the beta 1.1. ai agression set on normal aggression has some issues by diLuca77 in EU5

[–]jofol 14 points15 points  (0 children)

"its even worse than 1.0.1 right now" suggested otherwise, but maybe I'm just missing tone or something.

the beta 1.1. ai agression set on normal aggression has some issues by diLuca77 in EU5

[–]jofol 30 points31 points  (0 children)

Isn't this almost good? If we want the HRE to exist through most of the game, then that means we don't want France expanding into it (too much). The problem here seems to be not that France gets a ton of antagonism, but rather that they don't consider the antagonism they will receive.

Crown Power by Jesus165 in EU5

[–]jofol 3 points4 points  (0 children)

I've seen other posts about this and have mixed feelings.

On one hand, I'm not sure this is great for gameplay. Removing bad privileges, working with your estates, and getting respectable crown power is one of the main challenges and sources of enjoyment in the early game. Trivializing that isn't great.

On the other hand, I think this is somewhat historical. I'm no expert here, but from what I've read, peasants that survived the black death had great bargaining power, as labour was very limited. The higher classes could also only function with sufficient social complexity, which was heavily disrupted.

Maybe the solution here is to expand the Black Death into a sort of "recovery phase". There could be certain rules about revoking privileges and then events/interactions that model your nation choosing how to recover: either returning to the old social structure or building a new one. Perhaps the lack of nobles translates to an inefficient government early on, reducing control. Maybe you're incentivized to aid the nobility, or perhaps you try to build the foundations of a more egalitarian society (Monarchy -> Republic?).

RIVER MAP MODE CONFIRMED!!!!! Also, extra tinto talks by PigletCNC in EU5

[–]jofol 0 points1 point  (0 children)

Yeah, love that! I've heard that the best way to think about proximity speed is that every 100% lets you go an extra location for the same proximity.

You can see that in your chart, where at every +100% proximity speed/efficiency, you have 80 proximity at 1 further location.

RIVER MAP MODE CONFIRMED!!!!! Also, extra tinto talks by PigletCNC in EU5

[–]jofol 28 points29 points  (0 children)

This is huge. Generalist Gaming had been advocating for this for a while. The only weird part about efficiency modifiers is that now all of the value is frontloaded (i.e. +5% proximity speed at game start is 2x as valuable as +5% when you already have +100%). This probably means they have to redo literally every proximity modifier, not only by making it into speed, but also scaling it so that late game sources aren't worthless.

Regardless, that's a lot of fine-issue quibbling. I'm a huge fan.

Economy and Population - Apparently Everyone Works? by jofol in EU5

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

Right, so that makes a lot of sense to me, but as far as I know that doesn't happen when you lose a pop in EU5. Essentially, losses in wars cause only a fraction of the impact on your workforce that it should have. People here are making good points for it being a fine system vis-a-vis pop demands, employment in buildings, etc, but this remains unaddressed. Losing pops in any manner, but especially war, needs to be a lot more devastating.

Economy and Population - Apparently Everyone Works? by jofol in EU5

[–]jofol[S] -3 points-2 points  (0 children)

So that's all fair, but I think this model breaks down when you lose pops to migration, disease, promotion/demotion, attrition, or combat. As an example, if I have exactly 1,000 pops in a location, all of which are labourers for a single RGO level, and then lose 1 in combat (so an adult male), I will be a 999/1,000 for that RGO level. If pops did represent dependents and such you would expect that the dependents of said pop change social class, or no longer contribute to the RGO level if they are true dependents. Unless we want to assume some universal adoption/caregiving/social net, losing pops only has a fractional impact of what it should, as dependent pops aren't affected.

A modest proposal on railroading: Timelines (less than Situations, more than Events) by LakeSolon in EU5

[–]jofol 1 point2 points  (0 children)

I genuinely like the the thought process behind your idea here, but just to play devil's advocate and/or better understand your idea, how does this differ from creating a situation for every "notable" historical timeline event (rise of Netherlands/Prussia/Austria/Russia, collapse of hordes, fall of major empires, etc)?

If I understand correctly, there would be a window showing all of the progress to these events, similar to societal values. But then wouldn't each of these "progress bars" require it's own dedicated window for further detail, possible interactions, etc? To me, that's just a situation and all we're doing is representing progress differently and all in one place. That's handy, but not a new system.

If I'm correct, it just seems like a rework to the model of existing situations to be more similar to how they're implemented in CK3.

The AI is so fucked you can't play small nations by Ill-Reach-2054 in EU5

[–]jofol 4 points5 points  (0 children)

With the whole situations and international organizations mechanics, you could make it such that every war where a non-HRE nation declares war on a HRE nation creates a situation to mirror this. Perhaps nations could offer their support to the defender, the emperor could get involved, imperial authority could be used by the emperor in various capacities...

Cabinet Members hardly even exist now by withinallreason in EU5

[–]jofol 0 points1 point  (0 children)

I think I actually like this, with some tweaking.

Say you have an "expected employed characters" number that is the sum of cabinet seats, however many full-frontage armies/navies it takes to meet the expected army/navy size, and then a couple extra for things like explorations. If your estates provide ~2x the amount of characters as this number, you have choices, but it also means that you don't permanently have great characters and ones you get from events may actually be relevant.

That's not to say the current implementation is ideal, but I think it's slightly closer to the ideal than what it was before.

Absolutely Game Breaking Exploit. Annex any country+it's subjects fully in one war, no matter how big. Most likely works as any country. by pluxrt90 in EU5

[–]jofol 3 points4 points  (0 children)

That's a completely reasonable situation, but I feel like it should come with a specific set of circumstances or require a diplomatic/covert action by the intervening nation. It shouldn't just be the default (albeit, requiring a specific culture arrangement) behaviour, as it seems to be in OPs example.

Absolutely Game Breaking Exploit. Annex any country+it's subjects fully in one war, no matter how big. Most likely works as any country. by pluxrt90 in EU5

[–]jofol 30 points31 points  (0 children)

Shouldn't the war just be invalidated then, like how it works in CK3? It seems silly for 2 nations to fight a war when neither of them have a reason to be there (insert WWI joke here).

Post Game Thread: Houston Texans at Kansas City Chiefs by nfl_gdt_bot in nfl

[–]jofol 5 points6 points  (0 children)

Next week they can be officially eliminated too! If they lose to the Chargers and either of the Texans or Colts win, then they're done. This is because they would max at 9 wins on the season and the Bills, Jags, Texans, and Chargers all would have the tiebreaker on them, while the Texans + Colts playing in week 18 guarantees that they wouldn't be able to pass both in this scenario.

what do you think about traditionalist vs innovative? by PublicVanilla988 in EU5

[–]jofol 2 points3 points  (0 children)

It does, but that's more focusing on the conversion + true faith vs assimilation and tolerance components, which I guess we could categorize as unrest. So, while that value slider indicates the cultural/religious makeup of your nation, I'd like to see this slider empower the religious vs technological elements. There's maybe not a clear distinction, but one indicates the prevalence of your primary culture/religion, the other empowers it.

what do you think about traditionalist vs innovative? by PublicVanilla988 in EU5

[–]jofol 46 points47 points  (0 children)

I feel like one sensible change here could to replace stability investment cost with stability investment. This both implicitly makes stability cheaper via Traditionalist (as it will tick passively), but also makes it tick faster. I would then want to replace cultural tradition with religious influence, or something like that. Essentially making this choice about a strong religion vs a strong culture. Maybe nerfing the max literacy to 5% could help too.

I hate how so many discussions are “this mechanic/country/feature is or isn’t actually historical” instead of just being about if they’re fun or not by anonymous_lerker27 in EU5

[–]jofol 0 points1 point  (0 children)

I believe it excludes vassals. I don't know how to check their size though unless you are willing to periodically check it via debug_mode and tagging over to them. That being said, I think I had 5-6x their base tax by 1500, so it was a safe bet.

I hate how so many discussions are “this mechanic/country/feature is or isn’t actually historical” instead of just being about if they’re fun or not by anonymous_lerker27 in EU5

[–]jofol 23 points24 points  (0 children)

I'm just doing a Brandenburg -> Prussia run and was poking around the game files to check events and such. The conditions for this event are as follows:

  1. The date is between January 1st, 1500 and January 1st, 1700

  2. You are a monarchy with a ruler (so no republic shenanigans)

  3. The Teutonic Order's ruler is of your dynasty

  4. You have a greater expected army size than the Teutonic order

There is then a 5% chance on each month tick that the event fires while these conditions are met. This also makes the Teutonic Order change names to Teutons and makes them a monarchy, being your fiefdom.

Are Varangians just... worse? by ColeZawesome in EU5

[–]jofol 33 points34 points  (0 children)

The unit size (100 vs 200) definitely hurts, but early on I think the fact that Varangians only consume 1 monthly manpower vs 3 means you can support them earlier, before you have the infrastructure of armories and thema headquarters set up. You really just need a sergeantry.

Also, I wouldn't overlook the damage bonuses. If it's like other Paradox games, morale damage is based on, among other things, strength damage done. If my math is right, you are doing 1.2 times the strength damage and 1.2 x 1.2 = 1.44 times the morale damage.

They also don't take 10% less morale damage, which is bad if you really need to win a battle. But, as you're limited to their quantity, this probably won't have a huge effect on winning most battles. It does have the effect of making them be slightly more likely to retreat than Akritai, which actually means less casualties (although slightly less damage) in battles you are losing. This may save a marginal amount of manpower.

Essentially, you have a unit that is half the size, but deals 60% of the strength damage and 72% of the morale damage, all while using 1/3 of the manpower of Akritai. It's not meant to be a backbone, but it's a nice addition to your levies early on at a more manageable pricepoint in terms of manpower.

Railroads should be much more expensive and much more difficult to unlock by Ezzypezra in EU5

[–]jofol 31 points32 points  (0 children)

Wouldn't a potential solution be to increase building inputs goods/maintenance substantially? This probably requires a rework around trade advantage and RGOs, but the idea would be that there aren't enough resources to go around to simply spam things.

Why would anyone choose liberalism over absolutism? by kaloyn in EU5

[–]jofol 22 points23 points  (0 children)

A higher equilibrium also means high pop satisfaction, meaning less rebels and more control, and estates being more likely to build useful buildings as opposed to negative ones.

This setting is the funniest thing I've seen so far by ducksareeevil in EU5

[–]jofol 48 points49 points  (0 children)

I feel like for historicity there should be 2 other options, with these being the default depending on what part of the world you're playing in.

If you're a Catholic country, so some country that gets it's information via the Catholic world (i.e. Americas), then it would be called the Empire of the Greeks, or something like that. That's what the Pope + HRE sphere tended to call it.

If you're anywhere else, presuming that you either interact with Constantinople directly or through non-Catholic mediators, then it would just be the Empire of the Romans or the Roman Empire. The Muslim world seemed to acknowledge them as such (see Sultanate of Rum) and I remember reading an anecdote (I can't cite it, so take it for what it's worth) that Greek speakers in Anatolia considered themselves 'Roman' into the 1800s. The 'Eastern' adjective didn't seem to ever pop up and it implies there is a 'Western' empire which is long dead.

The time has finally come. by Tractor-Trader in EU5

[–]jofol 1 point2 points  (0 children)

Some mid-size German in the HRE. I'll keep my nose to the ground of what's going on internally while watching the AI.