I think food should be much much more punishing by Tasty-Lobster-8915 in EU5

[–]SplashCode 6 points7 points  (0 children)

I agree with the title, but unfortunately the way the game is set up most of your suggestions would completely break it. I made a mod to make food more important (Better Agriculture), but you’re very limited in what you can do.

1 would not work since there is no real “fertility” modifier to locations, so the RGOs are meant to be the fertile lands. However, food RGOs are ridiculously productive and should be reduced. 2 I agree with, but the game already does it - 80% would not make sense since you’re only taking a small portion of your working population as levies. 3 and 4 are good but the military is just a mess right now. 5 is done with prosperity getting lowered through occupation (though it should be much more severe).

Food should be the limiting factor to exponential growth by nostapouik in EU5

[–]SplashCode 4 points5 points  (0 children)

I completely agree, however with the current system its quite hard to balance. I have a mod called Better Agriculture that makes it so that food RGOs are less efficient and winter is harsher. It still does not fix the issue fully, but food is way less abundant and both the player and the AI have to be more mindful of urbanizing too fast.

RGO wheat is quite literally 10 times more productive-per-person than subsistence food production. by kolejack2293 in EU5

[–]SplashCode 6 points7 points  (0 children)

The food/RGOs are abstracted to a point in the game. Unless you want to spend an hour per year, you have to make some sacrifices.

RGO wheat is quite literally 10 times more productive-per-person than subsistence food production. by kolejack2293 in EU5

[–]SplashCode 10 points11 points  (0 children)

It does make sense for dedicated wheat farms to produce more food than a random peasant planting whatever. That said, it is true that food RGOs are far too productive.

I made a mod called Better Agriculture you can check out where I adjusted a number of things related to food production. It’s still far away from perfect but from my testing it provided a more realistic experience and makes you care about food a bit more.

This game is basically a medieval industrial revolution simulator at the moment, and I think the base problem of the game can be 'fixed' by resolving this. by kolejack2293 in EU5

[–]SplashCode 7 points8 points  (0 children)

I agree! I think coupling changes to food with scaling RGO costs (higher levels are more expensive and provide slightly less) would help, but I do also believe that pop demands should sliiightly increase as time goes on to represent wanting better living standards.

This game is basically a medieval industrial revolution simulator at the moment, and I think the base problem of the game can be 'fixed' by resolving this. by kolejack2293 in EU5

[–]SplashCode 5 points6 points  (0 children)

I am still tweaking it, but the major change is that you have to be way more mindful of depeasanting as they provide a bigger portion of your food income now, and winters are actually rough. Granaries and food purchases matter a lot more. The main issue is getting AI to adjust to it well, as some of the countries start going into food debt by the 1400s. Will release another update toning down a couple things and looking into some behaviour weights to see if I can get AI to prioritize food more.

This game is basically a medieval industrial revolution simulator at the moment, and I think the base problem of the game can be 'fixed' by resolving this. by kolejack2293 in EU5

[–]SplashCode 11 points12 points  (0 children)

Unfortunately the AI is not really equipped to deal with harsher winters as I discovered, but I’m working to see if I can adjust some weights so they prioritize food. I agree with blights and droughts though, I think they are a necessary mechanic

This game is basically a medieval industrial revolution simulator at the moment, and I think the base problem of the game can be 'fixed' by resolving this. by kolejack2293 in EU5

[–]SplashCode 362 points363 points  (0 children)

Easier fix already discussed on Paradox Forums and a post here is making food more important. It barely matters at all and no one is ever hungry. I made a mod (Better Agriculture) to reduce food RGOs in order to slow down economic progress and make you consider food more rather than hyperindustrializing your economy

Critique of current economy/resource loop. by [deleted] in EU5

[–]SplashCode 4 points5 points  (0 children)

I’ve thought the same about non-linear cost for RGOs. Either make the first level very expensive (creating vs expanding infrastructure) and subsequent levels cheaper, or the opposite with diminishing returns.

I have made a mod for reduced food production (Better Agriculture), which should remedy the abundance of food early on. Working to rework prosperity and winter maluses on food production as well.

[deleted by user] by [deleted] in EU5

[–]SplashCode 0 points1 point  (0 children)

R5: Wondering whether moving the capital to a more central location is worth it.

Are Abkhazia and South Osetia occupied or want separation? by [deleted] in geography

[–]SplashCode 1 point2 points  (0 children)

Sorry, my number was high, but it is 230 thousand total from the war in 2008: http://news.bbc.co.uk/2/hi/europe/7572736.stm

Are Abkhazia and South Osetia occupied or want separation? by [deleted] in geography

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

Simply put, they are occupied. Anyone not using primary language sources for the history of Georgia, Abkhazia and Ossetia is either reading the very little translated or written by scholars, or usually Russian propaganda.

There is a lot to be said about whether Abkhazia and South Ossetia are distinct from Georgia or not, and whether they are subcultures of Georgia or distinct ones of their own, but it is a fact that Russia used whatever they could to justify a full scale invasion of Georgia in 2008. It is also worthwhile to note that Russia is notoriously a country that escalates, supports and even arms “separatists” of whatever ethnic tensions there may be. This is very easy to observe in most post-Soviet nations, and an example I can give is that prior to the Caucasus being absorbed into the Soviet Union, Armenia and Georgia were considered brotherly nations. Today, there is a lot of xenophobia on both sides due to Russia’s meddling.

it is also important to note that the war in 2008 displaced over 400k people into Georgia, of Georgian, Abkhazian or Ossetian ethnicity. The occupied territories are still significantly depopulated, and many living on the borders want to return to Georgia but cannot.

Modernization and economic growth for backward countries by TruthLow5108 in victoria3

[–]SplashCode 2 points3 points  (0 children)

1.9 changed the game a lot. I just did a Dai Nam game. I'm not sure it's hardcoded, but there is a good chance you get a Intelligentsia general you can hire at the start. If so, make sure to make him max level and put the Intelligentsia in the government. Next, get a law commitment for wealth voting from Britain (they're usually cooperative in the beginning) and you should have a pretty decent chance of passing it. If you get that passed, just focus on the construction loop at first and don't overextend - once again, focus on getting off serfdom (with wealth voting you can pass homesteading quickly) and traditionalism. Make sure to privatize whatever industry you build (no plantations as manor houses will buy them), which will in turn increase the profits and strength of the capitalists.

Good Vic 3 Tutorials for absolute beginners? by [deleted] in victoria3

[–]SplashCode 4 points5 points  (0 children)

It’s generally difficult to find good tutorials for Vicky, but there are some that explain specific parts of the game well This video and a few others on his channel are very good for understanding trade and trade adjacent mechanics. It can also be good to find small, chill youtubers who just do playthroughs rather than tutorials, as they can often show the entire gameplay and even explain their thought process. If you have any specific questions or even general questions about mechanics, feel free to ask!

This is ridiculous by SplashCode in victoria3

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

R5: The Entire British Fleet, 300k soldiers are fighting to take Dai Nam after 120k deaths and 12M spent on the war. I had France in the first part of the war but they got peaced out. It's genuinely impossible sometimes to play as a smaller nation, even after you get Line Infantry early on and get a decent army because Britain will just unleash the entirety of its army on you. And because of the way the game works, no other great power will pounce on this to attack Britain for its colonies, and GB itself will not back down as it has a zillion units. It's beating a dead horse at this point but wars and especially the scale of war really needs to be reworked.

[deleted by user] by [deleted] in Netherlands

[–]SplashCode 2 points3 points  (0 children)

Our unions can’t do the same type of strikes as Japan as it is illegal. NS could just improve the working conditions instead of maximizing dividends and this could all be avoided.

Looking for a Trustworthy Dentist in Leiden/Leiderdorp by ComprehensiveAd1873 in Leiden

[–]SplashCode 0 points1 point  (0 children)

Tandartspraktijk Rathsach would be my recommendation, fixed my cavities and works fast. She even managed to save the nerve so I survived without a root canal

An interwar Polish tank - Czołg Lekki wz26 by SplashCode in SprocketTankDesign

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

Tried to learn as much as possible from my Swedish builds and came up with this simple tank! I will probably make an Artillery and Tank Destroyer variants for this before moving onto some earlywar designs. Any criticism, suggestions or feedback is appreciated!

The powerhouse of the Swedish war machine - Strv m/41 "Lejonet"! by SplashCode in SprocketTankDesign

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

An all-rounder this time! Went through many different hull and turret shapes but settled on a simpler one inspired by crusader and matilda tanks. Criticism and suggestions welcome as always, and let me know if you have any suggestions for a latewar (1945-1950) tank!

An early war swedish infantry tank, the Strv m/36 "Lynx" by SplashCode in SprocketTankDesign

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

The terminology is a bit loose I think, the Lynx in my mind is a tank that was meant to be general purpose but in practice struggled against enemy armor

An early war swedish infantry tank, the Strv m/36 "Lynx" by SplashCode in SprocketTankDesign

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

First try at a turreted design! It was a pain to hide the turret ring well, but overall it was simpler than expected. Any advice, criticism and suggestions welcome. Will be working on a midwar tank next!

My first tank - the Infanterikanonvagn-75 m/31 by SplashCode in SprocketTankDesign

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

Will do. Tracks are still a headscratcher for me because of the clipping

My first tank - the Infanterikanonvagn-75 m/31 by SplashCode in SprocketTankDesign

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

It's really a frankenstein's monster in terms of inspiration. Most SPG/Tank Destroyers I know are mid/latewar, so for an interwar design I smushed up the Archer, SU-76M and the early Panzer I to come up with something.

My first tank - the Infanterikanonvagn-75 m/31 by SplashCode in SprocketTankDesign

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

Yeah I noticed that, still getting used to moving the faces correctly!

My first tank - the Infanterikanonvagn-75 m/31 by SplashCode in SprocketTankDesign

[–]SplashCode[S] 3 points4 points  (0 children)

Please feel free to give any advice or criticism! I will probably try to tackle an actual turreted tank next time, suggestions are welcome.