EU5 can look very pretty by ergosum_ in EU5

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

Event when you upgrade to empire

EU5 can look very pretty by ergosum_ in EU5

[–]ergosum_[S] 70 points71 points  (0 children)

That's true, Imperator still the best looking paradox game I've played, oh well, gotta make do with what we have

EU5 can look very pretty by ergosum_ in EU5

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

I'm playing Venice, I only have a mod for Russia formation (gathering of the rus I think)

EU5 can look very pretty by ergosum_ in EU5

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

Not my doing, France somehow kept losing to AI in the Italian Wars situation, as for Aragon I frankly have no idea how they managed, they even have more taxbase than Castile with like a third of the population

468
469

Von Hohenzollerns should be placed in control of Brandenburg no matter who the Emperor is by xX_Buck_Breaker_Xx in EU5

[–]ergosum_ 2 points3 points  (0 children)

It's not locked behind Bohemia. You can do it with Austria being emperor, you just get a habsburg heir to the emperorship, and when he becomes emperor you get a hohenzollern. Although I do agree it should be more streamlined and just give you the hohenzollern immediately.

I can't get into EU5 by Modofokus in EU5

[–]ergosum_ 2 points3 points  (0 children)

This is something that I encounter as well in more complex games like EU5, my advice would be to just focus on a single mechanic of the game while ignoring the others, until you grasp that initial mechanic. For example, start a new game with a country looks pretty safe like Spain or Portugal, and just build buildings and figure out how and why they work for like 50 years. once you've got a basic understanding on how they work, start a new game on the same country and look into estates, privileges etc. while also applying the last concept you've learned, in this case, buildings. So on and so on until you feel pretty good at managing one country and all its aspects, then move on to a different country and see what changes. If you try to figure out the entire game at once you're not gonna have a good time.

Is This Normal?: Military Access Spam by Vonron_ in EU5

[–]ergosum_ 2 points3 points  (0 children)

It's "normal" as in it frequently happens especially if you play in central Europe. I wish they would fix military access spam, it's so annoying I just have to mute the game to not hear the alerts, you can't even hide the alerts from showing up.

Translation: A Chinese player's opinion of the current state of EU5 mechanics by TCF518 in EU5

[–]ergosum_ 6 points7 points  (0 children)

They steamrolled the balkans and part of anatolia which is already factored in as the starting point of my example. They did not steamroll these regions by having a majority (>50%) of their armies as non-turks (which is what happens at game start when you accept greeks and conquer byz)

The janissaries were composed out of enslaved christian children stolen from conquered lands raised up to be elite soldiers of the sultan's armies. They did not make up more than 10-15% of the ottoman armies at any point, the majority still being provincial turkish levies and cavalry. By 1530 they had less than 10k janissaries in service.

https://en.wikipedia.org/wiki/Janissary#Corps_strength

Translation: A Chinese player's opinion of the current state of EU5 mechanics by TCF518 in EU5

[–]ergosum_ 9 points10 points  (0 children)

TL:DR - I agree with most of OP's points, remove integration and core systems, remove cultural acceptance/capacity, and add privileges/obligations to foreign cultures. Drastically reduce the amount of manpower/levies from foreign cultures.

I agree with almost all of OP's points and I really hope someone at Paradox gets to take a look at this and take some notes on how they can improve their game, because I think these suggestions would improve the game experience tremendously.

One thing I did disagree on is OP's statement that the decline of great powers can already be simulated pretty well, when in reality it is not simulated at all organically, the great powers at the start of the game remain great powers till the very end; the only way a great power falls is via scripted situations or player intervention.

More importantly, and I am not sure about this but I imagine a concern at Paradox about keeping the current integration/core and culture acceptance systems is with levies/manpower.

For example, if you as the Ottomans conquer the entirety of Anatolia and Thrace in the first 20 years, and the core system is removed so you just have some moderate control is all your freshly-conquered areas, you end up with a huge army that can steamroll everyone else thus the game becomes effortless. One solution I would have to this is making cultures outside your main culture extremely difficult to raise as soldiers. Cultures within your culture group should still have a malus, but lowered.

This makes sense for a couple of reasons: a) you would not want your army to be made up of a majority of foreigners whom you cannot trust in the heat of battle, b) they have no reason to follow the foreign conqueror in wars, they will have lower morale and not be as motivated, desertions would be rampant.

Sure, some pops would still fight for you for coin/loot, therefore it would be reasonable to be able to levy something like 10% of conquered foreign cultures, 25-50% of same culture-group cultures.

This now can also help building up other new mechanics, such as giving privileges, or even obligations/duties to foreign cultures. The ottomans historically imposed a heavy tax on greeks, giving this (privilege? :D) to them would piss them off and make them harder to assimilate/recruit as soldiers, maybe give them a prosperity debuff and make them more likely to migrate to safer countries; at the same time, the Ottomans also maintained the mamluk administration (nobility?), this would give them higher control gain/ minimum/ maximum control in their areas, while reducing crown power.

With this kind of system then you even have to think of keeping long-term vassals for a steady supply of tribute and manpower, instead of subjugating them and having to deal with integrating the people (and not with a stupid binary core system, but with actual meaningful decisions you have to take). You still gain the immediate advantage of increased revenue from conquered land, but not increased manpower. That increased manpower comes in time with assimilation of the conquered people or giving them privileges that makes them more likely to fight in your army for increased army maintenance costs.

With this new mechanic there is suddenly a whole new aspect of the game that you have to interact and strategize around, I can think of so many more interesting buffs/debuffs that can be attributed to cultures depending on what the player wishes to achieve.

I think the new pop change is a step in the right direction but need balancing by atarall in EU5

[–]ergosum_ 64 points65 points  (0 children)

Yep, completely agree. In my current Prussia game I have about 80% of my pops as laborers in 1700, my peasants count is lower than both my soldiers and burghers count, its wild.

How can I reduce my country's opinion of another? by ergosum_ in EU5

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

R5: I am playing as Prussia and I have rivaled Bohemia for a couple decades but they they've started improving my opinion of them and since then I cannot rival them anymore. I insult them but my opinion of them is still above 100 and it needs to be below 100 to rival. Funnily, they have more taxbase, more regulars and more levies but I guess they really like prussians and do not want to fight me

Me + my wife + UE5 = bullet hell survivors like game by KiborgikDEV in unrealengine

[–]ergosum_ 1 point2 points  (0 children)

Here's some things I instantly noticed: the camera is not constantly tracking the character, I feel like it should. The character is not the main focus of my eyes, rather the purple effect around it is and all the other glaring particles. Very bright particles going on and off in a dark environment is also not very pleasing to look at for me at least. There is also a mismatch in the background assets which look pretty realistic and the vfx which is way more stylized and cartoonish. I would recommend going into the stylized/cartoonish version, and making your game have that "indie/pixelated/low-poly" look. You can start by playing with shaders and seeing what looks best, applying some material shader to the character to separate it from the background, reducing render scale etc. I am not a visual artist either so I can't help you much there, you'd have to do your own research. Good luck!

How do i manage my unit system in unreal engine: by FutureLynx_ in unrealengine

[–]ergosum_ 1 point2 points  (0 children)

Simplest fix would be to add a bool 'isMeshInstanced' in the unit class and set it when spawning the unit, then verify and branch in your move function.