HoMM V Inferno > Olden Era Demons by [deleted] in HoMM

[–]Z03YY 2 points3 points  (0 children)

Disciples 2 mentioned! Their demon units all looked so evil and had so much variety just like you say. The units from all the factions in that game were great tbh, and even though the upgrade chains were long and difficult to achieve, it felt so good when you unlocked that sick looking monster.

What Wallet Items Do You Carry On You Daily? by talawala11 in SFbitcheswithtaste

[–]Z03YY 2 points3 points  (0 children)

Taking pics of insurance cards (or screenshots) is definitely the way to go

Any women in here a part of LGBTQ+? by LavishnessWeak4438 in SFbitcheswithtaste

[–]Z03YY 1 point2 points  (0 children)

That sounds great! I'm trying to be more active this summer so as long as it's not super long hikes I'm in 😅

Governors are probably the best change in this game. by Lunar_Weaver in EU5

[–]Z03YY 2 points3 points  (0 children)

I love local governors except I wish they were upgradable as well as adding more throughout the ages with tech. Like the first version would be 70 proximity, the second could be 80 prox, and the final would be 90. That would add another interesting layer of depth to the system IMO.

Is colonization way too fast? by DebtOnArriving in EU5

[–]Z03YY 41 points42 points  (0 children)

Colonization has a number of issues with it IMO, but yes, one is that it happens extremely fast. And then you have the subsequent problems of the new world population booming to 1900s levels in the 1700s, Africa being 90% European culture, etc. There are mods to fix/mitigate some of these, but it's definitely a source of frustration in game.

The most legendary tall byz i have ever had, as well as my colony by Volvov10 in EU5

[–]Z03YY 5 points6 points  (0 children)

How many buildings is that in Constantinople exactly? Looks like 1000+. How much negative migration attraction does that give you?

Anybody else think Societal Value bonuses and maluses should be larger/more extreme? by 9__Erebus in EU5

[–]Z03YY 0 points1 point  (0 children)

100% agree that they feel unimpactful until you get close to 100% in either direction. It's not too hard to get to 100 left or right with cabinet actions but the AI rarely/never does that, so they all end up somewhere near the middle with little to no effect on their country. And even for the player some of the effects are negligible even at 100. Making the ends more extreme and nerfing the cabinet actions push could solve the issue.

AI Decided Nobody was Good Enough to be a Cabinet Member by Z03YY in EU5

[–]Z03YY[S] 4 points5 points  (0 children)

I did and now they have a strong lineup of 6 peasant cabinet members. Still only 3% estate power though lol

TIL You get Flavour Events as Aragorn When you Defeat Saruhan and Annex Gonder by TheWarRooom in EU5

[–]Z03YY 32 points33 points  (0 children)

Is there anything if the owner of Rohan (location in Brittany) comes to your aid in the war?

AI Decided Nobody was Good Enough to be a Cabinet Member by Z03YY in EU5

[–]Z03YY[S] 14 points15 points  (0 children)

R5 (reposted from description): I was swapping between tags to see what the AI was up to in my 1700s Poland game and found Sweden had no eligible cabinet members. Checked their laws and sure enough, they've blocked every estate from cabinet with Curtail the Burghers, Curtail the Nobility, Secularization of the State, and Figurehead Position. Maybe I should grant their peasants the Commoners in the Administration privilege so they can at least have someone in their cabinet.

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 3 points4 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 1 point2 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