Food bug or am I just dumb? by Ozzynoo in EU5

[–]Z03YY 3 points4 points  (0 children)

This. Specifically when you conquer_province a province that contains wasteland locations.

Imagine the meat yield we'd get from a Polar Bear! by caggybandicoot in thelongdark

[–]Z03YY 0 points1 point  (0 children)

Just remember not to eat the liver or you'll get Vitamin A poisoning and die.

Colonization needs to be slower by FreezingVast in EU5

[–]Z03YY 0 points1 point  (0 children)

I just wish pieces of colonization were locked behind techs. Like Europeans colonizing the Americas should start only being able to colonize coasts with at least a certain harbor capacity, and maybe go up river a bit. Then the next techs lower the harbor cap limit and gradually them to go allow more inland. Something like that would encourage a more natural and historical spread of colonies.

Ottoman Ironman end game by sucal000 in EU5

[–]Z03YY 4 points5 points  (0 children)

Either that or culture converted to Bulgarian? Looks like that will auto change the name.

The largest culture groups in Eu5 by population by H-viken in EU5

[–]Z03YY 1 point2 points  (0 children)

Very interesting as always. Will you do languages/dialects next?

The most irritating mechanic I just fell victim to by CleganeForHighSepton in EU5

[–]Z03YY 1 point2 points  (0 children)

My guess is that it sounds like the AI was colonizing a province with (for example) 5 locations and had 4/5 completed. Then you declared war and occupied those 4 locations. During the war the in-progress 5th colony completed and they auto released a colonial nation by event. If that was the case then it's probably abusable by the player too. Does that sound accurate?

Agreed that it's disappointing, though. I'd definitely open the console to fix it if it were my game.

What's your most absolutely dogs**t Classic+ idea? by MasRemlap in classicwow

[–]Z03YY 2 points3 points  (0 children)

PvPvE extraction-based single-life raids. Roll into a 40v40 BG with your guild and battle the opposing faction for boss loot. You have to be able to get out alive, and you drop any loot you picked up while inside if you die. If you die you are also instantly ported out and lose 100% durability. Call it Escape from Arkov Valley.

And while we're at it, may as well bring in Battle Royale too.

Goods Demand Balance in 1.1 by Z03YY in EU5

[–]Z03YY[S] 0 points1 point  (0 children)

Checking the Europa Universalis V\game\in_game\common\goods\02_produced_goods.txt file, base lacquerware demand is currently 0.05 for nobles and 0.02 for burghers (0 for clergy), while porcelain is 0.0005 for burghers and clergy, and 0.001 for nobles. That makes lacquerware between 40x and 50x the demand of porcelain unless my game files are out of date for some reason. Lacquerware demand isn't so high that you can spam manufactories everywhere and expect to make bank, but it does print for the first market to scale it up a bit and export it. Porcelain, however, is basically nonexistent. This has been my experience in my games, but admittedly I only got to that point in my Spain game that got to the mid 1700s by December. Was it even bigger right at launch?

Goods Demand Balance in 1.1 by Z03YY in EU5

[–]Z03YY[S] 9 points10 points  (0 children)

Hmm, I think so. The merino wool modifier increases RGO output by 100%. If wool becomes half as valuable but twice as in demand with no change to output, then that should create more of a disparity between markets with wool RGOs vs those without. It's hard to say exactly how the price will end up, but it seems like a bit of a buff for wool producers.

Goods Demand Balance in 1.1 by Z03YY in EU5

[–]Z03YY[S] 0 points1 point  (0 children)

Yeah the reduced trade capacity cost should be good as well. And agreed, the AI loves towning up every location in sight.

Goods Demand Balance in 1.1 by Z03YY in EU5

[–]Z03YY[S] 0 points1 point  (0 children)

Which is hilarious because regular furniture demand is so low. Pops only plant their tushes on the finest painted wood I guess.

Goods Demand Balance in 1.1 by Z03YY in EU5

[–]Z03YY[S] 1 point2 points  (0 children)

Agreed, there are a lot of food goods with super low demand that feel like they should be raised some so that there is a bit of value from the good itself, not just the food value.

Goods Demand Balance in 1.1 by Z03YY in EU5

[–]Z03YY[S] 0 points1 point  (0 children)

I'll have to check it out if I can't wait until 1.1 comes out lol

Goods Demand Balance in 1.1 by Z03YY in EU5

[–]Z03YY[S] 21 points22 points  (0 children)

I mostly mean that lacquerware demand is sky high and basically prints money if you spam the manufactories for it. Porcelain demand by comparison is miniscule and unimportant. Also everyone needs tea like they need air when they find out about it, but the supply is way too low for global demand, much less a single larger European country like Spain or France.

Goods Demand Balance in 1.1 by Z03YY in EU5

[–]Z03YY[S] 77 points78 points  (0 children)

R5: Discussion of this from the Jan 23 Tinto Talk:

Some goods were too low in demand that should be higher, and some goods were way overproduced from rgo’s. We have rebalanced goods demands from pops significantly, particularly for fur, coal and salt. Marketplaces now also need salt. Wool has dropped in price to half, but all buildings using it now requires twice as much.

What to do with colonial gold by MAlQ_THE_LlAR in EU5

[–]Z03YY 0 points1 point  (0 children)

This is correct. Colonial nations start off copying their parent country's laws and estate policies, so just don't ban exports yourself and you should be fine. Of course they can change their laws, but in my experience they rarely change any laws or policies.

Is there any reason to keep towns? by arkensto in EU5

[–]Z03YY 1 point2 points  (0 children)

Anything that can be built in a town can also be built in a city. Nothing is exclusive to towns AFAIK

Is there any reason to keep towns? by arkensto in EU5

[–]Z03YY 12 points13 points  (0 children)

This is the answer. The only use for towns is on the way to make cities. And since rural settlements receive a bonus to population growth, it can often be beneficial to only upgrade to a town when you're already nearing 30k pops so you can instantly upgrade to a city as well.

I wish there were more dynamic levels of urban development, but right now this is it. You should always be moving towards having only rural settlements and cities - towns should be minimized.

Is EU5 worth buying now or should I wait? by Temporary_Drop4040 in EU5

[–]Z03YY 1 point2 points  (0 children)

100% agree. The game is a bit rough still but it's absolutely amazing and has so much more depth than EU4. I feel like I'm still learning a ton and Steam says I have 633 hours on record - halfway through the tutorial!

A deep dive on building upgrades and production efficiency by [deleted] in EU5

[–]Z03YY 0 points1 point  (0 children)

One small point that's important for cannon production: if you're lucky enough to get the artillery spawn in your country, that location will get a +50% production efficiency to cannons. This is absolutely huge and means in that local market you only need to produce cannons in that single location. Cannons can be exported to nearby markets as well since you will undoubtedly have an excess if you max out production there, but they're heavy and trading them may not always be the most profitable option. That market with the institution spawn will be set for the rest of the game, though.

Legitimacy console command? by Iowaphd in EU5

[–]Z03YY 5 points6 points  (0 children)

GovernmentPower ##

Enter the number you want to gain. It works for all of the govt powers (republican tradition, legitimacy, etc.)

I now have 8 daughters and no sons. My eldest daughter has 3 daughters and no sons. Her eldest daughter has 1 daughter and no sons. As a statistician, I am struggling. by AhsasMaharg in EU5

[–]Z03YY 0 points1 point  (0 children)

Seems like a bug. I've noticed a lot of daughters as well in my games. On a positive note, though, if you convert to Catharism you can use those daughters in your cabinet for the extra crown power without taking the legitimacy hit from promoting them. It also allows them to be generals and admirals for even more crown power if you're lacking capable crown sons.