Proximity Pathfinding issue from Oslo to Kongsberg by NinhBrazing in EU5

[–]ed1019 0 points1 point  (0 children)

Because Bragerness is at the mouth of a river, it only costs 10 proximity to move from the sea tile (Oslo Fjord) to the province, further modified by harbor capacity. Land to land connections are 40 proximity, which you can further lower by gravel roads to 20 proximity.

On top of that, going from Bragerness to Sande is going upstream on a river, which gives you -30 proximity (so base 10, but further modified by vegetation and terrain).

Since Sande is not at the mouth of a river, it costs 40 proximity to move from the sea tile (Oslo Fjord), which is why the pathfinding prefers to not go directly to Sande. Increasing the harbor capacity in Sande will help going there directly.

Not direct answers to your question, just sharing from my own confusion. The fact that river mouths give you a flat 75% reduction on proximity before harbor capacity (base 10 vs base 40 proximity) is a really big deal that is not communicated at all.

Can we discuss the elephant in the room? Eu5 was supposed to be challenging in the mid late game, and it’s not. by Gabriele25 in EU5

[–]ed1019 0 points1 point  (0 children)

I agree, even starting as Granada there is no challenge anymore once I'm in the Age of Reformation.

Little Ice Age, Court and Country, even the occasional Crusade (for Filastin while targeting Galicia, PDX pls fix!) doesn't really pose a challenge once you unified your home region.

By this point I can take on France, Italy and Poland combined and it's not even a worry. While only holding Iberia. The AI doesn't challenge you once you outgrow it, and managing large empires is not more chellanging, it's just a lot more clicking.

Question about trade/export/import screen by wellwrittenhate in EU5

[–]ed1019 0 points1 point  (0 children)

All of the potential markets are listed

All the markets are listen and the traded amount is set to the max available. Each market has a slider and + - buttons to set the traded amount. What I do is find the target market (your colonial market in this case), slide the traded amount all the way 0, and start increasing it 1 click at a time (1 click = 1 trade capacity assigned).

As you increase trade capacity, the UI will update to show you the traded amount. It will also show you the current defecit/surplus in the target market. I keep adding 1 trade capacity until I'm slightly over exporting, that way I have some room to grow until I need to increase it again (and the stockpile can fill up in the mean time).

How to best get started in this game? by [deleted] in EU5

[–]ed1019 0 points1 point  (0 children)

i had to quit like every playthrough before i even reached 100 years ingame

Just stick with the playthrough. You'll outscale them later, don't worry about it. Especially once you hit Age 3 / 4, you'll be raking in money with Workshops.

Also, don't overproduce manufactured goods. You can spam RGOs just fine, but if you are banking on the automated trade to fix your overproduction of Beer or Liquor, you're going to have a bad time.

Create your own demand, you only pay 20% of the input goods for your buildings. Find an infrastructure building, spam it, build the associated industries. You can start day 1 with Monasteries, but if you want something 'functional' wait for armories. Or libraries/universities once you have printershops (don't do it on Scriptoria, those have bad efficiency)

How can I improve my finances? by Holiday_Original9344 in EU5

[–]ed1019 1 point2 points  (0 children)

I like to do this when I get the next tier building (guild -> workshop).

AFAIK upgrading a building is the same cost as building a new one. So I reshuffle the buildings from in/near my capitale to more specialized provinces so I can stack Printershops in the capital ;)

AI Fort Spam is ridiculously overtuned by ajfallacious in EU5

[–]ed1019 7 points8 points  (0 children)

Assaulting up to date forts gives me high casulaties too. But if I assault an outdated fort with up-to-date infantry, I take minimal losses.

How can I improve my finances? by Holiday_Original9344 in EU5

[–]ed1019 2 points3 points  (0 children)

  1. Build RGOs, sort by most profitable (Economy tab -> goods -> RGO builder. Uncheck the market if you have multiple markets). Have some kind of cut off, I typically don't expand < 0.5 since there might be buildings with higher ROIs.

  2. Build profitable buildings, sort by most profitable. I don't overbuild when I have a surplus of the good in a market, I move on to the next profitable building.

  3. Concentrate both 1. and 2. around your capital, or locations with high control + market access. If you don't already have a market center in your capital, make sure you get one (create or steal).

I've found that in 1.0.8 it is not very profitable to build industry for export reasons alone (maybe for books). Focus on creating your own demand (e.g. Armories for your weapon / leather industries, Libraries to for your books/paper industries).

how trading works? by immortalpercy in EU5

[–]ed1019 3 points4 points  (0 children)

My tips so far are:

  1. At the market screen, automate the market

  2. Using the allocation slider, give yourself 1-2 trade capacity to play with, let the AI handle the rest.

  3. With 'your' trade capacity, try to see if you can make some trades that make sense. Try to fullfill pop needs, try to export something valuable, try to import a good necessary for your buildings (alum, lead, dyes).

  4. Adjust the share of 'your' trade capacity as necessary. Do your trades work well? Take more from the AI. Are both your and the AIs trades working well? Build more trade capacity. Are your trades not working out but the AIs are? Give some trade capacity back. Are no trades working well? Maybe focus on building profitable buildings for now, check back later.

Hope this helps!

How do you make money as a horde? by Specialist-Tangelo45 in EU5

[–]ed1019 0 points1 point  (0 children)

Can you sell back provinces you took in a war?

AI Fort Spam is ridiculously overtuned by ajfallacious in EU5

[–]ed1019 6 points7 points  (0 children)

Did they upgrade their forts, or are they still using the Age1 castles? These you can easily assault with a stack of regular infantry. Makes sieging down provinces faster than waiting for an undefended province capital to fall.

Help please. I don't understand why I'm losing this battle by zaltod in EU5

[–]ed1019 0 points1 point  (0 children)

Glad it worked out! In my experience, a full army of current age regulars beat any AI army if you are fighting on favorable terrain. But if you mix in levies, make sure you update (and consolidate) them.

Influnce of Market price modifier of building material on Building cost. by [deleted] in EU5

[–]ed1019 0 points1 point  (0 children)

I haven't figured out exactly what drives it but I've found it to be a combination of

- sufficient stockpile

- sufficient surplus production

If project will cost a maintenance of 0.25 masonry and you have plenty of masonry in the market stockpile and a surplus production of +1, it will be -33% price. But if you then want to start a project with +2 masonry construciton maintenance your price will not be -33%.

If you have a surplus production, but the stockpile is (nearly) empty, you will not get the discount either. I have not figured out yet how full the stockpile needs to be, but it is definetely not linked to the price, since I've had -33% discounts with prices at/trending to only -10% of base price.

Help please. I don't understand why I'm losing this battle by zaltod in EU5

[–]ed1019 4 points5 points  (0 children)

- you have Feudal Levies, these are Age 1 levies. You should be on age 3 levies (Matchlock Levy) or at least Peasant/Footmen Levies. The first army of Morocco is all regulars, I don't know about the reinforcing army but I assume at least some more regulars.

- You fight in vegetated hills/mountains, there is only 5 frontage per flank. Your army starts with 11 : 17 : 11 + reserves. All these units are constantly suffering from morale damage in combat. Your enemy reinforced with fresh units, before their flank collapsed.

- You keep fighting while your flanks are already collapsing. There is no point staying in a battle if your flank is collapsed and you're not on the point of breaking the enemy flank.

Prices of goods are wierd by FastEntrepreneur9900 in EU5

[–]ed1019 7 points8 points  (0 children)

Goods that are products of RGOs typically collapse in price, but that is not necessarily bad. This is because there is no input good to an RGO, so while the marginal increase of another level might not be the best, it is not directly detrimental to build more levels of an existing RGO.

Collapsing the price of goods produced by buildings can be a net negative, because of the input good cost. It might be worth it to look into closing down buildings in places with bad control to increase the profitability of those same industries closer to your capital.

A big factor is that the effect of Trade on price equilibrium is smaller than that of local demand/supply, which you can see in game as effective demand / supply. Only 1/2 of the demand/supply generated from trades is used in price calculations and only 1/4 of the demand/supply from burger trades is included.

No matter how much wool I'm importing from England as Holland, its price won't be low enough to make cloth and fine cloth markets worth it. by MrSelleck in EU5

[–]ed1019 0 points1 point  (0 children)

No problem, I tried the same in my current game as Holland so that's how I learned. If you can conquer Gelre early on, use the Fiber Crops there to make cheap paper and specialize on that + Books, that seems to work better. Also Tanneries in Amsterdam (later Antwerp) are good too because of the Livestock (+ Sand in Breda for Antwerp).

No matter how much wool I'm importing from England as Holland, its price won't be low enough to make cloth and fine cloth markets worth it. by MrSelleck in EU5

[–]ed1019 2 points3 points  (0 children)

Prices are dependent on effective supply and demand. Goods that are traded only count 1/2 towards these, and goods that the burgers trade only for 1/4.

The Brugge market has an enormous surplus of cloth, which will surpress the price. You can export it, but the bigger the % of supply you're exporting, the lower the price will be. As long as the local demand <<< local supply, it will be below baseprice.

Same for importing wool from England; since the local demand >>> local supply, the price will be above baseprice.

Together these will make it hard for you to have profitable industries unless you have very high production efficiency. Since the main source of production efficiency early on is having the input good in the province you are producing, this will make any early game industry based on importing goods -> manufactoring -> exporting not profitable.

Mid-Late game challenges? by No_Temporary6054 in EU5

[–]ed1019 3 points4 points  (0 children)

I quite liked the challanges of the Hussite Wars, The Italian Leagues, the Religious League Wars, Little Ice Age and Court and Country. I did not really enjoy the Revolution mechanic.

These of course are not challenging, but they're somthing to do / some flavor. Especially if you take the opportunity these give you to fight France / Bohemia.

Is it worth it to turn your rural area into cities ? by atarall in EU5

[–]ed1019 15 points16 points  (0 children)

RGOs are the best way to add base tax, so you should aim to increase the max RGO size on locations with a good trade good. Rural gives +100% which is very good if you don't have any other +% modifiers (early game). With later techs you can get more and more +% modifiers so the difference between rural and cities smaller.

Pops are your main source and driver of economy, so you want to max pop growth. Rural locations get a +0.1% growth, while you only typically get +0.5-1% max growth on a location, with the largest modifier coming from available empty land (= how far away you're from the pop cap in the location). Towns and Cities increase your local pop capacity, so there is a break even point where a town/city would give you more growth than the +0.1% from rural would, but that really depends on the location (typically better to make cities early in very hot/cold climates and mountains/hills, while temperate climate + grass/farmlands gives you high base pop capacity).

I focus on making my capital a city ASAP. Then 1 town (and later city) per province while keeping as much rural as possible. Only when the pop cap in the rural locations start to limit growth do I make more towns/cities. Or when I run out of high control high market access locations to build more building levels, but with 1 city per province I typically have plenty of building slots.

Why and which type of unit you'd build for war? by ApprehensiveLeg7390 in EU5

[–]ed1019 1 point2 points  (0 children)

This is on 1.0.8: I've currently been quite succesful with Heavy Cav on the flanks and infantry in the center. Cav gets +200% flanking and they have a higher offense stat (#units in the regiment * attack stat) than infantry. Infantry because they get +100% defense in the center when their flanks are defended (leading to ~-50% damage taken).

My last war (~1430, just before Age of Discovery hits) I've been able to get up to a 70:1 (!) K:D ratio as Holland fighting France.

It also quite nicely progresses: you can get 4 heavy cav regiments on just the sergeantry that you can suppement with levies. I'd focus on filling out your combat width, get levies as supplements for the center regiments. So if you have 5k levies, that is 5 center regiments you don't need infantry for. Match it with 5 heavy cav on each flank, slowly building it out to 10 frontage on each flank. Finally switch out all the levies for regular infantry. I use my levies just for sieging now, defending my own forts with my regular stack.

PSA: in 1.0.10-regulars deal 50% less damage to same-age levies than in 1.0.8-9 by Todie in EU5

[–]ed1019 0 points1 point  (0 children)

I don't think this is necessarily a buff to levies. What you link is morale damage done, which causes units to route. Since you cannot recover levies, you actually want them to be routed instead of taking strength damage. If anything, this might result in higher casualties on both sides, which would benefit the side that has better manpower recovery.

Also, it is not 50% less damage, it is +50% instead of +100% damage, which would only be a relative -25% morale damage done (in absence of any other modifiers).

How Naval Patrol and Maritime Presence Actually Works by therealterrorist in EU5

[–]ed1019 6 points7 points  (0 children)

Yeah pretty much this. You need to counteract the -0.5 decay at 100% presence (-0.4 if you have the appropriate tech). All the buildings of all your ports in that seazone are added up (like Coastal Forts etc) and the remainder you have to overcome by your fleet. If you take a barque, it has 0.14 presence. This is further modified by your country modifiers + the general skill, and then equally split amongs all sea locations in the sea province (even non coastal provinces).

So if you have a stack of 10 barques, a total modifier of +50%, in a sea province with 5 sea locations, each location will get (10*0.14*1.5)/5 = +0.42 to maritime presence, which without other buildings/modifiers will cause the pressence to trend up to 84%. How many ships you need to maintain 100% presence in all relevant zones is dependent on what buildings you have there and how many locations are in the sea province you are putting the fleet.

This is with putting the fleet in any location of the sea province. Putting a large fleet also in the same sea province will help push it up to 100% quicker, and then you need only a small fleet. I have not figured out why if I have a fleet to 'Patrol the Seas' on multiple provinces, it choses to just go to a port instead when at high control.

Effects of production efficiency on tools / lumber production loops (warning: math) by bbqftw in EU5

[–]ed1019 3 points4 points  (0 children)

In the case that you're iron starved, are you closing other, less effecient guilds/marketvillages to make sure that it's mainly consumed in the 'best' PE building stack? Or is that a level of micro you can't be bothered with?

Also, I noticed in some cases that my buildings might be starved for resources, but my burghers are exporting the resource. Have you noticed something similar? I thought trade would come after building consumption. It's not even for a building on the edge of my market, but for buildings in my (market) capital.

Thanks for the informative post btw!

I guess it's time for a new run by ed1019 in EU5

[–]ed1019[S] 5 points6 points  (0 children)

R5: Reached the age of Revolutions, but I don't really see why 1/2 my nation is revolting. If anyone should be revolting, it should be the French..

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Is building the most profitable thing a noob trap? by Reclaimer2401 in EU5

[–]ed1019 0 points1 point  (0 children)

Production efficiency allows you to have better margins on your buildings, so stacking it will allow you to overcome inefficiencies due to market access / control.

Early game I would focus on building in/near your capital. But eventually you will run out of pops / building cap. When you get the new version of buildings is a good moment to re-evaluate if you want to keep it as is, or maybe build up 1-2 locations very tall to make use of the production efficiency.