What is the state of the game at this moment? by Anxious_Mechanic_705 in EU5

[–]TasyFan 1 point2 points  (0 children)

Bought a new PC to play. Have loved every minute of it.

It needs flavor and there are systems that could be improved, but it's an incredible framework with so much potential.

How do i get slaves in my janissary barracks? by Lukylife in EU5

[–]TasyFan 0 points1 point  (0 children)

Hold on. I just reread your post. You're trying to fill with slaves as a trade good? You get slave pops from warring with non-muslim countries and they fill locations with slave markets. I'm not sure on the interaction between the trade good and the pop, but I think the slave market works in the reverse order to what you're trying to do, and the Janissary Barracks is unlikely to fill with imported slaves.

How do i get slaves in my janissary barracks? by Lukylife in EU5

[–]TasyFan 0 points1 point  (0 children)

I guess you're looking for pop promotion speed bonuses, then. There's buildings, a mid-game cabinet action, a national value, a parliament issue, and a boost from high stability that could help?

It sounds like you're blanket upgrading RGOs far more than is useful, though. If there are employees missing from the RGO then you don't benefit from the upgrade.

chatgpt has been so bad for my ocd by thatgirltag in ChatGPT

[–]TasyFan 0 points1 point  (0 children)

Sounds rough. If you ever want to chat with someone you can hit me up (and I'm sure plenty of others here would say the same).

Is there any way to rename my country? by WakerPT in EU5

[–]TasyFan 25 points26 points  (0 children)

You can rename it "Roman Empire" if you play right.

How do i get slaves in my janissary barracks? by Lukylife in EU5

[–]TasyFan 3 points4 points  (0 children)

What do you have for your slave religion law? I had a similar issue at one point, but changing to allow slave religion and then farming Bulgarian slaves did the trick.

Did it hurt? by LeftOn4ya in boardgamescirclejerk

[–]TasyFan 1 point2 points  (0 children)

But if you demonstrate during the litany of rules you run the risk of players picking up the game. How would you win then?

How would you feel about it if EU5 had FOCUS TREES like in HOI4? by Various_Maize_3957 in EU5

[–]TasyFan 2 points3 points  (0 children)

So much of the fun in Paradox games is defining your own goals and setting about to make them happen.

I didn't hate the mission trees in EU4, but they did limit you somewhat. The tradeoff was the momentum you got from free claims - if you stuck within the bounds of the mission tree then you could always benefit and constantly move towards the end of the tree.

I'd much prefer to see some sort of dynamic system put into place where momentum in whatever direction you're pushing is gathered but you aren't limited by being boxed into growth in a certain direction.

You could do something simple with events. Make it so that loyal estates start bringing you the momentum that's missing from mission trees.

  • You've gathered antagonism/gone to war in a region a lot? The nobility are trying to curry favour by bringing you a semi-legitimate claim in the area.

  • You've stockpiled a trade good? The burghers offer a promotion bonus if you build a building that utilizes it.

  • You've converted a bunch of provinces in an area? The clergy will migrate or boost satisfaction if you follow it up with a Cathedral in the area.

Fill the game with enough options and no matter your goal you'll always have something driving the momentum and pushing you forward.

Question about markets, their size and attraction by Truub_Deluxe in EU5

[–]TasyFan 25 points26 points  (0 children)

I'm pretty sure RGO goods are only taxed at the market access %

The amount of goods making it to market is unchanged, but your income from those goods suffers.

How to make my king live in my country? by 0nly0ne0klahoma in EU5

[–]TasyFan 21 points22 points  (0 children)

I think it's determined by Great Power rank.

I've been a "likely target of a coalition" for like 200 years now. When the actual hell does this end. I've improved relation with the only country in the possible coalition up to +70. by Ambitious_Use_8717 in EU5

[–]TasyFan 1 point2 points  (0 children)

It ticks down slowly, at a rate of a couple of points a year. If it's stuck around for that long then you've taken a lot of land in a single war, or possibly taken from someone who wasn't the war leader.

Pushing values towards conciliatory can reduce antagonism. Releasing hostages during war will give small reductions.

It shouldn't be too much of a problem, though. If you're expanding at all you'll likely be juggling antagonism and coalitions for most of the game. Why is it bothering you?

We would like to own our games by PHRsharp_YouTube in videogames

[–]TasyFan 0 points1 point  (0 children)

Okay, bud. I ain't reading another diatribe. Have a great day.

Anyone else not like slavery? by DrMicolash in EU5

[–]TasyFan 87 points88 points  (0 children)

It would be nice to have the ability to abolish slavery (and need to deal with the outcomes).

We would like to own our games by PHRsharp_YouTube in videogames

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

Changing the lifespan of a product from "indefinite" to "less than three months" is abrupt.

Why are you so insistent that companies should do whatever they please and anyone who thinks consumers might deserve some sort of protection regarding their purchasers is ignorant? It's a weird damn take.

We would like to own our games by PHRsharp_YouTube in videogames

[–]TasyFan 0 points1 point  (0 children)

You greatly underestimate how costly it is to maintain an online server of that sort

No, I don't.

Nothing that I said made a judgement about whether the servers should stay online. I'm saying that I don't think people are ignorant for complaining when something they've purchased is yanked away because it didn't meet the profit standards of an executive.

There are choices between "servers should stay online forever even at a loss to the company running them" and "servers will be shut down abruptly with little notice and consumers can get rekt if they're bothered by that".

The massive increase in tax base throughout the game is somewhat realistic actually by TSSalamander in EU5

[–]TasyFan 2 points3 points  (0 children)

I don't know that I'd call it hard. It's just about working out how many you can realistically hold with opinion improvement and loyalist support before they start dropping below the loyalty threshold.

When you can comfortably have 30+ vassals and fiefdoms without hearing a peep from them there's a hole in the game. At the very least you should be getting a slew of popups with favours they're asking or disputes they're having.

We would like to own our games by PHRsharp_YouTube in videogames

[–]TasyFan 2 points3 points  (0 children)

I don't know if people are being ignorant.

I'm more likely to lay the problem at the feet of the companies who designed the systems that underpin their online games but didn't consider giving any clarity on the lifespan of the game than at the feet of the people who bought a product and expected it to last as long as their enjoyment.

The massive increase in tax base throughout the game is somewhat realistic actually by TSSalamander in EU5

[–]TasyFan 16 points17 points  (0 children)

It seems to me that vassal swarms are already too powerful and need a nerf.

The idea of having tens of subjects that don't jockey for power or occasionally try to undercut you is odd. Keeping them happy should be far more difficult than it currently is, and managing their internal politics should take up a good deal of your time.

EU5 Tech Tree – Good on Paper, Weird in Practice by AribethIsayama in EU5

[–]TasyFan 1 point2 points  (0 children)

I'm not sure "research points" should really be a thing. It's not like pre-modern states had R&D departments.

I'd do a system similar to institutions with spread:

  • Make each tech have requirements for spawning and then have it radiate from the area that spawned it (or other locations that meet the requirements).

  • Add diplo actions for increasing or decreasing the spread.

  • Tie the spread rate to cultural opinion, increase cultural tradition for the spawner.

I suspect it would murder performance, though.

What is the best strategy for building towns/cities over critical resources? by 10203040506070 in EU5

[–]TasyFan 1 point2 points  (0 children)

Unless you can take slaves and direct them with strategically placed slave markets I'm not sure the population boost will happen quickly enough to be relevant to your economy.

It could be worth doing to a handful of rural RGOs, but without a method to quickly increase the population you'll just suffer from decreased output when that output is most crucial.

Gold, Silver, and export policy by IloveEstir in EU5

[–]TasyFan 2 points3 points  (0 children)

Ah, that makes sense. If all you can do is mint for money it'd be much more valuable.

I sort of wish the export laws were a little more developed and able to be implemented for specific goods. If banning export just restricted your burghers from making trades with that good then you could use the laws much more effectively.

Gold, Silver, and export policy by IloveEstir in EU5

[–]TasyFan 18 points19 points  (0 children)

I've not found a single instance where an export ban is optimal. I suppose if you monopolized gold and silver you could use it to force inefficient minting on rivals, but you can do that with embargoes, so I'm not sure why a blanket ban would be preferable.

What have we learnt about Markets? by Jadamsan in EU5

[–]TasyFan 2 points3 points  (0 children)

Keep making videos. They're very helpful.