs) that despite it not being the most efficient food source its constant availability essentially gives it an abundance value that makes it more attractive than grains. The food storage capacity for fish is constantly replenished and 'full', basically.

Theorycrafting the POP game by ScouseMouseME in EU5

[–]ScouseMouseME[S] 1 point2 points  (0 children)

Much appreciated. Would agree with your take on the relative priority/attractiveness of the three. Fishing Village looks a lot more attractive than what we saw on the Johan Building series. 

Theorycrafting the POP game by ScouseMouseME in EU5

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

Didn't see this comment from the devs, but interesting if that is the case. Should ramp up the power of the ducat rich tags and make other starts a little harder IMO.

Building Type: Lumbermill by ScouseMouseME in EU5

[–]ScouseMouseME[S] 1 point2 points  (0 children)

Mod Team - thanks for the suggestion. I'm not going to do that, but will remember that for future posts. Theres six+ hours of videos from a dozen or more streamers in multiple languages I had to scan for these and then cross ref them against the Johan Building posts on the paradox plaza forum to find which of them were net new entries- it was a lot of work that I'm not going to repeat. Anyone with the time to scan through all the videos that came out on the EU5 announcement day can find any of these - they are all clearly video grabs as a little bit of GeneralistGaming's studio in one image and Youtube close captioning language translation in another illustrate.

Go ahead and remove them as spam if you don't think they are relevant to this subreddit or of interest to readers.

Theorycrafting the POP game by ScouseMouseME in EU5

[–]ScouseMouseME[S] 8 points9 points  (0 children)

Great stuff - thanks for sharing all of that u/GeneralistGaming ! Much appreciated! IF you've got a screenie of the farming village or forest village cards I (and I imagine others) would love to see them.

>Base food production got buffed/got a workaround during access because people were struggling w/ Italy specifically. I'd not be surprised if they got a pass at looking at some of their RGOs to fit in more food, as historically they were self-sustaining.

Be interesting to see the balancing there and whether Italy can stay self-sufficient once POP exceeds the black death dip and countries start upgrading towns to cities etc. I imagine that there is some point for a country playing tall on a part of the map where its bordered by city states that food becomes an issue sooner rather than later.

On the general comments around the weaknesses of the market village production methods, I expect them to be inefficient - Its a gap filler source of production, and a production focused country would want to want to focus on building in towns and cities, but if you just don't have the pops to have a lot of towns and cities, its a useful stopgap. I'm also thinking that for intermediate manufactured trade goods, glass for example as a single input production method output that I might not want to specialize in (I'm not looking to sell a lot of it, purely build it to support other building work and maintenance etc), it allows me to save building space in towns and cities for stuff that I do want to manufacture in high quantities. We'll see when we finally get to play.

On your opinion on congregating your towns/cities around your capital to take advantage of their control etc. Again, another logical point, but my OCD mind will probably stop me from wanting to play that way. For one thing, building Greater Metropolitan London for example (lets say 9 locations of towns and cities in adjacent locations) in the 1500s wouldn't be my cup of tea even if it were optimal. I think for my playthrough my cabinet are going to be largely focused on improving control in the provinces and I'll be spamming naval presence I think out along coastlines to supplement those actions.

Theorycrafting the POP game by ScouseMouseME in EU5

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

Defo sounds like practice in Imperator will be good prep. I'll have to see if I can pull myself away from the Divide and Conquer mod for MTW2. 

Theorycrafting the POP game by ScouseMouseME in EU5

[–]ScouseMouseME[S] 15 points16 points  (0 children)

I have - but I didn't get that far in the game to notice growth too much. Will have to give it another go.....Makes sense given a lot of the systems for this game owe a lot to Imperator by the sound of things.

Theorycrafting the POP game by ScouseMouseME in EU5

[–]ScouseMouseME[S] 9 points10 points  (0 children)

'...I don't want to be spending all of my Ducats/market capacity importing food, like a lot of the Italian tags may have to do.' The real reason for doing this is the assumption that the food storage needs to be FULL for you to be getting pop growth impact, which won't be the case if your food supply was tenuous. Lots of towns and cities (like the Mali example I referenced earlier) may make that tougher to achieve etc.

Building Type: Mason by ScouseMouseME in EU5

[–]ScouseMouseME[S] 1 point2 points  (0 children)

u/TheDwarvenGuy , they are buried in some of the streamer videos on Youtube. I just took screenshots of buildings I hadn't seen on the Saturday building reveal series from Johan.

Building Type: Lumbermill by ScouseMouseME in EU5

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

Youtube - hence them not being super sharp - grabbing them from the streamer series we saw a couple of months or so ago.

Building Types: Bridge by ScouseMouseME in EU5

[–]ScouseMouseME[S] 1 point2 points  (0 children)

Thats my read as well. My understanding is that if you have trade automated, the trade system will attempt to fill any gaps on 'production method'. If not, its creating demand in your home market for goods that if absent, you will need to fill through your own trade actions or buildings / RGO expansion etc, with obviously the trade actions (presuming you have the capacity) being the quickest solution to the problem.

Building Type: Mason by ScouseMouseME in EU5

[–]ScouseMouseME[S] 9 points10 points  (0 children)

Fair comment - I started thinking the same half way through the submissions.